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Mankcam

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Everything posted by Mankcam

  1. Mankcam

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    Yes I think OQ's future is definately further realising its ethos as a simplistic BRP game. Both RQG and Mythras are medium crunch, so it definately makes more sense to move OQ further along the rules-lite sprectrum in order for it to have it's niche in the BRP Family. From the stat block above I think you are close to nailing it, especially if that is more of a PC sheet and not an NPC stat block. For what it is worth, I dont think mirroring the RQ magic systems is the way to go anymore, as there will be too much of an overlap with RQG and Mythras. I think having one set of Powers is probably more versatile, as various approaches and trappings can always be slapped onto that. I really hope to see some of these changes in stat block and mechanics in future editions of OQ, I will definately support Chronicles of Erun if that is going to help formalise these changes. I am a gamer who is more or less in a similar situation to yourself in regards to time constraints impacting upon hobby time, so this is why simplier rpg systems are attractive, just as long as these systems have a solid mechanical base as well as some narrative aspects. I can see OQ ticking alot of these boxes if you keep developing it along the lines you are suggesting. It is definately time to spread the wings a bit more with OQ now, unfettered by the RQ past. You're onto a good thing here Newt
  2. Mankcam

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    I agree you can do without SIZ as a stat Also perhaps base ability levels could be x2%, as x3% may be a bit high. Even no multiplier could work (ie: x1%), although there would need to be much more emphasis on situational modifiers (+/- 25%, +/- 50%) But most people would prob prefer x2% In any case this gets rid of long skill lists, and the only 'skills' listed are very prominent features of the character concept (ie: Outdoorsman Skills 45%, Militia Training 55%, etc). You could also include Motivations & Relationships in that list. Nice and clean character sheet, yet with lots of flexibility. Sometimes the more simple the sheet will allow for a more clearer picture of the character concept. One issue I have with BRP is that it is easy to form a mental picture of an NPC due to the stat block, yet when looking at a PC sheet you can often not see the forest for the trees due to the big skill lists - games like D&D 5E, FATE, PbtA, and such tend to do this much better I'm onboard for OQ having a very simple BRP character sheet, and skill trimming is one way to do this. I hope these posts inspire you Newt 😎
  3. Mankcam

    Careers

    Looking at the stat block posted above, about the only thing I would possibly consider would be adding a 'reactive' % for the core characteristics as well as an 'active' %. To cover things like resistances/'saving rolls' ie rolling CON vs fatigue or poision, stuff like that. I would have the 'reactive' chance equal to x5%, and keep the 'active' chance equal to x3%. It just broadens the scope of things and is a bit more consistent with BRP BGB. However I am also unsure whether it would be necessary and would not want to add to character sheet bloat, given that the ethos of the system is to keep things simple... In any case I think the stat block would be a great step forward for OQ.
  4. Mankcam

    Careers

    Yes Yes Yes !!! I know I would actually prefer OQ to be more like this in regards to skills and such, I don't think it needs to be too closely linked with RQ or Mythras anymore. Times have definately moved on now. A very simple and hand-wavey version of the BRP rules would have it's own niche alongside the major systems, rather than going for close cross-compatibility anymore. (these changes are not too incompatible anyway) I like the idea you has been tinkering with, it looks like a character has a base chane with every core characteristic (x3%) which can be used across a wide variety of situations. Then more specific talents are covered by 'ability packages' rather than specific skills, which add a bonus to the core characteristic roll. If OQ went more down this path I would likely make it my default system out of simplicity, and only play RQ when playing in Glorantha, or Mythras when wanting more crunch. Given the rise in simplistic systems in recent years, these mechanics have alot of merit, especially if some narrative features are also bolted on. I was actually tinkering with something similar, although I was just using Skill Categories instead of Skills. I liked the simplicity, but it was clunky. Your ideas here have much more promise, and I can easily see this working well. Please consider developing this further, it sounds great. I think this is the only way forward for OQ actually, as it's likely to be engulfed and overshadowed too much by RQ and Mythras. However a more cleaned up version of OQ could really shine. At present OQ feels like it is a tweaked version of the original OQ rules you did, but these rules make it feel like you are working on a true new version. It really feels much more in keeping with the OQ ethos of simplicity, and I think it has much more possibilities. Newt count me in if you go down this path mate.
  5. My cousin once used this rather uncouth description when his PC was telling tall tales in Gimpy's Tavern in a RQ Pavis game, many years ago: "And quicker than Eurmal could yell "Look! Uleria's dropping her tunics again!", I was up and over that wall, I was!" I always remembered it
  6. I tend to put my softcover books into the cupboard, yet the hardcovers sit in pride of place in my bookshelves. Which explains why I keep forgetting to give RD100 a good read thru Well considering I was whinging about this a few months ago, you can count me in for backing this hardcover Pledged !!!
  7. For Malkioni I used to have gold sovereigns, and pennies (silvers and coppers). However that all feels totally wrong for Malkioni coinage these days, too medieval in tone. Well 'sovereigns' perhaps could be okay for gold coins, but the term 'pennies' definitely needs to go. I would need something something more ancient or exotic sounding. I originally thought of ancient currency from India, but unsure if the names are a bit too 'Indian' sounding. Perhaps indo-greek coinage may be more appropriate? Bezants even? Sorry to digress off Esrolian coinage
  8. Effort Points sounds quite good!
  9. That's a good traditional starting point, and the one I usually favour. Like any setting, starting small and widening the world as you go is often the best path. It save early info-overload, and makes life easier as a GM in terms of pacing things. Apple Lane remains great for this approach. I have been using a BRP hybrid home-rules mix for Glorantha. The mechanics have primarily been from the BGB, with lots of stuff imported from RQ2, RQ3, and RQ6. However once RQG comes out I will probably just streamline it down to the new rules for the sake of clarity. We'll see. If I have time, I like the idea of characters starting off with that inexperienced dirtcrawler flavour and becoming more heroic with each adventure. I usually set the initial game date 1615 - 1620. During the Lunar Occupation of Sartar, in the lead up to the RQ3 date of 1621. That way I have a timeline of events for the background canvas, it feels a bit more authentic (although I eventually move the PCs away so that they can sandbox a fair bit). I would only show them a map of Sartar to begin with ( the RQ2 map is great), then focus just on the regional Apple Lane & surrounds map. I would kick things off with mostly Sartarite characters from different walks of life, clans, etc and start in Apple Lane. Usually at least one character is a local, a farmboy or something like that. The others may be labourers or other Sartarite wayfarers, but if there is a good explanation to have a foreigner that is also okay. If I start small, then the characters feel very different if I play up the differences in clan values as well as professions, so having all Sartarites doesn't mean they are all clones, usually far from it. I would spitball my way through the session, introducing the comings and goings of Apple Lane, maybe with a local minimal issue or two. Typically this is a good time for the characters just to have alot of narrative fun, try out non-combat skills, etc. I eventually wind things into Gringle coming into The Tin Inn in a worried state, thus kicking off The Gringle's Pawnshop scenario, which is usually one or two sessions play. This is followed by another two sessions with The Rainbow Mounds scenario. Then I would introduce some Lunar harassment to get them into strife, and get them heading out of Apple Lane. These days I portray the Lunars as Assyrian-Persian style characters (Achaemenid era), although I still use some Roman Legionnaire trappings for the Lunar Guards (but that's much less than it used to be). I tend to make this strife quite an issue, like cheesing off a major Lunar dignity, someone prominent enough to encourage the PCs that they need to leave Sartar entirely and lay low elsewhere for a while. I make this a big deal, with the PCs world starting to widen now, as many are unfamiliar with regions outside of Sartar. I tend to railroad it a bit here, and get them employed as hirelings in an Issaries caravan heading east, as it's a good cover for them, and it means they are not heading into a wilderness by themselves. Along the way I would re-trap a few old D&D modules, but always keep a sense of urgency that they have to be shy of the Sartar region to be fully comfortable that they won't be discovered by Lunar guards. Once at the edge of Sartar I choose to either head the caravan further east en route to New Pavis & Prax, or north up to Balazar & The Elder Wilds. There are Lunars in both regions, but they aren't privy to what has happened in Sartar, and the PCs are not 'on the radar' here. Once in either location there are heaps of adventures to be had (RQ2 Griffin Mountain sandbox, or RQ2 Pavis, RQ2 Big Rubble, RQ2 Borderlands, RQ3 River of Cradles, RQ3 Sun Country, RQ3 Shadows On the Borderlands etc). My plan is that by the time the characters return to Sartar (if they choose so) they should be pretty skilled and can participate in Agrarth's campaign to light the Flame of Sartar and The Dragonrise. So I guess I still like that old 'zero-to-hero' flavour. Although I have never played that long so they never get there. (I have also started characters down in Wenelia working for The Trader Princes, with all the PCs being Westerners. The portrayal of this region and it's cultures is quite different now, so I wouldn't advise doing this until there is more contemporary published material on the Malkioni). These days when running Orlanthi, I tend to use Thracians as a cultural analogy (rather than the Celtic/Saxon flavour from late RQ3 onward). The Orlanthi portrayed in the G2G and The Coming Storm definitely are more 'Thracian' or 'Dacian' in concept than 'Saxon' or 'Celtic'. Orlanthi are their own unique people, but the Thracian vibe is pretty big. Plus if I use Griffin Mountain, the Orlanthi of Balazar are more consistent with this flavour anyway. The citadels are definitely Mycenaean influenced, so this is a good example of Orlanthi culture as well. If I don't have many players for a troupe, then I always introduce some NPCs to journey with the player-characters. They are a great way to info-dump setting specific stuff thru the course of their general banter with the PCs. It's also a good way to portray how Gloranthans think, basing much of their actions on mythic reasons and such. Not sure what I will do with the RQG timeline being a decade later. Jeff had some pretty good ideas above for introducing things after the Dragonrise...
  10. It usually just gets back to this
  11. Well it looks like Pulp Cthulhu is definitely a thing now. Wacky book being crowdfunded:
  12. Mankcam

    .

    I have no idea what this thread was about. I think it may have been due to the day that I was posting and I was using my phone. I remember that the screen was wet and I made a few stuff-ups. Well that's my explanation/excuse and I'm sticking with it Either that, or I'm blaming Aliens again
  13. I think whoever was unfortunate enough to be exposed to THACO has the right to be called a Grognard (I mean in it's original form and not via some hip indie OSR novelty version which provides it as a nostalgic option!) So yeah by this definition, the 'younger' grognards may now mean anyone who has been playing rpgs before 2000. However the more distinguished amongst this group rolled their first dice before 1980...
  14. This old school style classic fantasy setting looks fun, very sandbox sword and sorcery gonzo: The KS page shows the actual proposed products, and I think artwork is great. If people dont want to try another system, then porting this into BRP would be easy enough. Screams Magic World to me. Just sayin'
  15. I was thinking of the big picture and where this book fits in regards to the proliferation of BRP games. It is definitely a BRP game from the MD100 SRD stream, but it is much more Mythras than OQ, which is a little different from the original vision. It would be nice to see a logo on the book identifying it as a ‘Mythras-Compatible’ or a ‘Mythras-Influenced’ product at the very least, given how much of Mythras has been used for this game. PDFs can be altered/updated, but printed books can not. But yeah, I doubt there will be any major changes this late in the project, and I expect it has been so challenging that the author just wants to complete it now. The content and game structure is rather good, and Mythras GMs would probably like having this title in their collection
  16. Thanks for the free quickstart release that is coming soon in regards to Monkey, you have definitely grabbed my attention now! Getting back to OQ, yes I agree that OQ Battle Magic can easily be retrapped in a Wushu/Wuxia coating. i could see this well done. However in regards to thinking what niche I think OQ shines in, I am a big supporter of using it for classic fantasy. I really love the classic fantasy genre that emerged from many British publications back in the 1980s, many of them portrayed an interesting blend of sword & sorcery, high fantasy, with classic fable elements. Stuff like Fighting Fantasy, Lone Wolf, Dragon Warriors, Brian Froud's fairie and goblinoid artwork, Terry Pratchett's Discworld, etc. That's the kind of flavour I think OQ works well with. D&D OSR games like Dungeon Crawl Classics, Swords & Wizardry / Crypt & Things etc have oodles of atmosphere, and I just think OQ should really be portrayed in that same niche. I love the cover art of The Savage North, Life & Death, etc more of that is the way to go I reckon.
  17. Yes and given that it has taken so long to be released, then it probably may benefit from one more delay and be released either as a Mythras or Mythras-compatible product. There is lots of great content in RoR, and making it part of thr Mythras family is probably the way to go now. Mythic Pulp is such a cool genre title; that needs to be a 'thing''!
  18. I dont know anything about the Journey To The West game mechanics, so I will definately be taking a look at the Quickstart
  19. Yes yes hurry up with that Newt, mush mush!
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