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Jason D

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Everything posted by Jason D

  1. The Sanity rules in the new BRP are adapted from Mark Gambler's Sanity for Stormbringer rules from Demon Magic, and are simpler and do not delve into diagnoses of particular psychoses or mental infirmities, and are far more generalized. The hardcover will be available later this year.
  2. The goal was to have them free and based on the Starter Set. So they won't have any spells that aren't in the core book, for example.
  3. Bug submissions and updates are in fact part of all software releases, all the way from the Windows operating system to your car's onboard computer.
  4. Lionel Marty, who has been playing RQ since the 90s and has done art for many of the new books.
  5. To echo what Nick said above, our printer and EU warehouse is in Poland. If you are in Hungary, you can order directly from us and it will automatically be shipped from Poland.
  6. It was on my plate as my primary project last fall, then the Cults of Glorantha three-volume slipcase became the 9+ volume Cults of RuneQuest book series. Then we started rapid development on BRP. It is still coming together, and our art director is actually in the last sprint to get art done for it. Editing is underway, some sections are being expanded a bit, and fortunately the side-trip through BRP-land gave me some renewed clarity on some rules and focus.
  7. I am in a bit of a rush, taking a much-needed day off to go to a Ritterfest across town, but here are the highlights: 1. General rewriting for clarity and consistency, and more direct language. 2. Editing for brevity where possible. 3. Many powers have had minor tweaks, often getting rid of the occasional "If the % roll for the power succeeds now roll another % to see if X happens then make another X roll to see...". 4. Streamlining some rules and getting rid of (what I now consider) tedious and finicky detail. 5. Removing strike ranks and splitting attacks and parries - the former was only half-assedly implemented and the latter is not particularly useful. I also pared Sanity rules way back because as written, they were very specific to the modern horror setting and that's more the domain of Call of Cthulhu. 6. Occasionally just rewriting a section from scratch (I defy anyone to make sense of the first edition's Encumbrance rules description). 7. Getting rid of "he or she" and just using "they". 8. Some content adjusted, not out of editorial pressure but just me going "Hmm, that wasn't that great." 9. Reputations, Passions. 10. Augments explained more clearly. 11. Clarified situational modifiers chart. 12. Paring back some unnecessary and too-basic content - "How to find a roleplaying group?" "How do you sit at a table?" and acknowledging new resources (online play, VTTs, etc.). Furthermore, I considered all of the major changes that CoC7e made, and decided against implementing each for various reasons. In some cases, like characteristics as %, they would break many other rules and don't scale with characteristics above 20/100, and things like advantage dice don't really sync with situational modifiers and the Difficult/Normal/Easy skill modifiers. All were looked at, and the cascading effects would have caused a dramatic - and to my mind - unnecessary rewriting, rebalancing, and re-playtesting of the entire manuscript.
  8. To me, they always seemed unduly crunchy. One of the things I love about BRP as a system is that it's easy to intuit answers or results, so having to look up specific modifiers and exact numbers of people or square footage affected per skill quality result worked against that. Those numbers also felt relatively arbitrary and didn't add a lot to gameplay, so they were an easy thing to trim. I'm a big fan of high-level guidelines rather than very specific exceptions.
  9. The new layout format for the pregens is more complicated than that, and our primary layout person is shared between RuneQuest, Pendragon, and Rivers of London. They have also been working on four Cults of RuneQuest books for almost half a year. We brought in someone else to work on BRP specifically to not upset the production queue.
  10. Thanks! The follow-up stuff was a relic of another time. When I first wrote BRP, the powers-that-were at Chaosium were very enthusiastic about doing a lot of support on the line. Life happened, and none of that stuff came about, and only a few items were published in support of BRP. I'm not even sure what the original plan for support was. They asked me what I wanted to write and I said Interplanetary, a sword-and-planet adventure book. I got to work on that but life happened and it was never completed.
  11. They are complete. The art is done. Layout has been the bottleneck. Here's a sample character:
  12. Thanks for your trust. You get some of those things! Some didn't make it, for obvious reasons: Push your luck is already in the old edition in the form of Fate Points (p176). There is not much sense to introducing another system that does the same thing (technically less). Characteristics x5 don't scale satisfactorily for characters with characteristics greater than 20/100, and conflict with use of the resistance table - which is mathematically the better way to handle opposing forces (opposed rolls don't give equal forces a 50/50 chance of success). Passions, Reputations are now in there Personality traits were already in there. I didn't add more magic or powers, as we had a mandate to make what was there better and clearer/cleaner, not add a bunch of new stuff just to add new stuff.
  13. The entirety of the Big Gold Book is not currently covered by our OGL. If you want to license the full BRP rules (or Magic World, etc.) please contact us. We are very generous with our prospective partners. https://www.chaosium.com/fan-use-and-licensing/ Obviously, the recent shakeup in the industry relating to OGLs and the surge of interest in the BRP core rules has spurred some interesting internal discussions about what our next steps will be.
  14. To the best of my knowledge, no one at Chaosium ever prepared an errata for Magic World. It came out at a time when the company could not support it, and years later, when the new owners had to prioritize what lines to focus on, Magic World was a low priority due to never having really found its audience. I can't share sales figures with you, but IIRC it was the lowest-selling core rulebook Chaosium ever published, by a long shot. It has its charms, and I have used it many, many times for games, but as a company, it's hard to justify putting effort and money into the line based on that track record.
  15. Your Praxian begins with Loyalty (tribe) at 60% as specified by adventurer creation, unless modified further. You can always add a new passion such as Loyalty (clan) at 60%. If your adventure's background specifically states that they have a -20% to Loyalty (clan) then yes, you should start with it at 40% (base 60-20=40). Their Loyalty (tribe) is unmodified.
  16. It is built on RQG, though some streamlining has been done. I'm a bit pressed for time at the moment, but will try to get back to answering this with more detail.
  17. No, those rules are for creating adventurers. As GM I'd say they begin with the common knowledge Rune spells, and their adventurer "ally" can decide to sacrifice their own or the spirit's POW for more Rune points and spells. If desired, the GM can decide that the allied spirit comes with a reasonable number of other Rune spells. This is somewhat moot as the adventurer can cast spells through the allied spirit, and thus it has access to all of the adventurer's Rune spells. To me, it would make more sense for the adventurer to learn the new spell, which gives both the spirit and the adventurer access to the spell. My initial response to this is that only when they get POW experience rolls. I would not give them automatic POW improvement rolls between adventures or at Sacred Time, however. Again, maybe only in certain circumstances, but it would vary wildly from cult to cult. Are spirits literate? Can they read scrolls of training? Who is going to do this training? If I had to rule, I'd say either the adventurer gets to do their training/learning and their spirit just remains static or the adventurer is spending their entire time coaxing their allied spirit through the process and cannot do the training/learning themselves.
  18. The two books that make up Mythic Iceland are through editing and are now waiting for art direction. They were edited by Leslee Beldotti, who, like me, has extensive experience in computer game and tabletop editing, and also, like me, lives in Berlin. Her being local helped immensely as we were able to meet for coffee on a regular basis and hash out elements that were in question, and being in the same time zone meant questions/answers were handled quickly, vs an eight-to-twenty-four-hour delay. She's currently editing the completed portions of Lord of the Middle Sea. We're sorting out an art director for the project right now, and once that deal is signed they'll be firing off art assignments and getting maps done. Covers, I am hoping, will be done by a longtime regular artist well-known to RuneQuest fans. I don't know Charles Green personally. Though I'm aware of his work and have communicated with him in the past, I have no idea what he's up to and the last communication we had was as part of the team of the ill-fated Magic World, ten years ago. I'm not sure why he was referred to here, to be honest.
  19. Absolutely alcohol. I am currently ensconced at a German schloss in the remote western reaches of Brandenburg, literally the least populated region in Germany, and once the work for Cults of Glorantha is done I'll be moving back to the Middle Sea manuscript.
  20. There is no current plan for a revised BRP in anything like the "core rules + many options" format of the Big Gold Book. I would be in charge of that and it's not on my slate of projects, period. No new core book, no generic content, etc. If something like that hypothetically were to start, given the current production queue and pipeline, it would likely be at least two years before a new edition came out, and that would still use the existing core game rules as the current edition, perhaps incorporating rules from some of our more recent games. It would not be a 400-page behemoth, either.
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