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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


  • 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
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  1. The BRP character generator I'm still occasionally working on has 'genres'; it would be interesting to take these conversions and see how easily they can be added.
  2. A sorcerer in my campaign certainly used Flames of Kakatal to scorch a number of bandits.
  3. I've used Carse, Tulan and Cities for a long time in my games. The two cities are easy to incorporate into almost any campaign. I later acquired Jonril and The Sunken Lands. They are less polished and a bit harder to integrate. They weren't published by Chaosium, so have worse maps and I think no interior artwork. The town of Jonril is heavily dependent on the Sunken Lands, which is a weird jungle in the middle of a mountain range next to a European-style medieval kingdom. Not so easy to replicate. Still, never say never.
  4. "A sol is 24 hours, 39 minutes, and 35 seconds, whereas a day on Earth is 23 hours, 56 minutes, and 4 seconds." Kim Stanley Robinson once again has been all over the solar system in his mind before we got there. In his Red (Blue, Green etc) Mars books the 43 minutes difference is kind of 'magical time'; in other words on Mars the clocks just pause for 43:31 between 11:59 and 00:00 the next day. In the books that time is when various kinds of stealthy or transgressive behaviour happens. In practice if such a system were adopted it would be like Daylight Savings, where the 'stolen' time just vanishes while you sleep. I guess it means Martians would be well rested at least!
  5. Kim Stanley Robinson got there first too. In his book 2312, the Chinese were hard at work terraforming Venus. They had hijacked one of the smaller icy moons of Saturn and launched it into Venus (the Saturnians were displeased but couldn't do much about it). That provided a huge amount of liquid water, though I can't clearly remember the other steps which were required.
  6. Nice. Ours is also in Python, and so was Hkokko's encounter generator (he helped me out with the fuzzy Mythras Imperative damage bonus system).
  7. Progress has been very slow but it is happening, I didn't really want to post about it until we have something concrete to show, but the name of the thread was too tempting. I'll post more here as it develops. Pansophy's generator is mentioned in I have commented on that thread too but I can't remember getting it to work on my Linux box (not to say it didn't, just commenting on my memory). I suspect a web-based solution is the best for this sort of thing; solves the cross-platform issues anyway.
  8. This won't help you much yet, but colinabrett and I have been collaborating (so slowly!) on making a new character generator, which will work with BRP, Magic World and Mythras Imperative, with scope for other systems.
  9. There are advantages to both pre-generated adventures and published settings. The pre-gens help time-poor GMs. I often use bits of adventures cobbled together. They give a rough structure or framework which any PCs can work with (except for the very railroady ones). As for official settings, I think the advantage there is that a little pre-knowledge of the world can help new players. I run a campaign in Fritz Leiber's world of Nehwon. Players can read the books or the comics (which are good) and get an idea of the world without necessarily 'spoiling' any adventures I have planned. It's also useful when they point to the map and ask "what's over there?" (the original Runequest Prax map was probably good for the same reason). However, the setting has to be actually interesting and worth investigating.
  10. I think that 'strategy' can be overused. For example, the many almost-exactly-the-same editions of Call of Cthulhu. I still have my Games Workshop hardcover from the 80s. Sure it is not well-indexed but the system hasn't changed too much since then either (until 7e at least).
  11. I found this topic by looking for Living Steel, which I've just picked up and enjoyed reading through. A very detailed immediately post-apocalyptic setting on an Earth-like planet. This Desolation's Edge sounds interesting too. Obviously a lot has changed in the publishing landscape since 2008. I wonder if it could be adapted for Rubble and Ruin, which is also set only a decade or so after the apocalypse.
  12. Maybe we should restart that thinking about criticals thread rather than derailing this one. There is some distortion of specials (1/5) in the visual system. They are more likely by 1-2% in the visual system for many skill levels than the equivalent in the BGB. That might be a problem for extremely low skill levels, but generally I can live with it. For example if you have just 02% in a skill, the visual system would give you a special success if you roll either 01 or 02, which is not great, while the BGB would correctly give you no chance of a special. Another example is 12% skill which in the visual system would give you a special on 01,02,11,12 as opposed to the BGB's 2%. But the criticals on odd '10's (1/20) are spot on, exactly the same probability as the BGB. It's possible to tweak the visual system to be even closer to the BGB result. You could make a roll of 1 or 6 on the units die to be a special. That makes the visual system differ from the BGB by a max of 1% for specials for less than half of skill levels. But 1 and 6 are not very memorable for a 'visual system', so I prefer 1 or 2. Another method which reduces the variance of specials to a maximum of 1% while preserving the 'visual-ness' is to use 1 or 2 on the units die for a total less than (rather than less than or equal to) the skill level ==> a special success. That results in a fairly even distribution across the skill levels of either the same or +1% chance of a special compared to the BGB.
  13. Incorrect. The frequency of criticals and specials is the same as regular BRP, so the probabilities are exactly the same when rolling on d100. Check out Nakana's visual graph of the systems, for an example skill of 60%.
  14. Of course maybe Masters (skills >100%) should not fail a roll in normal circumstances. Only if a task was difficult would there be any chance of failure. Or you could say that for skills > 100 only a roll of 00 gives a 'mishap' result to be interpreted by the GM. In fact BRP does have the concept of critical failure, it's just hard(er) to calculate on the fly than critical success, and with less incentive, for players at least, to do so.
  15. I had 0 or 5 in my system originally too, but I changed it to 1 or 2 so that rolling low is still generally more desirable, also to clear the '10's for criticals. However my visual system does change 00 to be just a failure (for skills < 100) rather than a fumble and 01 becomes a special not a critical (10 is a critical instead as long as you have skill >=10).