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groovyclam

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Everything posted by groovyclam

  1. I really liked how GW presented the v3 RuneQuest UK rulebooks. R.I.P. Bryan - well wishes for his friends and family.
  2. I recommend this as a much easier way of playing D&D via d100 rules than Mythras' Classic Fantasy. If you want a lot of bells and twiddles then use Classic Fantasy but be prepared for all the complexity that brings ( and thus rule study ) in both character creation and combat especially. This is pick up and play - much quicker. It also has a funny "Chapter" ( a paragraph ) about the party's dungeon mapping. Classic Fantasy covers lots of ground with lots of rules so it will probably be able to cover most situations that come up. OpenQuest Dungeons, in its brevity, feels much more like the original red and blue B and X books to me ( which is a good thing! ).
  3. You couldn't help messing with the logo again could you ! Too wide ! I think Chaosium should have just stuck with the whole Michelangelo Vitruvian man head - it's iconic, and the multi body/arm/leg stuff gets the message across of multi-genres.
  4. I think you've gone too far with the logo - it's not easily readable. I think if the long hair of the female half wasn't quite so long and her widow's peak joined with the man's hairline, and the skin colour difference was less jarring ( light green or a shade of red ) it might blend better overall.
  5. I think all that needs doing is this ( to unclutter the Vitruvian graphic and make more use of the deadspace ). The current Vitruvian is still the best option since is covers more genres in its design.
  6. I second the criticism of the font used in tables - it's too condensed. Probably a hell of a lot of work to fix now though. The rest of the book design looks nice though.
  7. Just want to say "Thank You" for making this.
  8. Could this be passed on to Ian Cooper: I've just read the SRD and have a tiny change suggestion (but I realise it's a bit late). When it comes to written mastery rolls I suggest changing the form from e.g.: 7M ( for target number 7 plus 1 mastery ) to: 7M1 ( this way it follows in the same pattern for higher mastery rolls e.g. 7M3 ). For some reason my brain processes this far easier than just 7M ( because that smacks of "seven masteries" ). I can always read the written form from back to front and get the correct meaning with 7M1, 7M2, 7M3 etc.
  9. I just had a Google and Maroochydore has a coastal suburb, Mudjimba, which includes... "Mudjimba Island sits about 1 kilometre off the coast. The island forms part of the suburb and is protected [....] The island is known as Old Woman Island, and is associated with an Aboriginal legend" "In January 2003, the Queensland Government decided to sink the decommissioned HMAS Brisbane off the Sunshine Coast to become an artificial reef and dive site. On 31 July 2005 the ship was scuttled in approximately 2.8 nautical miles off the coast of Mudjimba in 27 metres of water. The ship was filled with 200 to 250 tonnes of concrete, and 38 small charges were detonated to breach the hull. The ship sank in two minutes and ten seconds" I think our friends in Delta Green might have a different explanation for that. Finally..."There are no schools in Mudjimba"
  10. Maybe the reskinned WFRP monsters in Zweihander might be the easiest to port into whatever system you end up going with.
  11. Another option is "Zweihander" ZWEIHANDER Grim & Perilous RPG: Revised Core Rulebook: Fox, Daniel D.: 9781524851668: Amazon.com: Books It was written specifically as d100 version of WFRP ( when 3rd Edition WFRP was in decline ) I can't comment too much on it since I haven't played it but it has careers, chaos/corruption, talents to acquire from race or progression, divine magic and arcane magic, and some reskinned monsters ( the "Skrzzak" are the "Skaven" ). There's an expansion supplement with more careers, weapons, magic, advice.
  12. Just want to point out the DNA of the first 3 editions because they are separated not just by time but by geography: 1st - I believe this version was not made in a UK version so any version would be the standard Chaosium version. 2nd - this exists in a US Chaosium version and a UK Games Workshop licensed version. The box for the UK version has "Games Workshop" on the spine and is deeper but smaller than the US Chaosium version. The contents are the same. 3rd - the US version is very different to the UK version. The US Chaosium version is still boxed and is basically a reformatted contents of the 2nd edition ( the rulebook is split into Keeper and Investigator rule pamphlets ). The UK Games Workshop version of 3rd edition is a single hardcover book and contains the full contents of the 2nd edition boxed set plus the contents of the first Cthulhu Companion supplement tacked on afterwards. This website gives a good overview
  13. Please, please, please can it be called "The Buk of Duck"
  14. Oh Jeebus, you don't mean I'm some sort of Lovecraftian throwback do you ? I am rather short.
  15. That's weird because the dice that came in my GW 2nd Edition box ( 1985 GW York ) are really top quality, shiny, hard plastic, painted-number dice like you would want to buy from a dice seller. The d6s are white and pipped and the rest are decent RPG dice; a green and a maroon 20-sided d10 and a blue d8. ( How can I remember crap like that when I can't remember loads of other important stuff ? )
  16. Please consider a name change to just The Book of Duck
  17. New errata: Page 3, Table of Contents - entry "Table 1: Spell Components" should start on Page 16 ( not 17 as stated in current PDF )
  18. I've just downloaded the latest PDF of the Grimoire from Chaosium's site and the following known errata have still not been actioned: Pages 168 - 169 - Snare Dreamer - This spell should be moved to before the spell ”Solar Gaze”, so they are in the correct alphabetical order. Then the two index entries (on page 198) for the two spells should be updated to point to the correct pages. [ Note the reported errata states this should be moved after "Solar Gaze" but that in not alphabetical! So the Errata file needs editing too. ] Page 187 - Warding - This spell is missing its icon, which should be Protection. Page 188 - Warding Sign - This spell is missing its icon, which should be Protection. Page 189 - Wave of Oblivion - ”Cost:” should be made bold. Page 197 – index - Find Dreamer entry - add "23" [ Note: "Find Dreamer" appears on both page 23 and 24 as a "Dreamlands" version and "Other Spells" version so the index entry on page 197 should reference pages 23 and 24 and 117 ]
  19. @Newt - I'm a UK mainland backer so I presume the postage of the signed copy won't be much more than usual UK Post Office rates from Manchester, correct ?
  20. I don't want to start a war, and I do acknowledge that the "problem" with CoC is Keeper-centric, but it does/did happen and I'd argue that it needed addressing. CoC didn't start addressing it specifically until its 7th edition rulebook with Keeper advice and "fail-forward" etc. So prior to 7th ed any new, inexperienced ( or just minutiae obsessed ) Keeper could fall into this trap insisting this or that skill-roll be successful in order for the players to find the next scene. I don't think GUMSHOE is the be-all and end-all of investigative systems ( and the Trail rulebook isn't great at explaining the system - there is plenty of theory but no actual round the table examples of how it should play ) but what GUMSHOE did put down in black and white for the first time is how any investigative scenario ( and this applies to ANY system in ANY milieu ) has to have a core set of clues to which the GM must somehow "give" to the players to get them from the start, to the end of the scenario.
  21. I love that there is a duck on there
  22. Another good point about this is if your ISP doesn't give your internet connection a static IP then inbound connections/port forwarding is even more of a PITA but Unity gets around this by the routing via the FG servers. It definitely would be possible to "skin" the 7th Ed desktop to look like the 6th Ed but in no way is it trivial - you need to be a bit of a code jockey and a fair bit of time. I'm picking apart some skins to try and make a working Trail of Cthulhu ruleset but it is a very steep learning curve. Ironically FG's best use is in crunchy combat games with the combat tracker - I'm actually trying to cut that out ( or drastically simplify it ) for Trail of Cthulhu.
  23. What I'd say is that it is a set of rules written down on paper and if those rules don't stop your players from learning magic then they can learn and use magic as much as the rules let them ( and as much as the Keeper gives them access to spell learning ). Magic in CoC is limiting anyway ( Sanity cost and POW cost ) so there isn't much scope for players becoming Mordenkainen the Magnificent before their psyches turn to porridge and they have to be written out of the campaign. I think you are overstressing over something that just doesn't happen. What I think you are really saying is you prefer what Trail of Cthulhu calls the "Purist" approach to playing a Mythos RPG but that doesn't preclude other people playing in the "Pulp" mode ( jetpacks, atomic guns AND SPELLS included if that's what they like ). Neither approach is right or wrong for an RPG but you could argue one is more like HPL's oeuvre.
  24. There does seem to be an option for creating the campaign on your own LAN rather than "CLOUD" so maybe you can have the players join direct to your PC if you port forward from your internet IP to your PC's IP with Unity too ? Also I think Unity puts stuff in your userid directory not in its install directory ( i.e. C:\Users\YOURUSERID\AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\ )
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