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Everything posted by Baulderstone

  1. I remember that GURPS Cyberpunk emphasized the value of "social engineering" and dumpster diving in hacking. It is a good way to add variety to what could otherwise just be a series of dice rolls while using a computer.
  2. We are talking about a genre where people plug skills into the their brains like software. I think it is reasonable for cyberpunk characters to an "unrealistic" base of skills to draw upon.
  3. I've come to the conclusion that hacking rules need to be simple and abstracted. Having a hacker play a whole long scene in cyberspace while they sit and watch is never fun. You can always try to cut back forth between the hacker and the party, but that is iffy. If the pacing works perfectly, it's great, but you can't guarantee it will line up well without railroading. This issue of hackers sucking outside of cyberspace doesn't need to be an issue in BRP. You aren't playing a class, so you can easily be good at shooting people as well. Without classes, there isn't any reason you cou
  4. Interestingly, when William Gibson and Ridley Scott met, they talked about how they were both largely drawing visual inspiration from Metal Hurlant (Heavy Metal) Magazine, particularly Moebius' work. It should be mentioned that the short stories "Johnny Mnemonic" and "Burning Chrome" by GIbson were written before him seeing Blade Runner. "Johnny Mnemonic" came out a year earlier, and "Burning Chrome" was published earlier in the month that "Blade Runner" was released. Both stories are set in the same world as Neuromancer and even feature some of the same characters. They are truly cyberp
  5. It was always 'The Chaosium System' to my group back in the '80s, perhaps because the other company house system we knew was 'The Palladium System'. My first three RPGs were all TSR: D&D, Gamma World, and Star Frontiers. All three had a unique system, so the concept of a house system wasn't something I automatically expected. It was boxed set era too, so you couldn't just browse through the book and notice it. The fact that Stormbringer, Runequest, Call of Cthulhu and Ringworld were all "the same game" was a slow reveal to us. Palladium never did boxed sets, so it was immediately cle
  6. You just mentioned them both in the same sentence! You've doomed us all!
  7. Sure, but people casually looking are usually looking for the latest, current edition, not looking for the last edition they have heard of minus one. That's a fairly contrived issue. This is the best stated form of the issue so far. We live in an age where games live and die based on Internet fan support. Looking up that support on the Internet requires clear tagging and clear search terms. Currently, we have a situation where the book itself will simply say "Runequest", which will be the obvious term you use to search for resources. On the other hand, we already have a characte
  8. I'm not going to bet against MD. I want this project to succeed. Rick Meints seems pretty capable, even if I think the naming thing is kind of ridiculous. Mainly, I am not a fan of the idea that only people that have designed a role-playing game are qualified to have an opinion on them. I sold RPGs at the retail level for six years, so I feel fairly knowledgeable about the kind of things customers can get hung up on.
  9. Then again, Chaosium and Runequest aren't brands with the most spotless business history. Just sayin'.
  10. If you have to understand the history of a product line to understand why a name isn't confusing, then it's too confusing.
  11. I think that Fate Points (in the Fate System sense of the term) are intertwined with a Virtue/Flaw system. You need traits that are both positive and negative, which skills aren't particularly useful for. If you want to understand the term "narrativism", you need to understand its context by also understanding what the terms "gamist" and "simiulationist" mean in the GNS model. Once you see how stupid the GNS model is, you will never want to use the term narrativist again. For a game to be gamist, there needs to be set win conditions, and there need to balance between all
  12. I wouldn't consider any of those things to be narrative elements. A characters mental state is an actual thing within the game. Corruption is an actual thing. Combat maneuvers are actions the PC carries out. Narrative elements occur on a meta level. An example is Preparedness skill in GUMSHOE, where you can use it to pull something out of your backpack that you hadn't previously decided you had. It's a kind of tinkering on the authorial level to change the story. Hero Points could be seen as narrative too, granting plot immunity to the PCs for being the main characters. You can define He
  13. I don't think a generic modern book is needed at all. I agree it would date quickly. In any case, it's not like CoC is that detailed a system. The 1920s are still within the modern era with guns, cars and telecommunications. You can use the same basic shooting and driving rules without issue, and communications, whether by telegram or Twitter, don't really require a great deal of mechanical support. Call of Cthulhu is also more of an implied setting than a specific setting. While Delta Green has specific NPCs and organizations carrying out specific plans that the PCs can be involved in.
  14. That's fair enough. I mostly play by Google Hangout these days.
  15. Same here. I used to lament most of my favorite games languishing in the shadow of D&D, but now, I simply don't care. As long my games survive, I am fine with them remaining a niche. I'm not concerned about the matter. Nothing about the current design team makes me think that they looking to sacrifice flavor for maximum appeal.
  16. I doubt it. RPG books are expensive, but not nearly as expensive as textbooks. Combined with the existence of a captive market for textbooks, it seems like making knock-off D&D books would involve smaller margins with less guaranteed sales. There is also the fact that 4E was a relative disappointment, meaning that 5E knock offs are not a guaranteed thing. Also keep in mind the volume of books that Amazon deals in vs. what your FLGS sells. If a small fraction of them are faulty, your FLGS might never even see one of the faulty books, while Amazon will sell dozens of them.
  17. Book of Quests would definitely be lower prep than Monster Island. I like Monster Island better, but it is a sandbox, so you need to have a decent grasp of the whole book when you start. Book of Quests contains a series of individual adventures that form an overarching plot. You only need to read the brief setting chapter, then the first adventure, and you are all set to begin. You can read each additional adventure later on as needed. I've run Sarinya's Curse as well, and it is a nice introduction. It's suitable for beginning characters. It's structured but still has room for a variety
  18. I think they need to be careful with striking a balance with any "story" mechanics that are added. They can be a divisive issue, with purists on both the "Story" and "Simulation" sides. There is already HeroQuest as the Glorantha RPG which takes a story-focused approach. Glorantha gamers that are allergic to story mechanics have stuck with RQ. If you put too many story elements into RQ, you could turn off a lot of fans. On the other hand, it's possible that they might bring in new players. It would be a gamble, especially as there are plenty of other BRP options around for players to fle
  19. Thanks for sharing this, Clarence. Maybe leading with the question about the issues he had with BRP might have been a misstep, but it's an interesting interview, and seems an entirely worthwhile thing to discuss here.
  20. Still doubling downn on RQ 4? The deliberate attempt to label this line in a way as hard to follow for newcomers is entering the realm of parody. I suggest the edition after 4 be called Runequest 33 1/3 just to keep the theme going.
  21. Exactly. A game session can also excel by just being good, dumb fun or being an interesting tactical exercise. Being artful is simply one way in which a session can be considered a success.
  22. I think an RPG session can be art at times, but usually isn't. There are some sessions I have been in where everything came together in a transcendent way and people were moved in the way that art moves people. More often, it's just a bunch of friends hanging out and having a good time. It's like asking if writing or painting are art. Writing can be <i>Hamlet</i>, but it can also be a shopping list. Painting can be The Starry Night, or it can be something you do to your living room wall to cover up the marks the kids have made all over it. I agree with Vorax that Zak S.
  23. I think people tend to overstate the '70s as the hangover from the 60s. The popular image of the 60s really doesn't get started until the very end of the 60s, and continues on for a long time into the 70s. The world-changing optimistic vibe didn't just disappear with Watergate. That's not to say there wasn't a lot of cynicism in the 70s, but it just co-existed alongside people who were deeply into finding themselves with crystal power or self-help books. You've also got the wave of patriotism around the bicentennial as well. Even Watergate, with Nixon resigning in disgrace is seen as a victory
  24. It is Harrek. It's from a really nice two-page spread in the Guide to Glorantha.
  25. Never mind. I just tried again, and it downloaded in less than a second.
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