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Everything posted by Chorpa

  1. Sure I don't have it all in my head at the moment but some of the big ones that I was the poorly proofread texts. They missed several pages in one of the kickstarter adventures. I also didn't like many of the changes like they replaced the stat STO (SIZ) with PER (Perception) for no apparent reason. Heck all the changes they made just didn't make any sense since neither of the changes didn't make the game any easier or more streamlined. In some cases it even made the game even clunkier. One example is that you are supposed to choose between two stances each round in combat (Offensive & Defensive stance). In theory the stance idea is a good one but in play it made the combats come to a screeching halt and actually become boring. Same that the damages on weapons are only d6s (between 1 to 3d6) and besides the damage and weight there was not anything to differentiate between different weapons like AP/HP or anything like that. Don't get me started on the poorly written encumbrance rules (they did a very poor fix in the errata)? Overall it felt like a rushed product that could have used some more rounds of game testing and proofreading before being rushed out. They launched a new kickstarter on an old Swedish campaign world called Ereb Altor but reading about it you realize that it really doesn't have much to do with the old setting but instead is a new one called Kaldarox. And in this one they seemed to promise to change a lot of the broken stuff from DoD2016 but since product haven't been released we don't know what we get. From what I can see the the new Ruin Masters is gonna use this new setting (Caldarox in English) but other than that I don't know how much it will contain from either DoD2016 or Ereb Altor. But since the thing that pissed most people off is that they promised to make a cleaned up reprint of the old DoD edition (Basically the same as Worlds of Wonder with the Magic World booklet) from 1987 but instead we got a new poorly proofread game with new clunky rules that didn't make much sense. Because of this I am waiting for the finished product before I give them any of my money and avoiding their Kickstarter.
  2. No. Nothing have so far have gotten translated to English and I doubt it will in the foreseeable future. To be honest the game was very disappointing. It is still usable but they removed and added new things that made no sense at all and very poorly proofread texts that makes you think they rushed the product. BUT THE ART WAS GORGEOUS!. Many others in Sweden are of similar opinion as me, but I do know of several groups that despite the rules are running successful and entertaining games with Drakar och Demoner 2016 as it is called nowadays. But the company RiotMinds who released Drakar & Demoner 2016 have released their other games in English. Especially Trudvang Chronicles is a very nice setting and the game is distantly related to DoD and BRP with tons of gorgeous art (as most of their products are). Even though I don't like the rules in Trudvang Chronicles to much. The rules are not bad but they just don't cater to my taste so I usually use another ruleset of my own taste in the setting. Been thinking about using Mythras for it next time. But have to sit down and see if I can capture the feel of the magic and religions of the Trudvang world (shouldn't be to hard by creating Cults and Brotherhoods for the setting).
  3. Yes each template has it's own page with a picture and description on the same page. Edit: They have actually released some of the Career Templates to show of how they look like. Here is one: http://www.speltidningen.se/western/pdf/WE4_Bounty_Hunter.pdf That is one of the most interesting unique aspects of Western that has been around since the first edition that everyone seem to love. Only change from previous edition is that the template is slightly oval in shape than before where it was just a plain circle.
  4. Another swedish RPG on kickstarter. This game has been around a long time and is now on it's 4th Edition. It started as a BRP clone with some interesting new rules bolted on but during the years it has deviated more and more from the BRP core. But it is still there. I highly recommend this game, and recently bought the Swedish books myself and I must say that the books are gorgeous with the new art from Lucas Thelin. A very solid game for people who want to explore the Wild West in all it's incarnations. If you join the Facebook group you can even talk to one of the creators of this game who is a very active member.
  5. Well I haven't run OpenQuest myself but I do have the OpenQuest 1 pdf. I have only read through OpenQuest 2 Basic Edition and not the full rules but from what I have seen the same applies for that edition too. I would say from what I have seen the conversion needed is minimal if you even have to do any. All the rules comes from the same family of OGL rules. OpenQuest is just more slimmed down for easier play but you should be able to run most stuff without converting or just do the minimal converting that might be needed on the fly.
  6. Well I must say even I was suprised how successful the Kickstarter became. And good thing is that they already have a wealth of finished modules that just need to be translated so I am sure there will be plenty of stuff coming for the game in English. I am sure the ones who backed this will not be unhappy with what they get. Even I got very inspired by the Kickstarter so I am actually thinking of dusting of my Swedish Trudvang box and kick off a campaign.
  7. I am sorry I have taken so long to reply. Been away on a trip to Ireland and just came home tonight. Experience is quite easy. You earn Experience Points each session/adventure that you can use to raise skills or buy a new "feat" type ability. The higher a skill are the more expensive it becomes. No improvement rolls. It is about as detailed as BRP with the Hit Locations bolted on and takes about the same time. The Combat Point system is actually quite easy. Let's say you have a pool of 25 combat points from the skill and abilities. When it is your turn lets say you take 13 points to make an attack with skill value 13 you roll against with your d20. On the opponents round he attacks you and you decide to place the rest of your 12 points from the pool to parry the attack with a skill value of 12. It's not more complicated than that but opens up the option to make a few attacks/parries with a high chance of success on each skill roll or make a lot of attacks/parries with a low chance of success on each skill roll. As mentioned earlier. I would say it is about the same level of deadliness as BRP/RQ. The simple answer would be yes. But I would say that they have used Christianity as base for the religion but bolted on enough of new stuff to make it quite unique for the world of Trudvang.
  8. It has been mentioned before about the swedish game Drakar och Demoner Trudvang getting published in english. And it did but only through their online feature. But now it is finally coming in printed format! It is one of the best campaign worlds IMHO and highly recommended. Trudvang Chronicles
  9. Actually it is already available but only through their online feature (haven't tried that myself). You can find it here Trudvang Chronicles. I would say Trudvang it is only very distant relative that has grown out of the old DoD Expert system. It uses d20 instead och d100 on skill rolls and they got rid of the Characteristics. Instead you get two positive traits and two negative traits that in areas that used to be the old characteristics (like STR, DEX and so on) that give a bonus or penalty on certain rolls and help with some skills. The new part is a kind of Talent trees that help further define your character and granting abilities and give bonuses to certain skills. It as been a while since I played Trudvang myself. Usually I just steal the world and use BRP, RQ6 or Rolemaster for the rules instead.
  10. Very good and very accurate I must say. It was first planned be a single adventure written by one of the now famous authors (at least in Sweden) from the old days during the height of the Drakar and Demoner period from the 80s. But because of the very successful kickstarter (that took everyone by surprise) it expanded into a full seafaring campaign where you explore Skymningshavet/Sea of Dusk and it's plentiful adventure locations. Can't wait to see how it turns out and the little I have seen from Anders Blixt's blog it is gonna be a very nice module that embraces both the old and new into a perfect blend. :-)
  11. Speaking of the devil. Riotminds just released a "work in progress" cover of the first adventure campaign to be released at the same time as the new retro Drakar och Demoner.
  12. I am so waiting for my Kickstarter copy and from what I have seen it is gonna be glorious! Plan to use this Retro Edition to introduce my nephew into the wonderful world of Drakar and Demoner. He is about the same age I was when I got started at 9-10 years old. At first we didn't even read through the rules we just used the numbers in the book to sort of created our own RPG. But within a year or so I knew the rules almost instinctively. And that is why I love the BRP system. It is just so easy. Even though nowadays I have moved on to RQ6/Mythras.
  13. I have used SR system for Firearms in our Aces High campaign I ran a while back and it worked without a hitch. While it did work I do prefer the simpler DEX system. The SR for the firearms in the BGB as mentioned is very inconsistent. Especially when compared to the Atk value used in the Dex system. Aces High do contain their own weapon list so it doesn't use the weapons in BGB so many of the inconsistencies have been corrected, but on the other hand that list have other errors (not sure if it is corrected in the later editions) but I know Stuart uploaded a new list here in the download section ages ago that have much better stats with less errors that might be worth checking out for examples.
  14. No the three first editions where basically the same. This fourth printing is still the same as the ones before except with errata and some new artwork. The divergence came with the Expert rules that came -85. The Expert box where an optional add on that changed it from percentile dice to a d20 dice, tons of new skills and a hit location system similar to the one in RQ but much simpler. But it wasn't until -91 they incorporated the Expert rules and Core rules to each other. The core DoD box stayed the same until -91 and is still basically a translation of BRP with the Magic World booklet added. This was what I was hoping that the MW from Chaosium would have turned out. But it is interesting to see how Chaosium is sort of putting BRP/MW on the backburner and Riotmind instead trying to kickstart it and bring it back to its greatness (at least in Sweden). Maybe they should collaborate and pass the torch to Riotminds so they also could do and English version. As I swede I have of course already thrown in 600kr (ca $71-72) in the backing for this since it is such a huge part of my childhood and now it is time to introduce it to a new generation.
  15. Ahh! Forgot about the Fate Points. Yeah those would help a lot without having to change much of the rules. Used those in my BRP Star Wars hack available here on BRP Central.
  16. Yes actually didn't thing about that but feels it is a given or after each chapter in each adventure. The current adventure is divided in 7 parts and each part is usually like a mini-adventure or a location covered within the full adventure. Each adventure is quite long ones so experience roll after each session or Part for sure would be in place. We usually have a quite long session for about 9-10 hrs on average when we play.
  17. Yeah! Have no problem with scaling back and toning down NPCs and medium size creatures. Quite used to converting characters from D&D/Pathfinder to BRP/RQ and have it quite down how to scale them into a more appropriate skill levels. It is the abundance of the larger monsters (dragons, giants etc.) in the later part of the adventure that worries me. Just the size of them make them harder to scale down in challenge. But might be worth a try and have to help the adventures along with magic and stuff like that to keep up with the fast increasing challenges in the adventure. It is still just an idea that is far from realization but if it do happen I for sure will report my feedback for other gamers with the same idea. :-)
  18. We are currently running the Rise of the Runelords and are at the end of the second adventure Skinsaw Murders. We first started the campaign with the Pathfinder system but even though it works I do feel a bit uncomfortable with Pathfinder and it's power creep in stupid powers for each class. We have switched over to RM and in my opinion it directly improved the grittiness but still miss that fluid fast feeling. Have suggested for the players MW that still get the more realistic feel but a very easy fluid system. But I am a bit worried how the later adventures will treat the MW characters since the opposition can get quite crazy. Using Heroic HPs for the characters is a good step to give the characters an edge in the otherwise combat heavy campaign. But I wonder if anyone else have used an Paizo Adventure Path and can give feedback on how it worked for them?
  19. Yes. T.K. Amthor is very active part of the new cast of Iron Crown. Most of the time after the shift in management have been spent re-branding the old modules and updating some of them so they are available as POD. But most of that is done now. Last I heard T.K.A is currently slugging away at Emer IV that hopefully is not to far out for publication. Latest release I know of is the adventure Shadow World: Tales from the Green Gryphon Inn. About the Trudvang Chronicles. Yes it is going to happen but unfortunately it is only going to be a electronic release through their online feature which in my opinion is a downer.
  20. It is available in POD. But only the RMC version. You will find them on the link. If you want the RMSS/FRP version you are out of luck unless you can track down a copy in a store or amazon. Either way we are running a current RMSS/FRP campaign. We started Paizo's Rise of the Runelords Adventure Path with Pathfinder but I just wasn't feeling comfortable with the Pathfinder system because of that we ported over the characters to RM and continued with that system. The choice was between BRP, RQ6, GURPS or any of the RM versions. All the players picked RM. Been a long time fan of RM/MERP and ever since the shift from Mjolnir to Guild Companion they have been working hard to to make the ICE and RM brand name mean something again. I have the second Beta files of the new RMU and it really looks like they are on the right path. Even though I don't play in Shadow World I do really love the modules for that world. I myself prefer something with a more S&S/Nordic feel to it. Something like the Swedish Trudvang setting that interesting enough is soon available in English.
  21. I recreated the map of Savage North in Campaign Cartographer so I could connect it to my campaign world map. Figured that some one else maybe was interested in using it so here it is. If you don't have Campaign Cartographer I also provided a link to the free Printer and Viewer. Enjoy. Savage North CC3 Map CC3 View Edit: Attached a JPG Sample of the Map.
  22. I will try to help you as well as I can. This is described under the Spot Rule for Superior Numbers on page 91. It is all up to the GM. The Allegiance List in the rulebook on page 236 gives some suggestions. Answer from Question 2 applies here too. Examples are given in the list on page 236. That is correct. Quote from page 104 also clarifies this. "After you begin casting a spell, you can do nothing else during that combat round." They are both correct but are written in a confusing way. They all describe different actions you can use to disengage from an opponent. Page 62 describes one of the actions. Spend the whole round Dodging. If he manage to avoid all attacks made against him he can disengage and move his full MOV at the end of the round. The second action is to just turn and run but that immediately gives all opponents in range a free melee attack so it is a very risky move. The third option that is available seem to be missing from the MW book but is fully described in the BRP book is "to succeed in a knockback attack and then make a successful Dodge. This method does not allow any further attacks on your character, and removes him or her from close combat." Since the last option is not described in the MW book I would say that it is optional to use. But even if not allowing the BRP rule you can still knock someone down and then run away since it severely limits his chances to attack you and hit. Yes that is correct. This is further detailed under the Spot Rule for Weapon Length on page 92. I hope this helped clarify some things for you.
  23. What Atgxtg said. That includes HARP which is much simpler relative to RoleMaster. Not sure that I agree on Atgxtg 2nd drawback without more explanation. But the first drawback one is dead on. And it all depends on what kind of player group you have. If you have players that don't mind the crunch well just go for it. In our group most are ok except one player but he finds it an acceptable obstacle to the entertaining and brutal combat system. With the BRP system you don't have to bother about adding the skill and dice roll together you just have so see if it is higher or lower. And if you still want more detail in combat you can just add the hit locations. But things considered we still keep playing RM and in fact I am just about to head of to one of our RM sessions. But BRP is still no. 1 in my eyes though.
  24. Chorpa

    Magic system

    Why don't you just port the Magic system from the Basic RolePlaying book? The spells are as skills and each costs a fixed amount of Magic Points per level of the spell you want to cast. Very simple system that I like.
  25. Ahh thanks. Been looking through all the old Drakar and Demoner stuff and sure couldn't find any mentioning of it anywhere. But as I mentioned the font and layout used looks the same as the one used in the first edition of Drakar and Demoner (1982).
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