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Dredj

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Posts posted by Dredj

  1. As for the Thief games, yes I played the first two. I drew inspiration from a number of sources to create The God Machine setting originally, ten years ago. The Thief series was one of them, Legacy of Kane was another; and a little bit of Moorcockian influence thrown in for good measure. Since then it has evolved, and has transformed itself, through several years of playing, into its own unique world.

    That alone pretty much sells me on it:thumb:

  2. Hello Dredj, thank you very much for the links ! :)

    I will take a look at them a little later, I am currently busy designing a num-

    ber of spaceships based on Mongoose Traveller's High Guard supplement,

    which became available as a PDF today - feels a bit like birthday. :D

    By the way, the Enki II / Tashara Colony setting is doing fine. Meanwhile it

    has grown to about 60 pages of background material, and the characters

    of the campaign have already established a first outpost on the desert pla-

    net, survived some adventures, and will soon encounter their first (and pea-

    ceful) neighbouring alien species, the Suri Badawi.

    Not long afterwards they will pick up an emergency call from a planet named

    Horpa, where they will have to deal with my adapted version of Outpost 19

    and their first problems with Precursor technology.

    Cool :thumb:

  3. Hey Rust, here's some more links to a game setting, in reply to a thread I made in the FUDGE rpg forum. It's some kind "hardish" sci-fi setting that seems to have developed on the net. I've barely read any of them, as I just heard of them, so the quality of some of them might be lacking. But, here's the post that was made on the FUDGE Forum http://www.fudgeforum.com/forum/phpBB2/viewtopic.php?t=423 with the links:

    PostPosted: Tue Dec 16, 2008 7:36 am Post subject: Re: Newbie bearing Hard SF treats Reply with quote

    Nice links!

    One of my favorite places to visit is the old E-Space (or Macrospace) setting developed out of an idea from the Lexicon game (link to wikipedia?)

    It was a hard-ish SF setting that proposed a way of FTL travel that was plausable. Earth builds an empire, aliens not encountered at the time it was written. Said technology then turns out to "dirty-up" hyperspace and shuts off all FTL travel. Some worlds die, some thrive. Many hundreds of years later travel opens up again.

    So you can play in a empire-days, an exploration days, an apocalypse days, a survial days, and then a re-discovery days.

    Somewhere on those sites is a guide to levels of soft to hard SF and what those labels might mean.

    E-Space Society : E-space

    The Phoenyx - Forum

    Through the Wayback Machine:

    E-Space « Site » Sitemap browse

    The original Lexicon rules:

    The 20' By 20' Room: Lexicon: an RPG

    Links:

    Lexicon games - Ghyll

  4. A friend of mine ran a game where we played ourselves, first off while generating the characters a couple of the players didn't think my stats were correct, they kept saying I was over valuing my stats, but the game system we were using had various methods to test your stats and every time they tested the stat that I had written down, I passed the test.

    Anyway, during the game, we ended up jumping through time and basically became warriors. The first time we ended up some place civilized, I tried to have my character settle down. When everyone freaked that I was not interested in continuing I told them, I'm playing myself correctly and then proceeded to explain to them that in real life, I'm not some world hopping/time hopping mercenary fighter. I'm just a regular guy, in better than average shape, who likes to play RPGs and do things on the computer, so if I'm RPing myself correctly, that's exactly what I'd do.

    Needless to say, I didn't continue playing the game for very long because I ended up staying behind the next time the group jumped to a new time period.:)

    I generally try and avoid playing games where we're playing ourselves for that very reason.

    I believe you're taking about the game Timlords. That was the mostly overly complex rpg I've ever played.

  5. As far as the zombie stuff I linked to above, activate an account and then turn on the adult filter so that you can view more of their stuff. Some of the things the company sells is considered too hardcore for the general public. But it's perfect for any kind of post apocalyptic setting--zombies or not!

    If you decide you want to play monsters, check out this game: Stellar Games Nightlife It is ridiculous how much White Wolf stole from this game. And the funny thing is: there's no angst to this rpg. White Wolf literally stole all good stuff they have from this rpg...and yet they overlooked a lot of good stuff from this rpg! It's a percentile-based game, and with some (considerable) reworking could be adapted to BRP.

  6. Hey Dredj,

    The stuff you linked to looks great! I think it's really similar to what I had in mind (except maybe the zombie stuff, but who knows, zombie infestation is always cool!) Thanks!

    To all,

    I would also like to know what optional rules you would suggest. Here is a summary of what I have in mind:

    -not specifically focused on academia (aka no "Miskatonic University field trip")

    -not really focused on Cosmic Horrors (i.e. Outer Gods et al) but mostly on classic horror (undead, devil-worshipping cults, psychotic killers, etc.)

    -Not a rip-off of the World of Darkness (vampires will not be part of the International Emo Fan Club, werewolves will not be "ecoterrorists", etc.)

    -Charcter survival is not entirely unlikely, as long as the players think with their heads instead of their guns

    -Knowing my players, combat should be gritty and realistic.

    -Elements of horror will be hidden, but brutal when confronted.

    So far, I know I will include the SAN rules, point-based character creation rules taken from Cthulhu Dark Ages (100 points among all eight characteristics, minimum of 8 in INT and SIZ, 3 for the rest) and Fatigue points, and I plan on using a non-Mythos-related version of the Cthulhu Mythos skill, renamed something like "Forbidden Knowledge". However I am wondering about the relevance of Hit Locations (would it increase character durability when I want them to feel threatened?), skills over 100% (would it create super-heroes when I want the characters to be desperate?) and Allegiance points (should there be a Higher Power to turn to or not?)

    What do you think? Anything missing from the above? Anything superfluous? Give me your 2 cents!

    What kind of horror are you wanting to run? Will it be more gothic in tone, or will it be splatterpunk? If you're going more for splatterpunk, I strongly suggest buying the Blood! rpg. It has critical hit charts and stats for stuff you might not think of using as weapons (toilet seats and socks filled with billiard balls) and everything you need to run that kind of horror game. And it can easily be tweaked using BRP rules (the two systems are very similar, despite initial appearances). Oh yeah, it has SAN rules. But you can always swap them out with BRPs--or vice versa. Besides, I have an intuition that what you're really looking for is covered in the Blood! rpg.

    However, if you're running something that more resembles campfire stories or Blair Witch ("folkloric horror"), I would recommend taking ideas from this game: RPGNow.com - Clint Krause - Don't Walk in Winter Wood mostly for its unique way of having the players narrate what the characters are doing. I haven't looked at that game for quite some time, but it seemed like it had some very interesting ideas.

    Basically, we need to have a good idea of what kind of subgenre(s) of horror your planning to play before we can give you very good ideas. And, since you're doing modern horror (which is mostly splatterpunk and which Blood! covers perfectly), all you need is for the PCs to be a bunch of teenagers out to have a good time but getting caught in something very deadly. And you can create a campaign from that--assuming the PCs are 'responsible' and want to stop the evil for good. Not only is that the set up of many horror movies, but it's perfectly plausible in the real world for getting the PCs together to fight off a bad situation.

  7. Here's some things that might help:

    RPGNow.com - UKG Publishing - Splatterpunk/Zombies! - The leading source for indie RPGs

    The next 3 items I plan on buying soon:

    RPGNow.com - The leading source for indie RPGs

    While this is a full-blown rpg, it's percentile-based and can be used with many rules found in BRP. And it's totally about playing modern spatterpunk horror:

    RPGNow.com - Postmortem Studios - Blood!

    Here's the rules conversion for the above game to RuneQuest:

    RPGNow.com - Postmortem Studios - BloodQuest

    Adventure seeds:

    RPGNow.com - Big Finger Games - BFG Bloody Hooks [bUNDLE]

    RPGNow.com - Postmortem Studios - 100 Horror Adventure Seeds

    RPGNow.com - Postmortem Studios - 100 Dark Places

    RPGNow.com - Tabletop Adventures, LLC - Halls of Horror

    I think that should be good for a start :thumb: :lol:

  8. All this talk of modernity is funny considering the fact that much of the time I visit RPGNOW.COM there's a "new" game that's trying to be just like the original D&D or AD&D, using a system that's similar but more "streamlined". Why not advertise BRP as THE system to stand the test of time. It's SO perfect that the system, itself, never needed to be completely overhauled--like certain other big name ones that are trying to pass themselves off as being "modernized".

  9. The statement above is a gross exaggeration. Ads/disads can be abused by min/maxers, but then most game systems can. Used rightly, they're awesome for adding unique aspects and quirks to characters.

    That was just one of the reasons I don't like them. Honestly, my first thought whenever I see a game system that has them is "how can I work the system so I don't have to deal with them?"

    I agree they work for some systems, like PDQ. But, for the most part, I find them to be a hassle. And I disagree with the people who think that BRP should have them to be "modern".

  10. I was just looking at the review for the Battlestar Galactica game on rpg.net RPGnet : Review of Battlestar Galactica RPG . It turns out someone else doesn't like ad/disad rules, either; and covered the main reason I personally don't like them:

    "Too often in ad/disad systems, you can get away with taking something like "mildly unpleasant body odor" and get the advantage "expert sniper" in exchange. That always seems a tad… unbalanced… to me, like a min-maxer's heyday."

  11. There was a thread awhile back that was about advantages/disadvantages for BRP. I personally don't see the draw to them. In fact, one of the big things that drew me to BRP was that it doesn't have them! As far as I'm concerned, it's just another way to pidgeonhole a player character. And I've never seen anyone play a character that was so perfect (regardless of the character's stats) that disadvantages would have to be set in stone. In fact, the more perfect the character's stats were, the more of an A-hole the character was played (but that could just be the groups I played in.

    They work for some games (some games make them a necessary component), but BRP isn't one of them. Nor do I see them in any way as a hallmark of modernity. As far as I'm concerned, it all could just be a role-playing fad. (Maybe "fad" is a little too strong, as some of the systems that have ad/disad will stand the test of time, but anyone reading will probably get my point).

  12. Still in development.

    An unexpected job change due to a company shutting down, and the death of a family member (father-in-law) after a months-long period of hospice requiring a lot of attention put me way behind schedule.

    Sorry to hear that. I wish you the best.

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