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Cowboy Duck

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Everything posted by Cowboy Duck

  1. I'd love if some of the CoC 7e innovations are at least tucked in the back as optional rules, making it easier for me when I go ahead and play that way anyway.
  2. At my next biweekly game gathering, I was planning on pitching A Time to Harvest. However, I've been wanting to run a campaign in the seventies. "Why the seventies?" you ask. "Aren't you usually all about the dinosaurs and rockin' the Hughes-style eighties?" Sure, but there are elements of the seventies that make for great campaign fodder. Now, don't go thinking of the terrible elements of the seventies like disco in popular culture. This was a time when the youth of the sixties came of age, disillusioned and their ideals shattered by Watergate and the protracted horrors of the Vietnam War. The solution when joining the world of your parents led to this world and the idealism of the sixties failed was to hit the road, exploring the country to discover yourself. No cell phones, no GPS, no Internet, no credit cards - just you, your car, an old gas station map, and a willingness to try to find the good in an unrelentingly oppressive time. We have reasons to roam, isolation, metaphorical societal rot, and a willingness to shine a little light wherever you can - all the makings for a campaign. Through in some hero's with androgynous names (all the rage in seventies action entertainment). The tough characters are in cowboy shirts, sporting muscle cars and tire irons (cold iron of course). The brains are in leisure suits, donning wild hair, moustaches (if applicable) and mass market produced shreds of occultist hinting at The Truth. The soulful are glammed out, with trust funds, all-access passes, and charm enough for everyone. What do I need system-wise to make this happen? I don't have my PDF copies of 7e yet, so I'm hoping everything I need is in there. I still need a campaign arc, but I can develop it as we see what resonates during the episodic adventures, What about inspirational material? So far, I have really any early seventies horror movie (even Touch of Satan), Kolchak, and the flashback episodes of Supernatural. Anything crucial I'm missing? Thanks! Matt
  3. I hope these are included at least as optional rules.
  4. Heck - not only is mine from the old site, I bought it over the phone with their old Chaos Bucks so I don't have a receipt! I'm in the same boat with my BRP PDF...
  5. At the risk of derailing the thread, let me chime in with a resounding "Yes, please." Awesome people like Magic World.
  6. Congratulations, Ben. The fact that you're there is what gives me hope that things are finally looking up for Chaosium. I am curious if anything can be done to help the people who got their PDFs from the old site get access to their files again.
  7. My PDF of BRP was purchased so long ago, PayPal no longer has the order details. I bought Magic World using Chaos Bucks entirely, so no order or email was created. To have my purchases taken away with no warning and no hope of recovery is about the worst service possible.
  8. Thanks, I get the role of INT with high-level skills, but the optional rule on page 51 implies that Magic World uses the 1/2 INT Experience Bonus for all experience rolls - that's what I am not finding any other reference to. Again, I could be simply reading too much into it.
  9. The Optional Rule box on page 51 seems to imply that Magic World uses an INT-based experience bonus like the BGB but I can find no other reference to it in the book. Am I just missing it somewhere or am I misreading the box? The box also should direct readers to page 15 for skill category modifiers instead of page 51. Thanks, Matt
  10. As many have pointed out, it can do gritty. However, most of my convention games are cinematic high adventure - BRP handles these with no issues.
  11. Whoa - somehow I managed to miss that reference! That's the answer. Thanks!
  12. Yeah, that's the logical assumption. It's just not spelled out in the book. Thanks! Matt
  13. Sorry for all the questions, but I've been trying to approach Magic World as if I've never played BRP before... Anyway, the book has several reference that Adventurers with the right professions and a POW of 16 or higher start with a certain number of spell levels. However, spell levels are not defined that I could find. Thanks, Matt
  14. The advice given for using creatures as adventurers on page 153 suggests not playing any creature with INT less than 3d6. Doesn't that disqualify humans as adventurers as they only roll 2d6+6? It certainly eliminates fantasy staples like dwarfs, halflings, and centaurs, not to mention beast-men, centaurs, satyrs. Orcs and elves qualify with 3d6 INT.
  15. Bingo. Clearly, I've played and enjoyed both ways. The games I've run using the BGB style of weapon skills have featured everything but boring characters. It's a matter of preference and I can plug in whichever system I choose. I do wish weapon skills were covered a little better in Magic World, which is what led to my question.
  16. Yeah, that seems to be the end result - you essentially are skilled in the entire class, but your stated skill is for a specific weapon. I may end up just converting to the BGB weapon skills.
  17. I got that from the top of the weapon chart on page 78 and the first bullet point at the bottom of page 72. Thanks, Matt
  18. I've been playing with the BGB BRP weapon classes for so long that I need some help re-wrapping my head around the weapon skills as presented in Magic World. Am I right with the following? Each weapon is a separate skill. Any weapon skills chosen at character creation are for a specific weapon but all weapons of the same class are at that new level. If I receive an experience boost in a weapon skill, all weapon skills of the same weapon class receive the same point boost. Thanks, Matt
  19. Like any true comic book superhero, Twinkie the Kid can't be killed: Snack Spotting | Hostess Cakes
  20. Charles, you are helping stoke my desire fire for this game!
  21. Like many others here, I'd love to but simply can't commit to a regular schedule.
  22. It's weird - while no big releases or announcements dominated the con, it still felt like one of the better Gen Cons in a few years. The dealer room had more companies than last year and business seemed good depsite most companies having smaller booths. Gamers generally were in good spirits. I chatted a few times with Charlie and Meghan and they seemd pleased, mirroring what I heard form other dealers. It's hard to explain - the con was overall really nice, but nothing sticks out as the ONE aspect that it made it go so swimmingly. Perhaps that's why finding some coverage is hard - so many little things adding up to such a pleasant con experience doesn't make for exciting blog writing.
  23. It was a blast having you two there. Kids played in every one of the Dino Day sessions. While all contributed to the fun, I was surprised to see it. One of the fathers finally explained it to me - turns out kids like dinosaurs. That is fantastic news! The Coc screen is nice and I am glad to see Chaosium supporting BRP. Any thoughts on the content of Mythic Iceland?
  24. First off, thank you to any forum attendees who played in my Gen Con events - every one who played absolutely rocked and proved that BRP can easily handle high adventure. You all made this my best Gen Con experience yet! As for Chaosium, they had a nicely-sized booth in a highly visible location. Business seemed brisk, especially with the CoC 30th Anniversary Edition and the proofs on Mythic Iceland on hand. Charlie commented on Sunday that it was worth it to come, so I hope to see them again next year. I played in a Laundry event - and the Laundry RPG won a Silver Ennie (these facts are not related). Several players in my games had either never heard of BRP or never tried it, so I hope we have some new fans in our ranks. Anyone else have any Chaosium fun at the show? -Matt
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