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Stan Shinn

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Posts posted by Stan Shinn

  1. 5 hours ago, Mugen said:

    Note that if you want to play in Japan with a BRP-related system, you can try Legend + Samurai of Legend. But, despite being a RQ3 descendant, I think it's too far from the origin to use LoN without modifications. It might be a good inspiration source, though.

    I'm definitely going to pick up Samurai of Legend! I didn't know it existed until you mentioned it. It has the benefit of still being a live product, you can buy PDF or hardcopies of both Legend and Samurai of Legend (unlike LoN which is out of print and expensive on the second hand market; I have a copy but players need a way to get to the rules). 

  2. Thanks everyone so much for all these insightful answers!

    My campaign is a few months away, but I will spend these months in advance looking over the rules and doing some prep work. I will also mine the old Bushido game for random tables and such.

    The campaign I plan will get firmed up in a Session 0 (getting feedback from the players), but right now my thought is to either set it in the 11th century or the 18th century. I'll need to read up on the two eras to better understand which would be better. I'm reading through Lone Wolf and Cub and love those gritty storylines.

    For anyone interested, here is the sketch of my campaign, flagged as a spoiler in case my players ever come here.

    The Path of Meifumado Campaign

    Spoiler

    Part 1: Setting the Stage. PCs are samurai and other loyalist in the same han (province or clan). Several adventures to establish NPCs, encounter rival factions (clans) in other hans, and build time to flesh out the benevolent family of the lord (daimyo of 15th century or later, zuryo if earlier) and his family, to whom the PCs are loyal. We establish lore in this Game of Thrones type world of deadly treachery, including key mythological lore such as the nature of Amaterasu (the sun goddess) and Tsukuyomi-no-Mikoto (her husband, the moon god).

    Part 2: Treachery.  Treachery from a diabolical rival clan earlier encountered in Part 1. The lord of the PCs han is framed for a crime he didn't commit. The lord is killed and the young son and heir of the lord is seemingly killed. The PCs are banished as ronin as their han falls under the control of enemy clan (who were behind the framing and death of the PC's lord, but the PCs have no proof of this). Later it is found that the lord's young son is still alive -- a loyal samurai substituted his own son in order to keep the heir alive. The surviving young lord is given to a remote Buddhist temple for care. The PCs are given advice by a monk that should they seek revenge and the restoration of the true heir to the han, they must walk the path of hell and dwell in meifumado (the Buddhist hell; the way of demons and damnation). 

    Part 3: The Path of Meifumado (Hell). The bulk of the campaign are adventures as the PCs wander and take odd jobs (often assassination jobs which causes moral quandaries) as ronin, as the PCs themselves fight to survive assassination attempts from the diabolical rival clan, and encounter mythological spirits who challenge, tempt, and occasionally illuminate the path forward. Thematically, the encounters have themes centered in the Buddhist Three Poisons (hatred, greed, ignorance) and the PCs have opportunities to embrace the three opposite Virtues ((loving-kindness, generosity, and wisdom). One or more times, if the PCs have acted virtuously, a kirin (a powerful mythological hooved beast) is seen in the distance nodding approval of their behavior. Slowly the PCs find clues to uncover proof of the treachery and formulate a plan that lead to the restoration of their han and the child lord and heir.

    Part 4: The Blessing of the Kirin. The PCs prove the treachery of the diabolical rival clan. Despite this proof, the military might of the rival clan makes retaking the han nearly impossible. Despite the overwhelming odds, a series of small skirmish battles enable the PCs to finally be able to confront the rival clan in their castle. On the eve before this final battle, the kirin again appears to them, and the voice of Amaterasu the sun goddess speaks from the creature. The kirin is an avatar of the goddess, and the PCs are given permission to each cut a lock of hair from the beast's great mane and use them as magic totems, which for one day starting at sunrise will make the PC's weapons unbreakable, and keep them alive (regardless of wounds) until dusk when the full moon appears, and with it, the appearance of the moon god Tsukuyomi-no-Mikoto. The full moon appears at sunset, minutes after the PCs have magically prevailed over their enemies. When he appears, Tsukuyomi-no-Mikoto will restore the natural order and the totems of kirin hair will cease to have effect. Any PCs who had fallen to 0 HP but were magically kept alive will finally die and be buried as heroes as the rightful child lord is restored to lead the han.

    -- Stan

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  3. I have a copy of the 'Land of Ninja' box set that was published during the Runequest 3rd Edition era. It's basically the old Bushido fantasy-Japan setting but updated with d100 rules.

    Is anyone familiar enough with Runequest 3rd Edition and/or Land of Ninja to help me know if the latest edition of BRP (BRUGE technically, but I still think of the old acronym) is a good fit to run Land of Ninja?

    Glancing through the Land of Ninja materials it seems like BRP and using the optional hit point locations rules would do the trick. But were there any Runequest 3e rules that are materially different than BRP? Land of Ninja has it's own magic system so any quirks with Runequest 3e magic might not apply..

    (Side note: this is what the Land of Ninja box set looks like in case you're interested: https://wellofdaliath.chaosium.com/home/catalogue/publishers/avalon-hill/land-of-ninja-rq3-box-07/)

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  4. 10 hours ago, Questbird said:

    In BR:UGE, Random Armor Values are an option, described on p.132, and the random and nonrandom armor values are listed in a table on p.175.

    It recommends you don't use hit locations if you use Random Armor Values.

    Ah, thank you so much @Questbird!!! I couldn't seem to find it in the index and I was looking at the Shield's table, and I forgot that shields work differently than armor because of the Parry rules. Anyway, thank you!  

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  5. I believe in the 1st edition Stormbringer rules armor had a die rating (e.g. d4), and when attacked, you'd roll the die to see the amount of hit points the armor soaked for that attack.

    I can't seem to find those as optional rules in the new BRUGE SRD; is that in there? Or are those rules published elsewhere besides 1st edition Stormbringer?

  6. Here's a rewrite -- does this wording make sense?

    "If the result is a Tie, look at the number on your dice roll compared to the opposition. Ignore any modifiers since those are applied to your ability target number, not the roll itself. The higher roll gains +1 success to break the tie. Ties don’t earn XP.

    1. Player roll is higher = Victory at a Price, (1 success, but suffer a consequence)
    2. Player roll is lower = Defeat with a Boon (0 successes, opposition gains +1 success, choose either 1 benefit to self or 1 consequence to the enemy)
    3. Rolls are tied = Inconclusive Standoff (0 successes, neither side gets what they want)."

     

  7. There's probably a better way to phrase it, but what I'm getting at is if you roll a 12 with a +3 modifier (from a benefit or augment) to your 'Weaponmaster 13' ability,  your 'natural roll' is a 12, so that's what you would use to adjudicate ties if you got the same number of successes as the opposition. Basically I was trying to clear up that you use the result of the d20 roll (a 12 in this case), and ignore modifiers (which should logically be applied to your ability, not the roll, but I know I've seen times where people use that +3 to subtract from the roll instead of adding to the ability).

    Anyway, your question means I need to reword this. Thanks for your feedback!

  8. So let's say you have a group contest with three PCs in a fight with a mob of evil henchmen. I guess I'm confused what you do with ties in a group contest where the overall contest is decided but adding up the successes on each side.

    Let's say Player A gets 1 success (and resistance gets 0 successes), so a result of 1 success for this PC and 0 successes for the opposition.

    Then Player B rolls 0 successes (and resistance gets 1 success), so a result of 0 successes for this PC and 1 success for the opposition.

    Then Player C is using an ability rated at 13 and they roll a 9, so one success. Resistance has target number 10 and rolls a 1, also one success. Would Player A then end up with two successes since it is a tie but the PC rolled higher? 

    Not factoring in the tie for Player C's roll, you'd have 2 successes for the PCs and 2 successes for the opposition, a tie. So does the Player C tied roll count as 2 successes in which case the PCs side wins the contest?

  9. In simple contests, you resolve ties by the higher roll getting the victory. Does this also apply to Group Contests and rolls in Sequences?
    Here's the QuestWorlds SRD rule for Contests and ties:

    "2.3.7 Outcome ... If you both have the same number successes, including if you both have zero successes, then the higher roll has a victory and gains the prize. If your rolls tie, then there is a standoff with neither side able to take control of the prize."
  10. I'm gearing up for a Firefly QuestWorlds game for a convention in the fall, and I like the idea of a ship having its own abilities and flaws. The Serenity in Firefly and the Enterprise in Star Trek are both examples where I feel like the ship deserves special attention.
     
    I am considering a simplified stat block for ships with fewer abilities than characters. Here's an example:
     
     
    Quote

     

    Name: The Eclipse
    Abilities:
    Blockade Runner 17
    — Laser Canons +1
    — Decoy/Chaff (launch to confuse enemy sensors) +1
    — Twin Engines +1
    Hidden Compartments 13
    Flaws: Old Ship (Constant Need for Maintenance) 17

     

     
     
     
    I am conflicted about how you'd roll for the ship and also roll for the character operating the ship.
     
    One idea is to roll for the ship's ability and use the PC's skill as an augment. Or you could do the reverse. But since augments aren't rolled, it would remove the benefit of one or the other of the stat blocks rated since you don't roll for augments.
     
    Another approach is to have the ship's abilities not be rated, and they would only be used as an automatic augment when it made narrative sense.
     
    Yet another idea is to re-introduce the mechanic from prior editions of having to roll to see if the augment happens.
     
    Any thoughts on how to approach all this? Thanks in advance!
    • Like 1
  11. I've used (and written) various mass combat systems through the years, but in the end, in most cases, I've found the simplest and most satisfying thing is to simply zoom in to a skirmish battle (a small part of the overall battle) and have the PCs play through that, with the rest of the battle being a purely narrative thing. Ideally having the PC's actions being the key to winning or losing.

    So what I would do is have all the PCs be part of Luke's squadron, and all the gameplay and dice rolling is about what's happening to those particular x-wings. All the other squadrons an action would be off-camera and narrative. 

    There is no 'right way' to approach these things, but this is what I usually do these days given my personal GM style.

    • Like 1
  12. Over on RPG.net@Ian Cooper had summarized QuestWorlds as follows:

    Quote

    You get 1 success per mastery. You get 1 success for rolling under your TN. You get 2 success for rolling your TN exactly. You get 1 success for a story point spend (old hero points).  
      
    Count your successes. Highest number wins. If you tie for successes (including zero) high-roll wins.  
      
    The difference of successes is the degree of success. Zero degrees of difference is treated as victory at a price or complication (old marginal victory). Higher degrees indicate stronger outcomes.

    Is "If you tie for successes (including zero) high-roll wins" only applicable for a simple contest (one PC rolling) but ignored in Group Contests? Consider the following:

    3 PCs are having a group contest. The rolls come out as:

    • PC #1 gets zero successes and the opposition has zero successes (but the PC has the higher roll)
    • PC #2 gets zero successes and the opposition has zero successes (but the PC has the higher roll)
    • PC #3 has the opposition getting 1 success versus PC #3's zero successes (but the PC has the higher roll)

    If you're simply going off of total successes, then the opposition would win (1 net success vs. 0 for the PCs).  If the phrase "If you tie for successes (including zero) high-roll wins" applies then it seems that the PCs would win (since PC #1 and PC#2 would have both won their individual contests). My guess is that "If you tie for successes (including zero) high-roll wins" is only referring to simple contests where only 1 PC is rolling.

    Thoughts? Am I missing anything in my understanding?

    • Like 2
  13. On 7/9/2023 at 6:12 AM, David Scott said:

    We just use the main categories as (Rune) Keywords and skills below as breakouts. We also used Occupation and (Alien Race, or Droid when appropriate) as a keyword. The main Keywords were those with the highest dice to start with.

    Force abilities are broken out from occupation (Jedi, Alien student of the Force)

    @David Scott, I love this approach! Sounds like you've been in a campaign like this? How did it go?

  14. I was looking at West End Games Star Wars (the beloved 1st edition), and it made me wonder how hard it would be to convert it to a QuestWorlds game.

    It seems to me like you could take the WEG Star Wars character sheet, convert the abilities like DEXTERITY and PERCEPTION to Keywords, and convert all the skills underneath the abilities to Breakouts. You'd need to tweak the math on doing CharGen, but in theory, wouldn't that work?

    As for Jedi, it seems to me like you'd want a 'Jedi' Keyword, and maybe somewhere you map out what powers are associated with Control / Alter / Sense, and Control / Alter / Sense would be breakouts. Alternatively, you could ignore the Control / Alter / Sense structure and just out every Jedi power as a breakout.

    Anyway, if anyone has any advice or opinions on this I'd love to hear it! I know you could always do a free-form ability approach, but I'm intrigued by the idea of using these skill lists.

    -- Stan

     

     

    Screenshot 2023-07-07 at 12.01.47 PM.png

    • Like 1
  15. I find forms for tracking things like Sequences, consequences, and benefits to be helpful. Here's the beta version of what I plan to use in my games. Let me know of any feedback!

    Here is the online Google Doc source file:

    https://docs.google.com/document/d/1PyOyXHyo70SF_x_WX7ySx50MEwgemxNC9N-Gmc2TyQw/edit?usp=sharing

    And a PDF version is also attached. Cheers!

     

    QuestWorlds Sequence Tracker.pdf

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