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Everything posted by Vile

  1. Look on this as playtesting a new product. I sincerely hope this is understood in the spirit that it is intended, i.e. constructive criticism. Removing ambiguity in the form of the "substantially similar" clause can only be a good thing. I also see a potential problem for Chaosium in including the BRP logo within the document rather than as a separate logo licence, because the OGL does not tie publishers to compatibility with the SRD. There's no guarantee the end product would be recognisable as BRP even though it has the logo on the cover.
  2. Thanks, I haven't followed any HeroQuest conversations so this was a bit confusing, to say the least.
  3. Well, this is an old thread, but better than opening a new one. Re: the above, is this Questworld SRD for the Heroquest game rather than the old BRP boxed set?
  4. To expand upon this, if not the above, is this new BRP logo and SRD the "5th edition" of Basic Roleplaying going forward? If 3PPs put out product with the BRP logo on their books, does Chaosium expect buyers to see the SRD or the BGB as the core system? All other SRDs with logo licences in my experience have an actual rulebook to refer back to. Or is the intent to get publishers to develop complete games based on the SRD, somewhat like Chaosium's tradition of all lines having their own variant rules built into the core book? By the way, there is a typo under prohibited content: it says "Dragn Lords of Melniboné".
  5. Not going to get into the Legend SRD, I'm talking about the WoTC OGL 1.0a. It's a robust contract that has encouraged hundreds if not thousands of 3rd party publishers to use it. Not sure why all this talk about retroclones - that ship has sailed, and it's only ever really been about D&D (except for Cepheus Engine, maybe). Presumably the point of having a BRP logo licence is to produce supporting content for the Big Gold Book, such as adventures, settings, variant magic systems or the like, which would then increase interest in the core system. That's why WotC invented the OGL and 3.5E SRD after all, though that didn't play out quite as planned. Or maybe it did, and D&D wouldn't otherwise be the cultural phenomenon that it has become. Anyway, the point is, introducing those "substantially similar" restrictions seems counter-productive, and those relating to RQG and Pendragon don't even belong to BRP (if we're still talking about the BGB as the base?). Why not just put those terms in the prohibited list? Will the BGB be retro-fitted with the new logo, by the way?
  6. I think this is the crux of the matter, not what is or isn't in the SRD. The OGL is successful because it offers a cast-iron guarantee to users and requires no oversight from its creators. If there is any uncertainty a potential author is better off trying to negotiate an actual licence (e.g. for a Magic World adventure).
  7. Coincidentally, I saw this in a Hobbylink Japan flash sale: https://www.hlj.com/dynamite-action-grendizer-spazers-set-evt57312
  8. Nice! Still glued though, right? I look forward to the day when we get PoD indistinguishable from mass printed hardbacks (I don't doubt it's coming).
  9. Well, that I won't argue with.
  10. But, in reply to the OP, would you say that cults are an essential part of a MW setting? I would argue they are not.
  11. I think they play the same, even if the skill names and the toys characters use change. I haven't tried many alternative percentile games, because I've been happy with this one since 1983. I played WHFP 1E but I don't remember what it was like, except that it didn't catch on with me. Most of the other games I play really are "other". I think randomisation in RPGs is great because, as you say, it makes people try something different. Would be interesting to see what you did for your MW generator. Many people of course swear by point-buy all the way, but I think there is a happy medium where players get to make meaningful choices while the dice take away the tedious ones (and perhaps throw in some unexpected excitement).
  12. The packaged professions in several BRP games take some of the pain out of that, but not all. Limiting the number of skills in your game is one way of shortening the process, but I'm a fan of short skills lists and others are not. I have to say that the BRP previous experience system I found the most "fun" was the one in the RQ2 appendices - pretty fast although limited in its options, but then another strength of BRP is that characters who start out the same can develop in very different directions.
  13. I don't know why your question is about fantasy, specifically, because the things I like about BRP rules apply to just about any setting - and I have used them to run games in just about any setting. The idea of percentile skills is so basic that it doesn't need any adjustment no matter what kind of game you play. I still feel it's the most direct and effective translation of real-world activities into dice rolling that I've found.
  14. I've never liked cartoon villains or boss-fights. In my personal experience the most successful games I've run are the ones that delved into humanity's dark side. The difference from the real world is that, sometimes, the player characters can make things better.
  15. Only peripherally related, but I remember a book where people were kidnapped and modified so their skin turned blue (and possibly brainwashed, my memory is a bit vague on the details). They were then sold as "androids" and basically treated like robots. Robots, in fact, went out of fashion because they were so much more expensive to buy and maintain.
  16. I'm not sure I could. MW is meant to be a relatively generic set of rules. Although there is a sample setting, it is not tied into the rules. Like any BRP system MW is modular and things could be left out or changed without breaking anything, but there's a whole variety of game worlds you could create just from the core rules even if you used them all and didn't add anything else. I think, however, the identifying characteristics of MW are possible to list (though 5 is an arbitrary number, I think the first 3 are key): Magic is everywhere but only a minority of people can really use it. Allegiance has physical effects in the world. Adventuring is dangerous no matter how good you are. The world outside civilisation is alien and perilous. At some point you will get on a ship. Maybe a lot.
  17. I don't normally get into "politics" on forums but this strikes (literally) close to home. I am able to relocate from Hong Kong in the face of exploding repression and I will do so this year, but most of my students cannot. There is a vibrant local resistance to buying from mainland China, and supporting local "yellow" (pro-democracy) businesses instead. It saddens me to see producers in democratic countries supporting the CCP.
  18. Some of you may have noticed that we've been dusting off the RQ forum over at Gringle's Pawnshop. Member Baron is offering to start up a Roll20 RQ2 game for Gloranthan neophytes, so if you are interested pop over and let him know. If you know someone who would benefit from an introduction to old-fashioned RuneQuest, that's even better!
  19. While print-on-demand isn't bad these days (in fact, it's quite good), some "proper" new books from the Kickstarter would be nice to have. Most of mine, with the exception of the indestructible Games Workshop softcover RQ2 rulebook, are getting a bit fragile.
  20. We were aware of tick-hunting in principle even back in the RQ2 80s, but no min-maxer worth their salt would bother with chasing skill increases in anything but the most effective weapon. Pretty much everyone had bastard swords, except the ogre who was always in danger of giving away his secret by using a heavy mace with his 2D6 damage bonus. 😜
  21. In keeping with limiting the source material to the Holmes Basic book, the setting for A:u is built around a small coastal city built around trade, a Port-town if you will. Most of this will only appear in adventures, I don't intend to include overt setting material in the rule book and I won't produce a gazetteer. It is a northern city, with a somewhat chilly climate, and the only safe port on a wild and rocky shore. The city is the interchange between busy caravan routes and perilous but profitable sea lanes. Piracy is rife in the area, and all sorts of hazards lurk among the small "uninhabited" islands offshore. There is a fishing industry, but mainly as a cover for smuggling. Going to sea in these parts requires courage, wit, and strength. There are some farms huddling close to the city walls, but most food is brought in by caravan. The city council knows this is a risk, and maintains its own stores (on which it makes a handsome profit). Portown boasts two Magicians' Colleges, the College of Khan and the College of Dokhon. Khan claims to be a neutral seat of learning but everyone knows several of their prominent have leanings (at the very least) towards Chaos. Dokhon claims to be a bastion of Law but everyone knows that by far the majority of its students are mostly interested in money. The Church has far less power than it would like (because it would like total control), but it does have a fairly powerful voice within the city council due to the rivalry between the two Magicians' Colleges which prevents them from dominating the proceedings. There are three major Fighting bands, and many minor ones. The Portown Guard is one, whose main work is in patrolling the land and sea about the city to keep it free from undesirable threats to commerce. The other two are the Silver Daggers are mercenaries who specialise in caravan security, and the Flying Buccaneers who provide marines for merchants plying the dangerous maritime routes. There are several gangs in the city, but only one real Thieves' Guild. Their eyes and ears are everywhere so those in need can always contact them, even though no-one knows who they are or where their stronghold is - or even if there is one. More entrepreneurial than most, there are few jobs they won't consider if the price is right. Locals and regular merchants who pay their protection monies are generally safe from mundane larceny, but strangers or unusual treasures are fair game. Everyone suspects they are in league with the pirates. There are several relatively well-known entrances to the Underworld within the city walls, but they are all controlled by the city council who tax any adventurers going in and take a share of their loot coming out. Entrances outside the walls are kept a closely-guarded secret by those who know about them. I am using old city of Chania as a map base for Portown, as has been done before by several Holmes fans.
  22. 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.
  23. 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:underworldâ„¢. 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:engineâ„¢ 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.
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