rust
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Posts posted by rust
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For me (...) percentile based mechanics are best suited for game where the setting is more important than the rules which govern a characters interaction. Thoughtful games - that's what occurs to me, first and foremost. Games where the acquisition of power and the driving need of character development (powers, feats, abilities) is secondary to the interaction of players with the settings are more conducive to a simpler; and inclusive; percentile based mechanic.
An interesting idea, and indeed I prefer BRP for that kind of games - although
I still do not fully understand why a percentile system "feels better" for such
setting-oriented games.
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Here is another one:
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Or do "normal people" all have funny-shaped dice these days?
I do not know much about normal people, but all the roleplaying gamers I
know indeed have those funny-shaped dice.
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Anyone got any idea how?
I am active on several forums, mostly "back home" in Germany. On most of
these forums I began to write little posts about BRP shortly before it was
published, and since then I have written a couple of "updates" about the
material already published for BRP and all the stuff that is "in the pipeline".
When someone posts a question about what RPG system he should use for
a certain genre or setting, I usually encourage him to take a look at BRP,
and I mention quite often that I use BRP as the system for my own settings.
A couple of days ago I uploaded my notes for the conversion of Traveller
characters into BRP characters for my new Enki II setting into the download
section of my "home forum", Fundus Ludi, and I will soon upload them to
another forum, too.
In my opinion this "by word of mouth approach" is the easiest way to inform
people that BRP does exist, and to encourage them to see for themselves
whether they could like and use the system.
Chaosium's marketing, flyers and all this are fine and necessary, but in my
experience something like a link to the excellent content of the download
section of BRP Central can be a little help, too - the Middle Earth creatures,
for example, were surprisingly well received on my "home forum", and cau-
sed a couple of people to think about BRP for the first time.
So, just spread the word where there is an opportunity to do so.
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Not really Aikido, because it is based on old European martial arts, but
it is indeed surprisingly similar.
Edit.: Some informations, in case you are interested in it ...
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I have to admit that I just trusted the table in the Mongoose Traveller rules,
without checking whether the values are right.
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Well if fencing is anything like boxing you dont actually make any decisions at all. You basically do what you do in training, not time for actual thinking of any kind. This becomes more and more the case the better you get.
This is true for any fight that follows certain agreed upon rules, because in
this case one can train the responses to an opponent's allowed attacks.
However, in a free style fight without such rules one indeed has to study
and analyze the opponent in order to find out what his strong and weak
points are, and what he may be up to.
This is one reason for the typical slow and seemingly inactive circling move-
ments of free style fighters who watch and judge each other before they
make a decision, compared to the usually far more quick and decisive actions
of sport fighters.
Edit.: A few examples of what you might have to expect in a free style
sword fight ...
http://de.youtube.com/watch?v=9G_d98ewZmM&feature=related
For me a more realistic way to handle it would be to have a static defense skill of say between 0 and 50% which is taken from an attackers skill before he rolls. No need for a parry roll at all.Yes, this would be another good way to handle it, I think.
In this case I would probably give different values of the static defense skill
depending on the weapon used by the opponent and the defenders familiarity
with this kind of weapon, but this would be of course just for "colour", and in
no way necessary.
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Certainly I've never made people roll defenses against failed attacks, it seems unnecessary and also to slow things down for no good reason.
As RMS mentioned, it depends on the degree of "realism" you want to use in
your campaign.
If you want to use the rules to model real fencing, defenses against failed
attacks are a good way to mirror the uncertainty of a fight, where one can-
not lean back and study calmly whether an attack will hit or fail, and whe-
ther it really was an attack or a clever feint.
If you prefer a faster and simpler combat system, defenses against failed at-
tacks are unnecessary and only slow down the game.
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The Enki II / Tashara Colony setting meanwhile has grown to 30 pages of
background material, some maps and a small hill of notes, but it would not
make much sense to post the stuff here and ask for comments - all of it
is in German, of course.
So all I can offer you is the "macroview", the map of the Solar Federation
and its neighbours (first draft, most names still missing), and the "micro-
view", the map of the region of Enki II where the Tashara Colony will be
established.
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The defender would probably have to make a Sense roll in order to see if something is in fact a feint and thus not fall for it.
In a campaign where fencing was an important part of the action, we used
the house rule that the defender had to make a successful roll in the weapon
skill of the weapon type used by the attacker to discover a feint.
So, if the attacker used a weapon the defender was not sufficiently familiar
with, the defender was unable to see in time whether the attacker was fein-
ting. And the better the defender knew the weapon type in question, the bet-
ter was his chance to avoid being surprised or tricked.
As the result, a true master of the rapier almost never fell to a feint by some-
one using a rapier, but someone with a sabre might well have some surprises
for him up his sleeve.
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Why would a defender dodge or parry an attack that was going to miss anyway?
It happens in real world fencing, too.
Sometimes one cannot be certain that an attack will miss, and therefore pre-
fers to dodge or parry instead of just waiting to see whether one will be hit.
Besides, many feints work that way, by drawing the opponent into a dodge
or parry with a fake attack in order to create an opening in the opponent's
defense.
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Well, with a d20 you kind of introduce D&D-like levels into the game, because
a character can only have one of those 20 possible levels in any specific skill.
You have a "Swordsman-12" or a "Archer-9" instead of a character with a bit
more individual skill levels, and there is a tendency to look at "levels" instead
of characters' personalities - the D&D-style creeps in, so to speak.
With a d100 system, a character with "Sword 27 %" is different from one with
"Sword 26 %" or one with "Sword 28 %", and it becomes a bit easier to consi-
der and play the character as a unique personality instead of a list of statis-
tics.
But this is just my personal experience and feeling ...
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You could of course simplify BRP and play it with a d20 instead of a d100.
However, in my opinion this would change the feeling of the game a bit
too much. I prefer to have a wide range of different skill levels and pos-
sible outcomes of actions for my campaign's characters, and 100 possi-
bilities suits me better than only 20 ones.
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Thank you very much !
For the Vikunja I used its average weight, about 50 kg, to determine its
SIZ according to the SIZ table on page 296 of the BRP.
The result also surprised me somewhat, but since I will use the weight of
other creatures to determine their SIZ, too, I think I will have to stick to
it.
As for the Yak, I will change the attributes the way you proposed it.
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Once again, thank you for the interesting links !
I am not sure whether I should let these people loose on the
planet ... :eek:
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I think its style might be a bit too much Fantasy, but I will take a look
at it. Thank you !
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Thank you very much !
A nice idea for a kind of "emergency shelter", something every vehicle
on a desert world with exotic atmosphere should carry, I think.
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I find it interesting that an online roleplaying game magazine, SJG's Pyramid,
is going to become a PDF magazine in the near future:
Steve Jackson Games Daily Illuminator
(see the entry for November 7)
There are rumours that SJG`s JTAS online magazine for Traveller could go
the same way, also becoming a PDF magazine.
Perhaps there is still hope for printed magazines, although one would have
to print the PDFs ...
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Whow, this download is simply... :thumb::thumb::thumb:
I knew from the previews that it would be excellent, but I am nevertheless
almost speechless. :shocked:
Great Work, really, many of the creatures contain most useful ideas even for
my Science Fiction setting, and I am almost tempted to start a Fantasy cam-
paign.
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As far as I know, Different Worlds Publishing still has the rights, but I have
no idea how active that company currently is, and whether they would ha-
ve any interest in a Different Worlds comeback.
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Thank you very much !
Aurochs and Losrandir are a good inspiration, and it seems I will have to
modify my draft of the stats for Vikunja and Yak somewhat to make the
differences between these two animals more obvious.
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How would you use terraforming in a scenario? Could it lead to some dramatic scenes that would be exciting for player characters or is a terraforming company good only for background?
In my setting I will use terraforming both as a part of the general background,
especially as a way to create a continuously changing planetary environment
of the setting's main world, and as the theme for a number of adventures.
One example of such adventures is the basic wilderness exploration adventu-
re, where characters have to operate and survive under adverse conditions
in order to carry out some task for the terraforming project (e.g. map a seis-
mic fault).
Another example are all the problems that are likely to happen in and around
the "road gangs", groups of prisoners from the core worlds who volunteered
for mining and terraforming work on remote colony worlds in return for a re-
duction of their sentences and a chance to be accepted as colonists after
their "probation period".
And one can also introduce persons or organizations which want to prevent
or sabotage a terraforming project for some reason, from ideology ("Terra-
forming kills the planet's Mother Nature !") to economics.
And these are just a few examples ...
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Fergio, since the creatures download is not yet in the downloads section,
may I ask for your stats for the Losrandir and the Aurochs, since these
could be similar to the stats I am trying to define for my setting for the
Vikunja and the Yak, and therefore could give me something to compare
my stat ideas with ?
Thank you !
Are percentile systems making a come back?
in Basic Roleplaying
Posted
Yes, it is probably really that simple, the game mechanics almost disappear
into the background and do not interrupt the story each time a die roll is
necessary.