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Chorpa

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Posts posted by Chorpa

  1. Well from what I understand the Magic supplement is its own magic system (the RQIII system) you can use instead of the one in the BRP core book.

    Grimore I understand is just an expansion on the Magic and Sorcery system in the BRP core book and doesn't have anything to do with the RQIII-style magic.

    But I could have gotten it all wrong! :P

  2. It's still better than nothing... (especially for old skoolers). When is it available?

    I agree! And even if I don't end up using it I will pick it up just to support the BRP line.

  3. Sorry about that! Somehow posted the wrong link. Tried downloading it myself and I get the correct file. Should have 1.1 after the name.

    Btw the changes to the Gambit file are very minor. Basicly the only thing I did was to remove Total Hit points for the named characters. Because it's quite combat heavy adventures I figured that only allowing Total Hit Points for the characters would make the adventure more enjoyable and survivable.

  4. Just wanted to inform that I have made some minor changes and replaced The Traitor's Gambit with an updated file. I have been busy but will soon start on converting Episode II.

    Also uploaded my Star Wars Primer. I ended up scaling it back to keep the the changes to the core BRP rules to a minimum but it will list all the optional rules and changes I will use as a base when converting future Dawn of Defiance adventures.

  5. Apologies if this has been answered elsewhere, but does anyone know where this can be purchased in the UK? It doesn't feature in any of the major Internet suppliers' web sites (e.g., Leisure Games).

    Well if you want a printed copy the only place I know where to get Monographs is to order from Chaosium itself as Classic Fantasy is a monograph.

    If you want a PDF copy on the other hand you have plenty of places where you can get the monographs outside Chaosium. I usually get my PDF stuff from DriveThruRPG

  6. The character then makes his usual recovery rolls, but each

    time he fails his CON roll the severity of the disease increases by one step.

    So, as I read it, there are no separate rolls to determine the severity of the

    disease, it is determined through the failures of the normal recovery rolls.

    This is one of the stuff I find a bit fussy. I have no problem doing it like this making the disease more aggressive for each failed roll. It's a bit unclear on if the CON rolls are the same as for the minor diseases that you start at CONx2 after the first week and then roll after the time of the severity have passed until you succeed with increased chance for each roll or do you continue to roll vs. POT?

    Either way each failed roll roll increases the severity and shortens the time until next roll. Only thing I feel is strange about this is that all the major diseases take the same time to get serious.

  7. Hello!

    I was writing an adventure and had a creature with Disease Carrier that infects through its bite. But when I was reading through the rules about disease on p.221 in BRP some question marks appeared over my head.:?

    I have no problem with the minor diseases (bad cold or mild flu) since they are quite easy to understand.

    But it's when I get to the section on the major diseases the confusion starts. So I just want to know if I have understood the rules correctly.

    • For example it isn't clear if the POT of the disease is used for all the CON rolls or just a roll to see if you are exposed to the disease?
    • Once you are exposed to a disease you make CON rolls until you succeed to set the severity of the illness if I have gotten it right.
    • Once the severity of the disease have been set you make a CON rolls after the allotted time to recover and avoid further damage if I understand it correctly.

    Sorry for these simple questions but just want to make sure I have understood the rules correctly.

  8. I have actually already decided to go with Classical Fantasy. Have started to write a conversion of The Spirit of the White Wyvern adventure from 0one Games that is based on their B&W map White Wyvern Inn. I still haven't decide if I wanna use that adventure to start of a Forgotten Realms campaign or start in one of my own creations that we expand as we play.

    I do like the generic adventures from 0one Games since they are so easy to incorporate into a setting of you choice or just run as they are and use as basis for your own campaigns. The reason why I decided for Classic Fantasy is because all their adventures are Osric/D&D/Pathfinder based and Classic Fantasy seem to fit that type of adventures better and makes the conversions easier.

    I plan on doing Classic conversions of all their adventures in the Master Adventures series when time allows. Have recently written a conversion of the Star Wars Saga adventure Traitor's Gambit to the BRP system and learned a lot during that and the conversion is very similar to converting to Classic Fantasy.

    Despite this I might order a Lords of Tarsa pdf to see how much I can use of the setting. After all it does look like a good one and maybe some sort of hybrid between Classic Fantasy/Lords of Tarsa is possible.

    I don't like big dungeon bashes (but I do use them now and then when they suit the adventure) but do like to keep the adventures very simple and loads of action. Slay the dragon and rescue the princess kind of adventures.

  9. I ran DoD back when it came out, or more correctly, I started the campaign run but we got side tracked and then, partly because of me trying to return to DoD, my players lost interest, not a superb story arc. These factors aside though, looking at your conversion with my very limited grasp of BRP (I just recently found it and have yet to find anyone to play with), but with my fairly extensive knowledge of the SAGA and other D20 editions I think this looks great. Balance-wise I can’t say anything useful, srry about that, but just seeing how you have converted and used the BRP options to make it fit the SW universe looks great, and gives me guidelines for doing the same (something I’ve promised friends at home to do when I return), even though I’ve also got a desire to go Mass Effect with this system (although the D6 version of Mass Effect that I found looks very promising).

    That one thing I noticed when reading through the BRP book thoroughly the rules for for a great Star Wars like game is already in the book! Just had to pick the right options and some very minor changes to capture what I think is the right Star Wars feel. I will give Dawn of Defiance a playtest with BRP after our current Aces High campaign, mostly get some feedback from my players. Have a feeling it will run more smoothly than with the SAGA system that seems to focus more on tactical combat than on roleplaying.

    At the moment I am writing a small BRP Star Wars Primer that I will use as a base for converting the rest of 9 adventures. It will contain which options from the BRP book I will use and better explain how you can implement them (for example the effects of Light Side/Dark Side allegience), an updated Equipment List with Currency since I prefer that over the Wealth Level system (although it's still an excellent system), some Spot Rules for using existing force powers in new ways and one new Force Power (Force Lightning to replace Cyrokinesis/Pyrokinesis). I might narrow down the list of profession in a smaller list of archetypes too if I have the time to do it. Most of this stuff are already listed in the information of the description of the first adventure. But I felt a file more with a thorough explanation of things would be nice for the people who wants to run a Star Wars game regardless if they use the Dawn of Defiance.

  10. I have been thinking about getting Lords of Tarsa. On the hunt for a good and long lived fantasy setting I can use as base for a new fantasy campaign: But I want one that is generic enough so it's easy to rework other adventures and material I like from other sources and implement them into the world.

    So far the choice it's a choice between Classic Fantasy combined with my huge Forgotten Realms collection or this setting.

    From what I have seen from the samples of Lords of Tarsa it seems like a very well made setting but I am a bit worried about the generic part.

    Any feedback on this issue would be very welcome and help me make up my mind. :?

  11. Looks like it was made for a Fantasy Grounds campaign.

    Well I am not to familiar with Fantasy Grounds except the fact that it is basicly a virtual table top for RPG. Are you referring to the miniatures adapted maps in the adventure?

  12. Ok! Thanks for the interest.

    I will upload them to BRP Central as soon as I finish the first part and continue to upload the adventures as the work progresses. Atleast until someone comes and complain (in which case I will remove them and people will have to ask me for them). The encounters in the adventures haven't been playtested yet for balance so feedback on suggested changes will be welcome.

    Until then! May the Force be with you! ;t)

  13. I have been toying with the idea of a BRP Star Wars campaign and started to write a conversion of the Dawn of Defiance the 10 part campaign that was available from Wizards. Just got started but already halfway through the first adventure The Traitor's Gambit. Not sure if I dare to upload the adventure here when it's done. But then again it was free to download from the Wizards page when it was available so I can't imagine why not. But figured I should post it here if anyone is interested.

  14. I have decided to run the Terror at 6666 feet adventure from this book on a small local convention coming up. Was gonna make a write up of the finished characters for the adventures and noticed that one of the characters have a skill called Ritual Magic and Tarot. Tarot I just assume is similar to Astrology which would make it a new Science speciality in the BGB. But unsure on how to handle Ritual Magic. Anyone know if this comes from another supplement? If so where can I find it?

  15. Just wanted to ask if I have understood it correctly that Classic Fantasy I is getting a wide release?

    The reason I ask is because I was gonna order a print copy of Classic Fantasy I since I feel the pdf is a bit to big for my old printer to handle (at 196 pages). Noticed that Chaosium are at the moment out of Classic Fantasy prints and I was thinking it might be worth waiting for the wide release if/when it comes. Anyone have a clue how far away it is?

  16. I was browsing through RPG Now for stuff that I could possible use for my newly started AH campaign and stumbled upon From Mud to Silver which seem to be a perfect minicampaign to incorporate into AH.

    Either way I thought it was a good idea to tip others about it even if it's not for BRP.

    If anyone here have that module I would appreciate info if it's worth getting. Considering it's only $6 for it I will probably get it anyway.:P

    I will keep you informed on how good it is and how well it incorporates into AH.

  17. We finally got the game started and it seems like a success. Everyone had tons of fun! ;t)

    But I did notice some errors in the weapon lists and just wanted to point them out. Mostly because of some discrepencies between Aces High and the information I knew from GURPS High Tech. :-/

    I am no weapon expert but a lot of this information was quite easy to find.

    I did notice it since a stolen shipment of Sharps Rifles had an important part in the adventure and it got me to study the weapon stats more closely.

    The big errors I have found so far.

    • LeMat Pistol - Had a 9 shot cylinder and not a 6 shot cylinder. Not counting the "grapeshot" barrel.
    • Sharps Rifle should have ammo 1 and not 8.
    • Spencer Breech had an ammo capacity of 7 and not 9.
    • The Volcanic Carbine had a capacity between 20-30 shots depending on the barrel lenght, not 15. I went for the 25 shot version in the book since it seemed to be the standard one.

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