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Chorpa

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Posts posted by Chorpa

  1. Yes it was a translation of WoW with Magic World booklet. Later on it got expanded with optional rules in Drakar och Demoner Expert (turning the d100 into a d20 and adding hit locations and stuff like that). It also got a third expansion named Drakar och Demoner Gigant that mostly focused on building and supporting castles. It also contained some very nice mass combat rules that tied into the castle rules.

    Had plenty of stuff for that game but stupid enough I sold most of them away long time ago when the game took a turn I really disliked. That is a decision I regret to this day.

    The only stuff I have these days is Krilloan a boxed set describing the city of Krilloan and containing three adventures.

    The other module I have is Barbia a module describing the region of Barbia and contains a huge very epic adventure named Siratias Vita Formelbok (Siratia's White Grimoire).

  2. Well as many already have said any d100 system does the trick. I myself have have the Legend books and really like them and nothing wrong with them. The only thing I dislike is the way they approach Sorcery. Since there are really no rules on how to create your own grimoires and they assume the only way to find new spells is to learn new grimoires. But this is just a minor annoyance and easy to correct with house rules. As I understand RQ6 is almost the same but with just a little bit more crunch and more magic systems. I myself are waiting for the upcoming Magic World since that uses the Elric/BRP Sorcery that I prefer more. For now I run my fantasy campaign with BRP and the Equipment Chapter from Classic Fantasy. But if you want to keep the D&D feel but move it to d100/BRP system I do agree with Robshot that Classic Fantasy is your pick the whole aim for that book is that "Old School" feel from the earlier editions of D&D but without the limitations of that system.

  3. As Zit already said. I have always considered that each increase in wealth level would at least double the value of previous wealth levels. But as Zit said even within a wealth level it can vary a bit but double value for each level is a good guideline. It is nothing official but seem to work for me.

  4. I was thinking about the Magic World. As stated before I am a fan of really gritty combats so when MW arrives I plan to use it as is but import the Hit Location rules from the BRP book to satisfy my violent side. :P

    Well since I understand MW will be Stormbringer with the Michael Moorcock stuff filed off and RQ stuff thrown in. That assumes Random APs will be used and that is not recommended to be combined with Hit Locations. If that is the case will all the armors being used be the same that can be found in the BGB. That way I can just find the fixed APs to replace the Random APs?

  5. Well I was sold on this already when I heard about it being mentioned at first and will be the basis for all my fantasy campaigns in the future. The only competition for that at the moment is the the new upcoming Rolemaster but I have decided to go BRP since that is where my roots in roleplaying comes from. I know many have mentioned the Hit Location rules and as mentioned see no problem in pulling it from the BRP book and implementing it. I have also thought it might be a nice addition to an expansion set where you get a nice already prepared character sheet for you so you don't have to design and adapt your own.

    Even though I do prefer the Hit Location rules I have no problems with the Major Wound rules. In fact have used it in a couple of sessions lately and even though you lost some of the details you instead gained in speed and more fluid combats so the pro's and con's weighed each other out. The plan is to go with the RAW as much as possible.

    My wallet is just waiting for MW to be released.

  6. Haven't been on the forums much lately. Seems like most areas have been covered. In all I must first say that CF is an excellent product and have used parts of it myself for my own BRP Fantasy campaign. It just felt to old school for the kind of campaign I had in mind but it's still a good product none the less.

    Magic World on the other hand seem to be more along the lines what I had in mind. I did hope that the two games would be able to co-exist but seems like you have decided to breathe some new life into the system by breaking loose from Chaosium. If that is good or bad I leave for others to decide, but I agree that CF seem to have been lacking some love after the reveal of Magic World.

    Either way from all the d100 systems out there I must say I would chime in for taking the OpenQuest system as base for CF. Not only I think it seems to be such a good fit but my impression is that OpenQuest is such a simple and scaled down core that is very easy to build and expand on. Either way I do wish you good luck in the future and think you already have a good base to build a successful game on.

  7. I have that book and it's an excellent one. I don't think you will be disappointed. I was planning to use the scenarios for our Aces High (another weird west monograph) campaign but we never got to it and finished the campaign before we got to use Devil's Gulch.

    But Devil's Gulch will probably be the starting point for our next weird west campaign when that starts. I does describe a town and two scenarios. But the first part of the book does contain a very nice description and suggestions on how to use the BRP rules for a Wild West or Weird West campaign with some new professions added in as Chaot described.

  8. You are welcome.

    Was planning on starting the Dawn of Defiance campaign soon myself so had to quickly prep a sheet to use.

    Will soon start on converting Ep 4 too. Been very busy with other games and real life so have been put on hold for a while but soon I am back in business. ;)

  9. Well, selling is actualy a true job, the first difficulty being to find somebody to purchase your item, moreover when it is not new. Normaly, nobody can sell an item at its original value. So unless the PC is a merchant, I would suggets something like:

    - first make a Chance roll to find a buyer (difficult if you are in a remote village)

    - then use the above chart but shift its results: success=> -1 wealth level ; failure => -2 wealth level ; fumble => for any reason, the buyer did not pay, or with false money or whatever, the item is lost and there is no profit. Alternately, leave the chart as it is but make the roll difficult (x1/2)

    - alternately, or when teh chance roll is a failure, contact a merchant: the sell is insured (easy -or no- chance roll) but at fixed -2 wealth level to make it simple -you may allow a status roll to modify it according to the chart (ex: special => selling wealth level = -2+1=-1 original wealth level), player's decison.

    Ofcourse but I felt that the discussion on finding a buyer/seller was another topic. Just gave some simple suggestions on how to game transactions and still keeping it simple. If you want more detail well honestly you are better of using a monetary system. I did forget so mention that if you do let Bargain affect Items Value levels I would suggest that people not using Bargain would automatically count as failure meaning that selling an item would be a value level below it's original value and buying would be a value level above. Unless they manage to successful beat the opposing trader with Bargain.

  10. Nice day all mighty BRP community.

    I am happy first reader of BRP rules and two question dont give me a sleep. So I would like to read your advice.

    Well first the wealth system is a rough guideline so I would suggest in doing what feels right for you. I have been using a combination of wealth and monetary system along the lines of what is suggested in In Search of the Trollslayer. I have also used a house rule that a player can invest 100gp to gain a Research Skill Increase in the Status skill as per rules in BRP p.185. The logic being that spending money and time bragging about your exploits would have chance to increase the Status skill.

    How to sell an item, or items, if there is no money only five items value (cheap, inexpensive, average, expensive, priceless)? What should I do with magical sword, or other item no use for me character, I want to sell? Should selling upgrade me Status skill? How?

    Don't really see a problem here. Selling an average item give you a one time use wealth level you can trade for another item of the same wealth lever or lower. Or save for something else. Normally selling items wouldn't upgrade the Status skill, but I would allow the wealth gained to be used for gaining Research Skill Increases for Status skill (as mentioned above) at the cost of 1 Wealth level per skill increase.

    And can you give me an example of using skill bargain with selling or buying equipment? Effects of skill bargain gain some information about fumble, failure, success, special and critical success, but I have no idea, how to translate it in the five value economy...

    Thanks for all advices.

    S.

    As for using Bargain skill I have simply used the profit gained from the skill description as a bonus or penalty for the Status roll as listed below. This is just how we have used it. Each 25% if loss/profit could easily be translated to a wealth level instead. For example selling an average value item and rolling a Failure would mean that you would get only an Inexpensive value level offered for the item. Ofcourse it works the other way around when buying. An average value item and rolling a failure would result in needing an Affluent wealth level to gain it.

    Fumble: -50% Penalty or -2 Wealth Level loss

    Failure: -25% Penalty or -1 Wealth Level loss

    Success: No Penalty/Normal Price

    Special: +25% Bonus or +1 Wealth Level profit

    Critical: +50% Bonus or +2 Wealth Level profit

    All the above suggestions are just how I have been using the wealth level. At first I really despised the Wealth Level system when starting with the new BRP book but after some time getting used to it is really not that bad. Hope this helps! ;t)

  11. I always like my Sci-Fi games very Firefly/Traveller inspired so hoping for several adventures in that style. We ran a campaign with GURPS in a sandbox world of my own creation a while back. We have been talking about resurrecting that one but using BRP instead. So hopefully there will be plenty of adventures I can plug into that campaign world.

  12. Not saying the mook rules is a bad thing will be interesting to see how they are formed. Don't have Dragon Lines so don't have anything to compare it too.

    Really looking forward to see this product either way since it covers a very loved genre. Takes me back to the early days where we used Chill to cover the the Pulp needs. Yes I know it was a horror game but for us it always felt more like a Pulp game. If we wanted real horror we would have played Call of Cthulhu ofcourse. ;-)

  13. Was it you who turned me on to 0one? It was someone on this forum. Man, that stuff is good. Vale of the Mages looks enticing as well.

    Yeah I think that was me.

    Love their stuff myself. Well made maps you can easily adapt and slide into any fantasy campaign and in some cases other genres. It is easy to just pick a product and whip up an adventure around it. Funny thing with Vale of the Mages that I had incorporated that idea into my own campaign world long before I discovered the product in the 0one Games product list. I called it Valley of Wizards from the beginning but after the discovery of the product the name changed to Vale of the Mages. ;-D

  14. I am in the making of an adventure based on the 0one's Blueprint Vale of the Mages that will also serve as a small school for sorcerers in my campaign. Guess I'll get started on a campaign document where I type down Grimoires and Guilds/Factions and Cults as I create them. The question now is if I should create one Grimoire for each Mage Tower or one for the entire Vale?

    As for the beginning characters I think I might just let them create their own grimoire they can stat with from the beginning that contain 4 spells with a short background on where they have acquired it. That way I get some free help from the players creating new organisations and grimoires. For more spells they would have to search out new grimoires/organisations to gain new spells. As the above Vale of the Mages I am creating at the moment.

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