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sdavies2720

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Everything posted by sdavies2720

  1. I'm not running Glorantha, but a land inspired by White Bear & Red Moon, RQ, and therefore by reflection Glorantha. I always thought that Apotheosis (attainment of godhood) required mastery, or ownership (I'm not near my reference materials to see if that is a real distinction) of one or more Runes. So my take is: The Power eminates from the Runes. Gods & Goddesses control, transform, and direct that power for their own ends. Priests worship the Gods and Goddesses to partake in the power that they control. But, some people access the Rune power directly, and some people access the Rune power by using the power imbued in the land, special rocks, plants, etc. Steve
  2. Yeah, this is one thing that bothers me too. I was thinking about using the MRQ system of +1% per attribute point, but decided to stay with canon. Steve
  3. As an adjunct to this, does anyone have a good system of resolution/modification for skills & subskills. To use Al's list of skills as an example, how do we adjudicate if a group wants to clamber over a wall. Able has "Athletics" at 45% but not "Climb" Betty has "Climb" at 30% Cain doesn't have "Athletics" at all Is one level the target level for the check. So if Athletics is the target level, use that skill at full (So Able has a 45% chance of succeeding). Betty has a subskill -- do we double that since it's the exact right one (So Betty has a 60% chance of succeeding). And what about Cain who doesn't have the skill at all, do we give him a Dex times 1% chance of success anyway? This becomes important when, for instance, everyone's been using Persuade or Fast Talk to seduce NPCs. Then a player wants his character to specialize in Seduction -- you don't want the other characters to suddenly be less effective. The Acting Without Skill option doesn't give a lot of guidance for this.
  4. For anyone getting a wild west game together, two resources that I used last time that helped a lot: 1) A topographical survey map of the campaign area (around Sundance WY). The land hasn't changed that much, and this saved me hours of prep time. 2) A copy of the Sears catalog (there's a Montgomery Ward one also I think) from the late 19th century. You can buy facimilies from Amazon for not too much money. Essentially it's an instant equipment supplement. Steve
  5. Just bought my PDF copy...now to get ready for the next time a player asks, "When are you running that Boot Hill game again?" Heh. Heh.
  6. I don't think you can use the word, "Spaghetti" Sorry, couldn't resist. I actually think the conversation is a good one -- as someone else pointed out, this area of language is a minefield in the US. AMong other things we're trying to expand the world for BRP, not antagonize people. Hearing different points of view may find us a path through the mines. Steve
  7. As long as Chaosium doesn't panic. I'm reminded of a program I did with my daughter, "Indian Princesses" which was started by a European-American and a Native American, and administered through the local YMCA. The YMCA change the name to "Guides" because they were worried that they might be sued because of the name "Indian". Note that they had not actually BEEN sued, or threatened with a suit, they were just worried about it. :eek: Steve
  8. That's awesome. I ran a 3-session Boot hill scenario last summer as a break, and it would be fun to do again under BRP. This is definitely going on my wish list.
  9. ANd maybe a typical career path: "Organization X recruits mainly from the slums of Y, with a few converts also coming from the merchant and noble classes of Z. Typically initiates spend 3-5 years as novices, stoking fires and fetching water before they are initiated into the outer circle. At this point..." Which leads me also to: * Major Rituals: key dates and ceremonies throughout the year, and key ceremonies throughout the life of an initiate. If other things are important, e.g. For a temple/building-focused organization, there might be key ceremonies for the temple. For a Coven, there might be key ceremonies that move them from informal meetings to a new circle, to a major circle.
  10. I bought "I am Mongoose" by Mathew Sprange last night from DriveThruRPG. I read a bit before becoming overwhelmed by...the lack of humility... One thing that struck me (again, from a short read) is how much Mongoose's strategy is driven by volume: Keep costs down, know that you will sell a certain number of each kind of book, increase sales by increasing the number of issuances you do each month. CLearly quality is in there, and they have generated some nice stuff, but there's a strong bias toward volume. In retrospect, this is probably why the RQ playtest was botched -- it was just taking too long to surface and discuss the options and was messing up the production plans. Chaosium has the cost down part nailed, but I think they need to start moving the dial more toward speed of publishing. Encouraging fans should be a great way to do it. Steve
  11. I'd want to know: * Goals and Aims * Who opposes them and whom do they oppose * How to identify members * Techniques/Style/Tactics: How do they opperate, esp. how they deal with people who cross them * Centers of Power * People of Power (members and allies) * Type and source of power (e.g. money, control of resource, popular support, etc). * Sects and subgroups (these could be short, but it's useful to know about the subcurrents in case PCs need a lifeline, or a player wants to play one as a character but doesn't like the full package). Steve
  12. for me the problem is this will take a lot of work, and it's not high on my priority list. If you provide starting stats, I could comment without taking a lot of time, but starting from scratch you're asking (me) for a lot. And unfortunately I need motivation (lots of personal interest) to make that effort. Sorry;-(
  13. Ooh, messy! :shocked: Sorry, I didn't make the connection between Ashes and Ashes and you either. Yes, Ashes to Ashes is getting 'press' (electrons?) here. I still think you should put a "Buy Ashes to Ashes" (or something less commercial) tag on your posts. My guess is folks want more books available, many more, than just Ashes to Ashes. For you, it's probably like being the only one who shows up on time for Choir practice, only to have the choir director harangue you because "everyone's always late." Steve
  14. Uh, it's time to start marketing! As a start, you should put a link on every post (or in your footer) telling what you have and where to buy them. Unforunately I have no time for a review. Steve
  15. One thing that I've found difficult about RQ/BRP as a GM is that it's very dependent on a few good rolls. My personal luck tends to be streaky -- most of an evening I'll roll poorly, then have about 10-15 minutes of blazingly good luck. As a player, it's fun ("send Steve in, he's hot right now") but when I GM it's a problem: The players can wade into almost any situation until I start hitting, then they beat a full retreat and wait for 10-15 minutes of real time until my luck cools. :mad: Steve
  16. I was surprised when I learned just how many bullets missed in a typical firefight -- most of them, even with experienced combatants. So, you're right that it's "[not] clearly correct, and is certainly counter-intuitive" but I've come to realize that it is right, even if that's not clear to those who haven't examined it. Steve
  17. This is a good point. I've only lost the interest of one player in the last 5 years (yeah, a little bragging there). His complaint was basically, "I've been playing this character for 6 months and I still have the same hit points. That's ridiculous." And no, he didn't care that his parry and dodge had increased, that he had better armor, and was able to tackle toughter opponents.
  18. Some of my favorite early RQ combat memories involve wolves. I used a system where everyone could move a little every strike rank. At first the players had their characters stand and wait for the pack to come in and attack. That was until the wolves darted in, attacked from the rear, and dodged back before being bloodied. From that point on, the party started drawing into a tight circle with the weakest members in the center... Brilliant!
  19. Yes, if he pulls the trigger when the gun is against the opponent and when it is aimed toward the opponent, yes there is 0% chance of missing. To me, the roll is for getting the weapon in place and firing it when it's in place. Depending on situation, there are several ways you could handle the check to see whether they succeeded, but probably just doing an attack roll is the easiest and most consistent. Steve
  20. Yeah, 'cause when Cthulhu actually appears during this crisis, suddenly no one will want to play CoC any more. It won't be escapist enough. Steve
  21. The Rune effects only get you so far in defining the spell. The other things that the Mage needs to specify are the laws. These take a little power to activate, but then add to the chance of success with the spell, or help to focus the effect. These are cobbled from a bunch of the usual places: Association: If two things have elements in common, they are tied together and interact through those common elements. Control of one pattern provides control over the other. The tie between the objects can be formed using the law of Association, Synchronicity, Contagion, or any other means. “Commonality Controls.” Association can be used to bump the casting success chance, or for targeting. Boundaries: Boundaries, of any sort, form barriers of resistance to the flow of magic. Mana will more easily flow along the line of the boundary, rather than cross it. So lines of magic tend to flow along river courses, spells tend to stop at the threshold of a room, etc. Even a change in material may be enough to stop a low-powered spell from propagating. Some mages postulate that Ley Lines are boundaries between abutting magical realms. Magic that crosses a threshold will be reduced by 50% in effectiveness, and Magic that runs along a boundary will double in effectiveness. Cause & Effect: If exactly the same actions are done under exactly the same conditions, they will generate the same results. Similar strings of events produce similar outcomes. “Nothing Happens without Cause.” This is used for spell success and targeting. Contagion: Objects or beings that have been in contact with each other continue to be linked after separation. The strength of the link is proportional to the time they have spent together and the power of the interaction. Things that were once part of another form the best Contagion link, e.g. fingernails, blood, or sweat. “Once Together Always Together.” Dynamic Balance: To survive and prosper, every aspect of ones universe must stay in dynamic balance with everything else. Extremism is dangerous on both the personal and magical level; extremes generate pushback. “Dance to the Music.” Evocation: A mage may establish communication with beings outside himself to create effects, summoning them to his presence. “Beings Without.” Finite Senses: Every sense of every being is limited in range, type of information perceived, and in how it is interpreted. “Nobody Sees Everything.” Identification: Through identification of common elements of oneself and another, the mage can become that being to the point of sharing its knowledge and power. This is the source of possession. “You Become Another” Infinite Data: The number of phenomena to be learned is infinite, you will never run out of things to learn. “There is Always Something New.” Infinite Universes: The total number of universes into which all combinations of phenomena could occur is infinite. “All things are Possible.” Invocation: Every mage has within him powers that can be called forth to do his bidding. The mage is a microcosm of the universe, and can be the source of all that he requires. “Beings Within.” Knowledge: This is the concept that understanding brings control. The more that something is known, the easier to exercise control over it. “Knowledge is Power.” Names: Knowing the complete and true name of an object, being or process gives one complete control over it. Typically people have public names, private names and true names. Often the true name is unknown even to the person him or herself. “What’s in a Name? Everything.” Negative Attraction: On occasion, like will attract unlike, with energy and their actions often attracting their opposite. Whether opposites or similars attract in a given spell is based on the skill of the Mage. “Opposites Attract.” Personal Universes: Every being lives in a unique universe that cannot be completely shared with any other being. Personification: Any phenomenon can be alive and have a personality, given the correct circumstances. As the original Runes have their own intentionality, so does every aspect of the world. “Everything is Alive.” Perversity: If anything can go wrong, it will. Polarity: Any Pattern can be split into two or more opposing principles, and each will contain the essence of the other within itself. “Everything Contains its Opposite.” Positive Attraction: Like attracts like. To create a specific effect, it is good to have a little of that effect from which to start. That which is sent, returns. “From a Seed a Tree.” Pragmatism: The simplest result and answer is the right one. Likewise a successful result creates its own truth. “If it Works, Its True.” Self-knowledge: The most important kind of magical knowledge is about oneself; familiarity with ones own strengths and weaknesses is vital to success as a magician. “Know Thyself” Similarity: Two things that look the same are tied together. Having an accurate image, sound, smell, etc. of an object or being facilitates control over it. “Look-alikes are Alike” Synchronicity: Two or more events happening at the same time are linked. No event occurs in isolation from nearby events. “There are no Coincidences.” Synthesis: Synthesis of two opposing patterns will result in a new pattern that applies in more areas and has more power than either of the originals. This new pattern will not necessarily be a compromise, but may be something wholly new. “Synthesis Reconciles.” True Falsehoods: It is possible for a concept or act to violate the truth patterns for a given universe, but still work. In that context, it will become true, and the universe will shift around it. “If it’s a Paradox, It is Still True.” Unity: Every phenomenon in existence is linked to every other one, past present & future. Perceived differences are based on incomplete understanding. “All is One.” Words of Power: Certain words are able to alter reality just by being uttered. Their sounds tie to the primal essence of the world. The bonus added to spellcasting is based on the application of the law: [table=”width=75%;head”]Level|Examples|Typical Bonus Marginal| Caster does not specify target Multiple similar uses of Law Common Items|5% Moderate| Unusual Items Specific use of Law|10% Strong| Rare ItemsResearched application of Law|15%-20% Ideal|Legendary ItemsQuest-level application of Law|25%-75% or more[/table]
  22. Plodding along, I’m realizing that I’ll need a lot more effects. My original thinking was that I could have a few Effects, and that the Mage could modify them to achieve the result they wanted. So “Heal” could be effected by using “Reverse” and “Damage.” I thought that would give a nice bit of world color – it’s easier to damage than to heal, it’s easier to find than to conceal, etc. But now I’m realizing that I need an Effect for each basic function of a Rune. The results that are close to the Rune function will be the easiest to cast, reinforcing the importance of the Runes as a basis for Magic and making the rules more consistent. To flesh out the Effects, I'm turning now to definition of the Runes. Runes are ultimately the source of all magical energy. Mages gain access to the Runes by attuning themselves to them. The easiest & lowest form of attunement is Rune Touched. After that comes Rune Bound, Rune Mastered, and Rune Owned. Each successive level gives access to more power, but also more responsibility to the Rune (the Runes are quasi-alive and quasi-sentient in my world) and the likely acquisition of a Rune Aspect – anything from a mark to an aura, or physical changes. Air Rune Type: Elemental Action: I Know/I Perceive Manifestation: Wind, Dust Devil Required Effects: Damage, Move(Air) Optional Effects: Communicate, Perceive Minor Aspects: Mark, Aura(air), Following Dust Devil, Vestigial Wings Major Aspects: Constant Wind, Wings, Air Shape, Levitation Type and Action are essentially background information. All Elemental Runes will have Damage as a Required Effect. The Actions help me determine what types of effect are appropriate. Required Effects: These come with any access to the Rune power. So if you Tap an Air Rune for 6 points of Power, you always get 6 points of Damage and 6 points of Move(Air). The mage can negate or change those effects, but they come as a default. Optional Effects: These can come with access to the Rune Power, but you must choose one (or none) for each point of power that you access. So, if you tapped an Air Rune for 6 points of power, in addition to the 6 points of Damage and 6 points of Move(Air), you could get 3 points of Communicate and 3 points of Perceive. Or up to 6 points of Communicate and none of Perceive. Minor & Major Aspect: When becoming attuned to the Rune, a mage may gain Aspects of that Rune. The greater the attunement, the more likely to get an Aspect, and the greater change that it will be Major. Getting an Aspect multiple times means that the strength of the Aspect increases. So the first time a character gets Aura(Air), it might be detectable as a Difficult action. On the second acquisition of Aura(Air) it might be a Normal action. The third time it becomes Easy – basically anyone will notice that the Mage appears Airy.
  23. I guess I'm on a roll, so here's the last bit of the spell definition: Ritual. The spell needs to be created within the framework of a Ritual. I anticipate that mages will become proficient with one or two ritual forms and use those to the exclusion of all others. My thought is that each one has a base modifier to the chance of success, and a base time for the ritual. The base time for the ritual becomes the base duration for the produced spell – so that putting points into Duration for a Rune Smith ritual spell adds weeks onto the duration, whereas putting points into Duration for an Incantation adds melee rounds onto the spell. Incantation: An incantation is the standard casting of a spell. The mage makes sweeping gestures with his arms and intones mystical words of power. Casting is relatively fast, with a normal chance of success, base time = melee rounds Symbolist: These mages create symbols that incorporate their spell. The time to cast is moderate, with normal chance of success, and a base time of hours. Power Word: These mages use the power of words to create their spells. The casting of these spells is very fast, but similarly the effects are fleeting as well. The time to cast is short, chance of success is low, and the base time is strike ranks. Rune Smith: These mages carve and forge runes and magical effects into metal and other materials. Rune Smiths work over long periods, and the base time of their spells are similarly long. Time to cast is very long, chance of success is above average, and the base time is weeks.
  24. The major portion of defining what a spell does is defining the Effect and the Form. Here are my first thoughts on these. Effects Each spell is made of spell effects, essentially key words that tell what the spell will do. This section outlines the current set of known spell effects. The overall list is summarized to the right. Over time, the list of effects will increase. In developing the spell, the mage will determine the effects that he wants as well as the intensity of the effect that he wants to create. Greater intensities will require additional Mana, tend to increase the casting time of the spell and lower the chance of spell success. An initial chart of spell effects is included to the right. Note that most of the effects are destructive or blocking. These effects are the easier ones to achieve (see Entropy). To gain a positive effect, these effects must be reversed using Magical Skills. Here are the ones I have so far: [table=width=75%;head]EFFECT|DESCRIPTION Appearance|Changes the appearance of the target Call|Calls a specific type of materials or energy to the caster. Qualifier: Element, Energy or Material to call Conceal|Conceals the target from senses, either natural or magical Damage|Does set number of points of damage spread across targets. Qualifier: Type Demoralize|Reduces the target’s will to live and act. Diminish|Reduces a single characteristic of the target (e.g. STR, WIS). Qualifier: Characteristic Hide|Reduces the recipient’s ability to perceive specific types of sensory input. Qualifier: Sense Hinder|Reduces the target’s ability with a category of skills (e.g. Stealth, Communication). Qualifier: Skill Category Move|This effect allows the recipient to move in, through, or on a specific type of environment, Air, Earth, Planes, or Water. The effect must also specify In (freedom of movement), On (Speed Movement across), or Through (Speed movement through). Qualifier: Medium, Mode Resist|Affects ability to resist specific manifestation Skill|Affects specified skill[/table] Spell Form Delay: sets the time between when the spell ritual is completed and the effect takes place. Usually these are cast as Active spells so that the Mage can determine the time the spell goes off. Duration: The default duration for a spell is momentary – the spell takes effect immediately then disappears. This is sufficient for many damage spells, and even an information spell can give brief insight immediately. But for many spells, the effect must endure for some time. Range: By default a spell affects the mage himself. If the mage wants the effect elsewhere, additional range must be purchased. Shape: By default a spell has no shape – its effects are imparted to the mage himself, or imparted to a target through touch. If the mage wants to project the magical effect he must pay for a Bolt, Beam, Cone, or Area effect. Speed: By default spells materialize at the Mage and speed away from him at a walking pace to their target.
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