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Posts posted by vagabond
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Whatever is in the Public Domain can be found here:
Clark Ashton Smith - The Eldritch Dark
under Writings are links to his works - Zothique, Averoigne, etc.
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You could even say that's one of the reasons why the D20 Elric book did so well.
It did? I mean, I know it sold out the first run, but there is a question as to
how many copies were printed. I know Chaosium had plenty left from the
second run, and the reviews of the book were scathing to say the least.
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I dont' think Zothique is any more grim then Elric or Cthulhu. In fact, there's actually a lot of humor within the stories-- although very much dark and twisted. The worlds Smith created are some of the most fascinating and extremely rich landscapes ever published and are certainly not generic. If Zothique were not going to be Chaosium's BRP flagship, then I think the next best step is to make a book dedicted to all of Smith's setings like Hyberborea, Averogine, Xiccarph, Poseidonis, ect. Besides that, I think they have -or would have- an easier time getting the publishing rights as they have already printed some of CAS literary work ( I think some of it might even be in public domain).
Much of it is in the public domain, but I believe Arkham House is also involved
a little. Which is probably OK since Chaosium and Arkham House have ties
already.
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I go back and forth between 5/20 and 1/10 with crits and specials.
Math is easy for me, so it doesn't make a difference. Depends on
how gritty/heroic the game is.
I posted over at RPG.net about introducing a feat/special ability type
mechanic where you get one upon reaching 100% in a skill, and if you
use the over 100% skill option, a new "feat" every 25 or 50 percentiles.
I also would go back and forth about how they get used - either MP
expenditure or automatic option on a crit/special.
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Very simple.
For the HL optional rule, divide AoE damage so that all HLs are affected
by a similar ratio to how total HP are divided up.
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My beef with the whole "doubles" thing is this (which is one of the
reasons I don't find Unknown Armies all that great):
If you have a 98 in some skill, then you critically fail on a 99 or 00.
In other words, someone that highly skilled can only critically fail,
which makes absolutely no sense. Same with anyone with a skill
of 100 or better - again, only a 99 or 00 will fail, and they can only
be critical failures.
I find the current levels of success method to be more than sufficient,
and very easy to apply and understand. Also, it lends itself very well
to the various rules pertaining to skills over 100, as well as scales
well when using skills over 100.
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Chinasaurs?
Too close to chia-saurs ...
Which might be interesting ... living terracotta and plant based
dinosaurs ...
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I'd love to see those house rules when you get them compiled.
When I get them into a state that I am comfortable with, I'll make
an announcement. For obvious reasons, I will have to mail them
out directly, or make them available somewhere. I don't think it
would be wise to post the doc here due to licensing issues.
I won't include too much background info, just enough to illustrate
mechanics or where necessary for integration into the rules (such
as character creation/background).
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I won't be playing anything yet, but I do have a couple of things
sitting in wait.
I am compiling all of my Stormbringer notes and houserules, with the goal
of packaging it up in pdf for a few people who have been asking. This
includes some of my old group whom might get to do some Multiversal
romping.
A solid adaptation of Skyrealms of Jorune to BRP.
Maybe work on a BRP Dune and BRP James Bond.
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Never say never.
Ten or so years ago I thought I would never see anything D100 again, BRP would become an obscure part of gaming history after CoC had been eaten up by Vampires, and Glorantha would fade away as a game world.
Now there are so many cool d100-related products coming out each month that I cannot get all of them (and some not-so-cool ones, but we'll pardon the writers), the HeroQuest trademark has gone back where it belonged, I am an official Issaries licensee (yep, you wouldn't believe why, but I am), the BRP system is finally shining as it should always have had to, I have self-published a d100 module and am playtesting the sequel, plus more juicy stuff that I cannot tell here because of the NDA. Things can change, it's just a matter of having faith.
:thumb:
Alas, it is true. No amount of faith will change that. Even if WotC folded up
D&D and went away, the installed user base and OGL d20 living on will still
make D&D the game that rules the roost. Given that it has had a lion's share
of the market since its release over 30 years ago.
You made the point yourself - CoC was eaten up by Vampires and others, but
they were all fighting for the scraps. D&D was only jostled a bit when Vampire
hit the scene, and the piss-poor mismanagement of TSR in the 90's opened
a huge opportunity for something like Vampire to push D&D off its roost. But,
it didn't happen, and D&D is stronger than before.
But, this isn't about knocking D&D off its pedestal, nor even taking it down a
few notches. Chaosium can, with BRP, grab some new players and gain new
life, and keep on moving along. As it has done for over 30 years - no other
RPG company has lived as long as Chaosium has. So, no, BRP is not too late.
It is just in time to do what it needs to do.
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So, I was in the gamestore this morning. There were a bunch of...fans...of D&D extolling the 'virtues' of 4e, as if it were the only game out there (yes, I still refuse to call it a role playing game, but that is another story). I have to admit that I am wondering if BRP is going to be dead on arrival, now that it has been delayed until after the shiny, arty new 4e books come out. I am frankly wondering right now if trying to stay the course and start a group with BRP is pointless, if my involvement with the hobby is just dead if I don't join in the mindless habit that is D&D. Has Chaosium waited too long to launch BRP? Are we doomed to WOTC mediocrity for the forseeable future?;-(
Whether or not Chaosium had beaten WotC out the door with BRP vs. D&D4E,
I don;t think the end result would have mattered much. The people that want
to play BRP will buy BRP. The people who don't, won't. It's that simple. BRP
really doesn't have the drawing capability to lure in that many newcomers,
mostly because Chaosium doesn't have the money or resources to out-market,
out-design or out-publish WotC/Hasbro.
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OK, I guess I better introduce myself.
My name is Ian and I was involved in the BRP playtest from the get go.
I started playing RPGs back in 1978/9 with D&D (Blue Box) quickly followed
by AD&D1E. I have played D&D, AD&D1E and AD&D 2E on and off up until
1996 or so. I also dabbled in Gangbusters, Boot Hill, Traveller/MT, James Bond,
Gangbusters, Gamma World, Top Secret, Dangerous Journeys/Mythus, Powers
and Perils (yikes), Rifts, Rolemaster/MERP, Amber, WEG Star Wars, Paranoia,
and TORG. I am sure I am missing a few. I also played a little Ringworld,
my first foray into BRP. Alas, it didn't last long.
Around 1992 or so I had grown dissatisfied with D&D. I went to a local con here
in San Diego, and came across Skyrealms of Jorune. I immediately remembered
looking for that game back in the 80's after seeing the wonderful ads in
Dragon. I was hooked. Shortly thereafter, I found Stormbringer 4th -
probably around 1993. My second exposure to BRP, and I was hooked. Fantasy
the way I wish D&D had been done. And Moorcock to boot. After that, I
got into CoC and RQ. I also have played a little Tales From The Floating
Vagabond (partially responsible for my screen name).
I am an IT pro by day, working at UC San Diego in the Jacobs School of
Engineering. I also am a guitarist, an artist, and a car nut (hope to start
my dream project in the very near future). Married almost 8 yrs, and
father of two.
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Just some notes for the record(s)...
Chaosium never lost the copyright to RQ, they sold the trademark to Avalon Hill. And then they licensed the contents of the game (under an exclusive license one has to presume) to AH. Avalon Hill was bought up by Hasbro at the end of the 90's and was transferred to Harbro's fully owned subsidiary company WotC. Someone at Hasbros legal department failed to renew the trademark registration for Runequest, so the trademark lapsed and Issaries (Greg Stafford's company) nicked the trademark just under the nose of Chaosium.
So that's how Issaries and not Chaosium got the trademark Runequest. Since the rules of a game is not copyright protected and since Stafford had some part in writing the original Runequest rules, Mongoose was able to reproduce large parts of RQ II and III in MRQ, which is why the games are so similar.
/Peter
Close, but not quite. AFAIK, Chaosium made no effort to get the RuneQuest
trademark. They were too busy with other things.
Mongoose was able to write MRQ for the sole reason that the rules of a
game cannot be copyrighted. Greg's background with RuneQuest and
BRP had no bearing on the situation.
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It's a bit of a muddle, actually.
For Stormbringer 1st edition (my absolute favorite incarnation of the BRP system, bar none), it made sense that Elric was good in swordsmanship because of his incredible cunning and strength of will (his high INT and POW).
Having a system that supports the licensed intellectual property is a good thing.
However, Theleb K'aarna was absolutely no physical threat, but he had comparable bonuses due to the high INT and POW scores. The way the system worked, he should have been quite competent with any weapon he'd put his hand to. The same with Myshella, who was in no way a fighter.
From the SB3 book -
Elric has a +44% attack bonus (with drugs)
Myshella has a +34% attack bonus
Theleb K'aarna has a +27% attack bonus
In SB1-4, 90% total skill was considered "Master" level. Elric is significantly
more skilled than Theleb K'aarna, and much better than Myshella on that
scale by bonus. But then there is training. Elric as trained as one of if not
the best swordsman on Melnibone. Myshella was adept with the dagger in
the saga IIRC. Theleb K'aarna was not very adept with the sword.
Again, from the SB3 book -
Elric has a greatsword skill of 92% - Master level. Also, Sea Axe of 84%.
Myshella has a dagger skill of 100% (seems to fit, no other weapon training)
Theleb K'aarna has a shortsword attack of 44% (he only trained up 17%
over stat bonus - makes sense) and dagger of 89% (again, good, but not
master).
As I said earlier, the stat bonuses really do not make much of a difference
as you get more advanced characters hitting the 100% and over mark. It
was only those "special" characters that really benefitted.
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I think that is the same thing.
Whether INT and POW are limited depend on which version of BRP you are playing. Early Stormbringer depended on higher and higher levels of INT and POW to become capable of summoning more powerful entities, for instance. It also was the source of some dissatisfaction with that game, because the wizards tended to have the best weapon skill bonuses too. INT and POW made you a better fighter as well as a better sorcerer...
Considering it was only 1% bonus per point over 12, and odds were any
INT and POW bonuses were offset by 1% penalties for low STR and DEX
(unless the characters were quite special - which fit well with the premise
of the saga/game), by the time you had sorcerers with high enough INT
and POW to make a difference, you most likely had warriors with very
high combat skills that made the stat bonuses fairly irrelevant.
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Making Stormbringer style demons
in Stormbringer
Posted
Yes - John B. Monroe (goes by Ben, or zomben at RPG.net and other places)
used the Superworld powers rules to create the Stormbringer 4th edition
Demon creation/summoning rules.
I'll see if I can find a link to the RPG.net discussion.
Here you go - two relevant threads:
[bRP] Generic Powers + Stormbringer Magic - RPGnet Forums
Stormbringer/Elric: what are the differences in the editions? - RPGnet Forums
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