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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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  • Location
    Melbourne, Australia

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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.
  • Location
    Melbourne, Australia
  • Blurb
    Hmm.

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  1. It's nice to have a picture of your character. But the more detailed and elaborate the picture the more likely your character will die horribly during the session you complete it.
  2. I think I was using that system as a base, but changed it to 1 or 2 instead of 0 or 5 so that the 'roll low' concept could be preserved. It's hard to shift to a new dice rolling system if you're used to a different one. And in fact we ended up sticking with the old system because people couldn't adjust their old brains.
  3. It's nice and simple, but BRP has 20% specials and 5% criticals so a 'visual' dice method gets more complicated. I came up with this one.
  4. Probably some of the events in the RPG industry you mentioned in your earlier post, and maybe lacklustre sales of the game.
  5. The fights are like Master duels in Stormbringer (ie. skill over 100%). Each opponent will normally hit and parry perfectly round after round. The only difference is the critical chance. Someone will critical and/or someone will fumble. Then the fight is over; but it can take a long time. Add in some Force powers to even things up. Examples from the movies: Jumping great distances, acrobatic dodges, Force push or pull of inanimate objects (eg Vader throwing bits of equipment at Luke in The Empire Strikes Back). Note that in this last case the rain of objects did bruise and tire Luke even though he dodged or sliced through most with his lightsaber. Another part of all Lucas-style lightsaber duels is banter and psychological warfare. Obi-Wan and Vader try to undermine each other with words while they clash their sabers. Vader and Luke do the same when they fight; arguably Luke is defeated in Empire because he's psychologically unprepared for Vader's stunning news, he can't handle the truth. If we can assume that all full Jedi are at master level skill with their lightsabers and are therefore in for a long haul when they duel with others, perhaps this parallel psychological duel is as important as the combat. If you can unnerve your opponent maybe your skill increases or his decreases for the round, modifying the inexorable critical chance enough for victory?
  6. It sounds interesting. I'm all for mechanics to simulate the 'quicker, easier, more seductive' Dark side of the Force, or the struggle to keep to the light.
  7. Traveller also had the Ancients, who seeded humans on different planets (Solomani, Zhodani, Imperials, Darrians and a whole lot of others who never independently made it into space) and created the Vargr and the Aslan (?) through genetic engineering etc.
  8. There is an online game called Pardus which has been going for years (I still play it) which was inspired by of Master of Orion and Elite. It has gradually evolved into three parallel universes. Each contains the factions Empire, Federation and the Union, as well as many player alliances who may owe allegiance to one of these, or be neutral, or a mixture. A 'Neutral' Zone lies between the territories of the three. There are also two 'Syndicates' which operate between and outside the factions: the Esteemed Pilot's Syndicate (EPS) of supposed 'goodies' who are opposed to slavery and the drug trade; and The Shadow Syndicate (TSS), an intergalactic criminal organisation devoted to all that is sinister yet profitable. There are four player races spread across the galaxy. Sectors are connected by wormholes; sixteen or so sectors make a cluster. It wouldn't be a bad setting for a Star Wars like RPG. Map of Pardus universe
  9. Could you explain how the Force works in the Edge of Empire game and why you like it so much? Could such a system be adapted to BRP?
  10. I admit I am a dabbler when it comes to Nephilim. The movie 'Highlander' is one way to approach its concepts. In that movie the Connor MacLeod character "awakens" in the Scottish Highlands in 1536. He is immortal but has no awareness of past lives. He became an awakened human at that point. Other 'Nephilim-like' characters in that movie had been around for longer, including the big baddie.
  11. I've played the introductory Edge of Empire scenario and it was pretty fun -- though we didn't get up to using Force powers. I played a Droid anyway, so I doubt I'll be seeing any (unless "I never knew I had it in me"). You roll a lot of special dice and there's a certain amount of what I call mechanised roleplaying. By that I mean, the dice truly decide if 'something bad happens'. It takes a bit of power away from the gamemaster and gives some to the players, in the interests of shared roleplaying. It's not oldskool and it's not all bad. Probably better for new GMs and roleplayers. It's an important lesson for GMs and players that roleplaying is not a competition between them; a lesson which we second-generation grognards didn't always learn well.
  12. Buddhism has the concept of enlightened beings who have found their way out of the suffering of the world but who choose to stay out of compassion to help others find the way. In Doris Lessing's Shikasta the world is monitored by beneficent aliens ('Canopus') who from time to time choose to be born into human bodies in order to influence the planet. However when they do so they are necessarily exposed to the corrupting influences of the galactic baddies ('Shammat') so it doesn't always end well. Each of these concepts could work with Nephilim. In each case there is less conflict with the simulacrum or body although it may take time for the advanced psyche to take full control.
  13. Yes, everyone has to make up their own shield rules or pull them from somewhere else. Historically, many cultures used shields in combat. Many devised the technology themselves. Why would they have done it if shields were useless? BRP struggles to make this clear.
  14. A significant part of the background reading for this topic will be in comics form. I am not a marketer but I think you could do worse than to comic-ize the rules (BRP rules are lightweight) and sell them in a trade-paperback graphic novel format. Dragon Warriors in the 1980s included some quite good explanatory comics (by Leo Hartas) for its rules. It was aimed at teens and came originally as cheap paperback books. As for settings, Alan Moore's Watchmen is not the only superhero setting he's made. There's also Top Ten (everyone has super powers; this is just the cops) and Tom Strong. There's also Kurt Busiek's Astro City, where the supers have clubs and cliques, and many psychological problems. There's also the boardgame Sentinels of the Multiverse which has heroes, villains and weird settings on cards. Everyone likes to make their own settings so they don't offend the IP sensibilities of DC or Marvel. I never played Superworld or any supers roleplaying. And I probably won't. But I do still read and enjoy some superhero comics.
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