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Vile Traveller

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Everything posted by Vile Traveller

  1. I kind of thought Sorcery might be the one, but it looks like Common Magic is well ahead.
  2. What do you all imagine the human settlements of the Southern Reached to look like? I tend to visualise them as a sort of hybrid of late Roman and early Medieval Britain, with some Celtic fantasy elements thrown in for good measure. Kind of missing out the Dark Ages, in other words.
  3. It's probably a bit old for Tinsdown (well, maybe they were begun by the Fae?), but my favourite mines ever are the copper mines of the Great Orme, in Wales.
  4. In terms of reading, have a look at the Culture by the late lamented Iain M. Banks. Post-scarcity, and it brings up interesting points about the meaning of life when there is no struggle to make ends meet (hint: there is more to life than "an honest day's work" for The Man), and A.I. can do everything better than humans or aliens. And there is plenty of scope for conflict (read: adventure) with other cultures as well as within the Culture. The benefit of post-scarcity gaming is that you don't need to worry about resource-tracking. The drawback is that there is no need for resource-tracking. 😜 I agree that you can't separate politics from SF gaming - nor Fantasy, but the latter is sufficiently different to our own that it rarely results in forum flames. SF politics are usually an extrapolation of the real world, or a parody thereof (remember what was going on in the Real World during the original run of New BSG?). I've run and played in very politically-charged games. There's little you can say about them on public forums, but at your table whatever your group can handle, goes.
  5. That's interesting - do you happen to have that list of skills handy? Also, traits/specialisms would be an interesting expansion if one were to have an "Advanced" version of a "Basic" game ...
  6. Landslips in remote areas were not to be taken lightly in the 1920s. You never knew when you might have to blast a clear path for your Duesenberg. Always carry a dozen sticks in your boot.
  7. Welcome to the forum, Nozbat! 👋 Sticking to the Poul Anderson novels is a great idea, it sets clear, limited boundaries, and should thus be achievable. For simplicity I would make things a bit more overt, as The Broken Sword has the fantasy elements as a sort of invisible overlay on the mundane world, and Three Hearts and Three Lions is an altogether separate alternate universe. The Merman's Children is more what I'd go for, where the fantastic exists alongside the mundane, but it is fading from public consciousness or deliberately being erased. Maybe an easy way to get going would be to start small, with adaptions of species from the Monsters of Legend books. Some of those could end up as books by themselves, such as Elves and Trolls. The latter would be much simpler to write up if you stick with the 3H&3L version (basically AD&D Trolls), though I personally prefer the more developed Troll society of TBS. Those two would also need their own magic systems. Creatures like the Swanmay or Selkie would be easier and more modular. Modular has another advantage in that people can use them in other games right away, no need to wait for the whole setting to be fully fleshed out. Like all ideas for community projects you'll have a tough time getting it going or keeping up momentum, but I hope people will chime in. You might spread the word around other forums, e.g. Mongoose or the RPG Pub and the like, to get additional interest. Perhaps a start would be to come up with a distinctive name. Mythic is already used by Mythras and BRP. I dunno, Legendary Earth? And then, a list of which books are being used for source material? There are other contenders, e.g. A Midsummer Tempest, though I don't think I've read most of them.
  8. And the pistol in the bicycle handle bars.
  9. I think we're drifting rather a long way from "Stormbringer 5.5" here! 😅 As per the OP:
  10. 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?
  11. 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?
  12. 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. 😉 It may simply come down to what you want to be the core of the campaign, the Science, or the Fiction?
  13. 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. 🙂
  14. We did the same in the '80s when we were more energetic.
  15. 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.
  16. 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).
  17. 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! 😄 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.
  18. 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!
  19. Have you ever tried using a biro on your face? Smudges something terrible.
  20. 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.
  21. Well, that's your problem, right there. Technically, traditionally, and tectonically no book including heroquesting rules can ever be published.
  22. Everyone knows goblins are amphibious.
  23. Right. Clearly they should have been replaced with goblins.
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