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Chorpa

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Everything posted by Chorpa

  1. Nope! But Classic Fantasy is being re-released for the RuneQuest system so I guess it is possible that material that was planned for CFII might sneak in to the new Classic Fantasy book. The info can be found here: But I guess threedeesix can answer your questions better since I am speculating.
  2. Followup question to this topic. Do you guys let them place the extra as the player pleases or do you enforce some sort of limitation?. Just doesn't feel right that a character that have rolled 17+6d6 for extra age suddenly can dump +100 percentages into a single skill especially if he has maxed it out from Occupation and Background already giving him a very high percentage. This just feels like it is waiting to be abused by Munchkin players. For example: A player is creating a Mercenary with a Chiefdom background. From the Chiefdom background he places +10% in a Weapon Skill, and later from the Occupation he places another +60 in the same Weapon Skill. He has decided to make a little older and more experienced Mercenary than the normal Rookie character so he adds an additional +5d6 to age for an additional +100 percentages to place and being the Munchkin player he is, he dumps it all into the same Weapon Skill for a total of Base Chance +170%. I am thinking about at least putting in the max limit of +60 to any Occupational Skill and limit the placement to Occupational Skills only (not counting the bonus from Culture Skills). This seem to be more in line with how it is written in the Custom Adventurer sidebar on page 23 and and how it works in the Basic Roleplaying book.
  3. It is a great setting. Although I am not to fond of the new rules and prefer the more old school rules I have run several adventures in campaign world with both the original rules and BRP/RuneQuest.
  4. Hmmm! I ordered both PoD and PDF just before it got taken down. Dunno if I am gonna get the new or the old one. Guess I will just have to wait and see. Haven't given it a proper read through yet but from skimming the PDF I like it a lot. EDIT: It was shipped 5 days ago! I assume then I am getting the old version. But will wait until it actually arrives to be sure.
  5. The systemless freebie adventure Cray Canyon Cold Snap do contain some nifty Wild West maps of train carts that you can probably use. I am pretty sure you could even use the adventure itself since the whole adventure takes place on a train. And yes the Wild West Maps from 0one Games doesn't have any additional information yet. But talked to Mario Barbati not long ago and they are about finished and still planned to be released next month.
  6. Just found out that 0one Games is about to release a bunch of Wild West themed maps. I know there are people here running Wild- or Weird West adventures and might be of interest so wanted to give a heads up on those. I for sure plan on getting them. http://www.0onegames.com/catalog/
  7. Most of the stuff is directly compatible with very few minor details. Skills and other things have changed names but as long as you are aware of those changes it is usable as it is written. Well it is actually both. It does contain 7 independent adventures that you can use in your own campaign world or The Realm that is described in the same book. Each adventure can be connected to each other to form a campaign but it is not needed. A suggestion is to download the sample adventure Caravan and check it out. Personally I can't recommend Book of Quest highly enough (or any other Design Mechanism product). They just reek of well written goodness and even if I didn't run RQ I would still use the products for other games.
  8. Only six votes behind FATE now. I think we can do it!
  9. No harm done. There are really not much rules except common sense. We do our best to help keeping harmful stuff away but except for some forum spammers now and then it is mostly quite open. The advantage with uploading stuff into the Download section is that you can update the file with a new one whenever you want. I do that myself and find it much easier than posting an attachment with a post. Now that I think about it I don't even think I have ever attached something to a post so don't even know if that works. But nowadays I just find it simpler to link to the file in my Google Drive account since when I do make a change, the file updates straight away removing the need for an upload each time.
  10. Not that I know of. But would be very welcome for my Star Wars adaptation that uses both Psychic and Super Powers to represent the Force.
  11. I am just glad things are going so well for Design Mechanism. Having both the old Softcover and the new Collector's Edition of RQ. Not only that you keep producing high quality modules (Book of Quest, Monster Island and more on the way) to support the game in a rate that is surprising for a small company of Design Mechanisms size. Keep up the good work!!!
  12. Are you trying to attach it to a posted message? If you are you could always put it in the downloads section otherwise. A third option is to use google drive and share the link to it in a post.
  13. After a long period of not working on this I have after getting into one of my Star Wars moods picked upp my previous project to convert the whole Dawn of Defiance Campaign. After dabbling with the wealth system for other campaigns I have discovered a better way to get more reasonable values when converting equipment lists and such so I have updated the Equipment List in the Primer. Will also go back and do a quick update on each of the adventures before I really get started on Episode IV. Below I will keep updated links on the downloadable files: Star Wars Character Sheet (Usable for any BRP Star Wars game) Star Wars Primer (Usable for any BRP Star Wars game) The Traitor's Gambit - Dawn of Defiance Episode I A Wretched Hive - Dawn of Defiance Episode II The Queen of Air and Darkness - Dawn of Defiance III Echoes of the Jedi - Dawn of Defiance IV (Work in Progress)
  14. I noticed when browsing through some old of the swedish Drakar och Demoner products that you there you could also use the Magic spell Vision to gain knowledge about how to activate a magic item. I rechecked the spell in the BRP book and it is still there. So there is another "official" way to learn how to use a magic item.
  15. The Magic spell Perception can be used to perceive magic or magic items. But knowing what each item can do is another matter. I would probably create/use a Knowledge skill for it instead of using a spell to identify the magic contained in an item. Knowledge (Occult) is an obvious fit or maybe a use of Research skill supported by Knowledge (Occult)?
  16. I have been thinking about using the BRP book myself. I have both Magic World and latest RuneQuest and love them both but personally I land somewhere between those two and I am so torn so I have decided to use BRP as a base in the future as it contains all the options needed to tailor my favourite game. But all games are so closely related that I see no problem using stuff from one game in another. For example we are currently running the Book of Quest campaign with RQ6 but I have decided to complete the campaign with BRP instead letting them create new BRP characters that take over where the RQ characters left off.
  17. Ohhh! Gief me! Care to reveal what other stuff the "Chronicler's Companion" is planned to cover?
  18. In my current fantasy campaign world I am working on each culture has it's own language. On top of that I have a regional language for the northern part of the world and one for the southern part of the world. Still haven't decided if I should put in a Common language. It would make it easier for the players but at the same time I feel that having the regional/cultural languages as barriers does provide an interesting challenge and flavor and reward the players who drop skill points into other languages. In a previous Weird West campaign we had some very interesting encounters when they where trying to communicate with Native Americans. When the language wasn't enough there was a lot of drawing pictures in ground. Which was very fun one time when communicating with a Shaman who was trying to tell them of a supernatural creature from the Aces High Monograph being a big head with ears as wings and large enough to carry fully grown cattle. They could hardly believe the pictures the shaman was drawing.
  19. That is actually something I would like too. Designing a tomb for the players to raid and don't really have a clue what kind of treasure to place in there. There is a big ass tomb for a greedy evil king and his followers guarded by the kings undead necromancer. So there should be atleast some goodies buried with them. A treasure generator of some kind would be very helpful to fill in the blanks so to speak.
  20. I have always assumed AP and HP is the same thing. Shields in BRP follows this. I know Magic World also makes use of this variant and also modifies it a little. When you parry with a weapon the damage that passes the AP/HP value it breaks/damages the weapon/shield. It is found on page 68-69 in Magic World.
  21. I have stopped making separate Language/Literacy rolls and instead the Language/Literacy as a cap when using other skills. Most of the skills in the Communication category would apply to this. For example a player have 80% in Bargain but only 40% in Dwarvish. He wants to haggle with a Dwarf to buy a very nice battle axe. Since his skill in Dwarven is lower than his Bargain it limits the Bargain roll to the same skill level as his Language. So he has to make his Bargain with a skill of 40% instead. If he passes the skill roll he gets experience rolls in both Dwarvish and Bargain. I do the same thing with Literacy skill. This way to handle the Language/Literacy skills saves me a lot of headache but still keeps the Language/Literacy skills important.
  22. I have to agree with Mankam on this one. RQ6 already have a very stable rule set with everything you need collected into one book and it suits very well for regular fantasy. Although I do love to tinker with the BGB to create the game I like. And supported by Magic World you would have a strong foundation to build a fantasy game on. Classic Fantasy+BGB is also very nice and have it myself but it just wasn't my flavor. But even if you don't use Classic Fantasy it does contain plenty of stuff you can use for a custom BGB game.
  23. Aces High have a nice equipment list of weapons and general equipment available but the rest of the book is aimed mostly Weird West, despite that I have still found a lot of usable material for non-weird west. Mostly the equipment lists, very nice bestiary separating the natural and not so natural creatures from each other and the general world stuff like towns, weather, maps and such. Devil's Gulch is very usable even if you want to skip the Weird West part and only run regular Old West adventures. Not much info on equipment except some minor notes how to use the stuff in the BGB with some options. Devil's Gulch has the Weird West stuff clearly marked and separated from the main text for those who doesn't wanna use it. Even the first adventure is usable in a regular Old West but the second adventure is not so much. Basically everything except the last adventure in Devil's Gulch is usable in a regular Old West. I am not familiar with Boot Hill so can't help you there.
  24. Well I can say as a swede that those nifty articles is very nice. Since I only see 3 of em up at the moment I assume more is on the way. I know that some of the articles that has been published is REALLY good!
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