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yojimbo

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Posts posted by yojimbo

  1. On 2/17/2022 at 5:24 AM, Qizilbashwoman said:

    ok listen shaman doesn't have the word "man" in it, it's a Tungusic loanword. It might be a loan-borrowing from Sanskrit shramana. But it's shaman and the plural is shamans. It's not men who sha.

    I think the confusion comes from the 90s Scottish dance music group, The Shamen. In their case, the name was clearly meant to be a pun on shaman. As Qizilbashwoman states, the plural of shaman is shamans and it is a gender neutral noun.

  2. 13 minutes ago, RosenMcStern said:

    Legend, OpenQuest and Revolution D100 are published under a on-repudiable OGL that has survived, so far, the test of time. You can base your work on these variants and tweak them as you like. The only drawback is that your game will not be labeled as "coming from that orifinal idea by Ftafford, Perrin et al.", although everyone will know it is coming from there.

    There’s also GORE which is also published under the original  non-repudiable OGL (not the Chaosium BRP-OGL).

    Scratch that, GORE references the problematic RuneQuest SRDs, so you’re best avoiding it.

  3. Zweihander (a WFRP retro-clone) uses flip to succeed and flip to fail as an equivalent of advantage/disadvantage in D&D. Talents allow you to flip to succeed and negative conditions cause you to flip to fail. The idea was probably originated in Unknown Armies 1st Edition which has a similar mechanism.

  4. Quote

    The County of Salm arose in the 10th century in Vielsalm, in the Ardennes region of present Belgium. It was ruled by a junior branch of the House of Luxembourg, called the House of Salm.

    In 1165, it was divided into the counties of Lower Salm, in the Ardennes, situated in Belgium and Luxembourg, and the county of Upper Salm, situated in the Vosges mountains, present France.

    From Wikipedia. Presumably, this fictional County of Salm covers the same region.

  5. I don't have my Stormbringer 5th Edition in front of me but here are a few differences I noticed:

    Characteristics are 3D6 for everything but SIZ and INT which are 2D6+6. In Elric! and Stormbringer it's 2D6+6 for all.

    Hit Points are (SIZ+CON)/2 rather than SIZ+CON (the old formula is an option)

    Starting skills are calculated differently. Rather than a pool of points to allot among the occupational skills as with CoC, you get a fixed bonus to certain skills. You choose a culture a la RuneQuest and get +10 to three of the culture skills. You then get +60 to one skill, +40 to three skills, and +20 to four skills from your 8 occupational skills.

    MW includes skill category modifiers a la RQ2/3. They are half the characteristic associated with the skill category. This is added as a bonus to all skills in the category.

    The Allegiances are now Shadow, Light and Balance. I'm not sure if the benefits are exactly the same as SB/Elric! but they look similar.

    Some skills are renamed to the skills in RQ from the names in SB, such as World Lore. Otherwise they look pretty similar.

    The Seafaring rules from Sailing on the Seas of Fate are now included.

    The Bestiary is creatures from RQ3 adapted to MW.

    A chapter detailing the new setting: The Southern Reaches.

  6. 7 hours ago, MOB said:

    And as MT Black, best-selling DMs Guild author and co-writer of Baldur’s Gate: Descent into Avernus, observed over on EN World:

     

    Ryan Dancey was talking about people at Wizards thinking it was a bad idea to give D&D away. He also spends a lot of time explaining why that was wrong and the OGL/d20 was good for Wizards and D&D. One key decision was the idea to make the system available, minus some key items of product identity, to publishers via a free unrestricted license so that any 3PP products would be easily compatible. This is a key difference between the d20 SRD and the BRP-OGL: by providing a bare-bones system Chaosium are requiring third party publishers to do most of the work in producing material.

    I would like to add that the controversy with the BRP-OGL has not been from within Chaosium, but from third party publishers. A better analogy would be the D&D GSL for 4th Edition which was disliked by third party publishers because of its restrictions and sunset clause.

    • Like 1
  7. 20 minutes ago, g33k said:

    TYVM!

    Have you played with the system, sufficient for us curious BRP heathenry to pick your brains?  Braaaaiiiinz.... must have your braaaaiiiinz.... maybe we're not heathens, but BRP zombies?  <looks nervously over shoulder for modClerics>.   Anyhow, moving on...

    I usually call this kind of subsystem "professions as skills."

    Are the abilities strictly linked, e.g.  "Thief" = "deception + security systems + sleight of hand + stealth" and nothing else such as (for example) "evaluate treasure" or other ways to spot fake gems/etc, know what's WORTH stealing (when you've got 2 seconds to grab ONE item from a trove and sleight-of-hand it into hiding); or "streetwise" info about where are the best hidey-holes, which guards are most bribe'able, which gang's are the most violent/territorial; etc etc etc?  Or is "Thief" more along the lines of "everything it makes sense for a thief to be good at"?  Can you take any of these Skills in any combo's, in a semi-multiclassing manner?  Is there any particular reason -- known bugs, etc? -- a campaign should avoid skills going above 6  What happens when an "ability" goes over 100?

    What is combat like?  Is combat just another "ability" like in the Skills system, or is combat a separate subsystem?  Are there tactical elements like "flanking"?  Reach/range for things like long weapons vs. short weapons, or differentiated damage such as "piercing" vs "bludgeoning," etc etc etc?  Is it just "bag of HP" damage, or is there a "wounds" system or hit-locations; are there things like being "stunned" (half-ability or can't act for a round, etc)?

    What is the magic like?  Is it strictly spell-lists like in D&D or RM?  Or is there more free-ranging results like "spontaneous" magic in Ars Magica, or RQ Sorcery?

    I'm sure we'll have LOTS of questions now that we've found a victimolunteer !    😁 

     

    The skill descriptions are brief. Like old-school games you are expected to spot rule like your Thief example. So, my impression is stuff like evaluating treasure would come under the Thief skills.

    As for combat there are 2 skills: confusingly called Warrior (melee) and Warrior (ranged) in BBF but called Marksman and Warrior in Frontier Space. Combat is very simple, hit and do damage. It is a HP system. While there are no effects as a result of attacks, there are adverse conditions applied to PCs as a result of spells or monster abilities.

    The spellcaster class has a short list of about 20 spells whose effects vary by level. Casting requires a skill check. In addition, spellcasters have Low Wizardry which allows to cast free form minor effects such as creating a light source or starting a fire.

  8. The d00Lite system is derived from TSR’s Star Frontiers. The author used to produce the Star Frontiersman fanzine before he got into games design.

    It’s a streamlined variant of the SF system. It’s sort of a halfway stage between class based games like D&D and skill based games like BRP. There are only 9 skills in Barebones Fantasy such as Cleric, Spellcaster, Thief, and Warrior. Each skill provides you with a set of abilities, e.g Thief provides deception, security systems, sleight of hand and stealth. Your chance of success in any of these abilities is determined by your half your base characteristic score such as Dex (each characteristic is in the range 35-80) plus a bonus of 10 per skill level (skills have levels from 1-6). This gives a percentile score to roll under.

    Each d00Lite game is rules light. There are 3 games so far: Barebones Fantasy (standard D&D style fantasy), Covert Ops (spy fiction), and Frontier Space (Sci-Fi, heavily inspired by Star Frontiers).

    • Like 1
  9. Sounds like changes I’d like to see to magic. Having a single system a la Call of Cthulhu or Stormbringer/Magic World sorcery is far simpler and avoids unnecessary duplication of spells with the same purpose (e.g. second sight, soul sight, mystic vision).

     I would suggest that very powerful spells have a POW cost, as with CoC, instead of or in addition to MP cost.

  10. The last I read on the Mindjammer forums, Chronicles of Future Earth was going to have its own system. It wasn't stated whether it was RQ derived, Fate, or some other system. However, with wrapping up the stretchgoals of the Mindjammer Kickstarter and fulfilling the Capharnaum Kickstarter, I don't think Sarah Newton will be able to return to CoFE any time soon. 

  11. Just now, Stoatbringer said:

    Did you read my questions? I'm wanting to know what the motivation of the Disruptors is, when activating FireFrost will ultimately undo all they have done. I already know about The Bringer of light. But his motivation seems unclear when the lesser Disruptors have gone to all the trouble of causing chaos here, law there and balance nowhere.   

    I assume that creating chaos was to set up the correct psychic environment for the FireFrost to activate as intended. However, I see what you're getting at. Most low-level Disruptors can't know this. So what lie are they sold in order to get them to achieve this?

    • Like 1
  12. 2 hours ago, Stoatbringer said:

    Very interesting, but it still does not answer my questions. Why are they manipulating various parallels? To what end if they then activate FireFrost and that destroys everything? It can't be power, because there won't be anything to rule after FireFrost. So do they simply want to end it all with a bang and not a whimper? It just doesn't seem to make any sense.

    Did you read The True History of the Disruptors? That seems to state what their motives are under the section The Bringer of Light.

  13. I much prefer the "remastered" Gloranthan Classics range to the facsimile reprints produced as part of the RuneQuest Classic Kickstarter. I prefer the layout and artwork and the GC books also added in material from later RQ3 products where appropriate. For me, the GC version of Griffin Mountain is the definitive version.

    However, I can understand the economic decisions behind not reprinting the books.

    • Like 1
  14. On 18/11/2016 at 4:55 PM, fulk said:

    After much additional thought, I vote

    Warhammer Fantasy

    Artesia

    Black Company

    as my top three, not necessarily in that order.

    I really don't want to see WFRP translated to BRP. While both system and setting clearly show inspiration from BRP, it's sufficiently different and I happen to like it the way it is (well 1st/2nd edition that is).

    Artesia is a possibility. The setting shows clear influence from RuneQuest as does the Fuzion based RPG. I believe the author, Mark Smylie, used Fuzion because it was one of the few free license systems at the time. He was supposed to be working on a new RPG with a different system but that seems to have been put on the back burner. He may well be approachable for a licensed product or some sort of collaboration.

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