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smiorgan

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Everything posted by smiorgan

  1. And let me say that during Mongoose's tenure of RuneQuest we were inflicted art even worse than the darkest AH days.
  2. Walktapus and Jack O'Bear picture is so surreal ... just look at the shoes of the Walktapus. Epic. This is the stuff of legends. I'll never part from my treasured copy of Daughters.
  3. Freyda Nikorn! Oh, memories! That was a great classic campaign!
  4. I wanted to buy it, mostly for pure collectible value, but it was sadly "épuisé".
  5. I've found this interersting blog entry. Note that the author is another Smiorgan. Not me. http://www.departmentv.net/2016/06/rpg-first-look-mournblade/
  6. Pushing rolls offers a narratively meaningful universal answer to the old question "How many times can I attempt skill x?". I like the fact that it is a narrative rather than simulationist device and that you do not have to think what an attempt means for each skill and situation. It fits Stormbringer because when you overdo things and fail the Lords of Chaos, or perhaps Balo, take a little revenge on you. I do not think it fits the more simulationist spirit of RQ3 or RQ6, though. Penalty dice can be a fun substitute of -20% for multiple parries. And you can say that a buckler ignores the first penalty, a medium shield the first two. Rolling many dice is fun and feels chaotic but it blurs the readability of success chances that do not correspond anymore to a percentile dice roll. With the right game mood this can be a feature: when things get confused or supernatural entities intervene the outcomes become less transparent. That's why I feel it fits Stormbringer (and obviously a horror game like CoC) but not necessarily another kind of BRP game.
  7. It seems to me that two substantial rules innovations of CoC7 are - Pushing rolls - Bonus and penalty dice Would you use them in another d100 / BRP game? I think they both could be used to add more drama and chaos to a Stormbringer game. Especially if you use the older versions of the game (editions 1-4) which are quite rules light, do not have many modifiers, levels of success, and have generally lower skill %. In contrast, I would not use them in a RQ3 game.
  8. RPG rulebooks are getting way too long for me! WHFRP1 was 368 pages with a ton of setting info and a scenario. By the way, even with the extensive setting info it contains, I would have preferred my CoC 7 Keeper's book 1/3 shorter than it is. It's a wordy book.
  9. When I saw that the Chaosium logo on the thread I naively thought that there was some official news about Stormbringer. What? Are they reprinting Sorcerers of Pan-Tang?? Alas, that was not the case.
  10. It was one of the most promising settings for the BRP BGB. Did anyone get to play it? What did you do with it? Did you adapt it to your homebrew campaign or played it RAW?
  11. This setting reminds me of the Terran Trade Authority books that I absolutely loved when I was a kid. Spacewreck (Catastrofi Spaziali, in the Italian translation), in particular, used to scare the heck outta me. I'd stare for hours at the terrific art. The setting and incidents would make terrific rpg material. https://en.wikipedia.org/wiki/Terran_Trade_Authority Am I the only one who fondly remembers that stuff? Smiorgan PS Sadly, I don't have the books anymore.
  12. I must say that I do not like the new logo very much. It's fat and caramel-like. It reminds me of the D&D3/d20 era and a little bit of the RQ Mongoose era. That said this is not very important to me. Judging from the RQ Quickstart, the rules are truly excellent, and I will certainly NOT be deterred from buying the new edition by a so-so logo.
  13. Revolution. That is the way to go if you want skill trees. More complex / variable trees really become an headache, at least for me.
  14. Lovely, it looks they have picked up the old Stormbringer rule. Sorry, I obviously cannot answer as I'll have to wait July 1 for the
  15. Downloaded! Looks like the best version of Merrie England!
  16. SB4 has its own Demon Summoning system, by Ben Monroe, which supersedes the demon rules of SB 1-3. The rest of the magic system is more similar to SB 1-3, but not identical (there are no sorcerer ranks based on INT+POW, for instance). It was my first Stormbringer. I have played it a LOT. It's a great game and it was reasonably well supported with 4 good supplements.
  17. Very true. The setting was fun. It may not have been canonical, but playing those rationalist imperialist Spanish Melnibonean-Numenoreans intent on destroying the very essence of mythical reality was definitely a plus. Plus, they were clearly the good guys, given how desperately rotten was the opposing multi-level marketing Ponzi-scheme mystic Dragon Empire.
  18. Nope. The snippet I quoted is from an official PDF from Mongoose, well after the game came out. As for the infamous playtest forum, it disappeared overnight after a somewhat heated exchange.
  19. Yes. That story is hilarious. Actually, if you play by the example (with the two attack rolls) combat works just fine. You may not like it, but it works. I can say that because I played a few sessions that way. If you play by the rules as written, though, the Attack and Parry table makes no sense at all! For instance, the entry for Attacker (Failure) / Defender (Failure) is "Attack succeeds as normal". Hilarious. The two attacks rule had evidently been edited out at the last minute without thinking of the consequences. At least this is what I stubbornly think. Because Matt Sprange was vehemently denying it on the Mongoose forum, and instead proposed an evolving series of alternative "clarifications". I think I still have a clarification document from Mongoose... Found! I must post this excerpt because it is hilarious: Q: Matthew Sprange said on the forums that you can react to a failed attack roll. Is that true? A: Officially, no – there is no provision for that in the rulebook. As an optional rule, sure, you may find some use for it. The combat tables allow it out of a sense of completeness – this is a kind of ‘placeholder’ for us, allowing us to introduce new rules in the future. For the basic rulebook alone, however, there is nothing ‘official’ to permit this. What you do at your own gaming table is up to you though!
  20. Uh, the temptation is strong! I'll drop you an email / PM.
  21. Strange as it may seem, I remember the idea of "physical runes as drops of the blood of the gods" was floated by Steve Perrin during the ill-fated online playtest of RQ1. Many strange things happened during that playtest. I still have a few docs on my hard drive...
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