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Atgxtg

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Everything posted by Atgxtg

  1. Okay, I'm thinking old Stormbringer here where Elan was constantly in flux and there was no apotheosis. So yeah that was my thinking. At least for "aligned" characters such as Jedi. Joe Average probably doesn't have much of an allegiance score. I think the gift works better, especially if it can be done after the dice are rolled. I mean thinkof all the times that someone misses a roll by a point or so. I don't think rerolls have the same appeal, especially for tasks that are difficult to pull off. Why take 5 DSP for a reroll when your chance of success is only 10%. And why take 5 DSPs for a reroll when your chance of success is 9-% when you can usually just wait until next round? But when someone rolls and 11 and just misses by 1%, that's temping. Double so if they can bump a success to a special, or a special to a crtical. Besides, rerolls are just luck, and " In my experience there's no such thing as luck" Yes, and Yes. For example, Let's say there was some sort of Combat Sense power that helped provide situational awareness during a conflict, and that it cost 2 POW to activate. My idea would be that the character could keep the power up indefinitely (at least as long as they remained conscious), but that since they were constantly using POW they wouldn't regain any until they dropped the power - which they could do at will, or would happen automatically when they went to sleep. Now consider the *sigh* that we see most force users do after a fight in Star Wars. That could be them dropping all the force enhancements they had up for the fight. What's fun about this is that is is self regulating and punishes players for being greedy with the Force. Someone wants to run around all day with boosted DEX and STR, sure, but no POW recovery. Oh, run into a foe and need some POW points becuase you had DEX and STR boosted, no problem the Dark Side will give you some POW points absolutely free, and just to show you how nice it is, it will toss in the same number of Dark Side Points at no extra cost. Oh, I might have failed to mention that when I ran Star Wars I was pretty good at temping players with the Dark Side.
  2. Oh, I understand the concept, but it's basically the same as old D&D. Player imagine that their characters are leaping lunging, riposting, and sidestepping but in merchanical terms it comes down to rolling to hit and taking hit point damage. But note of that matters in game terms. It's like how APP tends to be a dump stat. In theory APP matters but there is usually no actual benefits to it as far as the game rules go. To me it doesn't add any layers, in fact it removed them, since everything just gets reduced to a dice poll vs a target number and hit points, and all the rest is just trappings. No it isn't Your still doing fighting, just another way. Conflict is conflict. It's also vitial to story telling and gaming. If your character don't have any sort of conflict the story is boring and people lose interest. For example you could have a situation where someone is trying to win over a person they love, and it still boils down to the same combat model of attack roll, damage roll and hit points. Only in this case it simply reflect the significant other's reluctance. Same with someone trying to find something good to watch on TV, find a service station that is open at 2 AM. It still comes down to the attack roll, damage roll and hit point loss. Yes, which exactly why I'm not fond of dice pools. You lose the coolness of different flavors and options. Now there are ways to add flavors and options but that usually means more variance, especially in the effects, beyond that of simple hit points. The points are abstract and meaningless until they are all gone.
  3. Actually that was usually admitted to being a flaw with the D&D model. The original concept was that all HP loss reflected minor injuries and loss of stamina save for the final wound that drops the character. As a result it shouldn't take longer for those with lots of HP to recover. That was why Arudin had healing splls heal a percentage of total hit points. Yes, I can understand that. Something about who wins the fight as opposed to who needs the most medical attention. It's perfect as far as Hit/point injuries go, but it's not the best model of handling a fight, since most fights don't follow the Monty Python King Arthur vs. the Black Knight model. I've been working on cinematic dueling system where you track who is winning the battle rather than a laundry list of accumulated injuries. Basically rather than tracking hit point loss, it tracks who has the advantage in a fight and by how much. Most fights in fiction tend to work this way-both for dramatic purposes and to show the audience who is winning. By my idea would be rather than having people run out of "hit points" one side would build up an advantage somewhat similar to how Pendragon works reflexive modifiers (+5/-5). My idea is that eventually one party would accumulate enough of an advantage to ensure the outcome of the fight and "win" the conflict. I was thinking that injuries would be a secondary effect of losing an exchange, one of several such as being driven back, disarmed, tripped and so on. I think the idea could work for other types of conflict as well, for instance mass battles where the advantage tracks how the battle i going and casualties would be a side effect of the conflict. You can lose more people and win a battle. In fact I could see the option of deliberately trading off more casualties for a bonus to the die roll. Or taking a wound for the same thing in a duel.
  4. The way it worked in old Strombringer was that you earned Elan points by doing things that please your patron deity, and you could roll against that on % dice to call in some sort of DI, but doing so cost something like half your Elan score. The idea being that while your patron dieity might show up to help you when you ask, you couldn't call them every five minutes. In your campaign you could start this off like SAN (POWx5%) allowed for characters who are strong in the force. You might even allow someone to get some extra points by taking some Dark Side Points at the same time. Maybe even allow them to do so after rolling the dice. That way a PC who fails by say 2% is going to be sorely tempted to take " a piddling 2 DSPs" in order to get their favor from the Dark Side. If you don't want to use Alliengance/Elan you could simply allow the Dark Side to offer characters "free" Fate Points/Power Points whenever they take a Dark Side Points. But then you might want to have the Light Side reward characters who do things in harmoy with the universe with a faster Power Point recovery rate. Oh, and another weird idea is that you could allow someone to keep a power up beyond the normal duration, but while the do so they do not regenerate Power Points. That wouldn't be a big deal for one or two minor powers but could become a problem if someone used a lot of POW points and now has to keep some power up.
  5. Oh definately it is all very subjective. But that helps to explain why I didn't list it as one of the features of M-SPACE, to me it's not. Which is thing thing when explaining a game to someone else, you might not like or want the same things. History generally showed that specific settings sold better than a generic RPG, so Chaosium put BRP aside to focus on specific setting games. Then WotC started shooting D&D in the foot with a machinegun and every other RPG company took notice and putted out some OGL towels to soak up some market share. But yeah, there is little generic SciFi stuff for BRP GMs so M-SPACE could fill that niche.
  6. Yes, but it isn't always abracted to the same extent or the same way. RQ came about in part becuase it's authors thought that D&D was too abstract. D&D pretty much boiled combat down things down to attack, damage, AC, and hit points. RQ added in things like parries, fixed hit points, armor absorbing damage as opposed to redcuing the chances of "hitting" and so on. So it comes down to how much abstraction. I think that using dice pools can lead to too much abstraction and turn everything into a simple number crunch. Yes, expeically as most M-SPACE GMs would be familar with other Mythras/BRP/Lendeng prodcuts and can port stuff over from other games that they like. I didn't say he should abandon M-SPACE or the Myhras system, only that as he already wrote BRP STARSHIPS he might as well release it now that the terms are more agreeable. Either as a one off, as a series of adaptations of the M-SPACE line to BRP, or as a well to make products that work for both systems. But basically since BRP STARHIPS is already fait accompli there is no reason not to release it, and al least get a few buck from Old Man Henerson or whoever else wants to buy it.
  7. If he is using PP in his game. Remeber PPS are an optional rule. That's my point. Lots of ways to handle stuff. For instance the allegiance system from Elric/Stormbinger had an Elan roll that could be used like Divine Intervention and that could work with the Force. But that would also mean that those who call in favors from the Force that way would lose Elan/Allegiance points and thus become more vulnerable to the other side.
  8. Yeah, it depends on what sources the OP wants to use and what take he wants to have on it- after all it is his homebrew, so even if something was positively "X" in Star Wars, it doesn't have to be "X" in his campaign. Hmm, I wonder if we should mention Force Points?
  9. Exactly. Yup. The skill value used to attack with was the hit points used to soak the damage. But it also meant that all abilities were basically the same. Basket-weaving at 25 could beat Sword 17. But it is a very abstract system that just boils everything down into a number crunch with little consideration for tactics or other abilities. Good for a computer, but not so much fun for people. Although at least in HW/HQ you could get augments, switch out abilities and so forth, which brought some of other factors back in. But then in HW/HQ you mostly rolled to see what direction the story went as opposed to just being a win/lose thing.
  10. Oh, I'm familar with it, in fact I commented on how you could probably mix and match up contests by swapping out what values to use. But...you should come up with spaceship design rules that work the same way, and ways to bring in other stats into the fight, such as shields and ship maneuvering instead of just slugging it out with hull/ hit points. Something like someone being able to make a piloting roll to redirect damage from an attack to the ship's agility rating instead of hull.
  11. Any my PCs only had one. The menorable bit about the whole thing was that one PC, with something like an 85% piloting skill didn't make it.
  12. That's not how George envisioned it though. It's not a good-balance-evil thing ala the Eternal Champion series or D&D alignment, but more of an eastern view of being in balance and harmony with the universe or not. So being in balance is the light side. At least that's what George intended.
  13. Well that's one potential sale. If a few more people chime in maybe we can convince clarence to take your money! 🙌 No. What happened was that clarence originally was going to make a BRP supplement but changed to Mythras due to the licensing terms that Chasoium had at the time. I got a PDF of it because I had helped a little on the original rules with some number crunching for the spaceships. So there are only a few of us who have the BRP version. But, now that BRP is OGL, it is much friendly for third party products, pretty much eliminating the reasons why the BRP version never came out, and why clarence switched over to Mythras. I think that as the conditions have changed, and as BRP version already exists, it makes sense to release it, since it would mostly be profit now.
  14. Oh, I asked because in earlier Star Wars RPGs characters who went to the Dark Side were turned over to the GM, who ran them as NPC Villians from then on. ITHat not only kept the "heroic good guys" vibe but also gave players a strong incentive to stay on the light side. It's mostly adapted from D6 and D20 Star Wars, but tweaked a bit to fit BRP and the SAN point scale. Yes. The way I see it anytime some did something dark they would increase their DSP and their Allegiance. Basically the Dark Side wants you to do bad things. It would explain why Sidious had Vader kill off the younglings at the Jedi Temple. Not only would it give Vader a lot of DSPs, making it harder for him to backslide, but it would also give him some allegiance points. Speaking of Allegiance, in Star Wars terms there are only two sides, Light and Dark, with Light being balance and harmony, not three as in the Eternal Champion series.
  15. What are going to be the effects of corruption? Could a player lose a character like in old D6 Star Wars? Or do they play as an evil character? Just how to do the Dark Side rules will depend heavily on that. If a player could lose thier character then you will need to play up the temptation/reward aspect of the dark side and the self control and will to resist. If they just play an evil character, then the corruption thing isn't such a big deal as they player can just continue on with their character. As a thought: You could treat SAN as Willpower and when a characters fails a test they gain Dark Side points rather than reducing SAN. If a character calls on the Dark Side they get a bonus to their PSI/FORCE USE roll based on their total dark side points (say +5% per 10 DSPs or some such) but they also gain more DSP by doing so. Said DSP bonus would also apply as a modifier to relevant Passion rolls. For example,. if someone has 20 DSPs they would shift their Vengeful/Forgiving traits by +10/-10% Characters could get a Willpower roll to try an override their emotions, with the difficulty based on the situation. Forgiving someone who ate the last piece of pizza is easier than forgiving someone who murdered your family. When the DSP total exceeds the character's WILL (i.e. SAN) score they have been seduced by the Dark Side. Character who remain true to the Jedi Code could meditate away DSPs over time (say 1 DSP per Success Level). This would help to explain why Jedi meditate so much.
  16. I still got my BRP STARSHIP PDF . You already did most of the heavy lifting 7 years ago (Eeek!), and might as well benefit from that now that BRP is going OGL. All your M-SPACE supplements would be ready made material that could either be converted over to a BRP supplment or adapted with some sort of M-SPACE to BRP conversion sheet. The systems are very similar to begin with. I'm glad it worked for you, but there really are other ways to do that, and I think some ways are better too. It's really a case of how to make the players care about the outcome of certain events, and that comes down to whatever the risks and rewards are. Combat come up a lot in RPGs because the risks and rewards are fairly obvious and the players are likely going to be vested in the survival of their characters, but anything can work if the GM can get the players invested. For example, I once ran a game where there was going to be a big explosion in a couple of minutes, and everybody knew about it. The players were fighter pilots and had 10 rounds to get out of the blast area. Each round they got to make a piloting skill roll and needed something like 6 success levels to succeed. Things got very tense despite all the PCs have 80%+ piloting skills. But everything from a chess match to tic-tac-toe can work as a dramatic scene if the GM can get the players invested into the events and the possible outcomes. It's not the game mechanics that matter, so much as the player interest. Not really. There were more creative options before, now everything just boils down to hit points and damage, ala D&D. It's kinda like using D&D instead of BRP/Mthras. You lose all the options that come with parries, active defense, spells/psionics, and armor. By going with dice pools and points for everything, everything is reduced to one type of contest with one method of resolution. Oh, as a side note, you might want to do up a game based entirely on the dice pool mechanic, and have everything work the same way. You could handle assaults, firefights, surgery, lock picking, diplomatic negotiations, races, computer hacking, engine repairs etc. will the same basic game mechanic and just swap out different abilities to the rolls and target values. That's kinda the thing with a generic sci fi book - if it goes deep into any one aspect of a setting it restricts GMs. As the settings become better defined they become less generic and less flexible.
  17. THat can be sort of debatable. While I know you are fond of conflict pools for task resolution, I find them to be hit points reskinned. True there. It's not hard to write up aliens in BRP to begin with, but the tables do help somewhat. TO me though, I have other resources available that can do a lot of the science stuff better. Nothing against M-SPACE but there are resources out there that delve more deeply into he science aspect of things that I would pull out instead. Kinda like if I were going to need a bunch of firearm stats for CoC, or some other BRP game I'd pull out the Investigator Weapons series of books. They cover firearms so well for BRP that they eclipse most other BRP firearm tables. Yeah, I completely forgot about the vehicle rules. No, not much. :) Sorry I didn't do a better job on it's merits. Oh, think I mentioned this before but since you are reading this thread...have you considered releasing your original BRP SPACESHIPS book now that the BRP licensing has changed to OGL? You pretty much already wrote it, and judging from this thread alone I think it would sell. It wouldn't take too much work to adapt the Mythras stuff to BRP either. BTW, BRP SIZ would be along the lines of: Tons SIZ 1 42 2 50 4 58 8 66 16 74 32 82 64 90 128 98 256 106 Tons SIZ 0.1 16 0.2 24 0.4 32 0.8 40 1.6 48 3.2 56 6.4 64 12.8 72 25.6 80 or SIZ= log(tons)/log(2)*8+42
  18. I'd say at least a third. I'm sort of walking a tighrope here, as while I have the book, know what is inside it, and what I'd find useful about it, I don't really know what would be useful to you. So it's quite possible that something I like about it you wouldn't care about and vice versa. To me it's biggest plus is the spacecraft stuff because it is one of very few BRP related games that cover that. The psionics are covered in 8 pages, and are broken down into Se4nse, Mind and MAtter Categories. Each power has a short, decription, of a few sentences, The powers list breaks down as follows: Sense Avoid Harm Intuition Mediation Battle Meditiation Pyschometry Detect Farsight Mind Friendship Mental Defense Empathy Scream Read Mind Affect Mind Mask Mind Speed Mind Amnesia Control Mind Fear Telepathy Matter Healing Find Move Object Illusion Push Leap Reflexes Stun Martial Flow Agility Haste Life Giver Glad to help; hope that I did. Maybe. It depends on what you want to do, and what resources you already have available to you. As a plus the spacecraft rules for many RPGs sort of stands alone from the regular RPG rules for characters and could be ported over to BRP> I've got a lot of RPGs though so if I want to play mix 'n match I got a lot to work with. If I wanted to do Star Wars in BRP I'd probably just covert d6 Star Wars to BRP. But it really comes down to what you got to work with and what your preferences are.
  19. At least if you want to have spacecraft in those campaigns and those campaigns are in BRP or a related system. The game does have stuff in it that would be useful to a GM running a Sci-Fi campaign, and Mythras is pretty compatible with BRP. Probably a third of the book will be redundant or unnecessary in BRP, but there are bits here and there that might prove useful. Oh yeah, M-SPACE has Psionics. I forgot that. Actually if you are looking for Star Wars type powers it might be worth it. The powers listed are somewhat similar to the Jedi powers. It is only 8 pages, but it does have a Star War's fell to it. In fact, I know that the creator had Star Wars in mind when he wrote M-SPACE. Or even adapt powers from a Star Wars RPG. The old West End Games Star Wars system originated out of the game system Chaosium created for West End's Ghostbuster's RPG. It kinda depends on just what you want and how much of a shortcut do you want (or need) to take.
  20. M-SPACE wouldn't be a bad idea. Originally it was written as a BRP supplement, but was altered due to Chaosium's licensing requirements at the time. So M_SPACE might be helpful for it spaceship rules -most of which are stand alone from the rest of the game mechanics. In fact, considering that BRP has gone OGL, it wouldn't be a bad idea to bring the original BRP SPACESHIPS out. But I'd also say that if you don't need spaceships and an spaceship design system then you don't need M-SPACE. In my opinion M-SPACE's biggest strength is that it covers spacecraft and spacecraft design when virtually no other BRP game does so. Th other setting stuff and tech can be replaced with other existing stuff depending on what sort of setting you are creating.
  21. Welcome, you just stepped into a whole new world of gaming. Yes and no. Pretty much all BRP games use basically the same stats and are mostly compatible with each other, and most of the BRP related games have similar stats and can generally be converted over with little fuss . Bestiaries and creature stats for RuneQuest 2 and Runequest 3, Call of Cthulhu, Strombringer/Elric! are practically interchangeable. Bestiaries and creature stats for BRP related games such as Mythras and OpenQuest are easily adapted. There is also a free fan made bestiary for BaSiC that is pretty much compatible, too. Just a slight caution here, but BRP generally doesn't have the infinities types and subtypes of monster you see in D&D. It mostly doesn't need them, too. You see in D&D the GM needs to find new tougher threats to challenge the PCs as they level up, find more powerful magic and so on. In BRP, this escalation isn't as much of a problem becuase hit points are fixed, skill ratings are fluid, and PC hit points are fixed- so PCs in BRP can never really just walk over the opposition the way they can in D&D. There is always the chance of a (un)lucky critical hit taking out a PC, and in most forms of BRP dead is usually dead and stays that way. Well there is tons of it. Which much is no longer in print, there is still quite a bit available. BRP is really a collection of related RPGs that derived from the RuneQuest game system. It has been around in some form or another since the late 1970s, and there is lots of content out there. In fact the vast majority of what is in the BRP book is a compilation of rules and variant rules taken from previous RPGs published by Chaosium. Now most of the content pre-dates the current BRP rulebook, and quite a bit post-dates it as well. Still, there is a lot of stuff out there covering different genres and settings. What you might want to do is figure out what type of setting you are most interested in and then we suggest the stuff most relevant to that style of play. Also, since the basic game mechanics haven't changed radically over the past five decades the game is fairly backwards compatible with older stuff. Much moreso that D&D/D20 is. A GM could literally take a adventure printed decades ago for RuneQuest and run it in BRP fairly easily. Yes, there are other supplements, both for BRP and for BRP-adjacent stuff. There are probably dozens of related games that are mostly compatible with BRP- as it you can look at an adventure or NPC stats and know what 90%+ is without ever seeing another game system. If you are looking to run a fantasy RPG Magic World might interest you, and if you are fond of old school D&D you might want to look at some version of Classic Fantasy (which kinda blends BRP and D&D) for BRP or Mythras (CF was originally written for BRP but switched to Mythras a few years ago, I believe because the licencing rules at the time made BRP less appealing to third parties). But there really is a lot of stuff so you will probably want to narrow your focus to some specific style of play or setting to start with.
  22. Good spot, but those are just typos and can be easily corrected, especially since there is an earlier, unlabeled version of the map available: https://forum.profantasy.com/discussion/11754/wip-the-world-of-elric-classic-fantasy-style It's not like a mountain range went missing or something wound up on the wrong continent.
  23. I like it. It's a really nice map. I don't see anything wrong about it, and the stuff that it adds in shows some thought and understanding of the cultures and geography of the Young Kingdoms. For instance, the Tarkesh coastline looks like a bunch of Scandinavian fjords. That's a nice touch.
  24. Well again, much like with a map of Europe, geographical features don't change much over 40 years, nor do the countries (usually). Even , the map of Hawkmoon's Europe is very recognizable. With the Young Kingdoms, I think that once Moorcock approved of a map, Church map or some decedent of it, it became the official map of the Young Kingdoms, and anything afterwards is probably going to look a lot like that unless Moorcock decides that something is wrong, or changes something retroactively. Which is all fine with me, as it's a pretty decent map, and better than most fantasy world maps. I wish it included all the lands in that setting, but I doubt that will ever happen- at least not officially.
  25. Atgxtg

    supers in BRP?

    So far I've only used Superworld, and would probably use that rather than the BRP BGB since it is better suited (😉) towards that. It's also fairly easy to port over anything from the BGB that I might want into Superword if I wanted to. IMO the main reason to use the BGB over Superworld would be to run a more gitty and grounded type of supers game, as opposed to the style of "four color comics". BTW, what sort of character are they trying to build? Some concepts are easier to work up than others.
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