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Archivist last won the day on January 27 2016

Archivist had the most liked content!

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About Archivist

  • Rank
    Senior Member


  • RPG Biography
    Love all sorts of Games
  • Current games
    VtM 20 (running), Star Wars (new) (playing), D&D 5e (playing)
  • Location
    Tuscon, AZ
  • Blurb
  1. I agree re Narrative Combat, since that implies extreme narration, but I do think Basic combat deserves a special name. I think we do need an expansion book or extended thread for the GM about "how do I do X". In particular, some extended discussion about converting common things from BRP or other systems and changing the assumptions. e.g., magic points in most BRP games -> skill checks w/ conditions
  2. I think changing the name of Basic Combat to Narrative Combat as another poster suggested is pretty cool.
  3. Nope, that's the thing. It's kind of different. No magic points, no resource management. ;-) It has extended conflicts, traits, conditions, all sorts of cool stuff.
  4. Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100.
  5. Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100.
  6. I have the Second Way and really like it, but it's made for BRP, right? You haven't retrofitted it for D100, have you?
  7. So I'm thinking about systems / settings in the vein of Mage the Awakening, Mage the Ascension, GURPS Ritual Path Magic, GURPS Thaumaturgy, GURPS Cabal, Unknown Armies, or Dresden Files RPG Magic. Here are some of the common characteristics of those systems. 1. Magic is sort of free-form. Instead of having a short list of specific powers, the mage can create whatever effect they want as limited by their skill, tradition, and trapping for the setting (e.g., no bolts of lightning, flashy magic). 2. More powerful / complex magic (more effects, stronger effects) is harder and more dangerous. 3. Spellcasting takes time. Spending more time reduces the risk and danger and vice versa. 4. Spellcasting takes "ingredients" (e.g., magic circles, incantations, symbolic links to the target, sacrifice). Casting w/ (more) ingredients reduces the risk and danger, and vice versa. 5. Casting involves risk and danger. More powerful workings, or workings without reducing the difficulty as above, expose the caster to that risk. That risk could be physical, spiritual, or consequential (bad luck).
  8. I will so buy this
  9. Yes, I would buy the companion.
  10. I just bought Merrie England. it's very good. Good for general purpose Middle Ages adventuring.
  11. Good ideas. I think I need to read through the rules again and then ask some more questions. RosenMcStern, could you create a sticky topic for something like "How Do I..." for ongoing Q&A regarding "how do I do X in Revolution D100." Revolution D100 isn't super complex, but it's subtle, and not 100% obvious how to model every trope.
  12. cool.
  13. Hmm... okay I'll think a bit about this and post something.
  14. Great. That's what I was looking for.
  15. I really like some of the magic systems from BRP Enlightened Magic and Advanced Sorcery. What kinds of things should I keep in mind if I want to use those with Revolution D100?