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AndrewMorton

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Everything posted by AndrewMorton

  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. 244 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.
  13. 157 downloads

    Sheet 1. Home-made RuneQuest character sheet.
  14. I'm not a religious person myself but I would not exclude religion from a Sci-fi game. Belief in mythical supernatural entities that allegedly dictate rules that effect the way life forms choose to behave can add a lot of entertainment to a game. You only have to look at how believers of the big three mythical, supernatural entities here on Earth carry on to see how ridiculous religion can be. And as has been said before supernatural belief and ignorance often precedes science - so there would be room for both outlooks in a big universe. Actually, games are probably the best and safest place for religion - at least real people don't get hurt when when an argument breaks out between the followers of the 'Gourd' and those that follow the 'sandal'.
  15. In Star Trek the background 'universe' that humans live in is a cashless society where everything is made by 'Replicators' and they have one world administration. This would mean they have a planned ecconomy and people only work because they want to. Sounds like a communist utopia to me.
  16. The Galaxy is a BIG area of stars that is hundreds of thousands of light years across - even at the speed of light it would take four chronological Earth years to reach our nearest neighbour. This distance is a barrier that can be used to allow for disparate forms of government and technology. How fast do your ships travel? Are they FTL and if so how many times the speed of light can they travel? Four times light is unbelievably fast in physics terms (it would require more energy than the universe contains to accelerate an object to this speed) yet it would still take one real year to make that journey to Proxima Centauri. Like I said - distance is a barrier. How can an interstellar navy maintain order when it would take years to send a strike force to quell an uprising in the 'Boondock' sector? You detect a signal from intelligent life in a star system 60 light years away and decide to pay a visit - how do you cope with this travel time without going mad? Look at the availability of and application of technology here on Earth - extrapolate and magnify this by thousands of times to account for all the possibilities on worlds beyond count. In Africa there are satellite phones and high speed broadband connections, yet people still live in mud huts and walk miles every day to find clean water. The universe should be full of high-tech utopias and barbaric doomed back wood worlds (like Earth). Interestingly, Star-Trek is a communist utopia - did you know that? It always amused me that a nation which is rabidly anti-commie produced such a show and no one seemed to notice.
  17. I used to play Ringworld years ago - it was a great game. It's a shame they can't bring it back. I've read a all of Larry Nivens books and could probably come up with a good 'home brew' Known Space supplement - if I had time. It would have to be for personal use only because of the copyright issues. I think the Culture would make a good game setting, as would Hamilton's Commonwealth. I know they are not Si-fi but China Mievilles Bas Lag books would be a killer steampunk game. Or what about a Traction cities BRP conversion.
  18. I made my own. I printed out various pages from the PDF BRP rules on to sticky paper and stuck them to some card sheets. I put images from the book on the out-side so the players would have something to look at other than blank card.
  19. I don't know of one specifically for the time period you want, but you could cobble one up from CoC Dark Ages and CoC 1800's.
  20. I've not run a straight BRP game yet - I'm working on a post apocalypse setting - but I've run plenty of Call of Cthulhu and played RQ in the past. COC can have an incredibly high body count - one player lost 3 investigators during one scenario! When I run the BRP post-apoc I'm going to use hit locations and con+size for hit points. I like the idea of characters potentially being disabled by combat but not necessarily killed out-right. I will not be using Fate Points.
  21. You should havea look at 'Worlds of Cthulhu' the magazine for Call of Cthulhu - issue 2. They have a great article on Playing Call of Cthulhu in the wild west. It includes new skills and rules for quickdrawing weapons.
  22. I'd recommend Mutants & Masterminds. It's a superhero dedicated system with loads of customisation and extras. The mechanic is simple but not simplistic - it allows for lucky hits on superman type supers, and being laidout by it, rather than dealing with that whole errosion of mega hitpoints until unconscious thing that other SH games have. Don't get me wrong - BRP is good - there are just better superhero games out there.
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