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Jakob

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Everything posted by Jakob

  1. I must confess that I'm sceptical about going with Mythras ... changing/modifying the Renaissance ruleset doesn't really seem necessary (also, the Renaissance system has its own unique approach to HPs and Major Wounds, and I would actually hate to see that go). The Mythras community does have a great dynamic at the moment, and sales could certainly profit from that, but if the problem is not sales, but getting material ready for publication, that wouldn't really help. On the other hand, creating a Mythras edition of Renaissance might entice new creative talent to come aboard, so that woul
  2. It's the same with me. I rarely use adventures as written, but having a narrative thread applied to the background material makes it much easier to digest and remember for me. Also, I must confess that big setting books tend to intimidate me ... However, I'm often torn about this. If an adventure is too narrative, it becomes really hard to mine it for your own campaign. I actually like what Iron Crown Enterprises did with their old modules for MERP - they were basically mini-sourcebooks with a small setting, some NPCs and one or several missions attached. Reading the better ones, you coul
  3. I'd certainly buy and read more Fioracitta material! (Don't know if or when I would get an opportunity to play it, but that's the case with most rpg stuff I buy ...)
  4. Thanks! So with regards to combat styles, that means that I best decide whether one or several of the listed weapons are part of a combat style based on campaign type? (I'm using the German edition of Mythras, so I don't know what p. 87 would be in there, but I guess it is the paragraph on Combat Styles in General). I'm still not sure if I get the new professions right, because they're so different from the format used in Mythras. If there are no standard skills listed (like for the Diarist), does that mean that the profession gets to spend its 100 points between 3 of the professional ski
  5. Okay, let's start with the questions ... I'm a little bit rusty with Mythras character creaton, so maybe these are dumb, but nevertheless: The "skills for Fiorese characters" (p. 9/10): I don't quite get where these come into play ... are they meant to replace cultural skills? Professions: Several of them (e.g. the Diarist, the Diplomat) seem to lack standard skills to choose from (and they don't point you toward a core rules profession either, like a lot of the others do). Combat Styles: Is every combat style for one and only one of the listed weapons? The list format (several
  6. I'm being a little premature, having only skimmed the material, but on the other hand, I'm premature since I've first heard about Fioracitta ... I'd love to see this expanded to a whole line, maybe Fioracitta even becoming a "backdoor setting core book". Really, from what I've read, it seems to be a setting that gets what I love about the best recent fantasy. From my first look at Fioracitta, I think we could sure do with a decidated bestiary - I love bestiaries, and would be interested in what kind of beasties would be considered appropriate to the setting.
  7. I'd actually really love to see a Mythras Bestiary that solely focuses on presenting some weird species for player character use.
  8. I didn't have a chance yet to do more than give the pdf a scroll-through, but I am already impressed by how well-organzied the material for further elaboration of the setting by the group seems to be: There's table to generate historical events and historical people - I think it's the first time that I've seen something like that in an RPG. Given that ancestor spirits seem to be a major thing in the setting, it especially seems to make sense to have the latter. Oh, and a table for criminal penalties; who couldn't love that one?!
  9. Oh, come on! Just hit the "publish" button on drivethru!😉
  10. Well, luckily Hasbro can't come to your home and force you at gunpoint not to use these words anymore (or can they ...?)-
  11. Nothing against CF and Mythras, but I'm pretty sure that that in itself is not an innovation; I have a strong feeling that I've been playing several RPGs in my youth that used the "You level up by raising your skills" method. Okay, the only one I can name now is the German RPG Midgard (which has been doing it like that since the early 80s, I think), but there must have been more ...?
  12. Sounds really good. I like that - Passions made it into the rules - Skills and Combat will be more streamlined - Creating the ship is a major part of character/party creation - the setting seems to be more grounded (well, watered or whatever ...) and not that gonzo. Not that I don't like gonzo, but there's a lot of gonzo post-apocalyptic stuff out there, so something with a more "old west feeling" is a welcome change of pace. I'm not that interested in vehicle rules (I really don't ever seem to need those), but apart from that, everything in that interview
  13. "Die gute Nadel" is out in pdf now (still working on the English translation, though ...). https://www.drivethrurpg.com/product/328209/Die-gute-Nadel
  14. The Layout looks great - simple but stylish! Skimming through the text, I feel that there is one thing that should be clarified in random character generation - it is actually the same problem that crops up in "Skyraiders": I f you re-roll all ones and twos, that would mean that with random characteristics, you can't end up with any stats below 9 (or below 12 for INT and SIZ), and even those values are extremely unlikely ... I suspect the intention is that you re-roll 1s and 2s once, but keep them if they come up again? If that's the case, that should be clarified.
  15. Sounds like some interesting changes! I'm definitely going to get this one.
  16. So, you're saying, you only like assymetrical rules when they're house-rules? 😁
  17. I love BRP, but I most confess that I also really like the notion of assymetrical rules - not so much the mooks thing, but rules that think about how adversaries and NPCs of all power levels can be run in a simplified way that is appropriate to the fact that, as opposed to the PCs, they are not the protagonists of the story. Examples from games I've run: Numenera/Cypher System - Adversaries are basically one number (their level, signifying how generally dangerous they are on a scale of 1-10) and two to five special effects. That actually works pretty well, but it requires a lot of
  18. While this makes a lot of sense (again, it's pretty similar to the Legend/Mythras/OpenQuest approach), it's not quite what I'm aiming at. I actually like the idea to have skill scores represent expertise that is relatively independent of the characteristics (though I do entertain the idea to use skill categories and skill category modifiers, but more along the lines of a characteristic of 15+ giving +5 to relevant skill categories).
  19. I probably wouldn't depart as far, but interesting. It actually sounds a little like HeroQuest/Questworlds.
  20. I thought about that, but then I noticed that I actually like the idea of having the skill scores being more independent from characteristics. I don't know if it's realistic or anything, but I like the idea that someone might generally not be very agile (DEX 7), but still a great climber (climbing 80%). The guy with DEX 16 and climbing 40% will have about the same chances of success based on his natural agility, but he probably still won't be able to achieve as remarkable a result if he just depends on his characterstic score; however, he could try to remember what he has actually learned abou
  21. Since I'm still kind of looking for the BRP that hits my exact sweet spot somewhere near Stormbringer/Magic World, I decided to give hombrewing a shot. I don't know if this is going anywhere, I just want to write it down somewhere and see if I get feedback. I'll take the new SRD as starting point. One of my main gripes with BRP games has always been the sometimes weird role of characterstics and the x5 rolls in relationship to skills. E.g., as an example for situations in which a DEXx5 roll might be appropriate, the BGB mentions climbing - which, however, is a skill in its own right. Myth
  22. Jakob

    The Hook

    The good thing about that is that you can, but you don't have to! I've played a lot of different games in the last few months, some old (like "Das schwarze Auge") and some new (like Tiny Dungeons"), some new iterations of old systems (like Mythras), and when the old rules and settings serve well, it's often a good idea just to use them just the way you used them 20 years ago. (Still, I'm kind of a system junkie and alwas want to try out the new stuff.) Apart from that, would be great to see you at the Otherland in Berlin - drop a line when you're planning a visit!
  23. Jakob

    The Hook

    I'm okay with it by now. Ran a short rules-lite campaign with Tiny Dungeons, a short campaign with Troika!, and at the moment, I'm playing RQ: Glorantha and the old game I began with, "Das schwarze Auge", with my old group from school days online. We've been using Zoom, Google Hangouts and Skype; for some reason, Zoom seems to have the most consistently good video and audio quality. However, I'm doing most of this playing with people that I'm very familiar with at the rpg table; I also took part in a two-short with mostly unfamiliar people, and that didn't really work that well.
  24. Sounds very good! Also, having John Snead involved is very promisinig - I really liked his "Worlds United" setting for Mythras.
  25. There will be; I'm working on a translation, and I already have found a native speaker who is VERY well-versed in all things Mythras for editing out bad English. But it's probably still a few months away ...
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