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vagabond

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Posts posted by vagabond

  1. Yes. Someone posted on rpg.net about having done that. One of the authors of Stormbringer 4, I think. He said the demon creation rules in SB4 were based on the Superworld abilities, I believe. Anyway it is apparently more than possible. I wish I could remember who it was. Maybe Jason knows.

    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

    -V

  2. 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.

    -V

  3. 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.

    -V

  4. 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.

    -V

  5. 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.

    -V

  6. 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).

    -V

  7. 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.

    -V

  8. 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.

    -V

  9. 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.

    -V

  10. 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.

    -V

  11. 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.

    -V

  12. 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.

    -V

  13. 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.

    -V

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