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rust
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Posts posted by rust
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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.
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This discussion begins to look like a debate about which pair of legs of a
horse is the more important one, those on the right side or those on the
left side ... :ohwell:
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...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:
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Thank you for the info.
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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) ?
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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.
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I do.
Thank you for the information, I will try to find someone who has it.
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Simple and brilliant: Mythic Russia, Ritual Magic (p96-98).
Just to make sure - you mean this one here ?
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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.
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Pray tell, what was so bad about Daughters of Darkness, then? I never saw it.
Nor did I, I was not really into Runequest at the time, and Eldarad and Vikings
were the only supplements I bought.
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Vikings was brilliant!
Indeed, and I have to confess that I also like Eldarad ...
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Signs & Portents 75 with the Runequest II preview by Lawrence Whitaker
can now be downloaded from the Mongoose website:
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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.
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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.
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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.
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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.
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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.
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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.
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I bet you had to fight off wolves on the way to school as well didn't you ?
Tiny fearful wolves ... when I was young, we had to deal with those really big
dinosaurs ... :cool:
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How long does it take to train a 0% base skill?
We solve this problem with a little "time warp": First the teacher makes his
Teach skill roll to determine the amount of the skill increase, then the stu-
dent has to study one hour per skill point gained.
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Oh yes, still alive!
Yep, "alive and kicking" ... :cool:
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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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Rust - I remember a film called "The Mission" ...
Thank you, I will take a look at it ... ah, listen to it.
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In the "State of the Mongoose 2009", published on the Mongoose website
today, Mongoose has announced that they will publish a new, revised ver-
sion of Runequest in 2010 - details here, under "State of the Mongoose":
How Could BRP Be More Popular...?
in Basic Roleplaying
Posted
I have seen people "migrate" from Runequest to BRP, so I would not count
it out, especially since we are looking for ways to make BRP more popular,
not necessarily Chaosium.