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BWP

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About BWP

  • Rank
    Advanced Member

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  • RPG Biography
    Started off with AD&D (1st) and Traveller back in 1981-ish, upgraded to DragonQuest and RuneQuest (2nd & 3rd), and have GM'd/played many, many other games since. Most notably/frequently Call of Cthulhu (1st through 6th), WEG Star Wars, D&D 3.5, Bushido, Aftermath ... generally I like my games crunchy.
  • Current games
    Running a WEG Star Wars campaign, playing in a RQ3 campaign
  • Location
    Melbourne, Australia
  • Blurb
    Melbourne, Australia

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  1. Huh ... so a significant chunk of errata for the rules, that's been around for nearly a year, and yet there's no way for a new purchaser of the game to find it on the website (unless they read literally every single page; as has been noted before, the Rune Fix page doesn't come up in searches, and why would a new purchaser even think that there might be something to search for?). It doesn't matter that it's posted in places the "regulars" know about; it needs to be right there, in your face, on the product page, which is the first and only page you would expect a customer to look for this kind of thing.
  2. Has the content of the Rune Fixes file been incorporated into the most recent hardcover printing? If not, are there plans to do that for future printings? (I.E., if you have just recently purchased the slipcase set, or plan to in the near future, is the Rune Fixes file redundant?)
  3. Victrix make a range of 28mm plastic figures kits (i.e., assembly required) for various ancients armies. I don't own any myself at this time but I've seen them on display and each pack seems to offer quite a variety of options (different poses and weapons combinations) and of course for use in role-playing a bit of mixing and matching could create some quite interesting display figures IMO. https://www.victrixlimited.com/collections/ancients
  4. Playing older, better versions of the game? Actually, still saving my sheckels to buy the books. Spare cash is at a premium these days, unfortunately.
  5. Individuals (player characters) can always vary from the norm. That's part of what makes them unique.
  6. Well, that may be true if by "outside of the USA" you mean "Europe". Plenty of 3-ring (and 2-ring, and 4-ring) binders in this part of the world. It becomes a moot point if you use sheet protectors (which you want to do, because ring binders inevitably destroy pages inserted into them over time). However, I know that it is difficult to find sheet protectors in Europe that will fit US Letter pages. (Again, that's not a problem in these parts; our sheet protectors work for A4 and US Letter equally.) The best binders are the "Ergo" brand (from Sweden originally, I believe) which although expensive are virtually indestructible, and are designed in such a way that the inserted pages (in sheet protectors) turn like the pages of a bound book. My single-volume RQ3 Deluxe rulebook now lives in an Ergo binder after the original binding disintegrated (about 30 seconds after the book was first opened, as it's wont). I think perhaps the simplest solution is for Chaosium to always format the cults (no matter in what product they're presented in) as if they were stand-alone sheets (even though that may result in a lot of blank pages etc., depending on how much text is in the cult write-up). (Of course that's what artwork is for ....) That way the individual pages can be printed from the PDF edition and inserted into a stand-alone binder, ordered in whatever way makes sense for the individual. Just as useful would be to do the same for the creatures. I'd rather see an alphabetical organisation for those than the order used in the Bestiary, and of course more and more critters will be published over time ....
  7. BWP

    The new Dwarves

    Well, actually, they didn't. Judges' Guild products came in three flavours: completely generic, no game-specific information at all; game-specific, information and stats included for a specific game system (for most of their products, that meant original D&D); and "generic game system", their own invention, which provided stats for NPCs etc. that theoretically could be adapted to any game system, but in practice (since it involved levels and classes) meant a D&D derivative. I'm not aware of any JG product that included stats for more than a single game system. Of course such products did exist, but other companies published them, not JG. I have to admit that The Halls of the Dwarven Kings is one I had completely blanked on. I must have seen it advertised in the pages of White Dwarf, but I don't remember ever seeing it on a local game store shelf, and if I had I probably would have dismissed it as a D&D supplement that I didn't need to own.
  8. BWP

    The new Dwarves

    What supplement are you referring to? AFAIK there was no Judges' Guild RQ2 product detailing dwarves (or any other RQ race). Nor can I think of any supplement from any publisher detailing dwarves in RQ2, other than the articles in Different Worlds. I vaguely recall that Mayfair Games did a "Dwarves" book, but that was for AD&D, although it may well have been easily adapted for "Gateway" RQ settings.
  9. One way of implementing a "death spiral" in BRP games (not necessarily the "best" way, or even necessarily a "desirable" way) would be to compare damage-done (i.e., damage that has penetrated armour) vs. current-HP (in that location if using a hit location system, or total HP if not) on the Resistance table. Success indicates a "special effect", varying depending on the location, perhaps varying depending on the weapon type being used (a lot of GM discretion would be required here). So success in hitting the head = stunned or even unconscious, success in a limb = temporary paralysis, and so on. Different types of creatures may have particular immunities to certain effects, or even certain vulnerabilities. (E.G., arthropods would generally ignore limb damage other than movement penalties if legs are lost, etc.) Every point of damage then matters more than just being that much closer to total HP failure ... keep bashing on that troll's noggin and he may just keel over, or keep smacking him in the arm and you may force him to drop his maul, even if you haven't done enough damage in either case to cause "serious" injury. I also particularly liked the knockback rules from RQ3 for showing ongoing "combat effects" in a fight without necessarily representing accumulating damage. A lucky strike still might not take down your opponent if he's tough, but driving him back a meter or two will almost certainly disrupt his attacks, possibly make him fall over, etc.
  10. That's lovely, thank you. Why is this not in a downloadable format, and why isn't there a link to it from the RQG product page? (I understand that this isn't necessarily Jeff's job, but someone at Chaosium needs to make sure it's done.)
  11. And? If you volunteer for the job, you do the job. I have also spent many, many hours of proof-reading for games (mostly Advanced Squad Leader, a rules document not known for its light and breezy style). You don't do it because you want praise or rewards, but because you want the product to be as good as it can be. Please know that I'm not one of those individuals who idly speculate about a task that I have no familiarity with and that I'm too lazy to ever do myself. No, that is simply not true. Perfection (in proofing) is difficult to attain, but (a) it's not absolutely unattainable, and (b) it is certainly possible to do much better than the RQG products have so far demonstrated. Much better. The truth is in the evidence: the proofing of the RQG products has (so far) been crap; other similarly complex documents in the gaming environment are (usually) done much better; therefore the RQG products can be done better. It requires some skill in reading, some understanding of how the game actually works, and plenty of dedication, plus of course the desire to do it. Lots of people have some of these qualifications, relatively few have all of them; you make up for it by making sure you attract as many people as you can manage. I haven't participated in the RQG proofing process, so I can't identify specifically where the problem is, but there very clearly is a problem, and Chaosium needs to fix it.
  12. The RQ rules (any iteration) aren't especially complex. They're not especially simple, either, but people will gravitate to rules systems that suit them, and gravitate away from rules systems that don't suit them. The complexity (or lack of it) is a non-issue, IMO. What is an issue is the terrible editing in the finished documents. That's where Chaosium needs to focus their attention on for future products. No published product is perfect, and nit-pickers can find nits to pick anywhere. It is however possible to publish a rules document that does not contain gross contradictions within its own text, but that requires some editorial diligence not yet in evidence. (I'd start by finding some new proof-readers, because whoever is doing the job currently are collectively letting the team down.) Willingness to publish errata as required is always a good sign. Why are the "RuneFix" documents not downloadable from the Chaosium website? There should be a link to it right on the product page. (The product page for the RQG rules is excellent, full of lots of information. Too bad if what you're looking for is errata!)
  13. BWP

    Sorcery Questions

    I can't agree with that.If the caster can nod in response to a query, then he has awareness that a query has been directed at him and can spare enough mental faculties to respond to it. That's more than enough "spare" awareness in order to be able to move in a slow, controlled manner. (Consider real human beings totally engrossed in their mobile phones moving from place to place every day.) As a general rule of thumb I would prohibit anything other than slow movement, but would certainly allow it on a mount, in conjunction with a ride roll. For a sorcerer on foot, if the terrain is at all cluttered or difficult, I'd probably ask for a DEX roll. I wouldn't allow normal (or faster) movement. If the mode of transport requires that the person actively hang on to something to avoid falling off/falling over, that would probably be enough to prohibit sorcery as the necessary hand movements would be impacted. Similarly, if the sorcerer needs to perform some sort of ritualistic dance or other complicated movement as part of casting the spell, then that also is going to ko most forms of mounted movement (but not necessarily on foot). And of course some specific spells or rituals might absolutely require that the sorcerer be stationary (e.g., something being cast within a mystic circle). I agree that you should not "speed up" sorcery in ways other than those specifically allowed for in the rules. A good sorcerer plans ahead and has already cast the spells he thinks he will need.
  14. Easy to do when the rules you are "writing" are simply copied from a less-refined original set and concepts from later, more refined sets of rules are ignored. (Not that later rules are always better, but usually they are better explained, at least.) RQ veterans will chop and change and house-rule everything to suit the way they've always played, but I don't envy people with no experience with the system at all, trying to make sense of this first draft. I'm sure that the (hypothetical, but inevitable) RQG, 2nd edition will iron most of these bugs out.
  15. > we have a rq3 monster generator in excel Would you care to share?
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