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About Warthur

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  • RPG Biography
    First RPG played: AD&D 2E. First BRP RPG played: Call of Cthulhu 5E.
  • Current games
    Call of Cthulhu, Clockwork and Chivalry
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    23 years a gamer.

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  1. I broadly agree. I think it would be sensible to have the percentile stats as an option - a bit like how some retroclones of old-school editions of D&D include concepts like ascending Armour Class as an option - for those that want to use them, but to have the SRD not use them as the default. I think, as you say, percentile stats are a poor fit for games where superhuman levels of ability are going to be common - but I think they're a somewhat better fit for games where PCs are built on a more mundane scale, and where making Stat x5 rolls would otherwise be common enough that it's sim
  2. Ah, and the announcement that's just gone out about the Jonstown Compendium is the other shoe dropping. Looks like the deal is that if you want to put out your own RQ or CoC material, you go via the Jonstown Compendium/Miskatonic Repository (or seek a third party licence if your plans are more ambitious), if it's your own bespoke thingamuffin you can use the SRD. Seems pretty reasonable to me. (Dare I hope for a similar solution for Pendragon - a Troubadour's Gallery, maybe?)
  3. I'ma repeat TrippyHippy's question: does this include Paladin? I dunno whether the rights to that are held under the overall KAP umbrella (since it's a spin-off game using the same system) or not. (I assume Aquelarre, being an entirely different game connected only by virtue of being another Nocturnal project, isn't part of this deal.)
  4. As I said to others when passing on the news, "pretty much anything you enjoy in RPGs which doesn't directly derive from D&D or D&D-like play can be traced back to something Greg did or influenced". Chaosium's games have been the standard against which I measure all other RPGs for a good long time now, and it's rare that a game has beaten Chaosium on its own turf. On top of that, I think it's no accident that of the list of games at the back of 1st edition Vampire: the Masquerade that are cited as influencing that RPG, three of the ones listed are Chaosium releases (RQ, COC a
  5. So, query (apologies if this has been answered elsewhere, good faith attempt to find it did not turn up answer): in what respects does the Glorantha Sourcebook differ from the Guide to Glorantha? I mean, obviously it's shorter. But what in particular does it include? Is there stuff which isn't in the Guide?
  6. I wonder if Chaosium, if they don't want the risk/expense themselves, could see their way to letting the current publishers try their hand at an English release of that new French version? It looks absolutely gorgeous.
  7. I just finished a retrospective review of (most of) the Nephilim line here. Looking back to it I'm struck by how neat a little game it actually was, provided you were willing to really commit to its conceits, and how substantial and useful the improvements in the supplement line were. I genuinely think a second edition that incorporated some of the ideas from the supplements into the core and gave a much clearer steer on "What do you do with this game?" could have a decent shot, though I suspect the low sales of the original might put off Chaosium from repeating the experiment, which is a litt
  8. Yeah, Pulp Cthulhu isn't my personal jam, but I can 100% see how it would fit the style of Mask perfectly, and if the new version includes suitable support for using it with Pulp Cthulhu then that makes it decidedly worth the update for those who like Masks and/or Pulp. I don't resent the existence of the product and think it's a sensible move, I'm just disappointed that Cate and Pete's story got me set up for something that it wasn't about.
  9. Hrm. OK, so I've just seen the blog post on Chaosium.com and I see that this process was a teaser for the new Masks of Nyarlathotep cover art reveal. Which is, admittedly, a really cool bit of art... but I feel like I have to gripe a little. I got really into #thegreatpicture and was very excited about it because all of the teasers were set in the modern day, and I greatly prefer the modern day as a setting for CoC - to my mind the sort of emotional separation and distance you get when playing a distant time period is exactly what you don't want in a horror game. Precisely because all the
  10. Exactly. Tickboxes are great for prompting players to step up like that. (It works brilliantly with the personality traits in Pendragon - if you want your knight to be the most courageous in all the land, he's going to have to behave consistently courageously.)
  11. I thought Chaos explicitly wasn't part of the Great Compromise, and the various incursions since then have been the result of outright violations (Gbaji) or loopholes (the Red Moon, mmmmmmaybe)?
  12. A speculative bit of definitely-not-canon here, but I was wondering what people thought about this little twist to the setting. So, you have the endless sea of Chaos, and you have the world as a bubble of not-Chaos within it. Things within the world which are of Chaos want to unmake the world to get back to the sea. Now, everything in the world was Chaos once, But now it isn't. So perhaps part of the process of transitioning from nonexistence to existence involves the stuff being brought into existence being purged of Chaos? Those things encountered within Glorantha that are of Chaos
  13. I would say that cults and social structures are enormously important to RuneQuest. Having characters be part of society rather than rootless renegades existing a little way outside it was (one of) the really distinctive and new things that RuneQuest brought to the table; previous games had paid lip service to the idea, but the way cults are set up in the system provides a really excellent incentive to get invested in a character's social connections that previous games tended to lack - for instance, in principle D&D clerics are members of organised religions, but in practice they tended t
  14. Would adapting material from After the Vampire Wars help? I understand the setting has vampires and other supernaturals stepping "out of the shadows" more than they do in your classic World of Darkness-type premise, but if the supplement provides a basis for creating vampires/werewolves/whatever who are varied enough that you can support an extended cast of them but clearly related enough that they're the same general type of monster, it might be useful for a spot of monster-hunting, or an "Investigate the hidden society of vampires" sort of deal. Of course, that said there's perfectly se
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