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dragonewt

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Everything posted by dragonewt

  1. This reminds me of how HERO System deals with hit locations (or the lack of) and armour. If hit locations are used, then the specific armour value of a location is used. If no hit locations are used, one method uses an activation value for armour, such that those with more coverage have a higher chance of the armour being effective ('activated'), however the armour value is still fixed.
  2. Given that Legendary Abilities are treated this way, then they are not the same as feats. And so MRQ is not like D&D in this respect. Although it might be my naive personal prejudice, I smell a hint of feat featurism. The difference in approach I see between D&D and BRP, is that D&D has a stronger tendency to abstract abilities and resistance (saving throws, HP), even though all RPG's abstract at some level. Where as BRP task resolution is normally directly represented by the appropriate stat or skill (not a disjointed arbitrary number). At first I thought that Persistence, Resistance and Dodge were an abstraction of the D&D type. However, they are almost handing raw stats roles (which I never fully liked) as skills, in a way that is consistent with RQ skill rolls in general. Does MRQ have any bad features (that are not shared with BRP/RQ)? I think that the main thing that makes MRQ more like D&D is that is has lost some of the original thinking and mindset that differentiated RQ from D&D. This does not mean that MRQ is more like D&D, rather MRQ is less like the RQ some of us knew.
  3. RQ heroes who completed hero quests (in various past RQ2/3 games) obtained items of power as well as what can be described as feats. So "feats" have always been a part of RQ at a hero level, however there has never been an official set of rules to reflect such abilities. The closest reference would be observations made of Chaosium in-house games (back in the day). A potential issue with most systems these days is that every character has feats. Which is fine depending on the type of character and game you are playing. However, it seems that there is a certain munchkin element to feats when they are taken for granted for everything (which is sometimes what happens). The result is every game becoming Dragonball Z (Rifts anyone?). A parallel to this is an observation where some Shadowrun and CP2020 characters have more implants and less humanity than the Borg (which can be fun, although maybe not for everything). http://games.sub-standard.com/Motivational%20Posters/Shadowrun-rifts-Btech/Shadowrun-Borg.jpg
  4. I think what people are trying to express when they say that MRQ is closer to D&D is that MRQ has had subtle changes towards the attitude of D&D, and therefore has a shallower expression and generalized approach. BRP and RQ2 have a deeper layer of thought that stitches and binds the rules. Most people cannot see, appreciate or relate to that and so find D&D more palatable, and cannot relate to experience BRP people are talking about. Game mechanics are not the only thing being scrutinized. This is perhaps where the elitism comes from. Most people who actively choose BRP and RQ have a need for something more stimulating at another level, and are frustrated that others cannot appreciate what they can see. This is also another reason why the D&D 'way' is more popular as more people can relate to the (have to choose words carefully here) simpler approach. Perhaps D&D and WoW are more appropriate for the needs of a consumer society. For me, the thinking and depth of BRP has its roots in RQ and the thinking and approach of people behind the likes of "Cults of Prax", "Elder Secrets" and "Trollpak". Regarding MRQ and D&D, from an Aldryami perspective, the forest is there, but there is no song to be heard. Quiet. Empty. A shadow. Maybe it is like seeing in colour when most people only see in black and white. How do you explain the depth and experience of colour to the others?
  5. That was quick. The first SID race condition I have seen. :shocked:
  6. "These aren't the rules you are looking for. Move along."
  7. Is there a general limit regarding the level of technology that is available? The reason I ask is that one area (neigbourhood or via portal) that is high tech will dramatically influence low tech areas. Is it bronze age, middle ages, or other? The fate of my charnjibbers (with lasers attached to their heads) hangs in the balance.
  8. Some of Rodney Matthew's art work might provide some inspiration for a different gaming world: Gallery - RodneyMatthews.com ( Ignoring the LOTR works )
  9. "Bored of the Rings", anyone? For more information: Bored of the Rings - Wikipedia
  10. A conversion to BRP of something similar to "Mekton Empire" would cover both Mecha and "Battle Ships in Space" (and Ninja Rocket ships). Mekton Empire - R. Talsorian Games Inc. (RPGNow.com) Given that Mekton stats and skills are values out of 10, a conversion to BRP is fairly simple. The core Mekton (II or Zeta) rule book could be used to create the ships/mecha, which are then adjusted to BRP values. Or just define a BRP HP value for a Mekton "KILL" (mecha hp and armour scale), and then use most of the stats as they are, the same way that Mekton differentiates between hp and 'kills'.
  11. This is one issue that the BRP Quick-Start (48 page PDF) can help to resolve. A person can pick up the simple sub-set of core rules, develop a whole and complete view of the core concepts and start playing in a small amount of time, without distraction. The main book is there with ideas when a person feels the need to expand their implemented rule-set and ideas. I really enjoy the new BRP book, although I found it difficult to absorb. However, after a person understands the core game, it is great to have all those ideas and variations in the rules available. Which to me indicates that the main rulebook ironically has a steep learning curve for what are essentially a simple set of rules, and hence feels to be aimed at the experienced BRP player. The Quick-Start rules helps to resolve this.
  12. Would that be a mutated sea-BASS guitar? (Owing to a lack of sharks with frickin' laser beams attached to their heads)
  13. Can we also have the Giant Vampire Frog?
  14. For the nostalgic, click the link for this article: Stupid Monsters someone was paid to make The monster section also needs flumphs (found in part two of the article). And "Land Sharks" with... oh, never mind. :innocent:
  15. However; they don't have lasers attached to their heads. :ohwell:
  16. This would help explain the abilities of Aldryami elven bows and arrows (grown with gardener care). Just ask for the copper top.
  17. I would like to buy the books if I can find them (PDF or paper), and if they have enough varied content. My players will really tremble; I want my Charnjibbers to have frickin' laser beams attached to their heads. (Welcome to "RunePunk 2021 - 400 years onward" - something that crawled from a dark recess of my mind :shocked: )
  18. Thank you for the update Nick. Does anyone know in which BRP/RQ book I can find the charnjibber (including details on how I can purchase this book)?
  19. Do the sharks have frickin' laser beams attached to their heads? cf:
  20. What does the creatures PDF contain? Is it based on the RQ3 Monsters book?
  21. Oh, the history of it all! Nom nom nom...
  22. I agree with hosting BRP lite everywhere. The only reason I downloaded it from Chaosium was because I already had an account there. People tend to give things a miss if they have to put a little effort in to try something. I have already purchased the full BRP book. However, the rules lite book is perfect to hand out to friends to introduce them to the system, rather than handing them a 400 page book for them to absorb without them losing patience. This was one of the strengths of the original 16 page BRP. The one complaint I have about the new BRP book, is that it needs a short 16 page introduction in the front (similar format to original BRP) to hook new people by providing quick results with enough rules to play a game, and showing how simple the core system is. The full rules and other introductions then follow this. The original Mekton RPG book used a similar format (simple, short, playable and complete introduction, then expanded on this with the full set of rules, repeated in detail with an expanded framework). The "Basic" of BRP seems to have been hidden in the new book. I still like it a lot and enjoy the effort and creativity behind it, however I am not new to RPG's and I am not new to BRP. I do wonder how well the new BRP 400 page tome is received by people who are new to BRP and/or RPG's.
  23. After reading the Sky Mountain wiki, I am not sure how either of my suggested areas would compliment the current nature of the Sky Mountain world. Any ideas or suggestions? The references to bugs, chitin and volcanoes in the middle of the world reminds me a little of Morrowind (Morrowind Wiki). Interesting...
  24. What are the limitations and guidelines for the world in general? Is it mythic or contemporary fantasy? Is there any science? What level and type of magic exists? What range of cultures exist? How close do these cultures exist and integrate. Will each area be its own culture? I ask these questions with the aim that neighboring areas can coexist in a fairly realistic and consistent way, taking into account how interactions shape the overall technologies (science and magic) and cultures of the surrounding areas. I was thinking of an area based on ancient mythic China, or a pseudo ancient Egypt. However, these might contrast too much with surrounding areas.
  25. At the risk of being off topic (however, holding the line on a point that forms the basis of some of the discussion regarding Cinematic fantasy combat), it should be noted that the Eurmal pages contain valid information.
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