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dieselpunk

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About dieselpunk

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  • RPG Biography
    Started with D&D red box, then AD&D, then Palladium, GURPS 1 or 2, MSH, Star Frontiers, Twilight 2000, Top Secret, DC Heroes, probably a whole bunch more I'm forgetting, got out of RPGs, got back in with GURPS 4, Call of Cthulhu, Ubiquity, now BRP.
  • Current games
    Mostly generic systems to power home brew settings
  • Location
    USA
  • Blurb
    One of those weird ones who would rather GM than play

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  1. A while back I had noticed that the Encumbrance and MOV rules were incomplete. Everything other folks have written upthread would be great. I'd totally buy a cleaned up edition. I'd love to see some cleaned up art even if it's all black and white. Many of the original pieces seemed like they were scanned pencil drawings and lack contrast.
  2. How would that work to have my property be based on a property (M-Space) that was itself based on another property (Mythras)? The mind reels!
  3. Hey all. This is super helpful and actually fascinating. Thank you! I'm still very much in the pondering phase still, but right now I'm thinking of it mainly as an art book of a SF setting. Ideally it's heavier on the visuals and inspiration and lighter on the text and rules. You'd want to buy or read this thing because the product is attractive and the setting has gaming potential. The fact that there's notes in it to use as a game almost secondary. Not totally because I'm still a gamer. I just don't have time or motivation to be a game designer. In fact, the main place I want to have "rules" is NPC or pre-gen PC stats. It's conceivable that there might be some ships or even powers created, but I really want to leave that as open ended as possible. So the system choice is about what sketches out the gameable bits in a way that lends itself to easy adaptation. d100 systems are descriptive that way because of the percentages. Another different direction is Fate Core because of the aspects. So being able to own my IP is the important thing as I'm not thinking about it as a game really. It never actually occurred to me that if you don't mention anything about a published system or use it's language that you could use the stats freely. Not sure it's practical, but darn interesting!
  4. I've been thinking about publishing a setting with stats for things using an established system because I don't have the interest in creating a whole separate game. BRP would be a good fit, but apparently there's no real way of using it. I've read the "Just a reminder there is no OGL for BRP..." thread. I suppose this question isn't specific to BRP, but what would go into licensing a system? Is it just a matter of paying enough money and not colliding with existing or planned product lines? Or would the licenser also own part/all of my property?
  5. In the BRP book there's an optional rule page about fate points that suggests ways to spend POW to get re-rolls or shifts in success levels. I've long been interested in mechanics like this dating back to TSR's Marvel Super Heroes' karma system because I think RPGs running on pure luck of the roll sometimes isn't satisfying. I've been reading Fate Core lately and it's aspect system is very interesting. However, as a whole I prefer something more of a BRP mechanic rather than having GM judgement be used for everything. I'm interested if anyone has tried marrying more narrative approaches with BRP or have alternate POW point expenditure rules to modify success.
  6. I have no ideal how POD actually works, but is there such thing as POD with hardcovers? My understanding was that a long time ago there was a BGB hardcover, but that was before my time.
  7. Does brp-based mean it's using the rules in the BGB or is it making some derivative aka COC7 ?
  8. Who are these "mainstream" RPGers? I've always known TTRPGs to be somewhat of a fringe thing. Is there an equivalent to the casual video gamer (i.e. mobile phone gaming) in TTRPGs? Does any of the existing Chaosium products reach this mainstream audience? If I had to guess, CoC would be the most popular but even that is niche. More back on topic, I'll be interested to see how FFG/Genesys does as a new generic system with high production values. There seemed to be no shortage of excitement about it over on rpg.net. For that matter it seems like Savage Worlds and maybe Cypher System have done ok (maybe more the former) as generic systems.
  9. As someone relatively new to BRP (but not RPGs), I understand the sentiment of the OP as far as having the equivalent of BGB v2.0. For me, there are some missing pieces that need filling in (there's not a lot and I've made posts about them here) as opposed to some massive rework. It does seem hard for someone to "break in" to this game when there needs to be rules clarification and the answer turns out to be "Just do it like in RQ3." I'd even be happy with a BGB errata or update supplement. I'm not as concerned about fragmentation and don't think a GURPS approach is necessary. In fact, we can see how that played out at sjgames and I think BRP is in a healthier position not being dependent on a single company. On the otherhand, I don't see why there couldn't be active promotion of the existing BGB with encouragement towards taking submissions for new supplements to keep the generic system a living thing. I do think that BRP is skewed towards fantasy in a hobby already awash in fantasy and would like to see more rules/supplements coverage for other genres.
  10. You're probably right. But that doesn't mean it's not a bit sloppy to have gone through the work of talking about it in a dedicated Optional Rule panel, mention it in relation to Fatigue Points, and have included Enc values with the weapons tables only to drop the ball on what it all means. If the BGB authors subscribed to the sentiment that no one would/should bother with Encumbrance then why not just do what CoC7 did and not have any mention of it at all? As someone new to running BRP it's also not easy for me to find a preferred way based on digging around old BRP-based games. Thankfully I have you folks.
  11. Thanks for the replies. The encumbrance rules seem like a big omission from BGB since it also effectively makes the Fatigue Point system only half implemented as well. It's also harder to come up with some rule because there's no real benchmark for how STR maps to lifting capacity except for some muddy translation to real world weights through SIZ or by comparing it to relatively few equipment examples. Anyway, I took a look at the above and also took a look at how GURPS 4e handles this. I like the basis on strength as shown above so I'll go with something like the Outpost 19 rules as a basis. Most of the time I just ignore details like this, but I was considering making an adventure where survival and hauling stuff became a factor and became interested in this topic.
  12. In the Bgb, there's a discussion about how encumbrance can affect movement (p. 180), but there don't seem to be any actual rules about it. The closest thing seems to be penalties on dodge. There's also mention of how much encumbrance someone could lift. But strangely no mention of then how carrying bulky or heavy things could slow you down. Am I missing something?
  13. Out of curiosity, where did you hear this? I'd love to get more news on BRP game developments in general.
  14. To me, the rule on p. 16 about characteristic point redistribution that reads, "If you wish, redistribute up to 3 points between your characteristics." might have different interpretations. Assuming a hypothetical character with 10 in all characteristics, which of the following is true: I can have an INT 13 character by taking 2 points from STR and 1 point from CON. No more redistribution can happen because 3 points have been transferred. I can make a STR 19 character by taking 3 points each from INT, APP, DEX. As long as I'm not shifting more than 3 points out of any characteristic it's fine. Multiple characteristics can be higher than 10 but no characteristic can be greater than 13 nor lower than 7.
  15. After having a chance to try grappling in a game I have some more questions: It seems like there's no real way for defenders to escape grappling. The rules seem to imply that the grappler maintains their hold as long as they can keep making their grappling rolls. True? It seems like those with a decent skill in grappling can be really effective while having average or passing skill makes it almost pointless to use since it takes 2 rounds to (maybe) do anything and there's a good chance you're not going to make 2+ rolls consecutively. Also, if the defender is wielding a gun and is grappled in round 1 (say by a higher initiative foe), would they be attacking at difficult penalty and benefiting from point blank range bonus for a net chance of their base attack?
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