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LivingTriskele

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Posts posted by LivingTriskele

  1. The idea is definitely there with the superpowers component, though I'm inclined to rebuild from the ground up.

    I've started (creating a point-buy system), using GURPS 4th Edition (Advantages/Disadvantages) as a model. The hardest part is just finding the time (I'm looking at 200 to 300 pages). There is some transcription work as GURPS functions on a 3d6 bell curve and BRP is a straight percentage. My idea has been to leave the generation of Characteristics as it is, and offer this as an optional modular component, though I imagine it wouldn't be too hard to branch of into all aspects of character creation.

    At this point, my biggest concern (aside from finding the time) is in regards to legality-- I'm changing the wording but the idea is still taken from another game system. Then again, GURPS was heavily inspired by Champions (as was BRP's superhero component).

  2. Good points. The hardback/colour art thing is probably beyond Chaosium's capabilities, sadly - but I faced the truth of what you say when I was in my FLGS the other day. But is there no-one around here who could work up a 'modern' point-buy system for BRP?

    I've started tinkering with one but it's a ton of work and I have many projects on the burners...

  3. What I love about BRP the most is it's core mechanic. It's simple and fairly solid and I wouldn't change it. I'm talking about coming up with balanced optional modular components for magic/superpowers/abilities, even disadvantages, etc. beyond the level of normal, skilled PCs. Over the years many things have been done with BRP and it has always remained a solid game. I don't think that allowing for optional components will change that, especially if one of those options is to keep it 'old school' as it is now.

  4. I haven't had a chance to read this entire thread, but if the idea is to make BRP more popular by coming up with a flagship setting, I don't think it's going to work--the setting may take off in flying colors, but I doubt it will make BRP more popular. Call of Cthulhu is already very popular but it hasn't really helped promote BRP in the gaming community, at least around here (San Francisco Bay Area).

    Just, my unsolicited two cents-- BRP needs to be brought up to modernity's standards to compete. To do this it needs to be restructured so it has the option of being a point-buy system (like GURPS 4th Edition or Hero System), with modular balanced components and options. I'm not talking about replacing any of its arbitrary aspects--just providing more options. The superpowers section strikes me as an attempt to do this, though its success is open to debate... And for BRP to really compete with other multi-genre compatible game systems out there it needs to be hardbound with color artwork. Like I said, just my two cents.

  5. I think there's a tendency for people who don't care about rules to assume no one else does either. But I know plenty of people who will ask about what system a new campaign is going to use well before they ask more than cursory details about the setting.

    I probably have an unhealthy relationship with RPG systems. In fact I'm such a dork I read tabletop RPG rulebooks for pleasure. I have three bookshelves filled with games, and I have even more packed away in storage. For me the game mechanic is very important, as well as how thoroughly it is supported. Different rule sets tend to influence different styles of play. Nice packaging/artwork communicates to me that the publisher both cares for the product and has faith that it will last. Of all of the games I've played, BRP's core game mechanic is my favorite.

    Still I find myself considering Hero System or GURPS instead.

  6. Just dropping in to give an update-- I'm still working on this monograph, but with work, school, band and parental duties it's taking a lot longer than I had anticipated. I've been getting more done recently, but honestly still have no idea how long it will take to complete... I nibble at it daily though...

  7. Hey Conrad, I just had to postpone the ETA due to graduate school obligations and parental duties... (I'm working on my thesis while daily watching our 21-month old daughter. The semester ends for me around the 2nd week of May--after that I plan to go overdrive on the module.

    My intent is to ask people on this forum to play-test it-- first the setting material (which consists of a detailed description of the islands and the City of Sepherin), then the actual campaign. If your interested I'd appreciate it you were one of the play-testers. The 'islands' chapter is nearly ready to go, including 'side-adventures' and what not.

    Things are very busy right now, though I will see this done. One thing I can't stand is not finishing something...

    Best,

    Steve

  8. This is a Resistance roll of Stamina vs. Potency, yes? Rust's suggestion of treating the character as stunned is spot on.

    I was thinking just a Stamina roll with a x 3 multiplier. Pot vs. CON on the Resistance Table is for the white, purple-spotted mushrooms growing along the edge of the lagoon... :party:

    A thousand rotting heads, eh? Can we get a little background on that

    Yeah, they scream a lot and babble incoherently too. Just another day at the Evil Shaman Grand Convention Hall. Bring your party hats :)

  9. I've looked in the Spot Rules chapter for how to handle a character that fails his/her Stamina roll when faced with the stench of a thousand rotting heads. I didn't see anything. I'm assuming a -15% on Combat, Communication, Manipulation, Perception and Physical skills for 1D6 rounds (not to mention possible SAN loss...). Does this meet with approval? I'm open to suggestions...

  10. Main campaign you say - so there will be scenarios?

    What pagecount are you aiming for?

    Yes, it's a mini-campaign setting and a mini-campaign as well (fantasy). I guess I should have mentioned that... :) Realistically I'm expecting it to be about 120 pages. I originally intended to write more, but have found that time is difficult to come by these days...

  11. Thanks for the interest!

    Can you tell us something about what you will include in this setting LivingTriskele?

    There are two setting-chapters--the first describes the archipelago's history and various islands, and provides a few areas of interest (outside of the scope of the main campaign). These are delineated in detail to be used for additional adventures, however the GM sees fit (vine-shrouded ruins, ziggurat tombs, the fetid villages of devil-worshiping savages, a city of mask-wearing mercantile medusae more interested in making a profit than turning people to stone--you know, the usual). The second setting-chapter describes the City of Sepherin in detail, with its intriguing, backstabbing oligarchy of merchant princes, and cutthroat-haunted dark alleys. I'm also including an extensive Appendix that will offer new spells, magic items, races, monsters, and professions. Originally I was going to provide a whole lot more setting material but decided against it. I just don't have the time, which is too bad, I have loads of stuff to include.

    I am also really interested in who is doing the art.

    Yeah, that'd be me too...

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