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threedeesix

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Posts posted by threedeesix

  1. I think you're on to something.

    So... what makes something BRP? Are there a set of principles we can agree on that all BRP products share, and that distinguish them from D&D, Savage Worlds, and FATE?

    Feel free to add or subtract from this list.

    1. Use percentile dice to resolve most conflicts. Percentages are more intuitive than other ways to randomize results.

    2. No arbitrary levelsarrow-10x10.png: characters get better at the skills they use and the skills they purchasearrow-10x10.png training for.

    3. No arbitrary classes: characters are defined by what they are good at rather than limited by an artificial profession. One character can be good at some combination of skills that no other character possesses, like sewing, nunchaku, and spaceship repairarrow-10x10.png, as long as the character can find a way to learn those skills within the setting.

    4. Armor reduces damage rather than making something harder to hit. (This is one of my personal beefs with that other system, but perhaps not a defining characteristic of BRP.)

    I already made my points clear on another thread. But as far as...

    3. No arbitrary classes: characters are defined by what they are good at rather than limited by an artificial profession. One character can be good at some combination of skills that no other character possesses, like sewing, nunchaku, and spaceship repairarrow-10x10.png, as long as the character can find a way to learn those skills within the setting.

    This really depends on how it is implemented. After all, Classic Fantasy uses classes which are in turn based on Professions. If you make me turn in my BRP license, I'm taking my dice and going home. :lol:

    • Like 1
  2.  

    However, I've got thousands of hours of work invested in two 80-page manuscripts based on the Big Gold Book. No one is now going to publish those manuscripts unless I do some extensive rewrites and additions. I've got skin in the game. I don't blame anyone but myself and the dice, but I reserve the right to whine.

    I can sympathize with you.

    I have re-written Classic Fantasy a total of four times now, with each near complete version numbering around 300 to 500 pages. And I have been doing this since 2008, so I cant even guess the number of hours invested. But, each time I rewrite it, it becomes better than the previous version. Don't give up, if its something you care that much about, you'll do everything you have to to get it published. Plus there are more avenues now than ever before to go through. Yes, it sucks to feel so much work is wasted, but your books will be better for it in the long run, trust me. I know.

    Rod

     

    • Like 7
  3. Here's the thing about steps 3 and 4...

    Most retailers deal exclusively through distributors and cannot/will not deal direct with individual companies. We're fortunate that Design Mechanism also deals with Alliance and Warpath, the two biggest, as does Chaosium, but a direct approach is not guaranteed of shelf space or sales.

    I both managed the gaming department of a local hobby store and was the co-owner of another for a number of years and I can say from experience that just getting your product carried by Alliance Games is a major step in the right direction. While I have never heard of Warpath (its been over twenty years), that's great as well. I know that Alliance is the largest distributor of games in the US, or at least it was, and any hobby store that was worth a damn had an account with them.

    Plus the turn around was great. I would get a delivery every Friday, and as long as a customer got their order in to me by Wednesday, they would have it that week.

    Rod

  4. <SIGH> This is what I was afraid of. 

    SDLeary

    To me this seems the most practical. At only 32 pages, the rules can easily be interspersed into the product. And I know I wouldn't want to have to keep flipping between the two books to run a game, when one is so small. I can understand where you're coming from however, and would see it more of a problem if the core book was much largerarrow-10x10.png.

    • Like 1
  5. This.

    The EXACT phrase was "the same system but not the same copyrighted words" (my emphasis). Bear in mind that both  Issaries Inc AND Chaosium had tried to register the RuneQuest trademark when they discovered Hasbro regarded it as lapsed...

    And note I've never disputed that there is a broad family of D100, roll under games that resemble each other and which one can adapt rules between. But equally I think there are sensible reasons to keep the distinctions between the different strands clear. It makes discussion clearer IMO.

    cheers,

    Nick

     

     

    This was my point all along. That there are legal reasons that these other systems cannot be called BRP, but are pretty much the same system.

    Rod

  6. RuneQuest (any edition) is NOT RingWorld is not River of Heaven. Similar systems, certainly, but NOT the same.

    Not my point at all, my point was that they were different, but were still BRP. What makes Magic World a BRP game and OpenQuest not, the fact that OpenQuest uses some terms and rules that are new to BRP? Every iteration of a BRP game that has come out in the past has added something new to the rules as previously established. How is this any different? My point is that no matter what ends up being used, it will still be BRP.

    Rod

  7. This is really kind of weird.

    Do people actually believe that OpenQuest, RuneQuest, Legend, Gore, etc, are not BRP just because they cannot carry the BRP logo? Yes, each of them has things that make them different, but not enough to call them a completely different system. Most of us on this forum were around during the time that Call of Cthulhu, RuneQuest, Elf Quest, and Ring World were all published by Chaosium and could all be found on store shelves together, and all of them had things that made them markedly different. We're they not considered BRP? I mean, there were so many differences between RuneQuest and Ring World back then, that by today's standards, you would be saying they were different systems as well. But they weren't, they were both BRP. All of them had completely different character creation systems, but they were still BRP. Seriously, every one of the "alternatives" that everyone is speculating about is as much a BRP product as the other. I don't care which system gets stripped down to 32 pages, at its core, it will still be BRP.

    How could it not be?

    Rod

    • Like 2
  8. Taking only arms wrestling and saying modern opposed rolls (which weren't in the BRP booklet) do it better may not be wrong, is well... partial.

     

    I admitted I was wrong smiorgan. I know its the internet and that may be unusual and all...

    • Like 3
  9. Um, that's NOT how it works... One force is active, one passive. Go to Match.co.ukmatch.co.ukMatch the active vs the passive to determine the chance of success. If it's a situation where one of those is involved is a PC, I always let the PC roll (so sometimes invert the relationship), but in 36 years of using the resistance table I've NEVER had two percentage rolls for one resolution whilst resolving a singlearrow-10x10.png round contest using it.

    Really? From the original Basic Role Playing pamphlet from 1980...

    "Another Example: Arm Wrestling: First you already know your STR and must pit it against the other person's. You find the roll that you need, then find the roll the other person needs. Both rolls are made simultaneously. If both character's make their roll, then there is no result, and the wrestle continues. If one of you makes it and the other fails, then the bout is over and the person who made it is the winnerarrow-10x10.png."

    Now, the example I gave in my original post was arm wrestling, which can be more than a single round contest, but it was my only example, so "that's NOT how it works" is in error, not my post.

    Just saying... ;)

    Rod

    Edit: But if you comment was to my statement that "Your using a table to generate a percentage chance of success, either opposed or otherwise." Oh ya, I was wrong there. Oops. :)

  10. I posted this in another thread before finding this one. It really belongs here.

    I just don't think it is necessary.

    Your using a table to generate a percentage chance of success, either opposed or otherwise. All of the alternatives in existencearrow-10x10.png do this already, without the necessity of a table. Look at arm wrestling, I use my STR on the table to determine a percentage chance of success, you use your STR on the table to generate a percentage chance of success, we both make the percentage rolls. All of the alternatives simply skip the middleman and just give you the percentages.

    To me, the Resistance Table is the THACO of BRP, it works, but there are better ways.

    Can anyone here truly come up with something that the Resistance Table can do, that the alternatives cannot? I'm truly just curious, because I can't, but may be overlooking something.

    Rod

    • Like 2
  11. And of course they all sell, sell, sell and Chaosium becomes more powerful than ever. Then I woke up.

    Their using the "Everything I learned about marketing I learned from Star Wars" method with regards to trimming down the book. To quote Ben Kenobi from Episode 4:

    "If you cut me down, I will become more powerful than you can possibly imagine". :)

    Rod

     

    • Like 4
  12. ...and it is kind of ironic in a convoluted sort of way if the "in-house" generic fantasy game of Magic World is mothballed while Classic Fantasy, the game that gave up on Chaosium, is going to come out using the new Chaosium RuneQuest system ...

    For what its worth, I never gave up on Chaosium, which has been one of my favorite companies since 1980. I did however give up on those that were managing it at the time I was writing CF2 and CF3 however.

    • Like 1
  13. With the casting of Raise Dead, I bring this thread back to life.

    One thing you may want to incorporate is the RQ6 method of skill increases. In it, when a player rolls to see how much a skill improves, instead of 1d6, he rolls 1d4+1 on a success. This gives a nice increase if 2-5%. Now, the part I like, is that if the improvement roll fails, the skills still increases by 1%. This means that at "low level", most skills will have a chance to improve by 2-5%, but when skills get to higher levels, they will improve slower, at 1%, but that's still improvement. That means that a player that has a high skill and an unlucky streak for 10 sessions in a row, will still have improved their skill by 10%.

    This rate of advancement may be better for a campaign that is trying to keep up with D&D.

    Rod

    • Like 2
  14. Hi Thaenor,

    The book is finished, turned in, and 90% edited. It is currently awaiting internal art. Other than that I can't get really specific other than to say that in light of all the Moon Design/Chaosium/Design Mechanism developments, Classic Fantasy is still a priority for the Design Mechanism. I should be able to be a lot more specific in the coming weeks, but for the time being, you can rest assured that Classic Fantasy is in the best possible hands.

    Rod

    • Like 9
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