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dragonewt

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Everything posted by dragonewt

  1. Given the mecha stats presented in this thread; was a framework used to match hit points to mass (besides BRP size)? Is there currently anything for BRP that is similar to Mekton mecha construction templates? I can see that BRP provides a lot of freedom in creating anything we want, however I am looking for a 'balanced' construction system that has other limitations besides total construction points. For example, fuel and engines vs weight and speed, limits on weapon hard points, weapon size, armour limitations per servo size and so on. I guess that such a system would be genre specific and arbitrary, however some kind of generic starting point would be good. I am tempted to develop a construction system framework for BRP. Any ideas? Would I be duplicating existing effort and does a project already exist that I can collaborate with?
  2. In the light of the discussions that fragmented from this thread (rules and content, runes, etc...) would it be fair to say that Chaosium do not create a flood of games and content because they focus on certain standard of quality? The threads seemed to come about because there are key factors that matter to people regarding the nature (depth, quality, standards, expression) of products. Do people imply a question of quantity vs quality when discussing Chaosium support for BRP? IMHO, Chaosium is on the quality side.
  3. I don't know much, however my perception is that Greg's view of his creation has changed subtly over the years. Perhaps some of this is personal change, or he has found better ways to express his original ideas, or marketing needs (repositioning a product, or a fresh look), or the influence of other writers on Greg. I am aiming for an educated guess here, but might be wildly inaccurate. I hear of discussions regarding subtle reworkings of the myths, names of gods and so on. Some people like it, and some don't. Some people like the newer "Braveheart; the RPG" feeling (Sartar rebels), where as other do not. No matter how the external nature of the content has changed, in my view, Greg has always maintained a certain level of depth and core strength (this the important point I am trying to make). Compare Xena with Odysseus. On a lighter topic, I plan to to have a "300; the RPG" moment in a Gloranthan Orlanthi rebel game I am running... "This is SARTAR!!!!"
  4. Are you referring to the same Griffin Mountain that made plenty of references to the Second Age, and thereby helped define it (eg: the forming of Balazar)? This would also be the same Grififn Mountain that pushed and defined an industry standard, both in content, depth and interrelations. Both Rudy Kraft and Paul Jaquays found the project and Greg demanding, however, in the end Greg helped them to maintain a standard that they might not have appreciated at the time. In contrast, this is why they like likes of "Duck Pond" and "Duck Tower" were only published as Gateway publications. The adventures might have contained temples to Humakt, Uz, and other Gloranthan trappings, however demonstrated use of these references only displayed a shallow understanding of Glorantha.
  5. The way I see the runes or the original Glorantha and RuneQuest is as follows. Which is similar to what you say, but perhaps subtly different. The runes formed the strength's of a character by what a character did, who (gods/spirits, allies, cults, nations, etc...) they did it for, and the character's association with particular rune 'elements'. I did not see the runes a some token magic item; but more of a definition of a hero and its association to the game world through it's actions and choices. A character gained status in cults (or as an individual), completed quests/adventures for some (rune oriented) cause, and through their relation with the runes/aspects/elements, developed power and influence which were augmented by that association. Characters who associated and were allied with opposing runes were usually (not always) the 'enemy'. Power status is achieved within the sphere of several runes with the benefits that the allied status and associations provided. Therefore, I see that the runes were (are) a core part of the game (mainly from a Gloranthan perspective), and a strong and ever present component that shaped and defined a character by the character's influence, allies and direct manipulation by association of rune 'elements'. In addition to "power by association", the runes also helped provide back story and character definition the closer a character became involved in a rune's sphere. Think of examples (in RQ2 and CoP) that use Ruric, and how he changed from a 'neutral' nobody to a full on Yelmalion Light Lord. The 'runes' are strongly present in the play of the game (RQ2), and sometimes deeper than many might be aware of, without the need to be a simple to comprehend 'physical' or tangible item.
  6. I would like to see examples from several different play types and settings. This has the advantage of showing how the system can be used in different settings, working examples of the rules, and provides creative ideas on how you see the rules being used. Do indicate to the reader that this is what you are doing. Giving players ideas to spark the imagination also encourages use of diverse settings and creative implementations, in addition to showing how you intended the framework to be used. The new BRP book has plenty of examples where creativity is encourage and ideas are continually hinted at. The fluff should not be considered fluff, as it provides BODY, direction and ideas for the crunch FRAMEWORK to manifest. This doesn't have to tell the reader how to use the rules; it just provides a hint of possible directions and some examples of what extremes are possible. Similar working examples can be found in the Action! System core rule book (a free download from RPGnow.com).
  7. I generally agree with the views on MRQ rules. Although in this case I was mainly referring to gaming world content, specifically the Gloranthan content (and I would not even consider myself a Gloranthophile). The depth of The Travels of Biturian Varosh is one of the main factors for me that first separated RuneQuest (2nd Edition) from D&D (and other 'conventional' RPG worlds). I think that the ideas for the physical rune magic rules are good, however for me, they break the feel of Glorantha and are not an improvement on spirit/battle magic for a Gloranthan setting. They also undermine the original rune connection of divine magic. Even so, in general, I do like the concepts behind them. When I next run a generic fantasy game, I am planning to use a variation of the "physical rune" rules. However it will be a version of the rules which is closer to the rules of their original author.
  8. This image comes to mind: RPG Motivational Posters/priorities
  9. I reckon that the wormhole will exit somewhere near the Tower of Lead in Dorastor (The warpfield being the result from some high-power gaming that went on there a while ago).
  10. I expressed myself badly. By saying that only MP from crystals (etc...) was used for magic, I meant to imply that all personal power was available for fate points (which is limiting players the same way as you say). This means that a "tricked up" mage has a potential for a bigger reserve of fate points (if casting POW directly from said crystals and spirits), especially when other non-mage types also use spells (such as "fighters" using the occasional bladesharp).
  11. I really like the ideas that are expressed with fate points in BRP. They do represent the spirit of how POW was originally used with Gloranthan RuneQuest (luck/will/fate/attune with the universe). The thinking behind this for BRP is elegant and efficient from both a player and design point of view. I wanted to use this fate system for a RuneQuest Glorantha-based game. However I realised that in some instances, the "fighters" who don't use magic have a lot more potential to change a story. Or conversely, a mage-type who is souped up (with power crystals, ailed spirits, bound spirits, power staff, and fetch) has a lot of personal POW to practically rewrite an adventure (using non-personal MP for casting spells) compared to other players. They key thing I can see if that this use of POW represents a CHARACTER's ability to change their world, where as a pure FATE point system as used in games like FATE or Action! System (Action Points) reflects a PLAYERS's ability to change the story. A perhaps subtle yet distinct difference. Here is a scenario to think about: How would a character who cast spells until his last MP was left (or fainted) be saved by the fate of his long lost friends arriving just in time to save the day (which is the kind of thing some stories consist of)? This does depend on the type of game being played; Simulation or Story Telling (I like a mix of both).
  12. One thing I have noticed with the new Gloranthan works, is that Mongoose has failed to capture the subtle depth and essence of the Glorantha I originally saw defined in early works such as Cults of Prax. The new Mongoose works now feel like general contemporary fantasy. The "soul" of Glorantha has been lost through making it a commodity. The quality is there, but something special and unique was lost along the way.
  13. I am at the embrionic stage for creating a BRP construction framework for mecha and starships. I am drawing apon experience with Mekton, Robot Warriors (HERO) and a few other systems, however I expect the end result will be its own creature with a BRP feel to it. The main goal is a consistent framework. Any ideas or suggestions are welcome.
  14. Is "Les MeCHas pour BaSIC" still available in any form? The mentioned site seems to be unavailable.
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