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dieselpunk

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About dieselpunk

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    Advanced Member

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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. An aside, but I like how bgb handles the multiple actions per round by each one of the actions being 5 Dex lower. It's still the best way of handling multiple attacks I've encountered in rpgs. I also like the ascending Dex (or int) statement phase followed by descending Dex or int actions.
  2. Bonus points for using the term Skulduggery! I might have to steal that.
  3. My latest revision based on some tests creating a Pulp Cthulhu swashbuckling aviator. I made the character first using normal rules and then tried to see about recreating it under my latest version of the abbreviated skill list. I used the CoC7e Option 5 Quick Fire Method (i.e. 70, 60, 60, 50, 50, 50, 40, 40, 40) to get the starting skill percentages. Having fewer skills and a pre-made point pyramid definitely made things faster. The character after starting assignments looked like this: Skill % Persuade
  4. I'd go with a fail being whatever needs to happen for damage not to be inflicted. It's a fail. The only other add I'd do for any of these situations is to make what would be narratively interesting the thing that happens. Have it affect the environment (e.g. starts a fire) or cause some other consequence (e.g. exposes a secret passage way behind the book shelves). Anything that keeps a conflict from just being a series of hit/miss reports until one side dies.
  5. Yeah, my 2nd grader learns addition this way and I listen to him reason it out all the while thinking he's suffering from a bout of madness.
  6. I did glance through RD100, but they also have traits to expand the skills which I'm not interested in doing as it just moves the problem around. In fact, I'm annoyed by Knowledge and Science being somewhat duplicative, but kept the 2 to have some more ways of differentiating characters. The point allocation "problem" is closely related to reducing the skill list. The one thing with BRP that's bugged me is that points have to be distributed across so many skills that it's easy to be crappy at everything (e.g. No skills of at least 75%). I need to test, but hoping the standard number of p
  7. I've noticed about 50% of my players don't like dealing with skill lists or assigning points to skills during character creation. Many see it as a chore more than empowering describing a character concept. Usually these are the casual or new RPG players, but honestly even I tire of trying to keep lengthy skill lists in memory. My last few games run using FATE Core has shown that my game sessions don't suffer at all with just 18 core skills. So with FATE Core as inspiration I took a shot at whittling down the BGB skill list down to 15 skills that I'm thinking may be a good way to streamlin
  8. The low to high Dex rank with statement of intent then actions from high to low. Sometimes I throw the random roll in there if I want to get a bit more chaos. If I'm not with a combat oriented group then just Dex rank works too. I'm about the simple.
  9. Just bought the print and PDF. Thanks for putting out SF RPG material. This book looks great and I'm looking forward to diving into the origins, and computers/hacking portions the most! I really like the new art direction in this book too. As interesting as some of the pieces were in M-Space, I found some of the full color pieces in that work to be more fantasy than SF and mostly disconnected with the content. The companion pieces are much more integrated. My favourite is the portrait on p. 57.
  10. Where's this idea from? I feel like I've read it before somewhere too. Good idea! I haven't had a chance to spin up a BRP game since posting this, but one of things I like about crunchier rule options is that you can dig out stuff like this and make it a mini-game for a session or two.
  11. BRP (and variants) has a lot of skills. Not GURPS level amount of skills, but enough that there's 3 skills to notice something (Listen, Sense, Spot) and oddly specific ones like Gaming, Fly, and Psychotherapy. Much the same with Mythras. Revolution takes this down to something like 15. Yeah, I know, toolkits, I can add/remove. Do people generally game with the out-of-the-box character sheets and skills or do you actually trim them down at your table? I used to really get into discrete skills, but increasingly I find it more distracting. It generates more questions for new players an
  12. I had no idea such a thing existed or that there's a market for such an item. The days it's the laptop backpack for me as don't recall traveling with rule books in at least a decade.
  13. 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.
  14. 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!
  15. 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 wa
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