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Everything posted by RosenMcStern

  1. Here I am puzzled. This is already present in the latest supplements of the game line: This is a ready-to-use opponent, which I have used at least twice. It does not get simpler than that, and the system already supports it without any special rules for mooks. A goon is simply someone for whom you have decided to not write down skills, or at least all of them, because he is just cannon fodder. Here is a "social interaction only" NPC from the same source: As you can see, skills are already in "groups" of Agility, Communication etc. because the rules already dictate so. It cannot get simpler than that, and these are NPCS built using the full rules. It is just a matter of writing down only the parts you expect you will need during the game. The core rules already support that, it is just that probably we did not make a big effort of reducing the statblock size in the core book. We will not make the same mistake in the International Edition. Okay, this does make sense. But this is not "instructions for creating NPCs", but rather "guidellines for creating your own packages". In other words, how to decide what items to take out of the cafeteria list, and what to add (powers, traits, stunts etc.). In my opinion, the OGL sample packages that we have produced, plus the one or two fan-made ones, are already a good guideline, but perhaps a guided example could be interesting. For instance, we could take a public domain IP (not Lovecraft, needless to say ) and show the reasoning we follow in building a package out of it. Noted as possible content.
  2. Let us start with the bad news. As I said, there are variant rules that it may be reasonable to use at the table, but we will not include. A "simplified" version of armour and weapons would be more or less what you have in OpenQuest, and I see no reason to insert pieces of OpenQuest in the Revolution D100 companion. Our message has always been clear: if you want less crunch, use the equivalent subsystem from OpenQuest - it will work. We will not, however, do the hybridization ourselves. We know that many people have a "sweet spot" which is less crunchy than RD100 Advanced Combat, but we will not start a race for the middle ground. Revolution D100 has its own identity and level of detail, different but compatible with that of Legend, Mythras, OpenQuest and Renaissance. If each of these games tried to offer the full spectrum of variations, trying to identify the "comfort zone" of the largest number of players, then they would end up being all the same! Revolution D100 offers two combat models, narrative and crunchy. Our job as authors is to keep these two models coherent, not to make them transformable into other combat models that are already present in other percentile games. That one is the readers' job, called houseruling. More to come...
  3. This is goal #1 of all of our current work. Would you please tell us what steps you use for creating NPCs? Of the kind? And please consider that in some cases, the absence of a simplification is intentional, to encourage users to try some specific rules. More specific please. Examples? So far I have had good results with the creation of weird characters, but it is also true that there are no specific instructions for creating them. The issue is that this is context/setting dependent, so it is difficult to insert in a generic book.
  4. Not much new stuff, it would increase the page count. I wanted to remove things, in fact, but it will not be necessary. Would you please open a topic about the Companion, or bump up the topic we created some time ago? It would be interesting to summarize what can, could and should go into a companion according to today's requests and availabilities.
  5. Thanks for all the support. As someone suspected, it did not work out. Given the data I have about reactions and involvement, the main suspect is the pandemic. The game is still scheduled to appear around June, but at this point only in English for now. Feel free to ask questions, but the next announcements will be in June.
  6. Grendizer GO! The French and Arabic versions are nice to hear, too. The Italian version has another tune. For the online games the rally point is on the ENGLISH AND ITALIAN FACEBOOK PAGES. I already have an announcement up for ENGLISH and two subscribers. Game starts in one day or two, I have some work to do on the platform that will take some hours.
  7. Must have been my other split personality Anyway, none of the product lines I mentioned rejects the idea of merging setting and rules. It is just that the selling point is the rules, not the setting. But some individual settings may still sell better than the generic rulebook. Edit: Cross-posted again! Maybe we open a new thread about generic vs. setting-specific? Not that it has never been discussed here, but at least we avoid the off topic.
  8. I was just trying to emphasize what Jeff meant (or what I think he meant). Whether this is an advantage or not depends on your opinion. I do not want to argue on that point. Edit: cross-posted with Jeff. It seems he actually meant this. If you exclude GURPS, Savage Worlds, Fate Core and some editions of D&D, among others, then yes.
  9. This is exactly Jeff's point. The D20 SRD allows you to tailor the rules to your setting. The BRP OGL mandates this by not providing some important contents (for example, magic).
  10. Same as Vile. Most non-Chaosium systems nowadays do not use characteristic rolls at all (Legend, Mythras, OpenQuest, Renaissance, Revolution, can you name others?). There is always a generic skill you can use, just roll that. Of course, this requires high characteristics to influence untrained skills in a significant way. And this is true in all the above examples, which use Stat+Stat as skill bases. Cthulhu 7 does the exact opposite, encouraging use of characteristics for rolls by making characteristics percentile. The two approaches are antithetic and incompatible. What to do if you do not want to go either of these two extreme ways, and want to keep it simple and not add modifiers to skill scores? Simple: if there is a characteristic that could be relevant, as Loic suggested too, roll that characteristic on D100 if it is higher than your base skill score. This avoids calculations and still gives an edge to a beginner character with very high characteristics.
  11. Actually, everyone has asked this and in two languages. The rules will not contain a character creation procedure. You start with one of the iconic pilots and robots and can tinker with them if you want. This is what other established mecha games do not allow you to do, for copyright reasons, forcing you to use point buy mechanics to recreate your heroes. Dynamic D100 does not have this requirement, so we have decided to focus on this rather than "re-making Mekton with a Mazinger skin". For those who want to make their own pilots, the SRD is still free, and it is compatible with Dynamic D100.
  12. It is online: Dynamic D100 crowdfunding campaign.
  13. This is a valid consideration, Archivist. And we have evaluated this and other factors before proceeding with the crowdfunding. It is not a coincidence if we have waited until the very end of March. However, it all boils down to what we have the freedom to do, and not to what we wish to do. This is possibly the first time that a Japanese company issues a llicense for a pen&paper RPG to a western publisher (the Robotech licenses are negotiated with the American publisher of the series, not with Sunrise). Our contract for this hugely valuable intellectual property follows a template though for other media, with time constraints that are not optimal for a TTRPG. Delaying is not among our options. We checked this with our licensor last week. We know that we are treading uncharted waters, both in what we are offering to our public and in choosing to go on with our offer during a global pandemic. No one can tell what is about to happen. However, did Captain Okita and his crew know what the Yamato would find at the end of its journey? They did not, and yet they took of for their journey, a journey not without some surprises. And so will we. All hands to battle stations. Engage the photonic engine, Dynamic D100 is about to leave for uncharted space.
  14. Thank you! And what better use could we do of the 1900th post on this subforum, other than announcing that the launch date for the Dynamic D100 crowdfunding is March 31st; 2020 on Ulule.com ? See you all there.
  15. Oh and please do not discuss the pros and cons of the Chaosium SRD here. There is a thread for this, and it is possible that more will appear in the future. It is ok for me if someone uses BRP Mecha as an example of a past project, in order to assess how the BRP OGL makes it easier or harder for it to re-appear. But please do it in a Chaosium related thread, not in an Alephtar related one.
  16. Joerg is correct here. And let me take advantage of this little threadomancy to clarify a couple of points. BRP Mecha is a "genre pack", that is a refinement of an existing generic tool in order to provide a more focused "tool" for the production of your own setting or the emulation of an existing IP. In specific, it allows you to play Gundam, Macross, Mazinger, Voltron, Code Geass and such with modified BGB rules. In the context of 2009, it made sense to produce genre packs for the BGB. Today... less so. As you have seen, we have gone a different way and licensed a specific Mecha IP for the revival of this project. A portion of the rules present in BRP Mecha will be in Dynamic D100. However, only the "super robot" genre will be covered. The rules will not be immediately applicable to other mecha settings such as Robotech or Evangelion. Other parts of the rules have been incorporated in Revolution D100, which unlike other iterations of D100 includes vehicular combat in the core rules and Size Class instead of Size. All these were distinctive features of BRP Mecha that we should retrofit into other systems if we had any intention of using other systems. You can easily see that there would be extra pain and little gain in using any other OGL for a new BRP Mecha. That said, there is room for other books about other aspects of the mecha genre. Gundams and Valkyries are still interesting tools for roleplaying, and Dynamic D100 will not cover them. We might want to do something with non-Nagai mechas. However, it is too early to determine which route we would take: a genre pack for real robots? another licensed IP from the land of the RIsing Sun? something original we come up with? This is certainly a choice we will not make before the evening of April 30th 2020, when the crowdfunding for Dynamic D100 is over. And perhaps even later.
  17. Well, its picture will be there, at least, assuming we win our current struggle with InDesign and PhotoShop.
  18. Yes, there are plans to drive the DRILL SPAZER up the you-can-guess-what of those hackers who continue to have fun with our site. Don't they have anything better to do? Couldn't they just go for a wal... ah, ok. Anyway, fixed. More exciting news (hopefully not about hackers or viruses) next week.
  19. It is now possible to bookmark the page: https://www.ulule.com/dynamic-d100/ The wait is almost over, we will go live soon.
  20. Borrowing the concept of "cementing a benefit" from good old Hero Wars could help here, too.
  21. Revolution D100 uses Status/Wealth levels, too. Treasure or other sources of extra wealth outside a character's regular income may become Consequences, that is one-time Bonuses to your Status roll when you are trying to acquire something. In practice, the loot allows you to use your Wealth as if it was one step higher, once. On the other hand, if you lose "hit points" in a conflict for the purchase or crafting of an item, you get a "Low on cash" Consequence that acts as a Penalty for one roll.
  22. Rest assured it will take place. The draft is at an advanced state (in English) and some authors are already basing their work on it.
  23. Guns? Bringing people back from death?
  24. When a villain is overseeing the battle, he or she can lend Karma to any of their kaiju. I would not define Hell as having an "inspiring personality". Only Ashura was really loyal to him. Charismatic villains could be Ankoku Daishogun or Queen Himika (stupidly killed mid-series, but always brought back in OAVs during the following decades). These were really loved by their underlings.
  25. This is not what happens in the anime. Only when using the Shine Spark do "secondary" pilots act, otherwise they remain passive. And this is true in all series in which the robot comes from an assembly of several sub-units (ex. Voltron). Only the main unit pilot controls the "big guy". There are several ideas that people have posted that make sense from a RPG point of view, but are not coherent with the original inspiration. We will try to remain as true as possible to the anime. Of course one can then change some parts of the rules and experiment.
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