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Sean_RDP

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Everything posted by Sean_RDP

  1. I was thinking "That's silly" then you mentioned the UFO Interceptor and suddenly I am 100% on board. lol
  2. My VERY LIMITED experience with other properties suggests it might not even be with the estate this time. When a company gets the rights to an IP, they often include things like the game and role playing rights. And weirdly the rights might even include the actual mechanics, depending on the game and... suffice to say it is very complex. Which is not to say it is too expensive, but the IP holders may not even be TTRPG savy. I do think BRP would be great for a DUNE game. But I do not know if the general rpg audience would be interested enough in a granular system with DUNE.
  3. If I had the setting material for Runed Worlds ready I would just slide it over to you to see if you liked it. But the idea is a Star Patrol / Lensmen / Heavy Metal mashup full of aliens and two ancient opposing forces lording over things that are more Vorlons and Shadows than they are different aspects of say, the Force. So I suppose my suggestion is a pulp Space Rock-Opera with differing dials for sex and violence. HQ might be perfect but RQ could work if you want something more granular
  4. So once a year and on the occasional evening during the year I run a SF track at JordanCon here in the ATL. Obviously it was born from people who are fans of The Wheel of Time. Of what little I know, getting the license would be complex and layered. Chaosium might have the gravitas to pull it off though. I also have a ton of SF settings that I think would work, but one of them - an homage to Smith's Lensmen (sort of) I am working on myself with Runed Worlds, and the rest I would wait anyway to see what Chris Spivey has up his sleeves. Pretty excited to see what he will do with that. I know Brandon Sanderson is a gamer and so one of his properties might be a good choice. But if I were going to suggest something that had a similar feel to Moorcock's work, well at least a similar bleakness, would be Black Company. Some of Mercedes Lackey's stuff would work too. And Gormenghast. I know BBC did a series or such.
  5. Which might be the best answer of all, to be honest. If it is not what you need, then make it be what you need it to be.
  6. So I was thinking that even though everyone should have POW, maybe non-channelers do not need MP (magic points)? Just a thought.
  7. Right, but POW is not the One Power. POW is just a character's internal potential luck and magical fuel and ability to tap into it. Whether they can tap into it or not. So it would not make much sense for some characters to have it and others not to. Just from a mechanical POV, not necessarily from the setting POV. I am basically just addressing this question. So I guess my answer is, give POW to everyone.
  8. I would suspect using something like the Horn of Valere? But with any of the d100 games, POW and magic points are just inherent to a person. They can grow or fade as the dice and fate decree. So I would not just ignore it for non-channelers because what is their POW increases? Indeed, indeed resisting the One Power would require a character's POW. I am sure there are a plethora of things it could be used for. <----not the world's biggest WoT scholar, I just happen to know a few dozen of them lol
  9. So Magic World answers that: the only people who can use Sorcery have to have a POW of 16 or better. I would use the exact same rule for The One Power. And then have a Sanity mechanic for channelers (or for everyone) but especially males. 1d3 Sanity loss per MP? or 1 SAN per MP spent? Edit: In essence the One Power is out there for everyone to tap into, but only those with a POW of 16 or better have the ability to do so. But everyone will have MP (magic points) that can be used for other things?
  10. When era are you planning to run this in? Are you going to take into effect male channelers vs. female channelers? As well as those employed by the Seanchen? But what you are suggesting seems a simple and nice way to approach the weave.
  11. Q21 is (as you may or may not know) based on OpenQuest and its SRD. One of the things I have considered is Hero Points and how, in general, I am not a fan. My original thought was just to drop them entirely. However, I have been toying with fate (little F, not the game system) and skein as concepts of character life. A character drops to 0, goes unconscious and their Skein takes a permanent hit. The character does not die but they are out of the scene / combat and so on. This the space where Q21 may very well put the idea of Hero Points: as Skein. The story of your life is finite, but the more heroic things someone does, they longer their story. Skein would be finite, but more could be gained through actions or GM decision. Any thoughts on how Skein might be gained through play are welcome. Can Skein be used for other things? Again thoughts are welcome.
  12. Funny. I just started some notes on a RQ Hyboria hack. Not too far yet, but it could get interesting.
  13. How important is having an iconic adventure to your enjoyment of a setting? We know there are some great adventures for the settings in the line of Magic World, but would the settings be less successful without the adventures? Do you need some kind of example of play to grok a setting or would you rather not have that? Just curious what people think. I personally feel an iconic adventure sets the tone, but my experience might be different than others.
  14. I liked this adventure, but of course I liked the Gold Box computer games too. Azure Bonds has an interesting premise. Some epic sorcery but mostly dealing with assassins and a dead god who isn't. https://en.wikipedia.org/wiki/Curse_of_the_Azure_Bonds_(module) Curse of the Azure Bonds I have been a player in this, never owned it myself (though that may change). I remember liking it a lot. It is for Palladium fantasy. http://www.drivethrurpg.com/product/60677/Palladium-RPG-Book-V-Further-Adventures-in-the-Northern-Wilderness--1st-Edition-Rules?src=also_purchased Further Adventures in the Northern Wilderness I love Earthdawn. I ran this a LONG time ago and remember liking it. http://www.drivethrurpg.com/product/2630/Mists-of-Betrayal?it=1 Mists of Betrayal
  15. I always liked Lord Skyppen's Mansion. It is (obviously) already BRP compatible and has a ton of variety. I like the Desert of Desolation Series, but the middle one might be the best dungeon crawl? So Pharaoh, Oasis of the White Palm, and Lost Tomb of Maartek But I always pimp X1 Isle of Dread and X2 Castle Amber. X1 ALSO has ships involved, which could be really cool.
  16. Couple things I want to circle back to, but on Moorcock.. I think it is okay to say "Hey, make it Moorcockian" (like saying Dickensian?) and legitimate. But, stepping away from that to some extent is good and I hope folks keep bringing their thoughts. Sailing - what is it about Sailing that people feel is so wrapped up in how we want to have our Sword & Sorcery? Multiverse - Why is this important? I am not saying it isn't, just curious as to what the thought process is. Just nostalgia OR does it add an important element to the game?
  17. Do they carry organic Long Pork? I am pretty sure Whole Foods does
  18. To illustrate why I think this is incoherent in general, let me focus on the initial basic question Free Attack If you Flee, your opponent gets a free attack. Free attack? Is this an attack outside their normal attack OR does it use up their normal attack? Example. CharA is Fighting Broo1 and Broo2. The two Broo are primed to attack on SR 7. CharA has had enough and is fleeing. So each Broo gets a free attack if they want it. IF they take these attacks, do they still have their normal attacks on SR 7 or not?
  19. So from my limited use of virtual table tops and stuff The biggest con for Fantasy Grounds is price and learning curve. But some people swear by it. Roll20 can be free and it works fine for what most people need. Now if you are doing mostly theater of the mind anyway, Hangouts or Skype work fine. Like any campaign running in the VTT just takes some prep but once it gets going, you should have tons of fun.
  20. Grid/No Grid is entirely beside the point. Nothing I describe above requires the use of a grid or miniatures. When we played RQ (back in the day) we didn't use a grid or miniatures. I cannot remember an instance where one side or another tried to disengage though, so I have no anecdote / example. Even with fictional positioning (love forgie terms) and theater of the mind, the rule in RQG seems unclear and a bit incoherent. I understand the intent of the rule and it certainly takes into account some shenanigans, like one person is mounted OR one person has a longer weapon. I think the rule works just fine or will work just fine if it is just massaged and cleaned up a bit. Right now it just seems very vague and hand wavy for a game that is so specific in other regards. The same with being engaged. Logically when I engage you, you are engaged, simple as that. But the wording makes engagement sound too much like a consent kind of thing. /shrug
  21. If I were to ask folks to give their five essential "things" to a Magic World campaign/setting, what would you say?
  22. Sean_RDP

    Sigh...

    I have never played that one in any system. I find X1: Isle of Dread makes a great port over from the B/X D&D. Now that I think of it, B4: Lost city might as well.
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