Jump to content

Archivist

Members
  • Content Count

    249
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Archivist

  1. Yes. I'd love a book or something that presented lots of different magical traditions, along with a system that supported how they thought of magic. You have games like Mage the Ascension / Awakening, but in those games magic is free-form and the magical traditions are just think veneers on the real truth about magic (consensus reality or higher reality respectively). Ideally it would include real old traditions, along with new ones like chaos magic.
  2. That would be very cool. There are other non-western traditions, but to the best of my knowledge most of them are more ritual and spiritual focused then just zapping someone with an instant one off spell.
  3. I am still watching this space! Is there any way I can help? What if you get hit by a bus or something (god forbid, but things happen). How will I be able to use this critical game widget!
  4. Mythras After the Vampire Wars I think has psychic powers.
  5. I"m posting this here because I'm thinking about multiple supplements / systems. I'm looking to put something together that would work where all of the players are magicians, with kind o real-world magic (based on some real-world tradition like Hermeticism, can do powerful stuff but can't do really flashy fireball type stuff). I'm thinking about Mythras After the Vampire Wars Enlightened Magic Advanced Magic BRP and Mythras as is are a bit heavy for me. I'm more in the level of Open Quest or Revolution D100 level of crunch. Mythras is great but very crunchy and so is core BRP (lots of sklls, etc). Revolution D100 has a "magic" system, but it's like the SW system - you have a bunch of generic powers that you just say are magic.
  6. I do hear what you're saying about adding "trappings" to powers. Savage Worlds uses the same thing. However, using that approach for magic really feels unflavored and un-magical (to me). I guess I could use Open Quest or something as a base and then use magic systems from mythras, etc. However, Revolution D100 has such a good elegant modern core I would miss that.
  7. I'd definitely use one skill per magic type! Any other thoughts? Is there a document / section that describes rules of thumb for converting over to Revolution D100 from other BRP Systems?
  8. If I wanted to use Enlightened Magic or Advanced Magic (one for Mythras and the other for BRP) do you think that would be difficult?
  9. Count me in! Would also be useful for other games like DG.
  10. I know this is an out there recommendation, but ... Lovecraft was inventing NEW monsters - they're way scarier. What about having section on creating new custom monsters - how to build weird powers, bizarre weaknesses, and such.
  11. Jon, can you update with some notes? I'd liketo run the Chronicles of Darkness games w/ QuestWorlds
  12. From each according to their ability!
  13. Hey JohnL. The SRD is up. Perfect time to write up your thoughts!
  14. I wasn't clear from the new SRD how exactly "damage" (states of adversity) worked. Is there any way to generate a temporary Flaw from a poor conflict outcome? It seems like this would be a fun optional rule. What do the penalties apply to. Just the abilities used in the conflict? All abilities? Just where it makes sense? How do you keep track of the states of adversity from multiple sources. If I get a sprain (narrative description of damage from conflict 2) then move one more track down (narrative description of damage from conflict 2) because I've seen something sanity blasting, do I need to write that down somewhere since they might affect different abilities or recover at different rates? or is recovery just an overall thing (regardless of source if you're at level X here's how long it takes to get back to normal)
  15. Good point. I noticed in the next section they give an example about jumping across something which is definitely a smaller context.
  16. Reading the SRD gave me the impression that (1) you don't roll much and (2) when you do you're resolving a very large-scale story obstacle. So this makes it seem like most adventures would be over very quickly. e.g., characters are vampires that want to take over the city. Player wants to roll "Ventrue political prodigy". Character rolls and succeeds. What normally would have been 10 sessions of interesting and tense intrigue, discussion, negotiation happens in a few minutes. This can't possibly be how the game works. I think I've misunderstood something.
  17. Thanks! My general comment is i think that what's Revolutionary about Revolution D100 isn't the crunchy parts, but the many freeform and narrative aspects about it which are brilliant (the contests, traits, etc.). So of course I'm looking for stuff in a companion that details how to leverage that (as much as creating more detailed armor types). Antagonist Creation: I have a copy somewhere translated from the French COC 6e - I've also seen this approach in Ubiquity and Fate, where when you make an NPC/antagonist you first pick importance - e.g., mook, important, full. Maybe for the full level you build them as a character, but for the Mook and Important levels they only have a handful of statistics - where one stat serves multiple functions. e.g., Combat 50%, Social 50% or whatever. So you can generate for these guys a very short stat block. You only need a big full stat block for something you're going to be interacting with over the long term in a complex way. So the last three would be covered by things you have helped out before with on the list. One default way to create a setting where characters have special abilities (e.g., Vampires, Werewolves, Psychics) and interact with weird stuff (gates to other worlds, infrastructures) is the cafeteria-menu style, which is used in most superhero games. You have an explicit list of powers in the core game, then you just reskin them for your setting. This would certainly be okay for the companion - you could have a section (like they do in the new Cypher System Horror Tookit book), where you would talk about "here's how to set things up if everyone is a certain type of thing in your setting" (e.g., all vampires). However, I'd love to see something where you talk about using all of the cool abstract, narrative bits in Revolution D100 to achieve the same thing. I'd also like OPTIONAL rules for stuff like simplified armor / weapons.
  18. Some ideas (that have been posted before). And remember Revolution guys, just because its obvious TO YOU doesn't mean the average person reading the Core Book gets how to use it. 1. Simplified NPC / Antagonist Creation Several different options for creating NPC / Creatures quickly, maybe with 3 different levels of detail 2. More simplification options / alternatives 3. More stuff on non-cafeteria menu power construction. I think the system supports a very free-form approach to this kind of thing 4. More stuff for playing supernatural / weird creatures
  19. Post the kinds of things you might want to see in the eventual Companion!
×
×
  • Create New...