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Mugen

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Everything posted by Mugen

  1. Only 3 years. 1983 for the wargame, 1986 for the RPG.
  2. I think we lost a lot of potential roleplayers when GW realized they couid sell way more miniatures if they focused on selling fantasy armies rather tran fantasy RPG miniatures...
  3. Broad skills and specializations for me too. No idea on the details of the experience system, though. I could perhaps arbitrarily rule that the skill can only increase through experience and specializations through training or vice-versa, just to avoid cases like when a character had 3 different uses of a particular skill but with different specialties. I don't want hip to get 3 increases of his skill after one adventure.
  4. I started playing RuneQuest 3 around 1989. I tried to play in Glorantha, but I was very disappointed by my inability to understand that universe correctly. But I was in love with the RQ3 rules, so I created my own universe, based on the 3 magic systems and the archetypal civilisations that were portrayed in the character creation chapter. RQ3 is not my favourite incarnation of the game anymore, but it was an important part of my gaming experience in the 90s.
  5. Well, there's the original Magic World frolm 1981 Worlds of Wonder, but it's the booklet in which the system was originally published. But I don't know any BRP supplement that uses it. But, to be honest, the BGB is more a collection of systems that were used prior to its publication than a collection of systems that were used in games after it was published. Drakkar och Demoner is said yo be based on that original Magic World, so I guess it can count as a game that uses that system. French game BaSIC, which is a variant of BRP, uses it as the basis of its magic system. It also depends on whether you consider that RuneQuest 3 "Sorcery" is just an expanded version of this "Magic" system or not. Then RQ3, RQG use it, and games like Mythras or OpenQuest use modified versions.
  6. Sandy Petersen's Sorcery rules for RQ3 allowed sorcerers to prepare spells in advance, to be kept in memory and cast very quickly when needed. That's however the only link between these rules and D&D.
  7. Converting BECMI to BRP is not a very simple task. For instance, a spell caster ability to cast multiple spells per day in D&D is a function of a character's level, whereas in BRP it's usually POW. You may solve this by introducing a Spellcasting skill, which would tell how many spells per day a character can cast. Abilities and characteristics match only partially. Dex and Cha are very similar, but Str and Con in BRP are relative to Siz, and Int is rolled with 2d6+6. Wis and Pow have no equivalent in the other system. Hit Points are also very different. In BRP, they're essentially "meat points", and reflects one's health, whereas in D&D they're more abstract, including one's ability to survive on a battlefield. You'd also have to recreate most information concerning monsters, as you would not know their Str, Con, Int...
  8. Concerning RQG specifically, I'd say Rune Points, Rune affinities and Passions.
  9. I remember I noticed a lot of simularities, but not to this extent. I read that Hawkmoon also contains texts from French 2nd edition (based on Elric!). But in this case, the author of both books is the same. In this context, "prédilection" is a field of expertise you favor over the rest. If the link between skills and prédilections is so strong, it's a pity they're listed separately. I don'r remember anyone mentioning any major rules changes in Hawkmoon.
  10. Nevertheless, it was a distinct game that tried to "Conanize" D&D, and not just a series of D&D sourcebooks. I remember rumours about a Conan adaptation to MRQ2. But then Mongoose lost both RQ and Conan licences... But, again, I bet Monolith will use the same 3.5 basis as for their Batman game.
  11. Problem is that if they do this, it's very likely to be with books for the most popular game around. And it's neither BRP nor Mythras...
  12. RuneQuest 90s is not a reissue of RQ3, but a different game with a simplified system and a real focus on Glorantha. Edit : a google translation of the wikipedia text about this game. https://ja.m.wikipedia.org/wiki/ルーンクエスト "RuneQuest '90s is an original tabletop RPG Japan based on RuneQuest and created by Reio Katsura. It was released by Hobby Japan in 1992 as an A4 edition book. RuneQuest Nineties is a game that aims to be a simplified version of RuneQuest, and although the game system is based on basic role-playing, complex elements such as strike rank and fatigue are removed, and cult-based templates are effectively character classes, making them good rules. It is a game with a theme of playing adventures related to the heroic war (a war that is predicted to occur in the Dragon Pass region of the Growlanser world), and the setting of the game's adventures and the player's character's region of origin are almost limited to Dragon Pass. In addition, since the game treats "hero cadets who can play an active role in the heroic war" as player characters, it is possible to create heroic characters that are much easier to go on adventures than the original "RuneQuest"."
  13. It's possible that they use the french Chroniques Oubliées system, as they do in their Barman game. It's at core a simplified version of D&D 3.5, with no skills. In the version I know, each class has 3 branches of feat-like powers. After gaining a level, you take the next power in one of the branches. Asthere are no skills, you usually only roll 1d20 + ability modifier, but some powers may give bonus under certain curcimstances. On combat, you also add your level.
  14. Sure. I see Character Creation section as guidelines rather than "rules". But a poster above suggested to ignore the limit on CHA as a solution to the problem, which is not the same.
  15. Two editions of EoM have been released by Mongoose. The first one was a standalone game, based on MRQ1 rules.
  16. Edit : I removed a part of this post where, as I was basically the same thing as in my previous post, only leaving the comment on Mournblade. I've not read Mournblade, despite being French. Its emphasis on playing agents of Law/Chaos/Balance never interested me. Just like the new Hawkmoon game's focus on being a resistant fighting the Granbriton invaders leaves me cold.
  17. I doubt anyone thinks a faithful adaptation of a tabletalk roleplaying game is a good selling point for a videogame. Even games based on D&D do not do this nowadays.
  18. To me, it's symptomatic of many "quirks" in RQG "innovations". A change in rule combined with rules kept from previous editions, with unexpected results.
  19. I think we should report to the police all those players who played an assassin...
  20. When I read "Pendragon and Dune", I immediately think of Fading Suns. FS is a Science-Fiction game which uses a d20 "roll-under blackjack" and has a background that has often been compared with Dune, as it features an intergalactic feodal society. It also has a system of paired personality traits, but very different from Pendragon's, and with very few traits. Its main flaw, IMHO, is that it uses pools of d6s for damage and armor, but not like in Pendragon : there are much more dice to roll, and it's a "success counting" mechanism, where only 5s and 6s are counted. It's also an "attribute +skill" system, as your d20 must be under the sum of an attribute and a skill. It's a perfectly fine idea, but I think the maximum values are not well chosen. The maximum possible attribute+skill value is 18, which means a lot of seasoned characters have between 14 and 16. As someone with experience with Pendragon, I think this is way too low.
  21. I agree with this, but, on the other hand, Uz have a CHA value of 3D6, and I don't think they looked more attractive to humans in the eyes of the people who did the first stat blocks. I really don't think that's necessary, and I'm fine with CHA as attractiveness. Also, I think which attributes are appealing depend on each individual.
  22. Clearly, this was an attempt to make CHA more... appealing... which has unexpected impact on some species.
  23. Sounds right... I read very different numbers, but surely the person who did the maths assumed the INT stacked...
  24. Note you're not restricted to only one casting of this spell. Once you've set your INT to 20, you can cast the spell again with this new Free INT, then repeat. There's a point where you won't be able to increase your INT, and the final value will be lowered by the need to have a longer duration (because, obviously, you won't do this everyday), but it's definitely not 20 or 21.
  25. No. It's a classic d10+attribute+skill versus difficulty system, with a small twist : you can chose to roll a d20 instead of a d10, but all odd values on the die would be treated as "0s". Which is why the system is named "CYD" for "Chose Your Die". As a matter of fact, an Hawkmoon game using this system will soon be available in French.
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