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Archivist

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Everything posted by Archivist

  1. I'd like a new version of the core book!
  2. Sweet thanks! The above would work fine for me.
  3. In a games like Mage the Awakening you can have a power that isn't exactly a delimited power from a list. That is, the power has a general constraint based on the fiction and some theme and your level of power, and may even have a constraint, but within that the effect isn't a specific power or spell. For example, you might have access to the Death Sphere of magic, so you can make effects proportionate with your power level and they have to involve Death (decay, etc) but it's something you can kind of make up on the fly. And there's a risk, the weirder and more powerful the effect the more likely it is it will blow back on you. Is there a way to simulate that in Revolution D100
  4. Other Package Ideas Investigative Horror (Call of Cthulhu, Delta Green, Conspiracy X) Modern Supernatural Investigative (Dresden Files, Buffy, Hellboy, Atomic Robo) Supernaturals Horror (anything from the Chronicles of Darkness or Werewolf the Apocalypse lines) Transhuman Scifi Classic Scifi Supernatural Western Grimdark Fantasy (Warhammer, Zwiehander)
  5. Rules of thumb for creating simplified antagonists
  6. A thread on RPGNet suggested that there were official errata for HQ2. Does anyone know where it is?
  7. That's sounds terrific! If you have anything else that would be great. I couldn't find this in my CoC 6e.
  8. Do you recommend the (https://www.chaosium.com/malleus-monstrorum/ (Malleus Monstrorum)) for additional antagonists? Any other ideas? Are there any supplements or do you have your own method for creating simplified antagonists? By default, like all BRP systems, antagonists are built exactly like PCs, but you rarely need all of that stuff.
  9. For those of you that run HQ 2 is there anything you borrow from HQ Glorantha as an add on or a way to do something better?
  10. I'm 100% behind the gradual descent into madness, but the "you gradually gain random multiple DSM disorders" always struck me the wrong way. I get that exposure to the mythos drives you crazy and makes you non-functional, but having it randomly cause Manic Depressive disorder isn't really what I'm into. Does anyone have an alternative system for making characters less functional as they loose sanity without gaining a list of DSM disorders?
  11. I didn't realize that, as I was frightened by the size of the books.
  12. I happily backed the CoC 7e kickstarter and was happy to support Chaosium. However, practically, for me, having to digest three large books in order to run Pulp Cthulhu or Darker Trails seems overwhelming to me. Are there a list of "best of 7e" things I could hack from 7e into 6e and just use that? Is there a way to run 7e without having to digest and master 3 enormous books?
  13. That makes sense - I'd describe these things in a Genre packs then describe the defeats / failures as the outcomes of contests.
  14. Here are a couple of common "use cases" (situations) where the RPG or genre has a thing that I'd like to implement, but I'm not sure how to do so in HeroQuest 2. I don't need some incredibly complicated mechanical subsystem. Something along the level of complexity of "you have the flaw Y and you must test against that when Y happens to do Z"Use Case 1: Characters have a power, but the power is dangerous to use or of limited use. Example: In Chronicles of Darkness Werewolf the Forsaken RPG, staying in Garou form for too long causes Rage, which means your character can loose control and start killing everything around them in Berserk rage.Example: In World of Darkness Orpheus RPG, projecting yourself into the realm of the dead for too long is risky - at some point your physical body might die if you stay for too longExample: Andy McGee from Stephen King's Firestarter. He can control minds, but the more resistent the target is the more likely he'll damage himself. Use Case 2: Characters have a 'stat' that impacts their behavior / abilities based on their action. Example: Vampire the Masquerade's Humanity mechanic. Each time the Vampire does a thing more terrible than the last, he tests to see if his Humanity degrades further. The lower the Humanity, the harder it is to resist Frenzy, seem human, and interact with mortals.Example: Call of Cthulhu Sanity. As the character encounters mythos entities or uses spells, their Sanity degrades. Degraded sanity results in derangements. Example Unknown Armies madness meters, Delta Green sanity. As the character does or is exposed to terrible things, they develop derangements and are less able to deal effectively with horrible things.
  15. Hi JonL. Can you explain how that would actually work? Has anyone ever house-ruled a split between HeroPoints as HeroPoints vs XP?
  16. I really appreciate all of the above. Thanks! A formal version of the above should definitely go in the companion. I still think it would be terrific to at least think about providing a mechanic for creating abstract antagonists. I don't think BRP has had antagonists (NPC's, Monsters) built like PCs as a design decision, but because *every* RPG game did it that way. However, it's possible, with clever mechanics, to do it differently, with examples (in some cases it's just an option) including the Cypher System, Basic D&D, Dungeon Crawl Classics, and Chronicles of Darkness (Ephemeral Beings). You already allow the option of removing hit locations, it would be terrific to take this additional step and really provide the GM with tools that further simplify their job. I'd do it but I'm not a game designer and have no idea how to actually implement it.
  17. Do the Glorantha books have any additional mechanical widgets?
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