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Simlasa

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Everything posted by Simlasa

  1. Actually, the OP has spurred my interest enough to splurge on a copy of C&C. It seems like a good adjunct for the 30yrs war-ish Magic World game I've been running (previously using Lamentations of the Flame Princess)... if I can see a path toward dragging in some of the Warmachine OTT stuff then all the better.
  2. I'd be curious about that as well. I don't know much about either game/setting but I do like the idea of big clockwork/steam automatons and the visuals of Warmachine are quite inspiring toward some psuedo-historical weirdness.
  3. Simlasa

    Why Legend?

    I like Blood Magic quite a bit... I know Mongoose gimped it, it's missing some stuff its own intro claims it presents... but its still well done and has lots of flavorful ideas. I bought it to implement something like DCC's 'spellburn' in my Magic World game... and add a bit of horror.
  4. You mean the 'pushing' of skill rolls? A familiar houserule, but it's the only thing I recall (from my one read through) being different about success resolution... unless you mean the changes to opposed rolls?
  5. Could you elaborate on your line of thought there? I'm not seeing why 7e is any more versatile than what's gone before.
  6. Simlasa

    Why Legend?

    Yeah, I've bought several of the Legend books... but the intent was to mine them for stuff I could use in Magic World. Same with some of the Openquest books. Nothing against those systems though.
  7. I'm another who is sticking with 5e. The changes in 7e aren't huge, but I don't really see any of them as 'improvements'... just alterations. My gripe is more with what I see as an overall change in tone and GM advice pushing some ideas I'm not on board with. It's a great looking book, definite improvement over 6e's visual mess.
  8. I'd bet the chances are slim and none... but that it's not a huge deal to run games in that setting with that feel using BRP. Both games are fairly gritty/deadly and the setting fluff is the most important element. I've been running an on/off game with some friends online that's used some Warhammer and Lamentations of the Flame Princess adventures... toss in some Val du Loup, Renaissance, and the BRP Witchcraft book. Probably more satisfying, for us, than anything 'official' that GW would allow (particularly since they blew up the fantasy setting in favor of... whatever AOS is).
  9. So, not knowing much of anything about Eternity Realms, how useful might these books be for something like Magic World... or grittier varieties of BRP? Would it work well with Mythras/Classic Fantasy?
  10. That all sounds good to me... no system can be best at everything (though some will insist one system or another is). It seems like good systems are built with a certain game experience in mind... much as original RQ was... vs. keep tacking on subsystems to steer them at wholly different sets of goal posts. Like, I see people try to push D&D towards 'grim & gritty'... and it can do that to a point... but if that's what I want I'd rather just play RQ.
  11. It's 'too narrative' (meta) for me when I want to be playing something 'less narrative' (less meta). I know it's a fashionable/popular system, if someone likes that system then that's the system they should play... rather than suggesting BRP/RQ needs to adopt it's mechanisms.
  12. The "story-controlling meta rules" are the sort I specifically don't care for... at least not in games that I desire to be 'simulationist' like RQ/BRP/Magic World. Suggestions that Players describe the actions of NPCs or environments, have points to spend to alter NPC actions or find equipment the GM did not explicitly place. Rules about sanity/morale/fatigue/reputation don't fall under that heading, IMO, and I'm fine with them. They represent something actually going on with the character (though abstracted somewhat), not a meta-level resource I'm manipulating to steer the tale.
  13. I've got no interested in having 'storygame'/narrative mechanisms in my BRP games. None at all. RQ and it's ilk scratch my 'simulationist' itch and do it well (and yeah, I also had a brief flirtation with Phoenix Command). Storygames, to me, provide a particular sort of gaming that, if I want it, I know where to go. I've played those games, and will again. But it's not something I need/want in EVERY game. No more than I want hit locations or fatigue in EVERY game. I don't think of storygames (or any games) as 'modern' or 'old' or 'evolved'... just different flavors... but such Narrative mechanics are a flavor that clashes with my reasons for choosing RQ. I already sensed such sentiments creeping into the new Call of Cthulhu and that's part of the reason I choose to stick with earlier versions.
  14. Nor would I... my gripe was about form, not content.
  15. I've been civil. But I do see your proposed game as fitting Clarence's description of 'neo trad'... based on your own descriptions elsewhere. I'm not using it as a pejorative... I'd never heard the term before this thread... but labels ARE useful for following interests and tastes in games. I don't think you can really expect to exert much control over how your game gets labeled once you put it out there.
  16. So? Any system out there has something someone doesn't like about it. I know people who absolutely refuse to play anything D100 or roll-under. As Conrad points out, it's just their opinion. I just thinking selling your new product is better served by a positive presentation of its strength... that versus addressing the weaknesses in the system it's supposedly improving on.
  17. I take this thread as something of an advertisement for this new Jarn thing. Kind of like people who plump for their Kickstarters on various other forums. It's placed on a forum called 'BRP Central'... so it just seems like a clumsy bit of marketing to lead off with 'here's what I fixed about your broken system'. I'm not attacking/insulting anyone personally... certainly not Krister. I'm just commenting on the presentation. In the big picture I really don't care, I've got no interest in Revolution D100 or other 'neo trad' stuff (so far). I'm just saying I think it was a misstep if you're looking for a receptive audience.
  18. I guess it sets me off when the first post about his Wonderful New System (tm) is telling me all about what's wrong with BRP. Kind of like spittle instead of a handshake.
  19. So really not much to do with BRP at all except that it's D100? And what the fuck is 'neo trad'?
  20. Yup, Zak has the right of it. Also, just because something IS art that doesn't make it good or a thing that I'll like. It seems like something various mediums grasp for though... like the whole discussion of whether or not video games are 'art', as if being 'art' carries some assurance of a higher level of quality and importance.
  21. Thanks for that! Nicely done cross section of eccentric characters.
  22. I was thinking more along the lines of finding ways past secret doors or out of Imperial trash compactors.
  23. Having a big master index of BRP and BRP-kin magic systems and their spells would be a useful reference. I've got most of the books but the trick is remembering where to look.
  24. I agree, that NEEDS to be a spell! I picture black smokey tentacles that see out an entrance to any room or container... the tiniest crack will not evade them. The tentacles then congregate around the one that finds and opening and force their way in, widening the gap... more and more till the spell is terminated. "No one is safe when Evan's Tentacles come calling!"
  25. A while back I played in a lengthy Earthdawn campaign and I really liked how magic items were handled in that game. Magical items could be anything and their powers came from the valiant deeds of their owners. For a new owner to access those powers the item's history had to be discovered/researched and reenacted to some degree... unlocking new powers. The first step was usually learning the item's name. So magic items reflected the history of the setting and required a relationship be built with them. It really pushed the feel of the item being unique and special. In a way it reminded me of joining a cult in RQ. A two-way relationship that can grow and grant access to new resources. Earthdawn also had 'group items' that were a focus of a pact between individuals and gave those bearing them various magical aid to actions taken in the interest of the group, even better if all in the group are present. IIRC such items required an investment of something similar to a POW point, as Chaot's excellent ideas also suggest. Noticeably, power advancement with such items couldn't always be done quickly or reliably... and the upper levels of power often remained unattainable and/or unknown.
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