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Dan Z

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Posts posted by Dan Z

  1. On 7/3/2020 at 2:19 PM, Stephen L said:

    I've send through the code, if I've succeeded with the BRP messaging system.  Hope it's of use.

    I see you're a door keeper to cats.  Ours is cute, fluffy and cuddly.  Who'd have thought he could be such a mass murderer?  I'm continually surprised how there can be any wildlife left near us...

    Stephen.

    Oh, yes, we have four and they love us but the birds, squirrels, and other assorted creatures their size and smaller are sure to think they are a bunch of psycho-killers.  They're probably treat us the same is we weren't so much larger than they are.  They're certainly good at getting me to stop what I'm doing and open the door to let them out.

    • Like 1
  2. 4 hours ago, Stephen L said:

    I’ve a (possibly similar) program that generates NPCs.  It’s all data driven, so I think it can handle most in the Bestiary (I’ve only done humans, baboons, horses, and gargoyles) 

    I’ve dropped outputs in the downloads section, so you see what it generates:

    https://basicroleplaying.org/files/file/833-npc-squads-txtzip-npc-squads-pdfzip/

    It uses a data file to drives it all.  Mostly lists of weighted probabilities for stuff.  It weights cults/weapons etc. to the NPC’s runes, and it tries to be intelligent with the probabilities for weapons and armour, so the equipment doesn’t look completely random (whilst matching STR DEX and Enc limits).

    Anyway, what you see in the down loads are all computer generated, without moderation (or deletion/selection), and the first run sets.

    If anyone is interested, I’m happy to share the code, or design ideas, or collaborate. It’s windows .Net, C#, and driven by XML data files.  However, it’s designed for my own use (written, in haste, precisely because I have very little spare-time to generate NPCs), I’ve made no attempt for it to be user friendly, and input is solely by editing a XML data file, fine for those who’re happy with XML and have a decent editor!

    Stephen.

    That's fantastic.  I'd love to take a look at it. You're welcome to look at my code as well though I'll be honest it's a bit of a mess right now since it's been a lot of intermittent work over far too long of a time.  I wrote it in PHP because that's what my server supports, and the Chaosium fan license prevents the distribution of standalone applications, but I think it works similarly. It's all data-driven (with some code to handle the odd exceptions for creatures, such as giants whose stats are based on size). I'm using JSON instead of XML but does the same sort of thing with weighting. It sounds like yours is further along code-wise. I probably spent way too much time doing data entry for the bestiary instead of coding. There are many exceptions to how things work with creatures, and I was trying to identify most of them before coding.

    • Thanks 1
  3. 2 hours ago, Minlister said:

    That is a great map! Thanks! But I think we should have Odd Tower (sometimes called Old Tower) on the largest one, no? A nice thing to add on the lower part of the map. There is also a Dragonnewt ruin or settlement between Odd Tower/ Old Top and Two Sisters.

    And the Creek seems small, it is already more than 150 m wide (ca. 500 feet) upstream at Dangerford if I recall correctly 

    I'm not sure about the width I was using the map in Wyrms Footnotes #15 and Jeff's suggestions above.  Odd Tower and the Dragonewt location I'm pretty sure I left off on purpose because I gave my player's this map (when they were at the Battle of Queens).  If I get a chance I'll add them on.

  4. 56 minutes ago, Puckohue said:

    Thanks for the very nice map. I'm hoping to use it for an online Battle of the Queens using HoTT miniature rules.

    I have a question (not that it's very important, but still): what altitude difference do the elevation lines signify?

    Thanks!  I should have put that on the map, as it is I can't remember what I had thought of it as but i'm inclined to say (on the large scale map) 10m per elevation line which puts Old Top about 160m in height.  However it might be too steep in which case 5m per elevation line would work.  Let me know how it goes!

    • Thanks 1
  5. 11 hours ago, Jeff said:

    It was a learning curve issue. Giving players access to all special Rune spells can easily be overwhelming - particularly with cults like Orlanth Thunderous, Orlanth Adventurous, or Ernalda. So we decided to limit that initial number to three and then let players earn or buy new spells. That way they know their character's "spell inventory" better and have a better feel for their character. Three is, of course, a magical number and in many traditions, we are hard-wired to remember and present things in three. So seemed good to me.

    Thanks Jeff!  Makes sense, and three being a magical number in many traditions make it an excellent choice.

  6. As I understand it initially players were to have access to all of their cult's special Rune spells along with all common Rune spells.  At some point, the decision was made to limit the number to 3 to make it more accessible to starting players.  What drove this design choice over a different approach?  Were there any other approaches to this?

    • Like 1
  7. If I understand correctly (or maybe I imagined this) secret Arkat worshippers protect the threads of HeroQuests.  To what extent will they intervene to protect the path of a HeroQuest?  How long have they been doing this and do they specialize in protecting HeroQuests associated with the deity whose worship they originated from or do they more generally protect them?

    • Like 2
  8. 5 hours ago, heldrungen said:

    Hi, is this great work still in progress? Would be very helpful. TYVM

    Yes, it's still being worked on but it's already usable!

    https://basicroleplaying.net/adversaries/

    All creatures from the Bestiary have been added except for unique monsters and spirits which I'm still thinking about how to handle.  And NPCs which require a bit more depth.  I'm currently working on both of NPCs and Spirits.  I've created a couple of more output formats which should be out in the next release.  I'm also adding a feature to allow you to save the existing data and re-apply it with a different format as well as download a plain text version.  Currently you can use print and Save as PDF to export.

    • Like 1
  9. 8 minutes ago, Bill the barbarian said:

    Heck I will do you one better, though there have been corporate entities in the history of RuneQuest, I will bet there have never been any listed in any of the core books as possible  foes or allies. 

    What, you mean like Avalon Hill or Mongoose?

  10. On 10/15/2019 at 3:13 AM, Jeff said:

    Initially we were going to let you spend your rune points on ANY spell known by the cult. But we found that resulted in information paralysis.

    I personally prefer this.  I was actually disappointed that the final rules didn't do it this way as I was talking this up as a selling point to folks.  To make it easier to get started I told the players that picking spells was just to have something to focus on using but that they could use any of their cult rune spells along with common rune spells.  By the third session everyone had a chance to look at their cults in a bit more detail and pick spells they liked.  I also created summary sheets similar to what was in the Quickstart for all the rune spells so they could quickly scan for them or copy just their cult spells into a concise list.

    On 10/15/2019 at 3:27 AM, Joerg said:

    Was I that unclear? A character should have a pool of 2 previous rune points if he wants to gain a 3-point rune spell for a single point of POW. Basically, no character should be encouraged to sacrifice for a spell he cannot cast for lack of rune points. That's like teaching someone a weapon he lacks the STR or DEX to use (which would somewhat easily be remedied by spirit spells, at least for nine melee rounds).

    The demand that he has 2 unused rune points at the time of acquiring the spell would have been for a test run (for reusable spells, at least) with subsequent regaining of the rune points invested (and yes, e.g. Zorak Zoran might wish to have a test run for Seal Wound in one of his rites - big difference if the recipient is the next meal or sacrifice, too). But given the time spent for acquiring that spell, replenishing those rune points may be a side effect of being taught the spell. At least for cults with weekly holy days (and there is always Godsday for a default occasion).

    The reasoning behind this is that both player and character gain the insight of what the spell  does (and what it doesn't do) by casting it once under controlled conditions. Rune Magic is what you are, and becoming the deity for that moment or that quarter hour is an experience one ought to have made.

    I see where you're going with this Joerg and it certainly has some RP advantages for the players but in the current rules incarnation the characters don't sacrifice to gain rune spells do they? They sacrifice power to gain rune point that can be used to cast common and cult rune spells.

  11. 7 hours ago, Joerg said:

    A migratory group will be little different from a settlers trek across the Big Plains or across the Rockies (terrain depending on your setting). Not necessarily conestoga wagons, but the Orlanthi are a wheeled society as former chariot warriors.

    The French comic Vae Victis! had nice imagery of the Helvetii migration, and documentaries about the gothic migration are pretty on spot historically, too.

    That sounds like the sort of ideas I was looking for.  Thanks, I'll check out Vae Victus (if I can find it).

  12. 4 minutes ago, Joerg said:

    Large groups, not entire migratory clans or full warbands. The scenario I described was for a pilgrimage of several dozen participants.

    Those shepherds' shelters would often be sufficient for more than a dozen individuals, at least if conditions on the high pastures resemble the conditions in the Pyrenees near Montaillou where a bunch of shepherds would be able to house a group of a dozen Perfecti with little discomfort, often for a week or so.

     

    If you are talking about a traveling king with his companions and servants (the typical traveling court), there will be a train of pack beasts carrying shelters (e.g. hunting tents) if they are making a trip into the wilderness, and demanding (and receiving) hospitality wherever there are inhabited places.

    A military or mercenary unit will have a train with servants carrying tents of some kind, cooking gear, armor polish, and food.

    A raiding party will travel in a more spartan way, but still be accompanied by supporters (magicians, healers and porters).

    Cattle raiders will travel more lightly, and in smaller parties.

    What about an exiled clan or a large group of folks travelling for religious reason?  I'm thinking 300, 500, 700 people here.  What would the default shelter be?  What if they needed to travel as far as Pavis or Balazar?

  13. 1 hour ago, Qizilbashwoman said:

    Prax is likely to use large tents. They are permanently mobile.

    My thoughts about Praxians is that they use a variety of temporary shelters ranging from big tents down to something like tipis and yurts possibly depending on the tribe.

    1 hour ago, Qizilbashwoman said:

    When uh do Orlanthis travel in large groups? Other than for fighting. They are a settled people.

    Aside from large fighting groups presumably clans move about occasionally, people may go to religious, tribal, and national events (declaring someone the Prince of Sartar for example).  I would also guess that during Lunar occupation the may well have been large groups of exiles moving about and/or specifically to certain places.

    I could see Sartarites using everything from a lean-to/tarps to large tents depending on the situation and again this might vary from tribe to tribe.

  14. What sorts of shelter are used when travelling in large groups in Sartar?  What about Prax and Lunar Empire?  I feel like most of the time we just assume tents but are there particular types that are prevalent in different regions?

    • Like 1
  15. 4 hours ago, Bill the barbarian said:

    No, no, he is a collector of rare Nikes, a sole collector , one might say...

    Oh, I thought you might mean he was a collector of victories.

    2 hours ago, Shiningbrow said:

    Is he the only one?

    Collector of Nikes?  No one really know, but probably not.  Collector or RuneQuest and Gloranthania?  Definitely not, but possibly the most prolific.

  16. 21 minutes ago, Puckohue said:

    That depends on the quality of your soul

    No matter, I'd have to pay the monetary equivalent anyway.  Ontologically speaking who really knows what an immortal soul is and if they truly exist, much less their value.

  17. On 6/26/2019 at 8:01 AM, Jeff said:

    Maybe - just maybe - I can be persuaded to sell a few of the current two-volume manuscript at GenCon, but there's need to be significant interest.

    How much interest are we talking here?  I'm extremely, very much, significantly interested.  And I'll coincidentally be at GenCon.

    • Like 1
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