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Narl

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About Narl

  • Birthday 03/01/1971

Retained

  • Spear-Dane

Converted

  • RPG Biography
    I've been running and playing RPGs since 1980. My first exposure to BRP was around that time with RuneQuest, but Stormbringer is what I ran the most.
  • Current games
    Messing around with Dragonbane in my homebrew fantasy setting.
  • Location
    Pisgah Forest, North Carolina
  • Blurb
    Homebrew campaigns are tastiest.

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  1. I would guess that this is showing up in game store preorders because distributors are making it available for their customers to order. One of the online game stores even has a release date, though I doubt it is accurate. I plan to order direct from Chaosium since I expect it will include the PDF as well.
  2. One of my players alerted me to this: https://gamekastle.com/online/index.php?m=product&p=181731 It can't be too far off!
  3. Rick, if you don't mind me asking, how is the timeline for the 6th edition releases looking at this point?
  4. I started a new thread in the Inn, which is a more appropriate place I believe:
  5. Starting a new topic here rather than continuing the thread in the Basic Roleplaying forum. Is Dragonbane a BRP game? My initial opinion is that it is. It has what I consider many of the common elements of a BRP game: Roll under skill system (though d20 rather than d100 and also a quite limited skill list). Six stats generally running from 3-18. No levels. No classes (but it does have professions that grant exclusive abilities). Fixed HP that don't really increase. Magic points used to power spells at variable levels. Magic as a skill. Armor that absorbs damage. Options to parry, block, and dodge (though quite limited). Criticals and fumbles. Weapon and shield damage. It does add a few things that seem to have been lifted from 5th Edition D&D: Death saves. Boons and banes (advantage and disadvantage). Full overnight HP and MP recovery. Along with some things derived from other Free League games and elsewhere: Pushing rolls. Conditions. Kin and profession abilities. Card-based initiative. Monster attacks using tables. I am sure I missed some stuff. We haven't seen the complete game yet so there is more to add to these lists. The roots of the game are acknowledged in the credits with specials thanks to both Steve Perrin and Chaosium. When I ran the quick start scenario, it did feel like BRP. I have run games using the Worlds of Wonder Magic World booklet and it is clear that is where the roots of this game are.
  6. With regards to the simplicity of Dragonbane, we haven’t seen the whole thing yet. One rules component that from what I have gleaned from interviews is something called “heroic abilities”. We don’t know yet but they may add things like using Agility for weapons besides knives. It will certainly add more options and chrome. We also don’t know what stats factor into starting skills. Agility may matter for that. Having played a good amount of the current RQ and Mythras before that in recent years, I am looking forward to a simpler BRP system, and Dragonbane is that. So understand some of my enthusiasm is coming from where I am at with my gaming. At this point, I’m not real concerned with what stats affect combat skills as long as it vaguely makes sense. I never want to have to calculate another skill category bonus!
  7. I just ran about 2/3 of the Dragonbane quickstart adventure (I added some intro stuff to lengthen it). I was initially concerned about the "one action per round rule" (you can only either attack OR parry/dodge in a round) but it turned out to be really fun when tied with the initiative system that allows trading initiative position. It resulted in a lot more coordination between players/characters and some interesting decisions. There were situations where it was be best for certain characters to attack and others to be ready to parry or dodge, which means trading initiative positions. There are abilities some of the professions have that tie into this as well, affecting those actions and initiative decisions. Those abilities encourage coordination as well. There is some nice chrome in the game such as worthy advantages to having a shield, decision points around parry/block vs. dodge, armor type advantages vs. certain damage types, various weapon abilities, riposte, STR requirements for weapons, and weapons/shields getting damaged (some of these are optional rules). Combat was fast and streamlined yet still interesting and tactical. The monster attacks are a lot of fun and evocative (they are straight out of Forbidden Lands). Dangerous and a constant threat of death, but not a meat grinder. It really felt like BRP/Magic World but with some enhancements from other Free League games. Having moved away from BRP/RuneQuest to Free League games in recent years, I love Dragonbane as it melds the two. I'll have to see the full rules, but this is looking to be my Holy Grail game.
  8. Is there a color version of the 1920's character sheet? I've seen an image of the standard sheet but with reddish embellishments instead of greyscale. Anyone know where this color version is available?
  9. Super excited for this! Guess I know what my next campaign is....
  10. Any updates on the Chaosium BRP OGL plans?
  11. The BGB is one of my favorite RPG products ever. I am thankful for Chaosium keeping it in print as that makes it more relevant and accessible to my players. For the campaigns I have run in various fantasy and historical settings, the thing that would help me the most in terms of preparation time is an extensive bestiary. With the plans for multiple Fantasy Earth settings, a bestiary that covers natural animals and mythic creatures would be useful. I know that wouldn't fit in the core book, but I think it would make for a useful separate product for all the Mythic Earth settings and for home-brew fantasy worlds.
  12. Thanks, that is exactly the sort of thing I was looking for. I am going to add the spy element and Slythin will have some hidden knowledge she learned through spying. One thing I had already started for Slythin is that she pushes Iverne to aid and stay with the adventurers (particularly the Orlanthi) and that seems to fit with Alusar having aided Orlanth.
  13. We were doing theater of the mind. If we were using a map that may have led us to play it out differently.
  14. The bison rider moved to protect some of the party members on foot, the others were far enough out of the way. Though I could have made it more "interesting" I wanted the adventurers to focus on the interaction with Idrima and the potential for Danakos lurking about.
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