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rsanford

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Posts posted by rsanford

  1. 47 minutes ago, Cosmic55 said:

     

    On a different path, I really think BRP would do a great modern supernatural game. I'd love to see what White Wolf does, but simpler with BRP. The hard part is that White Wolf does a great job with the basic character concepts...you'd need some strong writing to compete with those iconic concepts, with the restraint to keep it simple. Talking about IP, kind of wonder if "Dark Shadows" (not Depp version) would be a neat start.

     

    I think you’re right about BRP being right for modern supernatural. Hopefully After the Vampire Wars will be a success and we get to see additional supporting material.

  2. I haven't played a video game in probably ten years but I will get that one. Meanwhile I am anxiously awaiting Mythic Greece from The Design Mechanism and Before Iron from Nocturnal (though I should probably give up on that one). On of my long term goals is to write a campaign world with two or three adventures built into it where backsliding classical Greeks find their mythic Gods coming alive and punishing them for not being faithful over the years.

     

  3. Okay - so apparently this link to a Facebook video doesn't show up here (or not reliably). I am trying to find the video on the Internet. If I can I will post it....

     

    The name of the game this comes from is Assasin's Creed Oddysey

  4. I am not a video gamer (so I have no idea about this title) but I saw the trailer and it made me think of the Mythic Greece book coming out.  Wish it would hurry up and come out!

     

    • Like 1
  5. On 8/9/2018 at 10:05 PM, tooley1chris said:

    Been awhile since I've really been active in this community. With the fall of my beloved Magic World I became disheartened and packed my bags for other adventures. For the last year or so (two years maybe?) I've been playing the new improved D&D 5th edition, which is SO much better than some previous editions IMO, but I still feel the same things nagging me. Level creep, early and weak end caps, ect... some things never change.

    It's good to see some familiar faces are still active here. Some who have years if not decades of experience with the system. You know who you are :)

      I've been toying with the idea of putting my energies back into BRP MW and maybe some of you good people can help me with a short cut.

    What's everyone's opinions on the newer renditions of the system? Maybe some of you veterans can save me A LOT of catching up in the forums.

    Hey Chris! Nice to see a comment from you! Just to let you know my group plays Magic World (a fantasy setting more than 2 years old now) and have also used it for pulp action and horror. My group doesn’t like real gritty games and Magic World is just the right level of abstraction. I have decided it doesn’t matter if Chaosium support MW as long as my copy holds up.

    • Like 4
    • Thanks 1
  6. Thanks everyone. I will check these out. But if you don't mind let me expand the scope a little.. Lets include bigger modules under 90 pages or so and those modules that have a dungeon crawl in them but aren't pure dungeon crawls. Any thoughts?

  7. 5 hours ago, Sean_RDP said:

    Couple things I want to circle back to, but on Moorcock.. I think it is okay to say "Hey, make it Moorcockian" (like saying Dickensian?) and legitimate.  But, stepping away from that to some extent is good and I hope folks keep bringing their thoughts.

    Sailing - what is it about Sailing that people feel is so wrapped up in how we want to have our Sword & Sorcery? 

    Multiverse - Why is this important? I am not saying it isn't, just curious as to what the thought process is. Just nostalgia OR does it add an important element to the game?

    For me incorporating frequent ship travel into my settings has made it out of the ordinary for my players. You can just do loads with it!

    • Like 2
  8. Hi all,

    Recently my group who has been playing CoC for a while asked to run a dungeon crawl using Magic World rules. Our last dungeon crawl was In Search of the Troll Slayer which was a big hit. The problem is that I don't know of any other modules (for any system) that meet our likes and dislikes. Can you guys recommend something?  What we / I like:

    • Not too big of a module. No more than 40 pages or so.
    • No epic sorcery like you find in typical Dungeons & Dragons games. I would really like to escape globes of invulnerability and fireballs...
    • A rational dungeon. There should be good reasons for any monster to be in there and monster's shouldn't respawn.
    • Intelligent monsters / enemies that can be fought or reasoned with.
    • Bad guys that have goals and timelines. If the players don't act the monsters will.
    • No reliance on Elves, Dwarves and Halflings tropes. I can handle those things being in the game but my players will want to be human
    • Perhaps a sword and sorcery feel.

    I realize they are probably hundreds of modules like this for D&D but I haven't been able to identify them.

     

    Thanks!

  9. On 5/28/2018 at 6:11 PM, Rhialto the Marvellous said:

    Same here: I most fondly recall playing RQ3 in the old Fantasy Earth (and our other homebrew settings), and am keen to see what RuneQuest Fantasy Earth is.

    Me too. Mythic Iceland without hit locations preferably.

    • Like 1
  10. 7 hours ago, Scott Dorward said:

    I use Rolz for my online gaming these days. It's just a dice roller, with some chat functionality, which means it doesn't do a lot of things I have no need of. Roll20 is neat, but it's complete overkill for my requirements.

    Thanks Scott!  I like this a lot. Minimum work and very intuitive. We will move forward with this.

     

  11. 17 hours ago, Renn707 said:

    My group has been using the dice roller from roll20.  You do have to enter all the stats for skills and characteristics to the online character sheets.  Then you just need to press a button next to the skill or characteristic.  It has a button for regular rolls and ones with penalty or bonus dice.  It will also determine the level of success for you so you do not need to calculate it.

    That sounds a little limiting... How hard is it to create a character sheet?

  12. Hi all,

    We play online using Mumble for voice. Up till now we have used RPOL for a dice roller but I am looking for something easier and more intuitive. The only requirements are the ability to roll standard dice and the ability to see each other’s rolls. Any suggestions?

  13. 2 hours ago, Mikus said:

    I walked into the Brigade Shop and there on the shelf was bright shiny red box with Strombringer in a kick ass font and one bad ass looking Elric holding the Black Blade aloft.

    It had all the dark sex appeal of a Nazi Flag just screaming "Touch me, I dare you."  Like a Panzer amongst a flock of Shermans it dominated the field before me.

    Instantly I had to have it.  I had read Elric, Hawkmoon and Corum and even if I hadn't the ominous presence of the magnificent 1st Edition boxed set had sealed the deal.  There was no option except to bring this bad boy home and stun parents and siblings alike.  It had that presence.  Crooning with delight I forked over the required greenbacks, all my allowance had provided over the past several weeks,  into the outstretched palms of the balding merchant of delight and sped home with this portal to fantasy cashed safely upon my ten speed.

    Once we played the system we were shocked at the PC death toll and overwhelming brutality of sorcery and combat alike.  We loved it!

    *Sorcery was something to be feared and which felt like the dread one should have when facing something otherworldly and beyond mortal ken.

    *A sword through your guts made for a very, very bad day.

    *Resurrection was possible as long as you did not mind being a slave rowing some foul chaos war galley. 

    This was not our grandma's RPG!

    Balance you cry?  That be for wusses me lads!  One player rolled up a smokin Sorcerer from Pan Tang and played it to the hilt.  He inflicted more PC death than anything else in any of my games...ever.  Not that this was a good thing in itself, but it was unique.  Once he bound a water elemental into his 'friends' canteen which drowned him after washing down breakfast. This simply because he decided his friend could possibly become a threat down the line.  Being a sadistic megalomanic he was fine with PC underlings but anyone who was advancing too much for his liking was soon targeted.  In time this would culminate in his demise at the hands of the players.  He found that even though he was encircled with demonic protection and elemental servants that he still could be put down with a well timed sword thrust. Everyone has to visit the watershed sometime, right?  Balance finds a way.

    D&D was never like this!  For some reason Stormbringer both allowed and promoted actions that could be anti-heroic yet oh so entertaining.

    Why did the assassinated, tortured and betrayed PCs keep coming back to the game and playing beside this tyrant?  Because it was intense and you did not want to miss a lick.  He was an unholy terror and they wanted to be a part of this epic, even if it meant they might be sacrificed during some ritual. (One or two were)  This campaign was a cruel one driven by this one player but I tell you only in this game, with this system could this have been so well executed.  The stars were aligned!

    Once this campaign ended we found the system supported all kinds of play but was admittedly best suited to mundane campaigns where magic was scarce or its dark polar opposite.  I have often thought that by simply nailing on some variant modes of magic and culture one could easily play in the world of Conan, Glen Cook's Black Company, Dread Empire or any other setting where magic is something other than milk and toast and combat is serious business.

    We had tried RQ2 but did not get into Glorantha and at the time it seemed a bit cumbersome for what it offered.  For some reason RQ3 has much more appeal to me as a system but came at much later date. Yet for dark, demonic vampiric dark, Stormbringer 1st edition was it.  Later editions gave up this intensity for the sake of balance and thus lost the wild dread and darkness that made 1st edition exceptional.  While others editions may be technically better they lack the mood, style and feeling that only comes when prying open that old red coffin of a 2" deep box and beholding the glory that is the red and white book.  The updated magic was for me nothing more than pouring water into wine.

    If you have never held one of these 1st Edition beauties you have missed something.

    For me it was a feeling and style unique in an ocean of similitude.

    You could be a poet sir!

    • Like 1
  14. Hi all,

    I am about to run Ladybug, Ladybug Fly Away Home and the players will be playing as FBI agents and private investigators. Had a few questions:

    1.      What sidearm do FBI agents carry?

    2.      Do they have shotguns in the back of their cars like county police?

    3.      Do FBI and state police have laptops mounted in their cars? What kind of functions do they serve? I assume they can look up license plate numbers; can they look up driver license numbers as well? Can they access other databases? Can they issue All Point Bulletins (APBs) or is that something only dispatchers can do?

    4.      Do FBI and state and local police share the same radio frequencies or channels? If not can FBI, state and local police talk to one another on car radios?

    5.      What does it take to authorize a FBI or state police helicopter to look for someone?

    6.      What does it take to authorize a telephone bug, or to place a listening device in a room? What does it take to place a tracking device in someone’s car?

    7.      Can a FBI agent call for state or local police backup?

    8.      What other abilities and resources do law enforcement professionals have access to?

    9.      How much can a FBI player get away with (in terms of the above) if he doesn’t care about consequences?

    Thanks!

    PS – I am posting this to yog-sothoth, RPGPUB and BRP Central…

  15. Hey guys. I don’t want to be a goody two shoes but it’s likely that the above scribd link is pirated material. I am definitely interested in the subject matter but perhaps it sends the wrong message? Not picking on you Chris- just my thoughts...

  16. 1 hour ago, Nick J. said:

    My only complaint is that MW is kind of an ugly book when it comes to layout and reference at the table. Elric! on the other hand is an exemplar of design and ease of use, and I tend to use it when I need to look something up.

    I completely agree but I can tolerate that part. Like I said if there were to clean it up and re-release it I would be all in!

    • Like 2
  17. I can't answer the question completely as I have never played Ringworld though I have read the rules for Superworld. I think what Stormbringer did for Chaosium was to bring a set of SIMPLE, medium crunch rules to the fantasy genre in a way that RuneQuest wasn't able to do. The Stormbringer books are concise with just what you need to run a fantasy setting with nothing extra. It wasn't that RuneQuest was unsucessful it was just aimed at a player that wanted a more gritty and realistic approximation of fantasy. Add to that the unique demon magic rules offered by Stormbringer and the great playability of the Young Kingdoms and you had the perfect game. If Chaosium would take those same rules and put them into a high quality generic fantasy (as they did with Magic World - but higher quality) I would scoop it up in a second.

    • Like 9
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