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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

  • Birthday 04/24/1967


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    Rolling percentages since 1983!
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    Crafting the finest table top role-playing games for your diversion.

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  1. Not sure if these were what Lloyd was thinking of, but I developed penetration rules for advanced weaponry in my conversion of Striker! weapons for BRP. Soltakss included them in his Sci-fi SRD. I don't think there have ever been any Chaosium products with those rules.
  2. This is very nice ... I would have hopped on board, except I already have all of them. 😜
  3. I think Kersmai is referring to the old Worlds of Wonder incarnation of Magic World.
  4. Can't wait. I mean, I'll wait, of course - I just ... can't. 🤪
  5. Make that 3 people who like the title. 😎 I have to agree with Jakob that one of the strengths of BRP is that it is trivially easy to adapt to any genre. I know, because over the years I have used/played it in settings including (but far from limited to) Greyhawk, Mystara, Dark Sun, Tekumel, Blade Runner, Aliens, Time Tunnel (an entire multiverse in itself), Spaghetti Wild West, Karl May Wild West, Mechwarrior, Traveller, Traveller 2300, Star Wars, A Plague of Demons (Keith Laumer), Mythago Wood leading to 4th Age Middle Earth, Biggles, Conan, Lankhmar, Outworld, various near-future STL SF campaigns, fantasy Rome in the Domitian era, WWII special agents, Macross, post-atomic, post-War of the Worlds, post-Gauda Prime (points for knowing this one!), Belgariad, and others I can't recall off the top of my head. I even remember playing in Glorantha back in the days when everyone was saying how unsuitable the BRP system had been and it was a good thing the setting was finally freed from its RQ shackles and translated into the freeform system it always should have been. 😉 It is actually very difficult to take settings far from the core system of D&D without some re-writing of those core systems. The d20 flood demonstrated that quite clearly, with dozens of poorly-adapted settings for every game that successfully married the d20 system to a new setting. BRP, on the other hand, is a piece of cake to bolt stuff onto, even more so than GURPS. And yes, I'm one of those people hoping for bigger & better things for OQ3.
  6. It must be easy, because we did it in the '80s. 🤣 My advice is to keep the spells exactly as they are, but turn each one into a separate skill that can only be improved through experience. The referee controls what spells are available so there shouldn't be any unexpected power bloat. You don't need any further restrictions or spell points, you'll find that in itself is quite limiting enough. You can even keep the spell levels, and restrict knowledge of those to characters who have advanced high enough in their particular magical college to qualify. Personally I prefer Holmes D&D over B/X (quelle surprise!), so I would add the rule that magic books are too large and delicate to take on adventures. If you want to add another layer of control you can make players take time (say 15 minutes per spell) and/or roll against their skill to memorise each spell before going off on an adventure. Also allow characters to transcribe any spell they know onto scrolls - ta great money sink to keep your casters poor and hungry for work.
  7. Brexit, taking back control of our warehouses. 😅
  8. I'm sure you didn't mean that to come out the way it sounds. 🤣
  9. Though it was so tantalisingly close - it wouldn't have taken much to make it work. The one time I ran it, unfortunately, the campaign didn't last long enough to get to that bit.
  10. There are two issues at play, here. Firstly, specifically in 5E, all classes have the option to specialise in a magic-using archetype so everyone can use magic in some form if they wish. Secondly, magic-users (now wizards, sorcerers, etc.) have always been the glass cannons while the main job of fighters has been dealing with minions and protecting the magic-users. D&D has never really assumed class equivalency, each class is specialised in supporting the party as a whole in some way (though the 5E archetypes allow a lot of variation). In BRP we might see specialists, but in my experience most players prefer to develop their characters as generalists first, perhaps (but not that often) with one or two areas of specialisation such as alchemy or traps or the like.
  11. I played in an interesting BRP multiverse campaign in the '80s. It was inspired by re-runs of The Time Tunnel from 1966, and at first was all simple historical, non-fantasy period adventures. But fantasy and science fiction soon made its way into the game, including one of my last-ever forays into Glorantha and various fictional settings. I suspect it was because the referee was a big Luther Arkwright and Jerry Cornelius fan. The whole point of BRP is that it can run everything. Go for it.
  12. It may just have been our awesome referee, but in 4 or 5 years of 5E our characters were always in fear of their lives. A lot came down to him putting in the effort to understand his "monsters" and their strengths and weaknesses, but I think overwhelmingly it was the environmental rules and "conditions" (e.g. exhaustion) that kept us challenged even at high levels. 5E is a very carefully designed game, and there is nothing out of whack about any of it. Los of D&D (especially AD&D) players ripped it apart based on reading only, and simple comparison of numbers. Hence the shock at high hit point values, or cantrips that cause 1d10 damage. But you have to play the RAW for a while to understand how it all works together. The options in the DMG show you what can be done in terms of modifications, so it's not like you'll break the system by houseruling, either. It's not my favourite game by a long shot, nor even my favourite iteration of D&D (that's Holmes!), but it is unarguably a very well-put together RPG system. Lloyd Dupont, you may have been playing AD&D 2E in 1995.
  13. Absolutely. For much of my RQ refereeing career I only had 2 players, although the groups technically had more that's how many turned up for most sessions (not always the same two). For most roleplay or social skills the number of players doesn't really matter - in fact, with only two there's less time wasted on blather. You get a lot more character-building stuff in when you don't have to spread all your precious referee time amongst half a dozen players. Only combat becomes an issue, and it's a simple matter to either reduce the number of opponents or down-skill them sufficiently to taste. I don't really balance adventures, players are expected to know when their characters are outmatched, but on an adventure or campaign level of course you have to make sure every encounter isn't a potential TPK.
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