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AndrewMorton

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  • RPG Biography
    Player and GM since 1980. D&D, Traveller, Starfrontiers, COC, Tunnels & Trolls, Conan, Mutants & Masterminds
  • Current games
    D&D 3rd ed Greyhawk & FR. COC - all periods including western, Villains & vigilantes. Currently working on a conventional Post Apoc BRP game.
  • Location
    England
  • Blurb
    I teach snakes how to juggle and have an extra limb growin from the top of my head.

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  1. I run plenty of games that have this mechanic in them - fate points, hero points, bennies, fortune points, determination - and so on. I like the effect they have on the game when players understand how to get them and when to use them - it adds an extra dimension to the fun. The different systems all have different ways of calculating how many you get to start with and how many you can accrue. I think they work best when they are a limited resource and are hard to acquire - too many and you start to effect the balance of things. To my mind, they suit heroic play better than 'realistic' play. If you want your players to act in an heroic way, then fate points should be one of the tools that allows them to do this.
  2. 245 downloads

    $ page pdf version of my RuneQuest character sheet.
  3. I'm looking forward to getting my hands on this one!
  4. Well it depends on the setting for some of it - such as magic. I think there are enough skills in the BGB to cover most anything with nothing more than a name change. A time-line if it's pertinent. If we have a good background, bestiary and gazetteer we don't really need a scenario - just add some adventure hooks and let people go from there. If you are going to add equipment then a clear explanation of how it helps add to skill checks would be nice.
  5. There's been some bitching on a Call of Cthulhu message board about the quality of stuff coming out of Chaosium recently. Suggestions of too many typos, recycled content and low production values - specifically as it relates to CoC. Posters have suggested that other companies are getting it right whilst Chaosium are resting on past glories and not really making an effort. I'm not really saying I agree with them - but I do have CoC stuff by Cubicle 7 and it is good. The whole business with the insecure online trading and how long it took to sort out - if it has been sorted out - are also worrying. I know they don't have 'big money' behind them, but other companies manage to promote their products better. Chaosium need to up their game.
  6. Seasons Greetings - have a great one.
  7. BRP should be more popular with roleplayers than the latest version of D&D. BRP is a role playing game and D&D 4th ed is a table top skirmish game. The difference is BRP doesn't have Hasbro and 30 odd years of history in popular media behind it.
  8. BRP is good but I don't think it copes with the trope very well. I have an extensive collection of supers games going right back to superworld and golden heroes and up to Savage Worlds, M&M and Icons. It really depends on how much math you fancy doing and how much of a table top skirmish game you want. I've played a bit of Icons and I like it - it's quick and easy to prep and play but also allows for depth of roleplay without rules getting in the way. Savage Worlds is a nice skirmish game if you prefer miniatures and maps. I'm running a Savage supers game at the moment and it works quite well with not having hit points and loads of book keeping. M&M, like Superworld, has a lot of detail - but it's just too damn crunchy to create characters and bookkeep.
  9. Well I downloaded a copy of OpenQuest and like what I see. It's not overly complex (nice, simple combat and skills list) and I can easily adapt it to fit what I'm up to. I will probably get Classic Fantasy as well as it will be a useful resource and I'm sure the spell list will be an inspiration. Thanks for all your advice.
  10. What about I just use OpenQuest - is it any good? It seems to be getting good reviews.
  11. Yeah, I did wonder about just getting a second-hand copy of RQ2 Chaosium/Games workshop version. I thought Classic Fantasy might be a bit AD&D. I've got COC and COC Dark Ages but I never really thought about using them - could be a possibility. Thanks for the advice.
  12. Ok, this is the question - should I get Classic fantasy? I want to run an Iron-age type fantasy world (sort of like the original RunQuest). I don't want to use Runequest because the only copy of the rules I have is the Mongoose RQ version and the magic sucks. I have the BRP rules and the basic creatures supplement - do I really need the Classic Fantasy supplement or could I cobble something together from what I have? What is the magic like in the classic fantasy supplement? your help or comments would be appreciated and most welcome. thank you.
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