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K Peterson

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K Peterson last won the day on February 22 2016

K Peterson had the most liked content!

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About K Peterson

  • Rank
    Member
  • Birthday 04/12/1971

Converted

  • RPG Biography
    Been an Rpg gamer since '81. D100 enthusiast since 1985.
  • Current games
    Last ran the Cepheus Engine using the HOSTILE setting. (Sometimes I drift from D100 games and run Traveller.
  • Location
    Seattle
  • Blurb
    Mostly run a lot of Call of Cthulhu.

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  1. I know exactly what Magic World is. I was being a little hyperbolic when I said "all the BRP shit in a pot", true. I prefer those predecessors (Elric / RQ3) as they stand on their own rather than a cocktail of them blended together. To me, the parts don't hang together cohesively and felt too kitchen sink.
  2. I've been of two minds when it comes to Hit Locations, for years. On the one hand, I like the tactical grittiness that I was first introduced to in RQ3. And I still liked it as it was re-introduced in MRQ2/Legend. I'm a big Legend fanboy, and love to use it as the core for sword & sorcery campaigns. The "narratives" that have resulted from the combats in these systems have been amazing. They've been exciting and dramatic, and also reflected the themes of the genre. But, I've also been fond of the abstraction and speed provided by systems like Elric! for years, as well - with its
  3. I'm not a huge fan of Magic World as a product - preferring its predecessors (Elric!, RQ3) to the lets throw all the BRP shit in a pot and stir it up, slap on some ugly art and layout, and then not support it approach. But I'd be even less likely to use MW if it leveraged CoC7e mechanics. Most of the reason is that I found 7e to be an absolute missed opportunity, when it came to the evolution of BRP game mechanics. It didn't include anything that would "update" or improve my CoC gaming experience. And, rather than improve on prior editions, it felt like it threw the baby out with the bath
  4. I asked these questions over on Mongoose's Legend forum. Got 150 views over a week and no responses, so I thought I'd try here. I figure if this doesn't garner any responses, either, I'll hit up Mythras' forums since the question is applicable there, too. It's been a little while since I last run Legend, so I've been refamiliarizing myself with some of the more obscure rules. A question: What is the effect of Serious or Major Wounds inflicted on a monster with many limbs? Let's say you're facing off against a Giant Spider and you inflict a Serious Wound on its Left Fourth Leg.
  5. $250 + $20 shipping. A little rich for my blood. Good luck with your auction, though.
  6. I voted for Common Magic. IMO, it's the most straightforward in application. The description of Common Magic in the core book presents it as a standard magic system. "Spells and cantrips that are ubiquitous to many cultures and societies. Common Magic manipulates the natural order with varying degrees of subtlety and offers a host of effects that ease daily life or augment specific endeavours, such as combat and skill use. ... the nature and effects of Common Magic are visible to all, understood by most and recognisable from one culture to another."
  7. I wasn't aware that Magic World had reverted back to 3D6/2D6+6. (Elric!'s boosted stats, I guess, reflected the cultural stat bonuses you could receive in Stormbringer 1-4). I guess it comes down to how you want to present the game world: are adventurers generally better physically and mentally by nature than the average man, or are they average men who become acclaimed adventurers? With BRP Fantasy campaigns I run, I offer either 3D6/2D6+6-and-assign or a point-buy option. Players can pick their preference. I'd much rather leverage mechanics like Hero/Fate/Luck points (that allow dice r
  8. Yeah, agreed. As a GM, I tend to be a little... interpretive of detailed fumble tables (for attacks/parries). I find most minor fumble results (dropped weapons, disorientation, damaged equipment) to be inconvenient enough, and leading to bad-enough situations. IMO, it starts getting ridiculous when you have PCs accidentally stabbing themselves or impaling their friends in the throat. I consider fumbles to be commensurate to the conditions of the Drive test. If PCs are not driving at an insane rate of speed, not taking serious risks and have reasonable weather conditions, the fumb
  9. Depends on mood and the campaign I'm running. Sometimes I want things straightforward with Base Skills + Occupation Skill Points -> Go!. Other times I want more complexity and prefer MRQ2/RQ6/Mythras stat + stat. (Today, I'm feeling more stat+stat. But that's because I've been re-reading my MRQ2 books lately and remembering how much I enjoyed running that system... 9 years ago, or whatever). Skill Category Modifiers are my least favorite. Back in the 80s, when I was first introduced to RQ3, I loved them. Now I just find them fiddly.
  10. I should re-read it. I never gave it much more than a skim ... 7 years ago... and didn't find it that interesting. The fact that it combined Elric! + supplements + RQ3 (all material I already had and wasn't pleased with re-buying) and that the layout and artwork were generally awful (IMO) didn't leave me with much of an impression. It seemed like a soup of random ideas thrown together into a shitty package. Might have been a bit too judgmental back then.
  11. I haven't seen an authoritative list. Glancing at the Magic World pdf, MW includes or modifies the following: The inclusion of Cultures, as @rsanford stated. Skill Category Modifiers. Occupation skill allotments instead of a large pool of skill points to spend. Additional Occupations (maybe just Astrologer?) Different base skill levels Different skill success levels.
  12. Though I voted for Elric! as my favorite, I'd have to think over on whether I'd use it as-written to run a Moorcock multiverse campaign now. Or any sort of dark fantasy or sword & sorcery campaign with the system. (And I rarely run fantasy campaigns these days, so it's mostly just theorizing). I'd be tempted to fiddle with the system a lot: Change the chargen so that Occupations provided competent skill level bases off the bat (more like the Delta Green rpg, or the earlier versions of Stormbringer). Re-tool the skills, condensing some. Figure out if I want to change
  13. I'm going to have to pull EoM off my shelf and re-read it. Been a long time since I've looked at it. Still have all my MRQ2 books, and had a blast with the system about a decade ago. I have mixed feelings about the high starting combat skills. Two highly-skilled combatants going at it can be boring and take forever. But a lone, skilled PC taking on multiple opponents/mooks, and parrying multiple blows can be fun. But, perhaps that's better reflected by keeping skill levels under control and dropping the penalty to parry successive attacks.
  14. Elric! It was my first real exposure to Stormbringer. (I knew a guy in the mid-80s that had the 2e boxed set, which I remember looking through but we never played). The system was so appealing and intuitive. It compelled me to use it for homemade dark fantasy / sword & sorcery campaigns. I can't even say that I'm that much of a fan of Moorcock's Elric material. I've only read a couple of the books and the writing never really hooked me. But Elric! presented the setting and system in such an inspiring fashion that it really captured my imagination.
  15. I would wager Earl Geier. I definitely recall the name from a number of Chaosium products from the 80s and 90s. CoC, Stormbringer, etc.
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