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Vile Traveller

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Vile Traveller last won the day on November 10 2016

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About Vile Traveller

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    Dreamscape Designer
  • Birthday 04/24/1967

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  • Location
    The Underworld


  • RPG Biography
    Rolling percentages since 1983!
  • Current games
  • Blurb
    Crafting the finest table top role-playing games for your diversion.

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  1. In a sense, I think that's part of the question - which of the systems is least campaign-dependent? Which is easiest to adapt to different settings?
  2. Legend has a bunch of magic systems from the get-go, and a few more in supplements. Which do you think makes the best "basic" or "standard" system for a game, and why?
  3. I think if you're going for the Master of Orion thing then go ahead and indulge those guilty pleasures of fantasy-tech. I like hard SF games, but you have to accept that dealing with physics becomes a big deal - fine if your group likes that sort of thing, but it cuts out a lot of fun options in play because the universe really doesn't like you to have too much fun. Most of us also don't really know that much about the science, so the research can become a chore and you will have the inevitable player who knows more than you about astrophysics and won't let you forget it. πŸ˜‰ It may simply come down to what you want to be the core of the campaign, the Science, or the Fiction?
  4. Taking things out of the context of BRP, I actually believe a skill-based RPG would be better without any characteristics at all. I think their existence in BRP is simply due to the evolution of RQ out of D&D. But I've gotten used to the seven in this game (whether the last one is CHA and APP), so I'd be reluctant to drop any regardless of their mechanical utility. πŸ™‚
  5. We did the same in the '80s when we were more energetic.
  6. Sorry, it probably wasn't clear that that's what my last point was aiming at - characteristics do a great job of building an image of a character, and APP is probably the most important one of the lot in that respect.
  7. Well, characteristics do do a lot of things in BRP apart from (slightly) influencing skills, and have done so in other games long before skills were a thing. Damage bonus, ability to wield heavy or tricky weapons, strike rank, hit points, resisting poison, etc., etc. That's one of the reasons I've moved away from skill category bonuses or characteristic-derived base chances for skills. In some ways, their most important feature IMO is simply helping players visualise characters (PCs and NPCs alike).
  8. Interesting skill list, I like the idea of a Balance skill that includes Stealth. I've long struggled with finding a name that could describe some kind of "transport operator" skill covering mounts, carts, boats, and the like ... you're not helping with Ride/Pilot! πŸ˜„ While in principle I approve of the idea of prerequisites for spells, or some kind of sequential/ escalating learning system, it's unlikely I would use it in this project. I've played with such a system (in GURPS), but it wouldn't meet the "entry-level" design goal for me.
  9. Got mine, the PDF looks great in terms of content and appearance. Looking forward to the arrival of the print copy - should get here just barely in time before I move!
  10. Have you ever tried using a biro on your face? Smudges something terrible.
  11. I like the solid pseudoscience of GURPS Ultra Tech for all my futuregun needs. Needlers, coilguns, (particle beam) blasters, electorlaser/stunners, x-ray lasers, you name it.
  12. Well, that's your problem, right there. Technically, traditionally, and tectonically no book including heroquesting rules can ever be published.
  13. Everyone knows goblins are amphibious.
  14. Right. Clearly they should have been replaced with goblins.
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