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DCAnsell

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  • RPG Biography
    Been playing RPGs since 1979, first exposure to BRP was Runequest 2nd, followed by CoC. Played a lot of RQ3, for a longish time it was my favorite fantasy game. Now quite smitten with BRP, and looking forward to running and playing with it.
  • Current games
    BRP - Port Spyre (fantasy homebrew)
    Starblazer Adventures
    Mongoose Traveller (3rd Imperium)
  • Location
    Winona Lake, IN
  • Blurb
    Just another old gamer.

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  1. I just hope they brought a lot more arrows!
  2. Clearly, you've read the top entry in my list of possible ways to arrange for the characters to go there, good sir! Between Monster Island, cribbing stuff from the Rome, Empires, and Vikings books to use for my 'fractured euro-fantasy', and the 6th ed Runequest book, setting up my campaign is and will be quite a lot of fun.
  3. I am very much looking forward to Monster Island. It just seems like just the thing to plop down somewhere in my own homebrew setting and arrange to have characters go to and adventure.
  4. I have looked at it, and as a reference, its gold. But one thing I want to hold onto, insofar as using BRP/Openquest core character and combat rules will allow, is the simplicity of Stars Without Number. I played all the games the RQ document was drawn from, and enjoyed each, but these days I'm looking for a simpler route to a good time. Which might beg the question of why monkey around with porting in a d100 basis to SWN at all, but I truly do prefer my tried and true BRP-based mechanic, these days, and have really preferred it for the last 30ish years.
  5. Wow. Thanks very much for the response. This definitely gives food for thought, and a very solid place to start. I think that between Stars Without Number itself, the BRP book, and Openquest, this is very doable. The goal would be, I think, to set up rules that allow BRP to work with SWN's game concepts in such a way that each new SWN product that comes out requires a minimum of work to convert particulars. A lot of the SWN rules, like the world creation, factions, the starship, vehicle, and now mech creation rules, should be able to be used pretty much as written, since they don't interconnect tightly with character statistics and abilities. Those areas where they do connect, though, will probably need a good looking at, and some interpretation, in the conversion documents.
  6. Has anyone thought much, or even done some work on, porting BRP rules into Stars Without Number? I know with Rivers of Heaven in the relatively near pipeline, this might be re-inventing the wheel, but there are a lot of really keen things in SWN, that if it could be done with a better system then basic DnD, might make a quite awesome game even better.
  7. I think there are two issues here. One, is the fact that the BRP rates of fire for guns are often ludicrously slow. For a reasonably skilled shooter, its quite possible to accurately empty the ten round magazine of a bolt-action Lee Enfield at typical combat ranges in 30 seconds, and even well-aimed long range shooting in a minute. That certainly is a lot faster than a 1 shot every 24 seconds rate of fire as given in the weapon lists. Even taking into account the stress of combat, etc, the rates of fire aren't right. The Brown Bess didn't actually replace the Ferguson Rifle. Only about a hundred Fergusons were made, they cost something like 5 or 6 times what a Brown Bess musket did, and took 4 times as long to produce. They were only issued as an experiment during the American Revolution to a special unit made up of light troops from several regiments. When Ferguson himself was wounded leading the unit, it was more or less disbanded, and at King's Mountain, later, where the Major met his death, his troops were using the Brown Bess musket, and fighting in standard line formation, against men using civilian rifles and fighting from good cover. For the Sharps rifle, and using the lamentably slow rates of fire and bad ranges in the book, I'd give the Sharps rifle (circa 1851) the following stats: Skill: Rifle Base: 25 Damage: 2d6+3 Attack: 1/2 Special: Impaling Range: 100 Hands: 2H Hit Points: 10 Parry: No STR/DEX: 9/5 Malfunction: 98-00 Ammo: 1 Value (in 1851): Expensive Siz/Enc: 3.0 SR: 1/SR
  8. If you are still looking for playtesters or other help on this, please count me in.
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