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pansophy last won the day on June 3

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About pansophy

  • Rank
    Senior Member

Profile Information

  • Location
    Sunshine Coast, Australia


  • RPG Biography
    DSA - a german Fantasy RPG, started 1985, played until 1993
    2300AD - my first Sci-Fi RPG. Played it a long time
    CoC - the old times classic game. Love the German books, collect them
    EarthAD - PI Games, a nice rules light game. Played it until I found BRP
    Savage Worlds Shaintar - Fantasy Setting, only played a few sessions
    Savage Worlds Necropolis - had quite fun with this, but felt it is a Table Top Battle Game, not an RGP

    Did the BRP conversion rules for 2300AD as this seems my rules system I will settle with. :) Finally found it, my EABA.
  • Current games
    Revolution D100: 'Derelict Earth', 'Dresden Files', 'Airship Daedalus'
    Former: BRP, Aftermath Setting, Darwins World Setting, Earth AD
  • Location
    Sunshine Coast, Australia
  • Blurb
    Revolutionary Thinker, Conspiracy Theorist, Believer in advanced Ancient Civilisations, maybe Aliens. Supporter of alternative thinking.

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  1. Seems to be about right. I liked the movie - but I was about 15 when I saw it. If it is crap - don't blame it on me!
  2. My take is, it all comes down how much hand-waving you and the players are willing to do. If you play a rule system -does not matter how generic it is- by the book, it usually does not leave a lot of room to fill some gaps in the setting. If you use the rule system as a guide, it is my thesis that any rule system can fit any genre. Saying that, I agree some rule systems fit a setting better than others. Although I never had an issue with the BGB using it for any modern or urban fantasy setting. Might be, most rule systems are created with a certain Magic component in mind, instead of adding it later, so it depends on how interwoven the Magic part is in the rest of the rules. It is easier to take a very simple rule system and bolt on additional options, than using a complex rule system and throw everything out you do not like.
  3. Did you mean 'now' instead of 'not' ? BTW: I really like OtherWorlds. A very intriguing rule system, had a lot of fun with it. RD100 replaced it, though, as I found it more straight forward and faster.
  4. Hey, Rosen, good and valid points. Maybe you can add 'Abstract and Detailed Combat' just as a sidenote? That way you would already start a transition to a later v2.0 for RD100 and people of the newer print run might already start using these terms. 'Meaning of Damage': hm, no, my intention was not to mix both systems - just mine the Combat Effects to describe the loss of RPPs.
  5. Currently playing my 'Derelict Earth' setting (Post-Apo), my 'Airship Daedalus' conversion, and 'Prometheus: The Colonists' (basically the Aliens Sci-Fi universe, where you play colonists of a landed starship, when a few canisters of black goo are found). All in all very exciting and the three settings differ enough to keep them interesting. The RD100 rules are a perfect fit for us, as they feel gritty, but are pulpy enough to show off heroic action. A few deaths occurred so far, some in combat, but most due to more interesting story action. One character slid off an airship after pulling off an amazing stunt. The group tried everything dramatic to rescue him, but the player really was so hampered by his amassed Consequences, that he could not make it. But everybody thought it was a fitting end for the character. One other character sacrificed himself to rescue the colony. He went out in ablaze of glory, although he had to work for it. The Aliens really wanted to crash the shuttle within the colony district, but the character managed to fly the shuttle far enough to prevent an infection or outbreak. Also, a good ending with no hard feelings. We use the Basic Combat rules and a more or less hot-knitted Psionics/Mutation system for Derelict Earth. Otherwise we use the Alchemy magic system in a more or less Freeform way (although the Combat effects in the book are used).
  6. I vote for 'Visualised Combat', 'Abstract Combat' or 'Creative Combat'. Tending to 'Abstract Combat' at the moment. Either way, it is just a technical term, no game changer. @Rosen: I assume the error in the Conflict table (p.48) will be addressed in the reprint? Also, will the PDF file be updated? And here a few ideas for the reprint: - change the Chapter marking at the bottom of each even page to either 'Basic Combat', 'Advanced Combat', 'Vehicular Combat' or 'Mass Combat'. Same for The Powers: would be nice to know if I am in the Alchemy or Divine Powers part of the book. - p.86 a box for 'Meaning of Damage': "If stuck for ideas, have a look at the 'Combat Effects' (p.115) in the 'Advanced Combat' chapter for inspiration.
  7. hmmm, no, I do not want 'Aspects' during a Conflict. The beauty of RD100 is the narrative that evolves during a Conflict by describing how the loss of RPP points take place. And this actually separates RD100 from FATE. If somebody narrates something during a Conflict, that is how everybody should react to it. I'm totally with Rosen on this one. Not everything needs a rule, especially not in a narrative RPG. But Rosen: maybe, as a suggestion, it is possible to produce some kind of GM Advice document, that actually collects some additional rules, concepts or ideas for RD100. Maybe this is a product for the future.
  8. What would a Double Advantage be like in a Normal Conflict? Doing 2d6 damage against the opposing RPP and getting 1d6 back to your own RPP's? Or inflicting 3d6? Could be a total 'Game Changer', but depending on the setting it might fit the mood well. As this would be an Optional Rule, I could see its use.
  9. where do I have to sign?
  10. Anything Mecha and Red Moon Rising would be great! Our group plays modern and sci-fi settings, so that would fit in neatly as a one-shot or mini campaign.
  11. Fair enough, thats what these forums are there for: to get the remaining questions answered. 😉
  12. Hey Rosen, that is actually a nice short overview about the Powers for Basic Combat. Wow, I like that! Why not inclut it to the next review of the book? This rule set is getting better and better - thumbs up! @Tanaka: I think the Basic Combat rules are written very tight and there is a lot of information in these lines, that can easily missed. It took me a while to fully embrace the rules - not because they are written in a bad way, but the terminology, amount of information and 'naturally loose' feeling of Basic Combat is something I really needed a 'fresh mind' for, to 'get' it. I think I read the whole chapter of 'Adventuring' and 'Basic Combat' four times now, but when flipping through these chapters, I still find bits and pieces I missed before. Since I consider RD100 a rules medium system, I think it is normal needing time to get used to it. I can remember reading the BRP BGB over and over again, at least 10 times completely, before I considered myself knowing every rule - or at least knowing if it exists and where I would find it. It is just a matter of repetition and time, which I'm willing to commit to it. This is a solid foundation of rules as far as I am concerned.
  13. Ah, back to the Computer Tools we are? Yes, I did two tools, below are the threads: The thing is, the first one is no longer available on my Cloud Server. I have it somewhere and will have to make it available again. I think my Dropbox account still works, so I'll dump the most recent version there. That way the chroniclers of the Interwebs can store it .... It is based on the BGB, not Magic World. You might be able to use it for that, though. Is anybody still using it? As I said, if Chaosium brings out a new BGB version (or a substantial BRP Essentials), I'll edit the tool to get it running again. For all the tinkerers: it is written in Python and can easily adjusted to your needs (well, you need to know Pythen, though).
  14. A reason why we still stick to the Basic Combat rules (which I think are not basic at all). It makes more sense to get the 'normal' Conflicts running smoothly and embrace all the different possibilities. Fortunately our group has a lot of experience with narrative games (Cypher System, FATE, HeroQuest 2, Fantaji, Fudge), so the transition was not too hard at all. And reading all these other books about 'how to play the game' really helped a lot to thing outside the box. @Rosen: when you are doing a revised edition of the RD100 book (as a hardcover, of course ), maybe you think about renaming 'Basic Combat' to 'Narrative Combat'? IMHO this is a better fitting title, as the current Basic Combat does not have anything in common with the Advanced Combat rules. This way somebody who is not interested in the narrative side of combat knows he can simply skip that chapter without missing any rules - and the other way round. Also, a bit more advise or a separate chapter for the Powers and how to use them in Narrative Combat would be great. Currently it is not easy to decipher if a rule in the Powers section is relevant for Narrative Combat at all. Not that it is unusable, but it could be easier to have a better separation between the two. Or maybe use different colors? I don't know But now, get back to work on that Kickstarter!
  15. Secret Sci-Fi project? Yes! I'm in!