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hdrider67

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Posts posted by hdrider67

  1. I have not been keeping a close eye on this recently, but how many copies of 'Zero' have sold so far?

    Rust's is 235. Has anyone got a higher one?

    I really want this to be the success it deserves.

    I received number 261 a few weeks ago.

  2. Good luck with obtaining a copy of the game. I sincerely hope that it doesn't disappoint you.

    I'd like to start a thread up for Worlds Beyond to see if we can cobble up some adventures for it.

    Well, Chaosium took the money for the order, so I can only hope they have a copy.

  3. I'm quite sanguine about leaving the task of trying to recruit "young gamers" by dragging them away from their mobile phones and playstations to companies with a marketing budget to do so. BRP will be (re)entering a pre-existing client base (which includes all of us), and its job will be to garner new gamers from amongst them. It already has a solid rules base which is intuitive and easily expandable - it now needs some "killer app" settings and scenarios to follow up and induce *existing* gamers to give it a go.

    ...

    Cheers,

    Sarah

    dcell phones, PC games, and related junk are what led me to dust of an ons D&D book (Shhh don't tell!). A Week later, I bought d20 (MRQ was months from release) and I set about stealing my kids from the omnipresent distractions. After saving the frontier, I introduced them to MRQ (finally released) I'm not a great GM but they went on a quest to earn their names, got sick eating the pumpkin off a Jack O' Bear (silly).

    I have added two player to the next Generation. I know three other dads with five kids total doing the same. Some form of RPG playing is a popular form of entertainment night around Acworth.

    I do think it's going to change, maybe for their better buy gaming isn't going anywhere soon.

    Especially if you guys get out there and have little trollkins for the games of the future.

  4. Yeh I saw this too. But the missing tables don't make an iota of difference. They just aren't needed. The tables you do get in the game are more than sufficient for creating a character history.

    Well, I was just told I got a pretty nice bonus this year, so I'm going to buy a copy after the 15th, if it's still available.

    Thanks!

  5. hdrider67 have you seen this:

    Traveller/BRP Rules

    It is a conversion of traveller to the BRP rules, with a skill list and alien races.

    As for cybernetics for BRP see:

    Fallen Future: Cyberthulhu Gaming

    There is a BRP derived Traveller clone called Worlds Beyond that has a set of starship construction rules in it, Chaosium has one left for sale:

    www.catalog.chaosium.com/product_info.php?products_id=995

    (this link appears dodgey so you might have to Google this reference)

    The yahoo group brpsystem@yahoogroups.com has a file of Traveller weapons (Striker weapons.pdf) in their files section. There is also a file on modern weapons with some Traveller weapons in it.

    I hope that helps you in your quest.

    Conrad:)

    Conrad,

    Can you tell me if the Worlds Beyond is very good? I can't afford to buy it right now but if it's not going to be around long I might just throw financial caution to the wind and acquire it.

    Thanks!

  6. Rust asked me to give my impression of the system (where future campaigns are concerned) after I got a chance to browse, so here I go.

    First, I'll say up front my time with my new book has been limited. I've had a busy week so far and it's just starting!

    I started the thread asking about some specific items, so I'll address my biggest concerns.

    1: Equipment:

    The weapon selection gave me a really good starting point. I may have to tweak here and there but for the most part, sehr gut.

    The armor I can pretty much leave alone except to delete an itel or two. No force fields for me although I really like how they represented that armor choice.

    No Mecha or Robot rules at all, though there was a single mecha example. My mecha will be limited to powered armor and robots will be basic but it would have been nice to see just a bit of a build process.

    Where equipment really falls down is in the general area. What benefit for having or penalty for not having a first aid kit, surgery kit, or other kits? The computer description was decent and the autodoc was right on the money but other kits will need some work.

    2: Skills: Excellent. I don't think I'll have to do much of anything here.

    3: Starships: Non existent I could use the provided vehicle chase rules except that handling (a very important vehicle characteristic) seems to have been left undefined. The build system and combat damage, I can get by without as I've pratically built a simple one already.

    Could someone tell me if I missed the definition of handling and how it's applied? I ran through the book pretty quickly so I may have missed it.

    3: Aliens: I think a bit more effort might have been put into this subject.It's maybe the easiest to get by without (I can just steal more mundane monsters if needs must).

    My biggest complaint? Wealth. I can't tell you how much I despise wealth systems. I know it's a pain because of the many genres that have to be represented but specifying X units would have made it much less work. Don't define units and put in a blurb saying stuff from outside a tech level would cost more (or less in some cases) than stuff in the represented genre.

    So, I'm happy to say I won't have to do much work on skills at all. THAT would have been work. Weapons are pretty much where I need them to be thought he other equipment is going to require effort.

    Starships and vehicular combat will need some details roughed out as well.

    It may sound like I'm not happy but I am. I'd give this a 3.5/5 and I would expect it to improve greatly by the time it hits the printers.

    My suggestions to Chaosium:

    Dump wealth.

    Flesh out the technology for each genre, if only a little.

    Scales of combat could be easily done by multiplying vehicle heavy weapon damage (and AP/HP) by five and REALLY big weapons (waterborne ships, starships, and some aircraft) by 10.

    Define the vehicle rules. Chases happen in all time periods so this is an important feature to have working.

    Spend just a little time on Aliens.

    All in all, I think it has amazing potential. I'd be happy to wait months to get the bugs worked out and I'd pay 150% of what I paid already for the right product.

    Thanks Chaosium!

  7. Well, do you like the Science Fiction parts of Edition Zero, or do you consider

    them insufficient to begin a Science Fiction campaign ?

    I'm at work and I literally just got it a little while ago. I haven't had time to do anything but find out the serial number yet.

    It's torture not being able to read.

    Torture, I tell you.

  8. I only just found out about BRP's Zero edition (Thanks Rust) on the travellerrpg site.

    I have a few questions that I'd like to ask before I order,hopefully today, as in hours if I can!

    I'm interested in running a future campaign, similar in many ways to Traveller. Can someone tell me if future equipment is addressed well, or if it's more of an afterthought to the fantasy aspect?

    I'm looking for a decent supply of weapons, computers, cybernetics, etc.

    Does BRP have a decent listing of skills appropriate to an interstellar campaign?

    Does BRP include starship construction / combat rules?

    Any Aliens? (or monsters suitable for such?)

    Lastly how bad is the presentation? I'm not looking for anything close to perfection in a pre release book but I would hope it's readable.

    Thanks in advance!

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