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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. Ok, I stand corrected. However it's still a pain to do so in RPGs. Players don't want to because there are only penalties to be had for carrying too much. And it's a lot of extra work for GMs to monitor it, so they don't either. Items accumulate on player's sheets and before you know it they are waltzing around with tons of stuff. And most of the time it doesn't really matter anyway. I do think it's funny that most RPGs regard coins as having negligible weight too.
  2. I've played a few games of Rubble and Ruin and really enjoyed it. As far as I understand it it's meant to be closer to Mad Max than Gamma World. The apocalyptic war is still a live memory for most. There is some high tech stuff in it, things like BEPs (Biologically Engineered Persons -- accelerated growth clones trained to fight) and various horrific weapons. But mostly it's scrabbling for bullets, water and dog food in the Rubble.
  3. I must admit that I'm not captivated by ducks, though your explanation is fair. They were always a thing which made me shy away from Runequest and Glorantha, and it gave me pause when I saw one on the front cover of OpenQuest 3.
  4. The first 4 Outlooks correspond to those in the Elric! rulebook though they didn't have names; @NickMiddleton has added the last two. +10% works pretty well, especially if you are including culture bonuses, which aren't in Elric!. That game was designed to make rather overpowered characters. The end of the world is near and there isn't time for characters to slowly develop their skills. That's reflected in a few design choices, from the +20% skills for 'Outlooks', to encouraging beginning characters to start with >100% skill, to adding +1d10% on successful skill checks (instead of +1d6% in
  5. Interesting. For comparison, here are the 16 skills listed in the space game Coriolis, which is not a BRP game -- but neither is Fate. In Coriolis there are 8 General skills (G) and 8 Advanced (A) skills, where you can't succeed without some training. As you can see, there is some crossover; I guess that's inevitable when you try to condense the skill lists. Of course, it's a sci-fi game so there are some things you won't find in the 19th century.
  6. Alexander the Great's mighty empire shattered after his early death. He did have an heir but he was only a child. Alexander's trusted generals each considered themselves Alexander's chosen heir, and none of them either trusted the others or had the power by himself to seize the Empire. At certain points in history ambitious people realise that they can take power by force, and then it's on for young and old.
  7. On a related note, Warhammer Fantasy Roleplay had the concept of winning the round. If your side inflicted more damage on your opponents than they did to you last round, you got a +10% bonus to attack, and your enemy would fall back slightly. A round-by-round mini version of morale. It's less predictable than 'morale hit points' which is an interesting idea but sounds like another thing to keep track of during the fight. Maybe if one side won the round three times in a row it might be a morale break point?
  8. But don't look too hard if you ever want to release a BRP-variant game.
  9. Yes the technology doesn't change much throughout the period.
  10. You could check out Warlords of Alexander.
  11. I think it is a good way to go. No one in real life measures how many kilos of gear they are carrying, not even army types who are expected to carry a whole lot without complaint.
  12. The video talks about tracking items instead of pounds as a way of managing encumbrance in a playable way. We have chatted about the same, right here on this forum -- even you @Lloyd Dupont 😄. In the thread below I mentioned such a system, inspired by those old gamebooks, Dragon Warriors and a sci-fi one called Shadows over Sol.
  13. There was a CoC adventure called Ripples from Carcosa which had three Hastur-related adventures set at different times, from medieval to the far future. The investigators in each were linked by a kind of 'past lives' effect. The Dreamlands can also be a nexus which can link different realities, and even allow them to co-exist. My experience of Call of Cthulhu characters has always been somewhere between 'they die in the first session' and 'they survive an entire campaign'. I've found that you need some sort of connection between your old investigator and the new. If a character dies mid-c
  14. 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 '
  15. 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.
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