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rust

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Posts posted by rust

  1. what settings/genre niches do we still need to fill for BRP to have the product spread such a venerable and well-tested generic RPG system should have to appeal to a broader spectrum of the gaming public?

    In my view, Fantasy is covered by Runequest, Horror by Call of Cthulhu, and

    History by the Alephtar Games material, the one published as well as the one

    planned.

    This leaves mostly Science Fiction, including its little sister cyberpunk / trans-

    humanism, Supers and Modern, I think - with science fiction a very wide and

    open field, from space fantasy to hard science fiction.

    Looking at the various monographs, I have the impression that in fact all the

    genres are already covered, or will soon be covered, although not in the most

    attractive way - the content is there, its quality is very good, but it is not

    published in a form that could reach a wide audience.

    Something more like the GURPS genre supplements (e.g. GURPS Space) could

    help to bring BRP onto more FLGS shelves.

  2. ...but is replaced by a worse problem! And, since I usually host, let's not go there. Mind you - that could help concentrate people's minds and speed-up combat considerably! ;)

    I think it will become much easier to identify Frogspawner's players, they are

    the ones who have catheters ... :eek:

  3. I rarely use Runequest, except to mine it for ideas for my own BRP-based

    system and settings.

    The Runequest material I use most often is RQ Empires and RQ Guilds, Fac-

    tions & Cults, because their systems can easily be adapted to all kinds of

    fantasy and historical settings, and they cover subjects that are treated

    not at all or not as good by other games.

    After my experience with those two books I was thinking about buying mo-

    re of the Mongoose Runequest material, but now I am a bit confused:

    Will Runequest II be fully compatible with Empires and Guilds, Factions &

    Cults (in which case I will probably buy the core book), or will there be new

    and less or not compatible versions of Empires and Guilds, Factions & Cults

    (in which case I would hesitate to buy a new version of the same books

    plus the new core book) ?

  4. Old Chivalry & Sorcery had a system where spells got condensed over time, allowing them to be cast faster (and I think more cheaply). If that sort of capability were included, would that change their appeal for anyone?

    Not for me - as I use magic with Call of Cthulhu only, faster and cheaper ma-

    gic would not fit my view of the setting's "feel", where magic should instead

    be complicated and dangerous.

  5. Yes, I agree. In my view ritual magic would be a good subject for an article

    or a series of articles, perhaps in Uncounted Worlds, but less so for an entire

    monograph.

    What comes to my mind as an example is a series of articles about demonolo-

    gy in Runequest that was published in White Dwarf, ages ago. In my view it

    contained all that really was necessary and useful to introduce this kind of

    magic into any Runequest campaign.

  6. In the second case, details about what details are involved in the ritual are needless, as the PCs presence is usually enough to disrupt any evil rituals.

    Pardon me, but this would be a rather lame approach to the subject. :(

    Imagine instead a scenario where the characters know what someone wants

    to achieve with a ritual, but have no idea what this ritual is like, when and

    where it will be cast, and how many of the required ingredients have already

    been collected and prepared for the ritual.

    To prevent the success of the ritual, they first have to research the ritual

    themselves, with all of the potential information sources in "enemy hands".

    Once they have determined what exactly is needed for this ritual, they can

    attempt to find some of the required ingredients and protect them from their

    "enemy", or they can try to follow his route in collecting the ingredients to

    learn more about the intended location and date of the ritual, and so on.

    They could even try to research and "organize" a "counter-ritual", perhaps

    disguised as some kind of avantgardistic "art event" ...

    Their final aim would be to prevent the ritual from happening without having

    to be present (e.g. as human sacrifices ...).

    With such a scenario the ritual and its details could become the focus of an

    entire short campaign. ;)

  7. I don't think that changes Charles point that once it gets more than a little complex, you have to have pretty dramatic benefits to it before people will bother.

    I think it would depend on the "magic level" of the setting. If there are other

    ways to cast magic, even with less powerful results, the players are likely

    to ignore the more powerful, but more complicated ritual magic much of the

    time. However, if ritual magic is the only way to cast magic, it can become

    a lot more interesting for the players.

  8. Is anyone looking for a ritual magic system? If so, what are you looking for?

    My only settings where magic does exist are the Call of Cthulhu settings, so

    I am not that much interested in magic systems.

    On the other hand, the magic as it is currently used in the official material

    for Call of Cthulhu does not fit my ideas of what cthulhoid magic should be

    like: A kind of rather complicated ritual magic that requires a lot of research

    to aquire the necessary knowledge, a lot of usually strange substances and

    "props", a lot of people to take part at least in all powerful rituals, and a lot

    of time - at least hours, if not days or weeks.

    What I would therefore be interested in would be a system to develop such

    rituals of different power levels within a common system, plus some ideas to

    handle such rituals in the design of a plot and at the table.

    So, not descriptions of specific rituals (except as examples), but a toolbox

    to design the rituals needed for my setting, campaign and adventures.

    Unfortunately such a system would probably make a good subject for an ar-

    ticle or a series of articles, but it would hardly be enough to fill an entire mo-

    nograph.

  9. To my mind, what sells generic systems is the volume of support they get - be it setting supplements, rules supplements or whatever.

    This is how I see it, too. I bought GURPS because of a specific setting, GURPS

    Traveller, but my decision was heavily influenced by the fact that the GURPS

    core rules would also give me access to a number of other GURPS settings -

    like Alpha Centauri, Blue Planet, Terradyne or Transhuman Space - as well as

    to a number of rules supplements - like Robot, Space, Vehicles. So, to buy

    the generic core rules was a bit like an option for a "buy ten for the cost of

    one" offer.

  10. Would there be any problem if those of us with spare webspace put up copies of the BRP Quick Start pdf ?

    I think the best approach would be to convince Chaosium to offer BRP Light

    for free on Drive Thru RPG. Since they already sell PDFs of many of their Call

    of Cthulhu publications there, I do not quite see why they are not doing it

    already.

  11. Besides, I doubt that it really would make much sense to modify OpenQuest

    in such a way. In my view it is fine as it is, and any attempt to change or

    "improve" it by making it more similar to other systems would have a high risk

    of damaging it by introducing contradictions or unnecessary complexities.

  12. Unfortunately, historical roleplaying is a niche market. We now have sort of a name in it with three products available (they'll be five or six in 2010) but most gamers prefer other genres.

    On the other hand, most of the fantasy settings published over the last years

    seem to be very similar, while there are still many, many unexplored historical

    settings that could offer something completely different and fresh.

    So, while historical settings will doubtless remain a niche market, the genre at

    least offers a realistic chance for a surprising success (think "Qin - The War-

    ring States") now and then, while I find it hard to imagine that there will be

    any new fantasy setting that will truly stand out.

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