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Vile last won the day on November 10 2016

Vile had the most liked content!

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About Vile

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    Worlds of Wonder


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

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  1. Thanks, Bill, that's why I'm doing it. 🤓 Magic (Magicians, as opposed to Templars): It's a point system, but not as we know it. Magicians go through their rituals with the aid of their massive, fragile, too-expensive-to-take-adventuring magic books, and impress spells into their mind. Spells are skills, and a roll needs to be made to get the spell in one's head. Failure doesn't cost points or waste spells, but it takes time - maybe something like 1/4 hour per spell. Rather than casting them at need what they're really doing is releasing them. Holmes is a 1st-3rd level book, and in the spirit of this exercise that's the power level I'm aiming at. That means characters would be able to cast no more than 4 spell "levels" per day. I haven't worked out the spell points yet. Also in the spirit of Holmes, only rank amateurs would rely on their "in-mind" spells for anything but an emergency, that's what scrolls, potions, and wands are for.
  2. I've been grabbing spare moments here and there to work on what will probably be the first book in this line to make it to publication, AEON:underworld™. The original idea came from a thread on the Dragonsfoot forums, Holmes Basic D&D as a complete game. You may know that I have something of an interest in Holmes D&D, and I want the first AEON:engine™ book to be a basic, simple, fantasy game - and you don't get more basic and simple than Holmes. A:u doesn't use the OGL, but the entire game world is built only around the Holmes Basic D&D book. There are no classes, but there are 4 organisations which dominate adventurer backgrounds: the Thieves' Guilds, the Fighting Bands, the Magician's Colleges, and the Church. The only spells are the ones in the book, barring spell research by characters themselves. The only creatures are the ones in the book, though there are quite a lot for such a small book. The only magic items are the ones in the book (again, barring unique creations). You get the picture. Skills are few in number and broad in application, and are not intended to be players' first recourse - if someone describes in detail just what they are doing when looking for that secret switch in the carved wall panels, there's no need to roll against their Sense skill. Neither would you roll when riding a placid mount along a road, or climbing an apple tree.
  3. I may have worded that somewhat obscurely. What I mean is that the basic fantasy game (AEON:underworld) is finished, but it will be a year or so before I can put it into publishable form.
  4. It's not been scrapped, nor is it really in development any more. Writing and playtesting on AEON:underworld™ is pretty much complete, now it just needs time to turn it into publishable form. Unfortunately (?) I've been a victim of the success of BLUEHOLME™, so all A:e projects have had to go to the back of the queue. Luckily I should have considerably more time on my hands from 2021 onwards*, so there may be some movement on this then. * Boring Real Life Update: Running a degree programme with 200 undergraduates takes too much of my time, and doing it in Hong Kong over the last year has been "interesting" to say the least. All of this will come to an end later this year when I pseudo-retire and leave this part of the world behind.
  5. It looks like it'll be a lot of fun. No worries about the shipping, I know PoD is unpredictable. 😂
  6. Yay me! I have just skimmed through it so far (hey, I've only had it a couple of hours), but I have to say I'm surprised! Firstly, at the size , it clocks in at a square 167 pages. Secondly, at the scope of it - it's not an adventure, or even a campaign outline, it's a template for a whole style of gaming ("to go where no man has gone before!"). Thirdly, about how much I now want to run a shoe-string exploration campaign laced with corporate cut-throatery and balancing on a diplomatic knife edge.
  7. Well, if you want Classic Fantasy, and you want BRP, I see you can still get the original BRP Classic Fantasy PDF: https://www.chaosium.com/classic-fantasy-pdf/ Although his new Mythras version is of course more polished.
  8. I like to start with this for inspiration: https://watabou.itch.io/medieval-fantasy-city-generator
  9. I'm pretty sure Hamilton had Future*World. One of his main characters is called Sheldon, which is also the name of one of the characters in the Future*World scenario.
  10. It's been done (for the entire WoW set), and Chaosium have the text and image files. It might be a while before they get around to doing anything with it, though.
  11. It's a sign of the times that at first reading of the title I took the topic to be abut an app that reduces your apparent age.
  12. I bought a pad of Games Workshop RQ2 character sheets in the 80s when we were all still poor and happy. Used them sparingly until I only had a few left, then I started photocopying them, until I had too many RQ3 rules in my game. I recently (well, a few years ago) bought another copy of the Games Workshop RQ2 softcover and was pleasantly surprised to find an unused original of the sheets tucked inside.
  13. I believe both g33k and I were absolutely clear in stating what is still outstanding. No-one has claimed the Kickstarter as a whole has not delivered, and I have in the past stated that I expect that the remaining PDFs will one day be finished (though I, like you yourself, hesitate to put a date on that given that no-one else is assigned to work on them at this time).
  14. I started thinking along those lines after playing GURPS extensively in the late 80s. It makes sense, all hand tools being force multipliers, not force generators. The RQ minimum STR requirements reflect this to some extent, but a base STR damage modified by the type of weapon/ attack might be more elegant.
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