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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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    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.
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    Melbourne, Australia
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    Hmm.

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  1. Sounds like a Renaissance Big Gold Book project. Good luck!
  2. Don't forget one major difference between Magic World and OpenQuest: the latter is still in print. (Although the former is not too hard to find.)
  3. The Hârn Pilot's Almanac, if you can get it, also has a lot of fees and charges for ships. It includes port fees and tide times for every Lythian port. Which is kind of useless if you're not playing in Hârn, but it would be easy to make a similar table for Southern Reaches ports if you were running a maritime/trading campaign.
  4. Yes, and if you have some method of increasing your skill, you gain access to the appropriate spells. Mentalists do: they use the skill as a chance to 'cast' the mentalism effect as normal; they just don't use Magic Points to power them. Channelers, not so much. They need the basics of the skill (maybe 10%) but most of the work comes from the deity. If you think that makes the skill worthless, an alternate way of doing it might be to make an Allegiance check to your deity to cast the spell, adding the skill level to the check. It depends on how powerful divine magic is in your world. Hmm. Sorry I haven't had to rule on these.
  5. I use a few magic systems which I've cobbled together from other games but they suit my style of play and probably not yours (entirely). I play mostly a low-power magic world, so that will turn you off. However I do like strategic and long-term spell casting, and these are not in your list so that might interest you. 1. The Maelstrom magic system from a little game from the 80s. Freeform and based on probability. No pre-written spells, just desired effects and influencing the chance of them happening. Effects are more subtle because 'natural' events are more likely (and therefore easier to cast) than unnatural ones. 2. An adaptation of ICE/Rolemaster's Spell Law for BRP. This would work for any third party spell list with levelled spells. 3. A 1980s board game called Magic Realm used an interesting magic system based on magical colours which were sources of power for particular types of spells. The colours could occur 'naturally' in certain places or times, and where one was present all spells requiring that particular colour could be cast. Portable versions of the colours could also be created by spell casters by locking up some of their power; they could be used to power spells later. Also some artifacts were sources of one colour or another. This system allows for arbitrarily powerful magic, but only in the presence of the right colour, requiring some forward-planning by would-be sorcerers.
  6. I couldn't do the poll (maybe I already did it in 2016) but I use Elric! as my base, and homebrew from whatever other d100 things make sense.
  7. I think the Allegiance system expects most people to do a mixture of actions, earning them points for all the forces. It's only the dedicated ones who attain and keep >20 point difference between their allegiances. The system encourages roleplaying in a small way without being too heavy handed if you 'fail' to honour the allegiances.
  8. If you can find the monograph Rubble and Ruin (a more..immediate post-apocalyptic setting), the author has done the adaptation you're talking about; choosing which BRP options to include or not. The Big Gold Book is like a toolkit if BRP variations, and you can define a game system at minimum by simply choosing between them. Swords of Cydoria and some of the other old monographs have done the same.
  9. I don't have any limits on how many allegiance points can be earned; but how they are earned will vary by deity. And as Coronoides suggests, the spend of allegiance points is permanent. My system has the first magic point come from the player, and the rest from spent allegiance points. You could get points back by (for example): praying, making appropriate sacrifices, acting out some of the tenets of your religion, attending rituals, smiting or foiling your religious enemies, preaching or converting people to your religion. Elric! has the concept of commitment to one of the powers: that you must have significantly more allegiance points (>20) to one power to get game benefits, but this idea is less useful if you have allegiance to individual deities or beings.
  10. True. Then you'd be better off with allegiance scores for particular deities (maybe counting against allegiance to those deities' godly enemies or rivals of the moment). I think Mythic Iceland does something like that. There are pantheons where there are different 'sides' where the generic allegiance system would work. For example Zoroastrianism (good vs evil), Tékumel (Change vs Stability), even Hârn (the 'good gods' vs the 'bad gods'). Even the above-mentioned Norse gods have (Hel and Loki) vs (pretty much all the rest). One thing I like about the allegiance system is that it does tie game system to religion or at least metaphysics. It's very easy for atheist modern timers to forget the historical (and fantastically-historical) importance of religion in daily life, but game-system rewards are never overlooked. I use allegiance points directly to power religious (ie 'Divine') spells in my campaign.
  11. If you have active gods (as was the case in Elric's world) or Divine magic the allegiance system works well as a means of determining how favoured you are by the Higher Powers. If your campaign is more down-to-earth it may be less useful. You could use it as an affinity gauge -- people of one allegiance might instinctively recognise each other. I found it more subtle when it was Chaos v. Law v. Balance -- each side has its positives and negatives as pointed out above.
  12. The thing I like about Elric! is the slimness of its rulebook. I don't even use the Young Kingdoms material (I run it like Magic World in Lankhmar) but it is my preferred game. It has very similar rules to Magic World in about 2/3 the size of book. If you have one, probably not worth buying the other unless it's a reasonable price.
  13. The Hârn Pilot's Almanac has quite detailed rules for this sort of thing (navigation, shipboard roles, trade), and it's still available after all these years. It's worth a look if you want to drill down into seafaring.
  14. I have sessions only monthly, so I always allow checks at the end of each session, even if the players are 'in the middle of something'. (Of course I also try hard not to leave my monthly sessions on cliff-hangers.)
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