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ragr

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Posts posted by ragr

  1. The skill fail and follow up investigation stall was a problem in some games but not all. I think this really depended almost entirely upon the type of Keeper you had and I have heard some horror stories of sheer bloody mindedness by Keepers/GMs that led to the game stalling completely and them deriving a perverse pleasure from that. Fortunately, my experiences of this are limited to maybe two occasions and for the most part Keepers have facilitated forward movement either through fail forward style options and/or good scenario design with multiple scene entrances. It probably only takes one really bad experience to turn someone off.

    Gumshoe fixed a problem if you had that problem, for me it's just a good system on its own.

    • Like 1
  2. Mechanically the balance is delivered by the SAN cost; the character will be aware that each time they cast these spells they're one step further towards a total collapse of their mind. One is also limited by the box as a conduit - how safe from harm is that box when unattended? Who knows about the box? That should play on the character's mind. 

    Socially, and it's a brilliant touch having only one investigator able to cast these spells, this character could soon draw some unwanted resentment, suspicion and even envy from other pc investigators. Why is is you that can fly to safety on a whim? You left us to face the beast? What are you becoming? This could be the best balancing method of all. 

    On a first glance, those look full of story possibilities.   

    • Like 4
  3. I would say that it reduces the use of Pushed rolls if there's Luck available, especially when Luck is at a high point; that's certainly been my experience of running MoN  with the Pulp Luck rules albeit not in a pulp style. I suspect that when Luck begins to get low then we'll see the emergence of more Pushed rolls, which may mean that when things get desperate it will do so in a more pronounced way.

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  4. I've just finished reading it through in preparation to start running in a couple of weeks - I've read previous versions as well -  and the guys above have pretty much nailed the differences. The only additional thing I'd throw in is that the writers have cleaned up some of the uglier parts of the campaign in terms of societal attitudes and they've done it in a very light-handed way so as not to eradicate historical context completely if it's something your group is comfortable exploring. 

  5. I was certainly guilty of picking up the RQ6 bundle out of curiosity and value; I'm not saying I won't run it or buy anything hardcopy but it wasn't at the top of my limited spending ability. There's been unforeseen consequences, however. A friend I hadn't spoken to in while phoned me up and we chatted about games for a bit before he said he had been looking at getting hold of RQ6; he used to run RQ back in the day. I was able to let him have a look at the core rulebook and he's pretty interested in giving it a go over G+. Interestingly, he said that he won't run it without the hardcopy so there's a fair chance of good money going back into the game and that's exactly how I feel; I very, very rarely run anything without a hard copy of the material.

  6. I have been busy working on a Mythic Iceland Companion book that will contain three new adventures as well as new rules and new setting detail. It's hard to say when it's going to come out, but I'm trying to finish the manuscript this year, so it will probably get published by Chaosium some time in 2015.

    Another project I have been working on is a long campaign book for Mythic Iceland that will take the player characters to a few different countries in the Viking world. It's a tale of intrigue and tragedy in the style of the best of the old Icelandic Sagas, which should span at least a dozen game sessions. The campaign is completely fleshed out at this point, and I'm working now on turning my chaotic pile of notes into a coherent text.

    That's very, very good news. A couple of people have expressed an interest in me running some MI and not having time to get some scenarios together was holding me back; both of those products would be a true blessing.

    Nice.

  7. Ok, here is the Displacer Cat done up using the original AD&D font as well as Scott's awesome artwork. In addition I threw in a bonus monster (also using Scott's artwork) just to give the page a more finished look. Just don't expect a bonus critter every month however. :P

    Again, this does not necessarily represent the final stats, description, format, font, font size, spelling, grammar, writer... you get the idea. ;)

    PS - Click the link to go to the download file

    Classic Fantasy Monster Preview - Downloads - Basic Roleplaying Central

    Rod

    That is so making an appearance in the next session.

    My players give you their thanks in advance.

    Got to add that while I'm not using pure CF as written for my Greyhawk campaign (3 sessions in now) it has proven to be a monumental help in converting over from 3.5/Pathfinder. A massive thanks to you for making my life one hell of a lot easier in the transition.

    Okay; enough love, on with the writing.

  8. Hi Sarah

    Having had a look and having my interest piqued, what are the plans for future releases?

    Are you planning a large combined "campaign book" or is it a case of buying each part as it is released?

    The Drive Thru listing seems to imply a print version of all the books once they're all "out there".

    Good luck on the product line by the way.

  9. Sorry to resurrect an old thread but I've been inspired by this, and Rosen's comments in particular. I'm planning on including Statements of Intent for my game where, in the past I've tended to go with a declare before you act, probably because I've come from a D&D background.

    I have one question for the experienced BRP'ers. The GM is also bound by SOI for the npcs/bad guys, but when, if ever is it okay for the GM to be evasive or non-comittal about the bad guy's intent?

  10. Hi all

    I've just stumbled across a line in the BGB that I hadn't previously noticed and I wanted some views; this may well have been covered in an earlier thread so apologies if that's the case.

    Pg 89 Overcoming POW;

    "Any time a magic spell affects a living target the caster must overcome the target's POW or power points in a resistance roll. Each spell description will designate which value is used".

    If a Blast spell is used against a living target does this mean a resistance roll is required? If so, looking at the text the target is also entitled to a Dodge as well. In the description for the spell no mention is made of a resistance roll, either POW or points so does it not apply?

    That would make a total of three seperate rolls for a Blast which seems a little excessive.

    The wording of some of the rules is the BGB has given me problems in the past so any clarification is gratefully received.

  11. Like Vile, Bernard Cornwell's Warlord Chronicles are a favourite of mine as well as the non-fiction Age Of Arthur by John Morris; so I'd be very interested in what you come up with. C'mon what's a few years of life against gaming immortality?

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