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Atgxtg last won the day on December 5 2019

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  1. I've mixed some of the settings at times. Ususally in Strombringer/Eternal Champion Games. I've also worked on using BRP to handle Roger Zelazny's Amber setting, which is also something of a multiverse Well, first off I had to decide what the underlying metaverse was like. For instance if I was running Stormbringer then everything would be part of Moorcock's multiverse, and all the various settings would have to work within that paradigm. If running Amber then all these settings would be shadows that could be reached, and manipulated to some extent by Amberites. Generally speaking it's
  2. I think it's "sound" but agree with hix's question about if slots are really needed. Now, if you want to tie the number of speels cast per day to skill i some way, you could have skill give extra MPS or reduce the MP cost for some spells based upon skill, but that could be risky with variable spells. Alternately you could have the skill affect the rate at which magic points recover in some way. Maybe something like a skill roll every hour to get back an extra MP (or maybe as an alternative to the 1/24 POW every day). BTW, Are you going to pre-build the various disciplines, s
  3. You could indeed do that. The thing to watch out for would be just how powerful that makes things, and if that power level meshes with what you want for your campaign. The demon rules in Storrombringer are different from one edition to the next, with demons becoming generally weaker in the latter editions. In SB1 it was pretty easy for a competent sorcerer to summon up a demon weapon that was generally more effective that Strombringer! What you will need to do is to figure out what power level you want and adjust the points used to buy demons to match that. If you don't want demon weapons
  4. Or port over the Summoning rules from Strombringer. If you have that you kinda have what you want/need. Originally, Sorcery in Stormbringer was just summoning, and the spells were added later. The Sorcery system is a reskinning of the RuneQuest Battle Magic system. THE BGB is just a collection of rules from previous BRP games, with a few tweaks. So anything you like from another BRP game can be ported over if you like. So if you like the Demon rules from Strombringer (of which there were several versions) then feel free to use them rather than worrying about using something that is e
  5. Sure, Chaosium did so itself with the original Magic World and it was still BRP. Why not. I think there is a version or two out there with the stats in a different order. Yeah, Chaoium has strayed from 3d6 over the years, notably with SIZ and INT, but Elric! used 2d6+6 for everything. COC7 pretty much combined the stat rolls with the stats so why not? Pendragon does that and it is still BRP. RQ3 used to vary the move rate by DEX SR, too. Yeah, but that has other effects in terms how how strong creates get handed by the game. It's certainly pos
  6. Well there is the original Future World booklet, but most of it's contents made it into the BGB. After that there are SciFi settings for Cthulhu and Mythras that could be adapted to BRP. THe core rules are about 75% the same across all BRP related games, so it's usually easy to port something over. If the history of Chaosium has taught us anything, it's that things change. Who can say what direction the company will be going in ten years from now?
  7. It seems feasible. BRP is a little weak in futrsitic SciFi stuff, but it's not as bad off as it once was. I doubt it. Last I heard, they were focusing on standalone RPGs as they tend to sell better. I'll keep my fingers crossed. The good news though, is that any of us who already have BRP don't actually need the game to "get some love" for us to be able to use it. Some of my favorite RPGs are so called "orphan" games. In most cases the play just fine.
  8. Oh, I get where you are coming from. I've gone through much the same over the years. It's just that the game mechanics do affect the game play. I understand. IMO the best approach is probably to find a game system you all like, and then use that, but avoid using it for something with a radically different feel. Yeah, down the road you can add houserules to make the game work the way you want for a given setting, but that can also be confusing to players, who won't always know or understand why special rule "X" applies in one campaign but not in another, desipte both using the sam
  9. No harm done, it was a long time ago. I only remember it because I bought it. I bough a lot more RPGs back then- or at least a larger percentage of what was available, as there was a lot less stuff back then. I still have a fair share of it, too. I've seen the BaSIC bestiary. While I don't entirely agree with the stat scores assigned to various creatures, the overall concept and approach are sound. A stripped down, simplified RQ, as a core system to build upon, is a great idea. Not surprising as that's essentially what Chaosium has been doing since the 70s. Practically all of their RPG
  10. As someone who used to do that, I'd say that I doubt that such a game exists. Ultimately I think the game rules need to reflect the reality of the game world, and thus one system probably won't work well for everything. Or, even if it did, a game system tailored to a specific game setting would do the job better. The classic example would be running a four color comic book campaign with BRP. TO get the feel of the comics you need to tone done most of BRPs inherent deadliness. You don't want the Hulk to squash Spiderman that one time Spidey fumbles his dodge roll. I typically hav
  11. Sounds about right, escpet that you forgot The Fantasy Trip, which was the basis for GURPS. I was thinking more along the lines of something two or three times that- similar to, but with a bit more to it than original magic world. Basically a core, standalone gamebook without all the bells and whistles that could serve as an introductory/basic RPG. All the bells & Whistiles could then be put into an expansion book. But, that would assume a desire to go that route, which doesn't seem to be the case.
  12. In theory, yes. If a kickstarter got a lot of support, finace it would show there was interest and mitigate the risks. I doubt the fanbase is really there for it, but a kickstarter would show if there is or not. That's sort of the point. BRP came about in 80s when most of the major RPG companies were turning their game systems into generic It then became something of the default for all new game systems, in no small part helped by most games having a strong simulations approach. The trend lasted into the 90, when games with more specific settings and style took over, making rule
  13. Exaclty. The BGB takes a lot of things from several differernt games, that were never designed to work together, and attempts to do just that. A tall order, and one made more complicated by the inclduion of alternate and variant rules. It's great as a toolkit for GMs already familiar with the Chaosium family of games, as they can pick and choose what they want for thier particular game, but it doesn't always mesh well. I can understand the shift to self contained Games, though, as you kinda have to be very familiar with the various BRP games to get the most out of the BGB, and the book i
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