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smiorgan

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Everything posted by smiorgan

  1. I was looking at my copy of Barbarian Adventures for the original Hero Wars rules. The idea of adapting some of the scenarios to RQ is very appealing. They do have a different flavor and style than typical RQ scenarios: some of them are story-like and sketchy, but maybe a more free-flowing narrative can be a welcome change of pace and instigate better role-playing. I'm thinking in particular of Hero Wars/ early Hero Quest scenarios. Later Hero Quest 2nd edition scenarios may be different. I don't know. So, is it worth adapting Hero quest materials? How would you do it? Filling in the details? Or leaving things very free-form? How would you manage non-combat contests? A mix of unopposed characteristic, skill, passion and rune rolls? Opposed rolls? Yes, but opposed to what? Of course, you could import the Revolution d100 mechanics for contests ( @RosenMcStern ). But I'm interested in your ideas on how to do it within the RQG rules.
  2. You actually you have too look-up only the less frequent outcomes. Like, say, special parry on a critical attack. It's not tragic if you have a GM's screen and a spare matrix for players. It's not tragic. But I wonder if one could achieve something relatively similar with easier to memorize rules. I'm tinkering with the following house rule: Attack effects specified along levels of success. Attack is special success: Roll special damage by weapon type. Attack is critical success: Max special damage by weapon type. Failed parries: no effects on attacks. Successful parries: compare level of success with attack: Parry success level < attack success level: weapon/ shield takes rolled damage as damage on weapon HP, remaining goes to rolled location. Parry success level = attack success level: weapon parries its HP, any excess damage goes to rolled location. Parry success level > attack success level: all damage is parried. Attacking weapon takes 1 HP of damage. You don't roll parries on failed attack.
  3. Thanks for the clarification, depressing as it may be. But there is too much exciting stuff happening at Chaosium to be depressed...
  4. @MOB @Jason Durallplease, correct me if I say anything wrong. My understanding is that: In theory, Chaosium would be happy to release a new Stormbringer but that needs a Conjunction of the Million Spheres... ... they must reach a new licensing agreement with Michael Moorcock ... they need to fit this among their other projects So, I guess this is not happening anytime soon in this plane of existence.
  5. Interesting. Perhaps, I would do things slightly differently, keeping weapon SR as they are. And only using that for polearms vs dagger or similar. 1) Shorter weapon guy has to roll DEXx5 or Dodge, whichever is higher, to close in, if succesful he can attack in the same round at the normal SR for his weapon. 2) Longer weapon lass who has been closed in has first to back to keep distance and then she attacks at +5 SR in the same round. If there is no space to regain distance she cannot attack and needs to knockback or evade (dodge or Dex x 5).
  6. RQ combat rules are detailed. They are also pretty easy to house-rule, using options from the BRP family. Some role-players might prefer a lighter approach and house rule combat accordingly. Tell us of your combat house rules! Or about how you don't need any house rule, because combat is fine RAW.
  7. Come on! I was not looking for anything. I was just saying that "succubae" is not the result of a joke (and has nothing to do with English "bae").
  8. Sorry people. Succubae is not the "joke" version. The Latin language thinks otherwise. Succuba (pl. succubae) means female lover, or rather more explicitly "woman you have sex with". It comes from the latin verb "cubare" (to lie in bed) and "sub" (under). So, succuba is the woman who lies under you. In the Middle Ages we find the masculine form "succubus" even if the demon had female features. I do not know why. Perhaps because diabolus and daemon are masculine words, or in order to emphasize that the demon was not a real woman, but just a ploy to steal semen. Or to allude to male homosexuality. Or all these things together. So both succubus/ succubi and succuba/ succubae are legit Latin words, with succuba probably being the older form.
  9. The campaign in the GM's pack is awesome. I love its sandbox approach and the fact that it is centered on Apple Lane. I planning a "growing-up in Sartar" mini-campaign where player characters start as teenagers (so at RQ2 power level) and adventure around the hamlet while their parents likely die in epic battles... I will start with adapting the old materials in Apple Lane and in HeroQuest Sartar companion, alternating little adventures with off-screen character development phases where they pick-up a profession, initiate into a cult... Basically, the first half of the campaign is an extended character generation (yes, they can die in chargen...). When they have reached RQG levels of power in 1625 I will launch them into the new material.
  10. The author is an Ancient Near East expert with a degree in Biblical studies, which makes things even more interesting. https://www.bloomsbury.com/author/john-matthew-defoggi/
  11. I've just got "Romance of the Perilous Land", and if this rpg is of any indication, the production values of Osprey rpgs are outstanding. https://ospreypublishing.com/romance-of-the-perilous-land And there's even a Jackals campaign planned for 2021: https://www.amazon.it/Jackals-Children-Bronze-Grand-Campaign/dp/1472837681/ref=sr_1_1?qid=1582374366&refinements=p_27%3AJohn-Matthew+DeFoggi&s=books&sr=1-1 (not found on Amazon's American site)
  12. Am I the only one in hype for the upcoming OpenQuest powered bronze age rpg coming from Osprey? https://www.amazon.com/Jackals-Bronze-Fantasy-Roleplaying-Osprey/dp/1472837428/ref=sr_1_1?keywords=Jackals+Osprey&qid=1582374103&sr=8-1 The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals - adventurers, explorers, sellswords, and scavengers - and sends them out into the peril-filled land of the Zaharets to make their fortune. or perhaps fulfill a greater destiny.
  13. My humble take. Chaos is like porn: you recognize it when you see it.
  14. Good advice. Here's Norberto's translation: http://bardosulmare.blogspot.com/2014/12/introduzione.html Another option is using the BRP Quickstart rules: https://www.chaosium.com/content/FreePDFs/BRP/CHA2021%20-%20Basic%20RolePlaying%20Quick-Start.pdf An open secret is that you can just ignore RQG's combat rules and play with the BRP Quickstart rules instead. It works like that: - Ignore locational hit points, just use general HP - Ignore strike ranks, just use DEX order for initiative -Ignore the attack-parry matrix in RQG, just use the simplified matrix from the Quickstart, page 25. -You will have to fudge a few spells, but nothing major. You can switch to the more detailed and colorful RQG combat when you and your players feel comfortable.
  15. I ran a longish campaign using the Elric! rules where one of the players played Rackhir the Red Archer. The other PCs were more or less normal PCs. Strangely, it worked. They stopped the Fhoy-Mhyore being reborn in the Silent Land, toured the Island of Pan-Tang and finally recovered the Eye of the Theocrat from Ameeron after having struck a deal with Gaynor the Damned. Ah, and they summoned Quaolnargn. There was a (thin) plot connecting all these things but I have forgotten it. Using a personality from the saga seemed suitable to the over-the-top style of that campaign.
  16. This afternoon I run Paper Chase from the Starter Set for my son, who is 16... His ex-alcoholic policeman messed up quite a bit but did not die (dying in Paper Chase is hard). We had a heap of fun. I am a long time CoC player but it was a long time I had not run CoC and my very first running CoC7, having played only the CoC7 solos. I love my old CoC books and my resistance tables , but I must say that the 7e rules run smoothly in play and add to the fun.
  17. Reading the first book right now on kindle. It's a good read.
  18. Congratulations! I did not know this book series, but it seems very interesting and exciting. Chaosium has a great tradition of literary based RPGS, with CoC, Stormbringer, Hawkmoon, Ringworld, Thieves World, and, of course, Pendragon itself, and then ElfQuest and Prince Valiant if you add the comic books. It is exciting seeing Chaosium exploring a new literary property with a BRP based ruleset. I wish you a great success!
  19. Sure, I have no idea of the licensing issues. It's all hypothetical. But, let's not drift off-topic...
  20. An afterthought after reading the other posts... Do I think my 5 points would improve the BGB and make it an even cooler product or products (if it is broken in a core and companion set)? Yes, I surely do. (Great I don't disagree with myself). Do I think the BGB "badly needs" such a treatment? No, I don't. I'm pretty fond of by BGB hardback as it is. It now sits on the shelf next to RQG and Classic RQ. I now plan to use it as a source of house rules for my future RQG games. As a ruleset it's pretty solid. As a volume, it's neither stunning nor ugly. It's pretty OK. Do I want a new BGB more than I want the upcoming RQ Gloranthan products? No. Do I want it more than I want a new Mythic Iceland and a fully fledged "RQ Vikings" line? Nope. More than I would cheer a hypothetical return of Stormbringer and other Eternal Champion games? Hell, no! In sum, if Chaosium's plan remains to publish standalone games, I don't think a new BGB is a top priority (at least for me!). Things change if it is the platform for setting books.
  21. 1. Layout, art and presentation. Bring it in line with recent Chaosium products. 2. Make BRP basic again. Don't touch the core rules and don't add more bifurcating options in the core, just organize things so that a "basic" system is clearly visible and separated from the plug-and-play "add ons" and "spot rules". 3. Add passions from RQG. And a few other systems easy to plug-in. Things like more spells, more monsters (like those from Gateway bestiary!), etc. But don't add further options for already complex systems suchas combat. Keep the core simple. 4. Add 2-3 scenarios that showcase what can be done with BRP. An introductory fantasy scenario using only the basic rules. A supers scenario (maybe even an update of a Superworld scenario) and a sci-fi scenario. They should take inspiration from the rich history of Chaosium and be really good. 5. Different character sheets, for genres and options.
  22. Really looking forward to the print version! Alone Against the Flames is a great solo scenario, and I never got to play the original "Alone Against the Wendigo".
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