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Baulderstone

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Everything posted by Baulderstone

  1. You make a good point, as clarence is falling victim to the self-selecting survey. Backing up an opinion with "I asked a bunch of my friends, and they all agreed with me" is generally a given, as we tend to associate with people that share our opinions. It's like the post-election shock when people are confronted with the winner and say, "But I don't know anybody that voted for them!" I book nude models for life-drawing sessions, so a lot of the women I know would give an indifferent shrug at the image. Some of them are gamers and there are certainly things in some games that annoy them as women, but not that cover. A sexy damsel in distress would annoy them, but a sexy woman who looks like she is in the process of doing something awesome would be fine. I'll admit that I don't really care about the cover either way. It doesn't make want to buy the game or not buy it, so I have no real dog in this fight.
  2. Passions don't seem a good fit for what you are measuring anyway. In RQ 6, taking Passions is purely optional for PCs. They have their good sides, in that you can use them to augment rolls, but you pay the price of them taking control at times. The represent how someone feels about something, and so are internal. With Allegiances, you seem to be measuring how many brownie points a player has with their deity. In a game using both Passions and Allegiances, I could see them diverging quite a bit. A player could have a high Passion for their deity, but could be so over-zealous that they were counterproductive in achieving their deity's goals, resulting in a middling Allegiance score. Someone with a modest Passion might be more effective at accomplishing things, giving them a high Allegiance. Put another way, a Passion would be how a character felt about their god, while Allegiance would be how their god felt about them.
  3. It does feel strange to have a Pavis book and then not make the Big Rubble a priority.
  4. It's to protect against spambots. They often make an initial innocent post, then go back to edit the post to something blatantly spammy when they think moderation won't be looking.
  5. World of Wonder sounds a little too generic for me. It's a similar problem that I had with the name Magic World. Also when I Google "Worlds of Wonder", I get the toy company that made Teddy Ruxpin and Lazer Tag, Robert Silverberg's excellent anthology/quide to writing science-fiction, an amusement park, a waterpark, a decorator. Much like how Magic World yields hits about the Magic the Gathering World Championships and magic trick stores. Runequest is a great name because when you type it into Google, you get Runequest and nothing else. It's also a compound word made of two real words, so it's easy to remember while being distinct.
  6. Runequest already has a sub-forum, and DM makes products for RQ. I don't see a point in splitting Runequest discussion up by company. Anyway, DM has it's own actual forum at another site. No, it's a post-apocalyptic, sword and sorcery Earth set in the distant future. It's the setting for the adventure from the free GM's Pack that isn't Meeros. Over in the related thread at the Design Mechanism, Loz has this to say in response to someone asking the same questions.
  7. "More good stuff" is an understatement. It's the RQ 6 universal toolkit.
  8. I haven't used it yet, but as it is MRQ2 and written by Lawrence Whitaker, it seems easily compatible with RQ 6, which is the new BRP baseline. You can also get it here on Amazon for $10.75 new in hardback at the moment. It lets you create state in a manner similar to a PC. You have a number of base characteristics (Military Strength, Law, Size, Communication, Religion and Wealth), then certain attributes are calculated from those. You also have Capabilities which work just like percentile skills (Commerce, Espionage, Magic, Diplomacy to name a few). There are turns on a strategic scale where empires can take actions. The book also covers using the system for smaller organizations like guilds or factions, give rules for PC running their own holdings, and has some rules PC undertaking missions for an Empire and making PCs suited to this kind of campaign.
  9. Running games where players are somewhat in the dark is always tricky. It's something I first realized when I was running Paranoia. I'd read this awesome adventure, and have it fall flat as the players were totally left out of the joke. The adventures for Delta Green are good at avoiding this. Even when the players never see the big picture, they are good at giving them lots of tangible moments where they brush right up against the Weird. They might not know exactly what is going on, but they always have something to react to.
  10. It would probably a bit of overkill to have both a Luther Arkwright and Jerry Cornelius game going in the same system at the same time. Preferences aside, I think Luther Arkwright is the more easily gameable of the two properties.
  11. I think it depends about what you want to talk about with regard to HQ:G. If you want to talk pure setting stuff, go to the Glorantha forum. If you want to talk about something involving rules, bring it here, even if it does touch on Glorantha. You have a point that the description including games might need to be changed.
  12. Mike Pondsmith of R. Talsorian has been working with CD Prokect on a Cyberpunk 2077 game since 2012, so there was already a working relationship there.
  13. Yeah, yeah. I know a "keep your enemies closer" strategy when I see one. You aren't fooling anyone. It is true that the animosity between game fans seems to completely disappear at the designer/company level.
  14. Licensed RPGs are a fickle thing. We are lucky to live in an age where so many old games are now available as PDFs or PODs, licensed game just disappear from sale when the license dries up. Chaosium has had some success with licensing, but it also means that large amounts of its back catalog and now cannot be sold. I wouldn't be upset to see a new version of Stormbringer, but I just don't know if it's a better business strategy than creating and supporting original settings.
  15. I'd rather have one forum for setting discussion of Glorantha. I think any mechanical discussion are better suited for a general forum on the game. I see people asking for sub-forums for Glorantha, but that seems to be dicing too fine. I don't want mechanical discussions of Runequest or Heroquest to be divided between Glorantha and non-Glorantha. Maybe one day this site will enough traffic that threads are disappearing off the front page in the space of a day. We are not close to that. Having post spread across too many forums makes the place look quieter than it is. If you have a setting topic, go to the Glorantha forum. If it is game-specific, go to the general game forum. I don't see people running a game on Monster Island freaking out because someone wants to share their mechanical write-up of a Gloranthan Cult in the same forum. Personally, if I were the guy with the Gloranthan cult, I would be just as interest in feedback from the Monster Island guy on how my mechanics stood up.
  16. Seems like the easier solution when you have players that do nothing but target the head is to have NPCs ward that location with their shield and wear helmets. Warding that location covers "the enemy sees it coming" and doesn't rely on adding another layer of rules to keep track of.
  17. Good point. I am probably too sleep-deprived too make solid design choices right now. If you stripped them out, you would need to replace them something. I find that if you give some players a big list of options, it can overwhelm them. Give them 3-5 to chew on, let them see the possibilities, then casually say, "Hey, there is a whole big list of those things over here." Having had a chance to develop an appetite, the player will likely dive right in. Some players will remain completely content with the small list most of the time, and that is just fine as well.
  18. Thanks for the greeting. I've been playing BRP games since 1984, starting with Stormbringer, but I have never made my way over here until recently. I was lured here by the downloads section a few weeks ago, and had to register to get at it. While I was here, I was impressed with the tone of the forums. While there isn't universal agreement, everyone seems to be here because they genuinely love playing the games. Let me return the compliment by saying that I am a fan of your company. I expect to be pledging on Revolution D100 within the week. I should be over the damage that Delta Green has done to my finances by then.
  19. Like I was saying with having packages in character generation, its easy enough to strip out Special Effects if you don't want to use them. However, I thought about lowering the number for a new group, but found on examining them that they mostly just do things any system does: Called shots, trip, stun, critical damage, disarm, etc. It's just most systems would have a long series of frequently forgotten spot rules on these rather than smoothly building them into the core of combat. That said, I think it's a good idea to pick a small list of Special Effects for a new player that suit their character. Don't block them from using the full list, but just give them a small list to digest first.
  20. Sounds good to me. In my bleary, insomniac state, I interpreted the headline as meaning Chaosium was opening its own new forum. I was glad to hear of an official channel, but not thrilled at having another forum account. Having Chaosium move in here seems to provide the benefit without the drawback.
  21. Thanks. Griffin Mountain was my first guess, but I thought they were in the back as an appendix, so I missed them.
  22. Divergence is a mixed blessing. It would make life a little easier if everything were built on the same base. On the other hand, having another branch creates a whole lot of fresh rules that can be cobbled together with other BRP games. One thing to point out: As a playtester, we were given no new adventure material. All playtests had to be conducted using adventures from the old Delta Green books written for use with CoC. This was because one of the design goals of the game was to provide 100% backwards compatibility. Even with all the slick new bells and whistles Greg Stolze put on the system, it still worked just fine for me while running CoC adventures. As SD Leary points out, it's not too late. The only issue with it is that the Essentials book is going to be somewhat generic in nature, which makes it hard to know what builds to provide. What would be cool would be for Chaosium to provide additional free downloads with archetypal build packages for various genres. Of course, if they have their hands full making other stuff, I'm sure it is a task we could manage if only we could find a BRP-friendly website with a downloads section. I was actually referring to the Passions system in RQ 6, as that's the basis for Essentials. I know I have seen the ones from RQ 2 somewhere. I thought i had them in back of one the Gloranthan Classics, but I can't seem to find them.
  23. And any Ancient Greek settings. Or Mesopotamian settings. In fact, Egypt is around for the pretty much the entire Ancient Era. In fact, I found my old GURPS Egypt book handy when running Masks of Nyarlathotep as well. Egypt casts a long shadow.
  24. The beta rules for the edition that is Kickstarting now are free. I ran the system during the playtest and it was very solid then. This is actually a later version than I used. Delta Green Agent's Handbook Delta Green Cheat Sheet and Character Sheet Delta Green Quick Start Passions would be a good thing to include, even as an optional rule. Chaosium has been one of the pioneers on personality mechanics with games like Pendragon and Call of Cthulhu, yet BRP sometimes get unfairly labeled as a game where characters are cold mechanical pile of numbers. The systems in Pendragon and Call of Cthulhu are too genre specific for the basic book. Passions add some flavor while managing to fit into a wide variety of games. While they are raised and lowered in a different fashion than skills, their use is just like a standard skill check. It's a good way to show a newbie the versatility of the core system, as well as a handy way to highlight augments.
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