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Questbird

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Questbird last won the day on September 21 2015

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About Questbird

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  • RPG Biography
    I played D&D in the 1980s, then switched to Elric! for my long running (20 years+) campaign set in Fritz Leiber's World of Nehwon. I've also played some Call of Cthulhu, mostly as referee. Recently I've been a player in a friend's BRP Classic Fantasy campaign. Other games I've played or refereed are: Cyberpunk, Deadlands, Dragon Warriors, Gamma World, Maelstrom, Mechwarrior, Paranoia, Recon, RIFTS, Shadowrun and Traveller
  • Current games
    Still intermittently running my twenty year old Nehwon campaign with Elric! and some BRP rules (Classic Fantasy, Swords of Cydoria, Rubble and Ruin), also playing in other BRP campaigns, as well as a Dragon Warriors and Warhammer Fantasy Roleplay. I roleplay once a month currently.
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    Melbourne, Australia
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    Hmm.

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  1. Hehe. All the PCs were drawn into the Dreamlands by chasing the bumbling acquaintance from the Dreaming Stone adventure. However each had a different reason to follow him. He had been duped by (maybe Nyarlathotep) into luring wizards into the Dreamlands. One character, a shaman, was trying to stop that behaviour. Another character who had survived the River of Cradles campaign (there's some Glorantha in my Nehwon Elric! Cthulhu Dreamlands pastiche!) noticed that the mysterious stranger had the mark of the River God, and was curious (in fact he had been marked by the god but ran away from his 'responsibilities'). The third player, the psionic pilot was just a drugged out dreamer who was curious as to how the guy got on board his ship and followed him down an access ladder to the Cavern of Flame. In my campaign Nyarlathotep was more of a menacing presence than a manifestation (fantasy Dreamlands rather than horror Dreamlands), though the moonbeasts were real enough. The players realised they shouldn't keep the Dreaming Stone by themselves. The pilot offered to shoot it into the sun in his universe.
  2. I ran a slightly revised Dreaming Stone campaign as part of a fantasy RPG (yes it was Elric!). Ten great sessions. One of my players was a psionically gifted space-pilot; the other two were shamans from different parts of Nehwon. It's interesting because the Dreamlands is similar to a fantasy campaign world but tonally different, though maybe not so much as from a normal Call of Cthulhu horror setting. I've got the Sense of the Sleight of Hand Man and it is well written but I've not played it.
  3. Yeah, like Frank Herbert did with Dune. He wanted a universe where human factors were supreme: the Butlerian Jihad made "thinking machines" unacceptable to society. He wanted personal conflict with melee weapons: the personal shield rendered a soldier invulnerable to most projectile weapons and made using powerful laser weapons dangerous; atomic weapons retained their power but were also outlawed due to social convention.
  4. Classic Traveller had laser rifles/laser carbines with huge backpacks for their power source and limited shots. They also had (on starships) the meson cannon, where you calculate a beam of subatomic particles to decay just inside the boundary of your enemy's starship, at which point they explode (for a reason I can't remember the pseudoscience). Advantage is that the beams normally ignore matter, so no armour penetration required. The meson cannons didn't work on planets though. In Dune Frank Herbert didn't want the Guild to have any power from space over Arrakis, so he made the whole lasgun+shield = big BADA BOOM thing (and also made shields not work too well on Dune beyond the Shield Wall because they attract sandworms). It's a literary handwavium thing because he wanted personal combat and human factors to decide victory, not technology. It's not even clear that a Dune lasgun even is a laser; it sounds more like one of the high energy radiation beams mentioned earlier.
  5. I just thought of it for this thread but I'm going to start using that one. 😆
  6. Yes I meant Ascending INT, Descending DEX. I've edited the post. 😀
  7. There is a bias towards beautiful people in the world. When I'm GMing BRP I usually write down my players' DEX ranks to make things a bit quicker in combat. However if I also wrote down their APP (or CHA) I could use it in subtle ways: 1. NPCs always first address the person with the highest APP, unless another character is clearly the leader (and even then..) 2. Whenever an NPC or monster has an otherwise equal chance of attacking one of two characters, they attack the one with the lowest APP (I normally determine this by random roll, but this could be intriguing). Unconscious bias at work! BTW speaking of stats in combat I really liked the idea from the 'Stormbringer Action Economy' thread of declaring your intent in a combat round in ascending INT order, then acting in descending DEX order
  8. Also, to return to 'staple' adventures, although every planet in the galaxy may be 'discovered' It may still be that this particular planet X knows nothing (or not enough) of that remote system Y 30 light years away. Why do they want to know? Scientific studies, a desire to expand, family history, find a new home, or a 'space race' with rivals. Maybe the society on Planet X has been forbidden access to the Galactic Archives for some (t)reason. In any case they will pay for the data. A simple system scan. What could possibly go wrong? Universal knowledge is not...universal 🙃
  9. That's right. An organisation can hire a bunch of freelancers for a hard job, then if they succeed can give them juicier, more lucrative and more sensitive ones. Elite Dangerous had another interesting concept which might be worth exploring. As a reward for completing missions you could choose between different combinations of: - cold hard cash - tradeable goods (maybe rare, maybe usable in other missions) - Reputation with the hiring faction -- you go from neutral to cordial to friendly (or the other way for enemy factions: If you help faction A a lot then faction B may not regard you highly) - Influence. This is an interesting one. This affects how much power Faction A has in a particular system. So if a faction's influence in a system increased enough they could become the local bigwigs. If you happen to be friendly with a group who started as a bunch of borderline terrorists but who now rule the System, it could be very lucrative. In game terms this would mean foregoing the above rewards in favour of increasing the local power of your patron. You help them, they don't pay you so use the money to get stronger themselves. Factions can operate across jurisdictions too, so Faction A might have lots of power in one system but be a new kid on the block on Planet P. But the rewards for doing missions could change that.
  10. If you're PCs are mostly space-bound there are options too. These are inspired by Elite: Dangerous, an open-ended spacefaring game 1. trading - planet X needs a supply of Y. But we don't know where to get Y - take this (harmless!) cargo to Z. Ah, there may be someone who doesn't want it to get there or wants it for themselves - salvage. Pick up this escape pod/illegal goods/remnants of a space battle in sector Q. How do we know it's there? Just a hunch.. - passengers. Transport these nutty demanding tightwad pilgrims safely to planet P without going crazy (thanks Jack Vance!) 2. mercenary/bounty hunting - Faction A is warring with Faction B in system Z. Kill a bunch of Faction A/B's ships for us! You'll be a hero (for our movement) - Take out this particular pirate or space monster who has been hassling traders in system Y. You'll need to track him down first (try the dodgiest bar planetside) - Destroy a target on planet X belonging to Faction B. But watch out for Faction A! - Rob the cargo holds of traders from this lucrative system (hey that's piracy!) Well do it in the name of Moff Tarkin then (OK, that's just privateering, no problem) 3. Exploring - sell data about distant planet P to local planet X - take a scientist or explorer to a distant alien ruin 4. mining - look for the motherlode, an unexploited system with rich deposits. Watch out for other prospectors and pirates
  11. I always forgot about the declaration of intent in reverse DEX order but that is a good idea. It means if you are fast you can see what the opponent is doing and react to it. Although most of my fights were 'he attacks you' or 'he runs away' so the intent didn't vary much. It's an interesting point about moving in combat too, which I certainly never noticed.
  12. I used a slightly more fine-tuned version this idea for my Rolemaster Spell Law conversion. A skill roll, modified by the 'level' of the spell. The same system would work for any collection of spells which has been sorted into 'levels'. The skill or the spell levels could be as fine- or coarse-grained as you like. You could go from one generic 'Magic' skill and a few levels such as 'cantrip (easy), spell (normal), Great Old Spell (difficult)'; to many subclasses of magic skill eg Fire Magic, Healing magic etc and many levels of individual spells. The latter is the approach Spell Law takes.
  13. The AUD exchange rate is a bit of a killer at the moment..but I bought it anyway 🙂
  14. Thanks for posting. I bought the scifi and fantasy versions to have a look. There are lots of BRP-compatible spells, psi powers, equipment and vehicles for those who have been complaining about their lack in core BRP. The professions available are also interesting. The sci fi version has rules for running robots and androids as PCs, as well as various animal-human-hybrid-like aliens. They (the games, not the aliens) are very hefty for the price and clearly a lot of work has gone into their creation.
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