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Vile Traveller

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Everything posted by Vile Traveller

  1. I'm slowly working my way through the hardback now. Love the way the city is coming to life as I read the history and the background events.
  2. The I.C.E. modules are exactly what I was channelling when I said that! 😎
  3. To elaborate, the reason I say that is because I find it more difficult to read up and internalise setting background on its own, whereas if it's tied to an adventure both I and my players get it more readily. Thereafter I can more easily use it for my own adventures.
  4. Especially adventures. I like setting expansion through adventures rather than gazetteers.
  5. Not BTB, but I am leaning towards magic systems which either use skills or magic points, but not both. It's always seemed like double jeopardy to me.
  6. Michael Moorcock chatting about the early days of Forbidden Planet and the creation of the Multiverse:
  7. I kind of thought Sorcery might be the one, but it looks like Common Magic is well ahead.
  8. 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.
  9. 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.
  10. 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. 😜
  11. 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 ...
  12. 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.
  13. 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 b
  14. And the pistol in the bicycle handle bars.
  15. I think we're drifting rather a long way from "Stormbringer 5.5" here! 😅 As per the OP:
  16. 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?
  17. 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?
  18. 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
  19. 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. 🙂
  20. We did the same in the '80s when we were more energetic.
  21. 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.
  22. 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).
  23. 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.
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