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Posts posted by AikiGhost
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"The monograph Swords of Cydoria. It's full of great ideas. "
Can you tell me a little more about it?
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I'm hoping to kick off a post apocalyptic dark fantasy game where the setting on the surface is dark fantasy, but underneath it is set on a slowly decaying post galactic warfare isolated ringworld where te remaining rate sufficiently advanced tech is seen as magic but also various forms of "corruption" (Nanites, radiation,, warp engine leakage, or whatever handwavium you care to mention) gives characters mutant powers/magic.
Ideally Id like to use the same system for PCs but also for major NPCs and mutant creature/chaos nasties from the swamps of "don't go there".
What system from any BRP variant or supplement would people recommend for such a game and why? -
Any updates to River of Heaven...
I'm brimming with ideas and can't wait for this to be released!
Me either, is it still on for a Continuum 2012 publication date?
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As I've said elsewhere I'm very interested in this. I hope the action point and mook systems are handled well.
Though it will have to be pretty amazing to beat White Wolfs' "Adventure!!!" IMHO.
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Holy necro batman!
I played in an openquest game of Steffs a couple of years back at continuum and really enjoyed myself. It was a mish mash of European colonial history mixed with the discovery of a new continent in the north full of fantasy races and magic weirdness, I liked the concept very much. I wonder if anything is coming of that?
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I just use the % rolled on the dice as the number of shots that hit. EG: If a burst is 5 rounds and you roll 45% then 2 rounds (45% of 5 rounded down) hit.
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The lastest on release date is July by the very latest - so just in time for a Continuum release party
Cool. Will there be any hard backed copies? Please say yes
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If you want a taste of the game I'm hoping to be out and about at several UK gaming conventions this year running River of Heaven adventures...
Cool. Will you be at Continnuum 2012? If so sign me up for a game.
As an aside, any more solid news on a release date for RoH?
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You could go with Age of Shadow which is a LotR specific OpenQuest varient.
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Then don't be surprised when they each find a way to screw the Agency or blackmail someone to get rid of the hold over them.
Sounds like fun to me, especially when they become the next mission
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Talk to the players beforehand and make sure they generate characters that actually go with the campaign?
I certainly plan to, but part of it is that the PC are "unwilling" but write a plot hook that forces them to work for the agency.
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Paid in full and Ill see you all there
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One thing Id be careful with is the autofire rules as they stand. Many people feel that they are too deadly. Id tend to make it so autofire weapons ran out of bullets after a couple of bursts and needed a round to reload.
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You may or may not have see my previous post about Unknown Armies Sanity system in BRP. But in continuation of the same game setup I have one minor worry. Most of my players will be able to get into the central conceit of a group of high tech vigilante/bad asses of one stripe or another being brought together to form a super group and go on missions for a super secret agency.
I just have a feeling that one or two of the players will have a tenancy to "go off the deep end" in terms of playing their dark eyed loner who doesn't want to work for the man. Now in principle I have no problem with this as long as they eventually go along with the central mission and help out their comrades, even "Im not helping the man do his dirty work" RP is to be encouraged. But does anyone have any good ideas of ways to induce these particular PCs to go along with the plot without it being a railroad?
What kind of leverage can you suggest to use on this kind of high tech half crazy vigilante badasses?
Ones I thought of so far:
Threats to Family/Loved ones.
Return to Death Row (where they were recruited from).
Slow death by nasty bio plague (Only the agency has the tech to keep it at bay)
I'll probably let each player choose what the agency has over them that keeps them in line.
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Okay I'll jump out now, as that's my five cents worth but I'm inclined to think that you've got your heart set on importing the UA rules - best of luck with it.
I really just wanted to know if anyone had already done it already or if the rules were available on somebodys blog or similar.
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(I almost decided to bore you with my brainstorming on an adaption of the basic concept!)
Please do
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I am one of the (apparent) few that find the CoC rules more elegant.
Its not really a question of elegant. I do really like the simplicity of the BRP/CoC sanity rules. I'm just after more detail and your current sanity meter levels affecting in game reactions. Knowing that gunning down the kid pointing a gun at you WILL affect your character in a definite way from now on etc. The UA madness meters make moral decisions more mechanically interesting IMHO.
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I'm in the planning stages of a modern watchmen/punisher/batman style supers who are really just well equipped vigilantes campaign and thought I'd like to use a more deep sanity mechanic than the CoC one when the Unknown Armies sanity meters popped into my brain. I want the fact of what the PCs do and the violence and other things they are involved into mount up and genuinely damage the PCs psyches during the course of the game.
Has anyone already used the UA sanity system in BRP/CoC? If so how did it go? Any pitfalls?
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Cant wait, I'm seriously looking forwards to this.
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I do not really see the 'need' for them, it does not add realism (and my games strive for realism and atmosphere, i find realism aids in immersion) so even though i run low combat games, the extra time spent on this rule just feels like a waste of effort
As I said this rule actually takes less time rather than more to run and to write stuff up for (No APs/Hps per location). Also "realism" (whatever that means) is kind of an odd goal for an RPG.
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It doesn't slow it down. I imaging that it's quicker than tracking hit locations.
Having used both systems extensively I can vouch for that, no hit locs and random armour is a lot faster in actual play.
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I love random AP (and major wounds). It's a much more exciting & pulpy feel to combat and that fits better with how my group and I play.
I agree completely, I far far prefer it and it tends to make each combat action go much faster.
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Definitely a yay from me. I've always dropped hit locations (I think they are especially annoying with creatures that havemore than 4 limbs) and use the stormbringer random armour and major wounds effects table. I find this system to be much quicker in actual play than hit locations and armour/hps per location.
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Looks good, lots of odd creatures man of which could easily be used in Sci fi as well as fantasy games.
One thing though I'd like to have an option to buy this in hardback from LULU or a similar PoD service. Will this ever be possible?
Best mutations = dark magic rules for BRP/Stormbringer.
in Basic Roleplaying
Posted
Id also love to see the charts from the hawkmoon rules. Cheers.