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trechriron

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Everything posted by trechriron

  1. I would really like to see a bullet point list of how the game works. I need more details before I can commit. Dice resolution, attributes, traits? skills? What makes this like other d100 games? what makes it different? What makes it... BETTER? :-)
  2. Also very interested! This would be an ideal fusion of setting and system IMHO.
  3. Updated the sheet based on early feedback. Added a creation cheat sheet. Uploaded to the share!
  4. The first draft of the Advanced Legend Character Sheet is available on Google Drive, via the Legend Google+ group! https://plus.google.com/117755749135234889380/posts/c88ntoDMWCM Come join our Google+ Community and show your support! The form fields should be done here soon. Please leave your comments, suggestions and criticisms on the Google+ community. Thanks,
  5. You have to be on the characters side. It's about player-centric GMing. The story is about your protagonists. Why would you have a situation where you have essential facts that you have no intention of sharing with the characters? So, in your game, if me and the other players can't guess what's coming up and cover all our bases during character creation, we will fail your adventure? Is it generally that scripted? Let's look at some classic BRP-isms. I have a plethora of various rolls. If I succeed, I get the clue or I find the clue or I deduct the clue. If I fail - Go Fish. Then, we wash rinse repeat as me and my fellows flounder about trying to dig up enough clues before we run out of failed skill attempts. It's boring, frustrating, and generally a VERY old school "gotcha" GM tactic. We've come up with some better mousetraps since then. Look at GURPS mysteries, or the GM advice in a GumShoe game. Mysteries suck unless you can get the players information. How they act on it is another thing, but generally you want them to get the info. There should be NO circumstance where you're withholding info, unless you truly feel the characters can't know it unless they possess the knowledge. What is a Lockness Monster? Oh, no one has Monster Lore? OK, you're best guess is, it's a monster! Probably horrible in someway, since everyone is talking about it. That seems fair to me (the players could seek out an expert, recon the creature to gather info, perform a seance and ask the elders...). In cases where missing information is 1) not going to immediately kill the players and 2) there are alternative ways to gather the info - I don't feel bad saying "you don't know". Recalling facts? Recall means I knew it, read it, heard it or experienced before. You can't generally recall something you never learned. BUT, that can also be NOT FUN. So... Hero Points cover all this, but better. Making Luck rolls, Idea rolls and the like means there is a chance it's NOT going to work. So you end up playing Go Fish anyways. Not as fun. I'm a player, having an off night, and I'm stumped. I need a bone. I toss the Hero Point and the GM throws me a bone. You should probably get creative about it, working the epiphany into the situation, but the player needs help, spends a resource, and you help them! The game moves forward. People keep having fun. WIN WIN! If you want an Investigation skill or Deduction skill, I could see that coming into play, HOWEVER, you have to be careful to not turn the game into a simple; roll, talk numbers, get stuff excercise. Maybe these skills help find better clues? Or get more clues? Or maybe it gives hints with clues? Don't you imagine as a player - figuring out the mystery, or best way to defeat a monster, or solve the puzzle would be MORE satisfying if you basically figured it out? Of course we all aren't Sherlock Holmes (personally I suck at riddles, word puzzles and the like...), so I could see a skill that helps the process along, but I would advocate for defining that skill in a way that aids the player without REPLACING the actual deduction or figuring things out by the player. This of course is "two pence", YMMV, etc. I have my preferences as to how to GM, and in my 30 odd years of doing it, I've learned a couple things about what players (I've encountered) like/want (I think), but I don't have all the answers. :-)
  6. "Balancing on a tightrope" should be acrobatics. Also, you can spend a Hero Point to get a clue from the GM. If it was something I felt the character should know, I would just remind them with "you recall that..." and share the info. If the players are feeling stuck, they can spend a Hero Point and get some direction from me. I will also make it VERY worth their time since a Hero Point is worth something. In what context would you use an Idea Roll?
  7. I love the Kult setting. System was meh, but the setting is fun. Think Silent Hill meets The Prophecy. Start here --> Kult - Wikipedia, the free encyclopedia (very good summary). The system supports a Mental Balance, similar to WoD's Humanity trait and CoC Sanity trait combined; except when you did certain things your balance slides from Darkness to Lightness. Being in the middle was ideal, the further you got towards an extreme, the more "effects" you suffered from. Read the Wiki article, it talks about Ascension to either godhood or demon-hood. Google Kult RPG Reviews. There are a few good ones out there that give you an insight into the game. For adapting it to BRP, you could probably steal the Mental Balance rules wholesale and plug them in. I think PDFs are available on OBS (One Book Shelf which is RPGnow or Drivethru RPG...). I think the 1st edition stuff from Target Games was the best for setting info. There are a couple free net books out there of material for Kult. This comes up enough that I feel like a solid conversion of Kult to a new system could be in order... Also, check out Nephalim for a BRP game of modern supernatural conspiracy and horror. I haven't read through my hard copies yet (picked a lot up used at a convention), but I hear it's splendid. Enlightened magic is supposed to be a reworking of the Nephalim magic system, so could be worth keeping your eyes out as a magic system for Kult. Good luck! Let us know how your game proceeds.
  8. The game is setup and ready to rumble! AoT:TiS = Age of Treason: The Iron Simulcrum. I am going to use the campaign in the AoT:TiS book, with some personal touches added. I want it to be fairly sandbox, and I'll toss some adventure hooks in when it seems they're losing steam. I am really digging this setting, it's a very interesting Roman - Byzantine mixture and feels very exotic. I think there's significant potential for shenanigans in this intro adventure and I can't wait to see where the PCs take it. I created a quick character generation cheat sheet that combines the steps from Legend and the AoT:TiS book with some customizations for personal tastes (for instance, I have PCs roll 2d4+6 for SOC to control the range). I should make a PDF of it and upload to Basic Roleplaying Central - Basic Roleplaying Central. I have the free landscape GM screen from Occult Moon (downloadable on OBS sites), and it looks snazzy in my "The Worlds Greatest GM Screen". I have the beautiful combat maneuvers sheet (direct link to pdf) that was linked here on the RPGsite. The Players Info Packet from the blog is an incredible handout for players. Highly recommend! I hacked the cover of the AoT:TiS book and added "Player's Guide" for the binders. I think the image is gorgeous and eye-catching and hopefully gets the players into the feeling when they see it. Sunday night is character generation and intro session. Weekly games on the schedule at 5pm - 9pm PST. I will keep the thread updated here and there on progress. Here are some pictures of the setup; The Table: GM Screen: Player's Guide: PG Open to Combat Sheet: PG Open to AoT Player's Info: Super excited! Wish me luck.
  9. 1. Yes, but the spaceships are paid less. 2. Not as kinky as the hardcore sci-fi, those games include things like... mass calculations, delta-v, and... NO gravity on the spaceships. :-O
  10. Eclipse Phase is brilliant. There are lots of potential adventuring opportunities in the game. The default campaign is perfect, the characters are secret agents called Sentinels working for a clandestine group called Firewall. Firewall's mission is to investigate and eliminate existential (read: human extinction level) threats. You can move all about the solar system with Farcasting, beaming your ego into new bodies and going on missions. I also think a game exploring exoplanets via the Pandora Gates could be a blast (Terra Nova style). I am re-reading the books and I plan on playing the game a couple more times to see if my impressions of the system are off. I didn't originally like it, but I'm going to give it another go. I made a character sheet, GM screen you can find on my website (see sig, downloads section). The sheet is designed to make switching morphs easier, but that process still requires a little math each time. The art work and writing in these books (and layout) are superb! The kind of books to put on the coffee table and show off. I highly recommend these books for the setting alone. If I can't make the system do what I want, I'm going to come up with a conversion. I was going to use GURPS, but I think I want something lighter like BRP or even just writing something or house-ruling from scratch.
  11. Not a fan of t-shirts. I think there should be some add-ons like a GM screen (landscape and letter format) inserts, character sheets, player reference mat (to keep quick reference in front of you when playing), table name tents (pdf form filled out and printed, with art and fonts from the game, then cut and folded for the table). Adventures are nice, but often they are railroad affairs. I would strongly recommend a "sandbox" sector detailed with NPCs, ships, bases, planets, interesting locales, and mind numbing pile of adventure seeds. Suggestions on how to string these together into a campaign would be the cherry on top. Give the GM solid useful information for reference. Just my two cents...
  12. Realm Works - Streamlined RPG Campaign Tools Project by Lone Wolf Development (makers of Hero Lab!) Now with all THREE of the Gnome Stew books incorporated (depending on backer level)!! Streamline RPG preparation, spend more time focusing on the game, and increase the engagement of your players with Realm Works! From The Kickstarter Page "How many times have you struggled to keep your tabletop RPG campaigns completely organized? Have you ever lost track of what your players have and haven't learned? Is “real-life” limiting the time you have to prepare for games? Do you waste precious time during games searching for details from previous sessions, some of which occurred months or even years ago? These challenges, and others, are what we set out to solve with Realm Works. Realm Works takes campaign management for tabletop RPGs to the next level, making it faster and easier to prepare for games, and greatly enhancing the actual game experience. You can use Realm Works with any RPGs you play — it’s “game system neutral” and can be used no matter what type of campaign you run. GMs can create, manage, and share their world using a single tool, rather than trying to cobble things together with multiple, disconnected applications. Realm Works was built by GMs and players for GMs and players." Stats & Info Launched: Jan 22, 2013 Funding ends: Feb 24, 2013 859 Backers $72,920 pledged of $100,000 goal 10 days to go... I think this is going to be a SUPERB tool! I am really excited about the sharing on the cloud and the Gnome Stew books now included is going to make this thing sing.
  13. My pleasure Sigmund, I will keep my eyes peeled for more of your stuff.
  14. Here's my ideas (in the general format of the Atomik Add-On booklet conversion); Attributes: (see Success Checks below). You know what BRP attributes are. :-) Value Level: If using super powers in BRP, 1VL = 1 Character point. Special Traits: You can use the super rules from BRP and just assign a point value based on the type of game you’re running. You can start with normal or you can start characters out with a small number, like 10 Budget points. Also, this opens up character failings which can provide some nifty roleplaying opportunities. Be sure to adhere to limits set forth in BRP. I would tailor a list of stuff from Atomik and BRP that is open for my setting (everything else would be restricted). Success Checks: Atomik = BRP; ATT = Skill, DEF = Skill, DEX = Agility roll or skill, INT = Idea roll or Know roll or skill, WILL = Sanity roll or Luck roll or skill, STR = Effort Roll or Skill, END = Stamina roll or skill, SOC = Charisma roll or skill. Die System: d100 (%) roll under. Difficulty: Use the optional weighted scale for modifiers in the Atomik Add On booklet. Each -1 or +1 listed in Atomik = +10% or -10% circumstantial modifier in BRP. Damage Levels: I would keep the 1d6 per DL (this matches spells in BRP). You can use SL if you like but I would ignore BL. Defense Levels: 1 Defense Level = 3 points of armor or randomly 1d6 points of armor. Rounds and Turns: 2 Atomik rounds (10 seconds) = 1 BRP turn (12 seconds) (approximately) Here’s how I would do Atomik magic for BRP; Levels of Ordainment or Initiation: These would work like allegiance. Create a Skill for each magic system. For each 10% in the skill, the character has 1 level of ordainment or initiation in the group that “teaches” it. Pick schools that can be used with these methods. I would allow a bonus to this skill based on POW and INT. Combine this with cults from Runequest and you have some nifty ideas! The rules in Atomik go from there. :-) Happy Adventuring!
  15. There was Uncounted Worlds at http://www.basicroleplaying.net. Two issues, last one in 2010. Good stuff in there. Not sure what happened with it.
  16. 1) I LOVE these supplements. Magic is my favorite, it's a really great supplement. 2) I thought there was a d100 table in the add on book that shows how to do bonuses/penalties for % based game. No books on me at the moment. I will pop back on tonight and provide my thoughts on conversion after a look.
  17. You may be somewhat alone considering the funding reached so far. :-) I'm new to Glorantha, so I'm looking forward to exploring this place for the first time through the lens of this amazing set!
  18. I'm looking forward to checking out the construction rules within. This looks awesome. Mecha + Dragon Lines... hmmm...
  19. I just received my shiny softcover in the mail (read: post <-- translation for Mr. Chapman, bobs your uncle) today. Paged through it and I'm SUPER excited about this setting. The illustrations for the races are nifty and I love the feel of this setting. Thanks for sharing this stuff, it's going to add important flavor (read: flavour because real English speakers use more U am I right Chapman?). Now I need to get a game planned...
  20. trechriron

    License?

    When we'll we get the details for the supplement license? I am really chomping at the bit to create a setting and adventure for RQ6! This game inspires me. :-D
  21. This is fantastic people, love seeing designers/writers in person. Ben, your kid is awesome!! NINJAS!!!!
  22. Yeah!! Mr. Conkle is a creative chap, and I've been patiently waiting for this to drop. Super exited!!
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