Jump to content

vagabond

Member
  • Posts

    551
  • Joined

  • Last visited

Everything posted by vagabond

  1. It is very well done. Flexible enough to port to other things. It can also be fleshed out a bit more, my only minor quibble with i, but to correct that via houserules is not that tough. Ian
  2. Welcome to the Forum. What part of the world do you live in? Ian
  3. Stormbringer is still my all time favorite game. That said, my ultimate edition (and, the one I am slowly compiling my notes together to provide in pdf format) is a combination of SB1, SB4, Elric!, and Mongoose Elric, with bits and pieces from the various supplements as well as copious house rules. You may want to look into the Corum supplement from Darcsyde. Ian
  4. You could give shields stackable DR - added to the DR of armour. That way, even if the shield parry fails outright, there is still some deflection. This covers both combatants without armor but with a shield, and would be fairly easy to extrapolate the shield DR into formation based maneuvers, providing DR for cooperating combatants. Ian
  5. I have a skill similar to Tactics for my Jorune conversion. Same with Knowledge (Military). I'll see if I dig up the description and use. Ian
  6. Started in 1978/9 myself with the blue box Basic D&D and B1 In Search of the Unknown. Shortly thereafter it was AD&D, Top Secret, Gamma World, Gangbusters and Boot Hill. I also still own this, complete with dice and miniature: Ian
  7. OK, things have been pushed back due to family emergency. Nothing too serious (yet, we hope), but something that we need to keep an eye on, and eats up my already limited free time. Hopefully the delay won't be too bad - I just have to actually type things in and format a little bit. Ian
  8. My 5 yo son (6 in a few months) has a love of dinosaurs and dragons. A while back I gave him hints about a "game that uses you imagination", where one can explore pyramids, fight mummies, ride dragons, see dinosaurs, etc. Lately, he has been thinking about it more and more. So, I am working up a quick and dirty conversion of some old D&D modules (Keep on the Borderlands/Caves of Chaos, In Search of the Uknown, Isle of Dread) to BRP, but using only Elric! rules for now (to keep things simple - no demon summoning, just Battle Magic) and even doing a quick divide by 5 set up to keep things on a 1 to 20 scale (reading percentiles can be tricky for the young uns, and really, no need for that level of granularity at this stage). He has a schoolmate (who just turned 6) with twin older brothers (7) who are all into the same kinds of stuff (the schoolmate and his brothers are huge on Star Wars as well). So, I hope to guide all four of them through a set of adventures and see how it goes. Wish me luck, and I hope to have a glowing report posted when it actually happens ... Ian
  9. All good thoughts and things to run with for sure. Companion:Ardoth has some good insight here. Suspicion and mistrust certainly exist. The Thriddle were, at one point, banished from Ardoth. But, then the warp flash occurred, and the previously warp free Ardoth was no longer warp free. So, the Dharsage caved in and allowed the Thriddle to return in an effort to fix things. How odd the Thriddle knew exactly what to do? Makes you wonder if they caused it in the first place ... An interesting thought, and not a bad idea. I think it would require more than just their presence though. Maybe some biotechnical device/implant? But, as I mentioned before, you assume there are no Lamorri left on Jorune. And, if there are some left, where do you think they might be? And how would you think are they kept locked up ... Ian
  10. Just having reread Companion:Ardoth - there is plenty of good Thriddle conspiracy things that can be read into it. The withholding of Tech caches from the Dharsage during the Energy Weapons War. Illegal Shirm-Eh trading at the advice of Thriddle during the Ramian plague, leading to the Ramian invasion. The warp flash itself. Ian
  11. You assume I haven't already The existence of Thivin, Trarch, Muadra, Boccord? Bochigon are descended from Corastin/Croid stock, but did they come from the Corastin homeworld, or engineered on Jorune? Much of the Lamorri Isho tech, including whatever is under Ardoth and the Thoosahs? Various Ramian aggressions in search of Shirm-eh? The Cleash in Githaw, where they naturally would never go? The isolation of Tologora? Ian
  12. Some more Thriddle thoughts - to give people more fodder. Bear in mind, this is my interpretation (or, rather, reinterpretation) of how things are, to fit how I envision things and how to make life on Jorune that much more interesting. So, as I mentioned before, it seems like there could have been more interesting stuff done with the Thriddle. For whatever reason, the Thriddle (Bennid Ho-Gomo) taught the Crugar the Lightning Blast dysha, and the Muadra (perhaps Caji Gends himself) taught the Woffen the Power Hold dysha in response (during the Ninindrue Plague slayings most likely). Again, why? I find it rather odd that the books say it was an honest mistake. So, let's think about things. Much of the Tauther Guide, and indeed, most of the Jorune history included as text in the game books, comes from the Thriddle. Now, we know the Thriddle were a slave race to the Lamorri (both the Thriddle and Corastin/Croid home worlds were conquered and consumed by the Lamorri, whereas the Cleash were a client race - which I will come back to later). Now, the Thriddle probably played a large part in the Lamorri's success in harnessing and tapping into Isho, as well as the Lmaorri's understanding of Jorune itself, including Shantha. Perhaps, the Thriddle covertly were able to assist the Shantha in defeating the Lamorri. This would serve multiple purposes. First, the Thriddle's oppressors would be overthrown, exacting revenge and freeing the Thriddle from slavery. Also, this would give the Thriddle an opportunity to become an important race on Jorune, considering they could act as go between for the Shantha and the Ramian and Corastin/Croid. The Cleash, however, would be mightily upset - they are now stuck on Jorune because of the Thriddle treachery (wow, and how the Cleash hate Thriddle) since the Cleash were not a slave race, but a client race. No going home for them (whereas the Corastin/Croid and Thriddle apparently have no home to go back to). So, the Corastin and Croid would be pretty satisfied - they hated being slaves, and probably hated the Lamorri in general. And, the Corastin and Croid seem to get along with Thriddle fine. The Ramian might be a little indifferent, or at least mixed. The Ramian, again, are like monkeys to the Lamorri. Enslaved, perhaps experimented upon, they would also welcome their new found freedom as well (and, again, Thriddle seem to be more accepted into Ramian folds - they can distinguish the sexes for example). Some Ramian may be upset that they can no longer return to their home world, but some may relish the thought that they do not have to. Now, what does this have to do with the humans, mutants and Iscin races? Well, the humans had peace with the Shantha. Humans naturally assert themselves. Some humans may have made inroads with Ramian and Corastin/Croid. These new humans and human mutations could potentially topple the Thriddle as the single most important race on Jorune - they could become the go betweens, the diplomats, etc. The Thriddle would not be so keen to have this happen. So, again, knowing that the Thriddle may have had a behind the scenes role in the defeat of the Lamorri, they may have also played a similar role in the Shanthic attacks on humans. And, creating chaos between the Crugar and Woffen could go a long way to disrupting things as well. Oh, those innocent Thriddle ... Ian
  13. Hey Mick, Hmmm, good point, and one I think I had running around in the back of my mind, to some degree at least. For Muadra, Woffen and Crugar, dyshas do not come as naturally, but seem to be more academic, or, to go along with your martial arts likeness, at least more studious and meditative in nature. But, for the natural Joruni life - Shantha, Corondon and such, it is a natural process (though quite refined in the case of Shantha). I would lean more towards Shantha being more meditative and Muadra, Woffen and Crugar more studious. Anyway, it makes sense then to have dyshas as separate skills for Muadra, Woffen and Crugar (and others ...), and have Shantha and other Joruni natives base it directly upon the Moon skills or a simple weaving skill heavily influenced by Moon skills. I think I'll go this route for now, which will allow me to get Isho stuff out for PC races faster, and then develop the more natural/innate methodology later, and leave it as an alternative system for all Isho wielders. This leads to some other thoughts: IIRC, Thriddle taught Woffen and Crugar their dyshas, and Thriddle supposedly have studied Isho enough to be versed in some Isho skills similar to Boccord (don't forget, Thriddle worked with Lamorri, and Lamorri were able to create technologies that were able to manipulate and process Isho, so Thriddle may have been exposed to some of that - another scenario carrot ...). But, IIRC, in other sources, Muadra taught the Woffen the Power Hold dysha, I believe during the Ninnindrue Plague slayings. This actually makes for some good RPG setting stuff - what if the Thriddle taught the Crugar Lighting Blast, and Muadra taught the Woffen Power Hold during the Crugar onslaught? Why did the Thriddle teach the Crugar? Did the Thriddle have an alliance, or wished to manipulate the Crugar for their own purposes? And how do the Thriddle react to the Muadra intervention? Some more good scenario seeds and gives the setting a more interesting dynamic. Also, with the Lamorri interest and success in harnessing and manipulating Isho, which Lamorri races have access to these devices? How much about Isho do the Thriddle know about? What about Ramian? And, if Thivin are Ramian offshoots, either natural mutations or Lamorri engineered, do they have more Isho use? More to chew on ... Ian
  14. I go back and forth a little here. It penalizes a high Moon skill, while the reverse, basing it upon the highest skill, ignores the lower skill levels. I think I'll defer to the highest skill, but set some difficulty mod based upon the other lower skills. Agree on both counts. Hence I am leaning towards the Moon skills. I just need to determine the best approach. The plus for going with individual dysha skills, it is much easier to work with. But, then you have 7 Moon skills, an unlimited number of dysha skills as new ones are created, and all of the Isho skills ... That's a lot of skills. Yes and no. Picking up a new one is easier, when there are resources to assist such as Shantha, Hishtins, etc. But, for creation of entirely new dysha (or there is no Shantha or Hishtin or other Muadra), it might be a little tough ... But, good thoughts. Keep 'em coming. Ian
  15. OK all, here are some thoughts on Isho, Color and dyshas. As mentioned before, one rolls 3d6 (modified for race - either more dice, different dice, or flat ads, I haven't really decided yet) for Isho and Color. Isho determines Isho Points, modified for race. Color yields points to spend on the various Moon and Isho related skills (potentially things like Interference, Unweaving, and the various dynamic and static Isho skills). Again, these points, and to some degree what they can be spent on as well as how they are spent, are determined by race. Dysha using players/races can specialize in one or more Moons, giving the some advantage in their use, but this yields disadvantages when using other Moons/Colors. To learn a dysha, a player rolls against the primary Moon Skill (Color) for that dysha. There are modifiers based upon the number of additional Colors involved in the weave, as well any Moon Skill specialization and inherent dysha difficulty. Also, using Shanthas, Hishtins, and Muadra as teachers, will yield modifiers as well. Optionally, instead of a difficulty modifier based upon each Color in the dysha, I may require individual rolls for each Color. While closer to the original Jorune mechanics, this does add some additional complexity. Once known, list the dysha on the character sheet. I am still tinkering with either individual skills for the weaving of each dysha, or basing the weaving roll on the appropriate Moon skill(s) with modifiers. If I go with individual skills, then the learning process will set beginning level based upon the primary Moon skill, modified perhaps by level of success. Another option would be a generic weaving skill, which is modified by Moon skill level and other factors. Anyway, just wanted to put this out there for some comments. Ian
  16. This is definitely part of it. The other is that not all adventures for a product line appeal to all consumers of that product line. The same holds for supplements in general. Ian
  17. All I could find was 190-210 kph takeoff speed. I also found a stall speed of 196-216 mph elsewhere. I've also seen 200 knots. I'd go with 200 knots due to the source: 1979 | 3214 | Flight Archive The Flightglobal archives pull from various magazines of the era. Ian
  18. The OGL is not RuneQuest. RuneQuest is a trademarked name, and that name is considered IP by the OGL. You may be able to claim compatibility with the "MRQ SRD" and "MRQ OGL", but you cannot claim compatibility with RuneQuest itself since Greg Stafford holds that trademark. Now, in all reality, Greg will most likely not care. Yes and no. Some countries honor US copyright and trademark laws, and some, even if they do not directly, will assist in persecution of people who violate them. Ian
  19. I believe you can publish material using translated Traveller OGL mechanics, but you cannot sell them as Traveller material since Traveller itself is not open - just the mechanics. Companies pay to translate games - system and setting. If the system is divorced from the setting, then I believe you are OK. Ian
  20. I don't think so. RuneQuest is a trademarked name owned by Greg Stafford, licensed to Mongoose. Mongoose may have had an agreement that allowed publishers to use the MRQ STL and say their product is compatible with RUneQuest, but since Mongoose is pulling the MRQ STL, legally you cannot claim compatibility with RuneQuest unless you get permission from Greg Stafford and/or Mongoose. As far as OGL and language translations, as stated earlier, it depends on each country's copyright and/or IP law. However, US copyright law holds that system mechanics cannot be copyrighted, only the words used to describe those mechanics. As such, the reason the OGL permits translation is because the SRDs are written in English, and once translated, are no longer using the exact words anyway. So, if the country in question follows US copyright law with respect to rules, translations would be legal. Ian
  21. There are plenty of companies still producing material based upon the 3.0/3.5 OGL. Pathfinder by Paizo is d20 OGL based, and some of the books are even released under the OGL. Conan will remain d20 OGL based - the issue is whether or not Mongoose will be able to renew the license, and if they were going to move to RQ or go systemless or do d20 OGL and RQ. Castles and Crusades by Troll Lord Games is also based upon the d20 OGL. Green Ronin's True20 and Mutants and Masterminds are d20 OGL systems. People can make stuff for MRQ1, they just cannot say it is for RuneQuest. That is a separate license. Same with the d20 OGL and d20 STL- people can make d20 OGL based games, but cannot claim d20 compatibility. Separate licenses. There is no "getting caught with you pants down" - the MRQ OGL and d20 OGL exist in perpetuity. What you are "worried" about is the killing off of the d20 STL and RuneQuest licenses - the licenses that let you say "This product is compatible with [d20/RuneQuest]". Mongoose and others were fine with D&D 4 - they had other lines or a strong enough d20 OGL line that stood on its own. Ian
  22. '78/'79 with BD&D, and then AD&D shortly thereafter. I came into BRP late - 1993 or so, when I discovered Stormbringer 4th. Ian
  23. Theoretically nothing! Matt Sprange has already stated that this is the case. The only caveat is you cannot say it is compatible or designed for RuneQuest. Mongoose is pulling the MRQ license as well as leaving OGL. Same with D&D moving to 4.0 - the OGL for 3.0 and 3.5 are still valid, but the d20 STL went away. Ian
  24. Not necessarily. It all depends on who you wish to extend the material to. The better question is, what do hope to do by releasing a core set of rules out into the open? As hard as I try to find a valid reasoning to use the GPL as a model (and I have started and deleted several responses that try already), it all comes back to who is the intended target for the open core rules, and what is the end goal? I am guessing the goal is to get developers and publishers to use the system, put out quality material in support of it, with the hopes of attracting an audience/community large enough to justify 3rd party support, and return derivative rules back into the core. I think you'll find that the developers and publishers do expect to make some sort of money to support their involvement. As such, they may be less inclined to use the GPL and risk losing what they might consider IP (or, in more general terms, losing control over what makes their product unique and/or marketable). Hence, an OGL type license, because it does provide some of those protections. Ian
  25. I've been meaning to reply to this: Anyway, I always find it interesting when people say the d20 OGL failed in a general sense, and then go on to say it failed as an open source effort. Especially when they base that failure upon comparison with GPL software. For one, the d20 OGL did not fail entirely. It was actually very successful, and led to the rise of such companies as Mongoose, Green Ronin and others. I would say that the big stumble occurred in the migration from 3.0 to 3.5, which led to a splintering of efforts, and then the restrictions placed on 4.0 which is not truly OGL'd. Hasbro, WotC and D&D enjoyed a bit of a renaissance. Now, as to the concept of the d20 OGL (and RPG OGLs in general) also was not a complete failure, as evidenced by the amount of material, companies that sprang forth, and new OGLs created. OGLs provided a means for designers to release toolkit versions of their systems so that other designers could build upon those toolkits and return some of their effort back to the community. This worked quite well. The issue raised in the section you note is almost a non-issue. Who cares if designers chose not to open up their own material? That kind of is their right. As long as they did not attempt to close material already open, and clearly marked open game content as such, then all is good. But that wasn't the point of the line used - the point of the line was to basically protect the things the designers wanted to protect. The rule of the OGL is declare all OGC as OGC, and the rest can be PI. And that is what was done for the most part. Designers had to declare previous OGC as OGC, and could provide new OGC if they so chose, and then the rest would remain IP and protected. I see no problem here. I see no problem with people trying to make money using a license as it was intended. Ian
×
×
  • Create New...