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aknaton

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Everything posted by aknaton

  1. I've just read chapter nine of the BRP-book (that is PDF). The one about gamemastering. And I must say that those roughly 20 pages are good. Had I only had them when I started gamemastering some odd 25 years ago... And as I now have read 75% of the book I must say that it's overall solid and great. :thumb:
  2. I would rule that at least 1 hp must penetrate the armor to have the bleeding to take effect. But thats me.
  3. Does anyone know the names of the fonts used in the book?
  4. That one is already taken. Dresden files rpg
  5. I think that a few really good settings is a *must* if BRP shall succeed. Just having a great "generic" game system is not enough. Me thinks.
  6. I have now printed the PDF. And it's a real TOME
  7. I have just downloaded the PDF. I like it. Seems much more solid than MRQ. I feel nostalgic (in a good way: not like it was better in former days but feeling like coming home)
  8. Seems a good way to do this. Simple mechanics that doesn't *force* the players. :thumb:
  9. There already seems to be a game underway with almost that name: Darkest Dungeons
  10. The only other thing in the document is a probability table. Which says something like you have the probability of 19% to roll 10 or lower with one wild die and roughly 75% chance to roll 50 or lower.
  11. Aspects sounds like the preferrable way to do it. I think I must read the FATE rules...
  12. Check the download to learn more. Maybe? Or read the almost not shorter version here: Wild dice At the start of each session each player gets 5 wild dice (preferably black colored). These dice are percentile dice. Any percentile roll that the player has made may be augmented by a wild die. If the player wants to use the wild die he rolls it and may substitutes any one of his rolled dice with the wild die. This usually means that he substitutes the rolled tens dice if the wild die is lower. That wild die is then used up and should be returned to the referee. If the player isn't satisfied with the result of his first wild die he may roll another one until he is satisfied or has used up all his dice. These following wild dice is used against the best result the player got after the previous rolled wild dice. Example: Jehebakk must desperately kill a grumpy troll in a fight. He rolls 42 and it is above his measly skill with his sword of 38. He rolls his first wild die and gets a 3. He substitutes his tens number with this result and now has 32. He now returns the wild die to the referee. His roll is now a hit but he feels that this isn't enough. He rolls another wild die and gets a 0. This means that he now has 02. A critical hit (at least according to RQIII)! Jehebakk kills the troll with his mighty blow. Jehebakks player now returns the second used wild die and sighs with relief as his character lives to fight another day. When a player has used up all his wild dice for that session he doesn't get any new until the next session. Unspent wild dice may be traded for skill check marks at the end of the session. Monsters and NPC's don't get wild dice.
  13. I have uploaded a little rules tidbit to the Downloads-area. It's called "Wild dice" and is a simple and elegant (at least I think so ) system to give the player's more control of important die rolls in any BRP game. Check it out if you wish: BRP Central - Downloads - Wild dice
  14. I got my 'Keep on the Shadowfell' adventure today. My first impression is that they have succeeded in their intentions in doing it more like a tabletop game, that the players should always feel that they have something to do and that playing should be fun and not a chore. Kudos to them. But it may certainly not be everybody's cup of tea. But the guys and gals at Wizards seem to be professionals ;-) This is said after flipping through the adventure and reading all of the quick start rules. /aknaton
  15. Maybe: Tal Meta's Homepage Link to document about psionics: http://talmeta.net/runequest/house/talquest/magic/gq-mb05.pdf
  16. I must start by saying that I have never had as much fun with role playing as with RuneQuest 2 & 3. So I have high hopes for the BRP system. From the games that I've played before (RQ, CoC, Elfquest, Ringworld, Pendragon [if that counts], Drakar och Demoner) I have come to learn that it is an easy system to learn. It's sensible and it feels like your are playing a real person. But. I like storytelling. So I would like to see systems for that in BRP. I would like the characters in the campaign I run to be normal persons most of the time. Competent but normal. But at the important points in the story they should be able to shine. And another important thing is that he should be able to shine in a different way each time. I've had an idea for this like 10 years ago (but I obviously hasn't realised it yet). And it contains all elements that people seem to dislike (cards for instance ;-). Every character has some “story slots”. They are of 3 magnitudes. Encounter Adventure Campaign Each magnitude has 5 slots. Each slot can be burnt of to use a special ability. The abilities are also of 3 magnitudes and a corresponding slot is ticked off when an ability is used. Slots are regained after the Encounter, after the Adventure or after the Campaign (that is *never*). Each character chooses a general area of special abilities. Like: beastmaster, archer, diplomat or whatever. Each area has a multitude of special abilities of the different magnitudes. Before play the gamemaster prepares a deck of cards with these special abilities. Each card has the full write-up of the ability. The gamemaster then randomly (by some system) distributes cards to the players for the session. The player then plays a card if he wants to use an ability. This card system has several advantages in my opinion. The gamemaster can remove abilities that he don't want the players to use. And he can add specific ones for the current adventure. The players get different abilities to select from depending on the random draw. But he still get abilities in his chosen area (for example: beastmaster). This randomization also promotes player creativity in that he can't always use use standard feat (like in D&D), but must use a ability from one of those he was dealt. Because the cards contain complete rules write-up there is no need to know all abilites and there are no flipping in rulebooks. I will try to write something up soon, if I get the time and energy to do so. :ohwell: The goal is to make interesting and entertaining stories with little hassle. And this is done by letting the character shine with variation.
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