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Hexelis

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Posts posted by Hexelis

  1. No ships. It had gate travel (like stargate) but included a setting, character creation, some aliens and robots, a scenario. Some of it was used in the monograph Outpost 19. I like old RPG's in boxes, so I think it's cool. But yeah not much too it and not for that price. I got WoW for $50 a couple years ago. I think I did get it from Noble Knight, can't remember.

  2. We've recently returned to our Hawkmoon/Stormbringer game. We started out using the SB5 now I use MW, since the characters are all from Tragic Millenium Europe demon summoning has not been an issue...yet. I ran all the adventures from HM and the Emerald Isle supplement, then the party was transported to the YK where I ran an adventure from Sorcerers of Pan Tang and one from Fate of Fools. Now we've started Rogue Mistress. Corum is waiting in the wings. I converted HM character creation to better fit SB5, (which is on here in the downloads). Switching to Magic World was seemless, all the skills are the same, I'm going to allow races from any plane the party has previously encountered. Surprisingly the 3 guys still playing are still using their original characters. We're actually playing tonight, I can't wait. We had taken a break for several months but everyone fell right back into it. Beautiful!

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  3. There was a rule in the Dreamlands book for characters who died to be able to live on in the Dreamlands. Unfortunately, I sold my copy last year. If anyone has the book, mind telling me the particulars of that rule? We had a long-standing character bite the dust last night, though at one time he had been a frequent visitor to the Dreamlands. Can anyone help? thanks.

  4. As I recall, the game that i used the converted Dalek in, the characters ran and where terrified. They planted some explosives and the Dalek walked? rolled? floated through it with no problem. They were only able to defeat it by an npc loaning them a dalek killer gun. So it served more as a plot device, i had no intention of the PC's actually taking it on. Also this was a cthulhu game, so running in fear was totally appropriate.

  5. The most recent D&D 3 that i converted was Hades and Anubis from Deities & Demigods, Characteristics came straight over, for skills i took ranks x5 for a %, so 5 ranks became 25%. I tried to find superpowers from BGB for most of their abiliities, some things like Immortal, theres no power for that their just immortal because they're gods. The cthulhu d20 book has a convertion in the back for BRP to d20, i just reversed the process, some things you may have to drop. But I ended up with 2 gods at superhuman level in a heroic level campaign and it worked fine.

  6. BRP is the only system i'll use anymore, it handles everything I need. We've done high fantasy, space opera, post-apocalyptic, wild west (historical and horror), superheros, dark ages, ... It works for everything. I agree that its best aspect is its versatility, with the optional rules you can tweak it to your liking. We used the BGB for all of the above mentioned games.

  7. how difficult would it really be to swap it mechanically out for a BRP system?

    My group has attempted the same thing, for cybernetics we have simply used Super Powers, so far. Magic hasn't been much of an issue yet. We've only played twice with months in between, since the group lives far away, but i'll have to keep track of your progress and maybe we'll pull a few ideas. :)

  8. I just love the BRP system, I know it well, my players know it well, it's an endless toolbox. Just tweak, rename, create powers as needed. We had characters who were traveling to parellell worlds and time traveling, for something like that i never fleshed it out. It was more story and plot devise. And I just can't bring myself to bother with learning another system, time is short as it is, as Matt pointed out.

  9. The powers list in the big BRP book is by no means complete, but (1) it isn't trying to be and says as much, (2) one can extrapolate and add if one desires, (3) no super hero game has ever managed to be "complete," not even the Ultimate Powers Book for TSR's MSH, but mostly it's no problem since (4) I actually use Superworld and Superworld Companion and not the BRP book except for extras as needed. I find Superworld suits the level of power I'm interested in. I suppose power-mongers may dislike the relative weakness of a PC in Superworld as compared to Champions or Mutants and Masterminds, but I've tried both and they seem to be more about character building tricks than anything else. At least based on what I endured. I like Superworld and wish there were more of it.

    Claims of clunkiness seem to reflect the desire for a higher power level than the game seems to have been meant for, as I don't find it any clunkier than Call of Cthulhu (for instance).

    I used BGB with superworld for the extras, I never had a problem with the powers. We had street-level to cosmic level side by side, I also used all the power types from BGB. If we needed something we didn't have we'd make it up, but therein lies the beauty of BRP.

  10. I ran a superhero BRP game for 2 or 3 years and after words i'd type up a brief description of what went down as if it were an issue. It was cool, now I can look back and recap our adventures from issue #1 to #50. we also had spin-off titles. It was also good way to quickly recap (previously in...). But we ended up with so many teams and individuals that I also had to make an encyclopedia for stuff like so-and-so's first appearance and such. Fun stuff. If i could draw i would have had a real comic.

  11. I got the download QS, I have sat down and made a character, though haven't actually played yet. It seems character creation is easier for newbies as far as dividing up skill points, but boring for a more experienced player who whats a wider range of skill choices. I don't see where any of these changes are improvements over the old way, only another rule system. I still want to run through a game and give it an honest go but I doubt I'll be converting I love the traditional BRP rules, I already know them and how to tweak and change them as needed. Also I don't like the idea of two rule books, next we'll have a monster manuel, magic books, and books for every feesible occupation under the sun(ie WotC), I'll pass on that.

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