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Mankcam

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Everything posted by Mankcam

  1. Not sure about mixing OQ with Classic Fantasy. I suppose it would not be too hard to add Classes to OQ. OQ can definately do old school Dungeon Crawls just as long as you dont throw endless hordes at the characters, as their HP are much lower than D&D/OSR counterparts. I run old Fighting Fantasy gamebooks with my primary school sons, using OQ as the system, and it handles it fine. Great fun!
  2. I prefer RQ3 as a system in some ways. I like Dodge over Defence, and I liked the char gen background and skill allocation system over RQ2 (although the BGB, MW, and RQ6 had better char gen skill point allocation). Additionally I loved the RQ3 character sheets way better than the bland RQ2 sheets. However the RQ3 Fatigue Points were clunky and best ignored. I think we ditched then early on, and used arbitary CON rolls vs RES table instead. Sorcery was a mixed bag. On one hand there was definately a magic system for high fantasy wizards now. On the other hand I felt that this was uneccesary in Glorantha, as that could have been covered by Rune Magic, depending upon trappings. Also the fact that sorcerors felt like high fantasy wizards just seemed wrong. The word 'Sorceror' conjured up mysterious casters from ancient Egypt, Lankmar or The Hyborian Age, yet these Sorcerors felt like they had more in common with alchemists or wizards, and that just didnt feel 'sorcerous' enough for me. If I wanted academic wizards or hermetic style casters then I would of just used Lhankor Mhy Rune Priests in this setting instead. The other main drawback was that the RQ3 rulebook and supplements felt quite bland after reading the RQ2 line. I think this was partly due to the horrid colour schemes of Avalon Hill's RQ3, and also due to very inconsistent artwork. In addition to this, the narrative content was also quite formalised in some books. The Games Workshop hardcover versions of the RQ3 rule books was certainly much better production quality than Avalon Hill's efforts, and the artwork was quite pleasing. The only issue was that it no longer felt like RuneQuest, it just seemed too glossy for some reason. Kind of like if Game Of Thrones was produced by Hallmark instead of HBO. BTW RQ6 was quite impressive in the fact that it managed to blend the atmosphere and other elements of both RQ2 and RQ3 within it's covers, a reason why many hold it in high esteem. The RQ2 Glorantha supplements were brilliant and RQ3 did not come close to anything like this until the early 90s when they focused on Glorantha once again. RQ2 somehow still had the better atmosphere however. In hindsight I also prefer the actual physical size of the RQ2 rulebook. Looking at my new hardcover RQ Classic I am amazed how much was put in such a slim volume. Just a treasure to hold. Not to mention Luis Perrin's sketchy artwork, which quite evocatively portrayed so much in so little. The sense of nostalgia I get looking at the RQ2 front cover just knocks the stumps off the wickets when comparing it to the RQ3 front covers (both the Avalon Hill and Games Workshop editions). As far as initiative order goes, RQ2 12SR vs RQ3 10SR I think I prefer 10SR, although I think that just depends on what you are used to, as 12 SR works good as well. I have mixed emotions with CRQ4 considering returning to SR over BGB Dex Order +D10. I have fond memories of the old RQ SR system, but I'm unsure if it is little clunky by today's standards. I think the RQ6 way of doing it was pretty good, it was smooth yet takes encumberance into account, so that may work the best I feel. However you do know that you can only be playing RQ when you use the old SR system, it was pretty unique.
  3. From a quick look at 'Cthulhu Thru The Ages' it looks like it covers how weaponry from different eras works in CoC 7E rules. That chapter covers things like archaic Armour, Shields, Hand-to-Hand Weapons, and Ranged Weapons (although only provides a small sample list for each). This could easily be elaborated on in a little more detail for use in a generic ruleset.
  4. I really like your idea of streamlining some skills, then allowing a Characteristic bonus for various actions, it certainly makes a lot of sense espescially for Persuade. I also think that Climb, Jump, and Dodge could be combined under a single Athletics skill. You could possibly use your suggestion, so climbing could be an Athletics (+ STR Bonus), or dodging could be Athletics ( + DEX Bonus), for instance.
  5. Wow I must of missed that - I was still under the impression it was going to be like a Quickstart. Well a book close to 100 pages is still slim, yet should be big enough to cover things. Its actually in the ball park of what I was suggesting - thanks for giving me the heads up!
  6. Yes the changes to opposed rolls, measuring success levels works quite well I think. There are some 'gamist' rules that are a novelty I suppose, such as 'Pushing', Bonus/Penalty Dice, and Luck, and they do tend to make the game feel a little more fun at times. However the opposed rolls is more what I'm referring to as being perhaps the most important change that works well. Consolidation of some of the Skills from the earlier edition was also a good idea in CoC 7E (although some further consolidation could still occur).
  7. I think the rules feel like a slightly refreshed version of classic BRP, so I think it holds itself well against other contemporary games, yet still feels like BRP. I do quite like the success resolution from CoC 7E, I think that is probably what I consider as a definate improvement over Classic BRP. Other than that I don't find it all that much different in practice from using the BGB. I also think it would suit a generic rule set mainly because it doesn't have hit locations and combat runs quite smoothly. I also like the simplicity of the Manuver combat option, it covers a lot of cinematic actions and spot rules, so it can make things quite versatile. The other reason I am leaning towards using CoC 7E as a foundation is mainly because it makes sense to have some consistent rules between game lines, and a lot of work has already been done in Cthulhu Thru The Ages. Also if BRP Essientials uses the BGB rules then it's going to be quite confusing ( and clumsy) having three different versions of BRP published by one company, it just doesn't make much sense to me. (For the record, I love using Hit Locations, but for flavour in specific genres, such as ancient or medieval settings, so I don't think they are necessary for a generic rule set)
  8. Well that is pretty clear. I wonder how it changed with my troupe over the years. I think it just seemed a little too animistic for my perception of some of the cultures that I may have transformed it into binding spirit energy more like Prana so it fitted with my notions of the cultures involved. That is also how I interpreted some of Jeff's comments on Spirit Magic, so I wonder if my ideas were also shaped by comments I had read through fanzines over the years.
  9. Some interesting ideas you raised here, streamlining these titles into the current CoC or RQ lines. From a game mechanics point of view I think if BRP Essientials is more like the core rules from CoC 7E then it may be more versatile as a simple generic framework. The main drawback is expressing Characteristics as a % is slightly out of step with the other BRP games and back catalogue. But no big deal to convert. Most of those suggestions will work well with CoC 7E mechanics as a base foundation, although Mythic Iceland could go either way however. The tactile nature of hand to hand combat may make it more appropriate for the RQ mechanics, but yes it could easily be incorporated in a Dark Ages Cthulhu game. In fact Chaosium has already done so, by presenting it in the Cthulhu Thru The Ages book which is a primer for several eras for use with CoC 7E. Actually the Cthulhu Thru The Ages book now strikes me as a reasonable start on a generic rule set. All that needs to be added are a few chapters on core char gen, skills and resolution, spot rules, and to cut any Mythos related references. If they did this then Chaosium actually have a reasonable sized generic ruleset already on their hands under the CoC 7E BRP framework. That's what could be easily published, rather than solely just a primer
  10. Mankcam

    Why Legend?

    In fact there's no disagreement. I just didn't use Glorantha in my example, but that is exactly how I have decided to use Heroic Ablities in Glorantha if I play it with R6. I think it's a great way to portray Mythic Abilities gained through HeroQuesing. I just never got around to running it in practice, but that's exactly how I decided to use them. I may even port them over into CRQ4 for that same purpose if there aren't any rules written for abilities gained through HeroQuesting.
  11. Mankcam

    Why Legend?

    I think the main benefit of both Legend and OpenQuest is the ease of which the supplements can be used. Personally if someone is interested in the MRQ D100 line of games, then I would recommend OpenQuest Basic or Mythras Imperative as rule sets, but advise them that Legend resources can be pretty much used with relative ease by both of these rule sets. If they like what they see and want a more hefty set of rules, then there is not much point looking at the Legend rule set, I would just upgrade to the full Mythras book in that case.
  12. I like to give credit where it is due. I think Steve Perin was so revolutionary in his approach to game mechanics at a time when almost everyone else (except Marc Miller) were basically just revamping D&D and repackaging it as their own system. I think RQ was great for an ancient or medieval setting, however in hindsight BRP needed a bit more reworking to be used for a genre like Supers. I think at this stage Revolution D100 may be shaping up to be my go-to system for a generic BRP rule set. I will happily play CRQ4 and CoC 7E, but I still like having a tool kit that I can adjust for a wide range of genres. For a few years I toyed between GURPS and Savage Worlds, but the BGB drew me back to BRP, as my favourite systems had always been RQ2/3 and CoC. So these days I either run White Wolf Storyteller or some form of BRP. The BGB was a good idea, but I felt it needed a revision and to be freshened up somewhat. It doesn't look like that may happen, at least not to the extent I would want, so Revolution D100 is probably looking to fill that gap for me in many ways. It's not just because it is a generic BRP rule set, it is also because I can see a lot of planning going into the actual game mechanics. It feels very smooth and fresh, a modern BRP game, yet crunchy enough in places. The modular aspect of the rules also makes it quite attractive from a GM tinkerer perspective. So whilst I will likely be a big supporter of CoC 7E and RQ, it is looking like Revolution D100 will do the trick for me as a generic BRP rule set I can use for other settings. Okay all that's needed now is the finished product Paolo! Heh heh
  13. Mankcam

    Why Legend?

    I personally don't really like the idea of Heroic Abilities for most settings, they are too much like D&D Feats - you can just cover that with skills I think. However they do have a role in pulpy/cinematic settings, like Pulp Era Adventure 1930s, but not really in a gritty ancient/medieval setting. However how they can sometimes be used in a Fantasy setting as special abilities/gifts awarded from the Cults or Deities etc, or if playing a Mythic Mycenaean Age setting for instance (where heroes often had special abilities), so all in all they are okay if used in particular settings. I really liked some of the MRQ2 books such as Vikings, Samurai, and Pirates, which were reprinted in Legend. Also there have been some cool settings for Legend that I like, such as Deus Vult and Mercenary Breed. Also the Xoth books are reasonably good if you want to play a Hyborian Age style game. The Stone Age one that Simon did is on my wish list to get, solely because I have not seen any game portray a stone age setting before. I think the flexibility of publishing Legend may keep it around for a little while
  14. Yes I don't think the concept of a generic rule set is even on the table beyond a primer 'BRP Essentials', a pamphlet of less than 20 pages. That doesn't stop me from wishing otherwise. Even though RQ and CoC originally drew me to the BRP system, the notion of a BRP version of GURPS drew me back many years later when I stumbled across the BGB. I'm aware that it certainly needs a revision, but the idea of a generic ruleset is still not a bad idea. I agree that Call Of Cthulhu and RuneQuest / Glorantha should be flagship lines. However I still think there is some room for a less prominent third line of a variety of settings bound together under a published reasonable sized generic rule set. A book of about 100 pages or so could do it, but something less than 20 pages might as well be a pdf-only product in my opinion. I'm aware that this isn't in the current plans for Chaosium, but that doesn't stop me throwing some ideas into the ring
  15. Mankcam

    Why Legend?

    I don't think Legend is better than RQ6/Mythras, but the price sure is. However you might find that many people buy Legend for it's supplements and play them with the RQ6/Mythras rules.
  16. Just because BRP currently isn't a fully integrated system doesn't mean a slimmed down generic core rules would be a bad thing. The idea of creating your own games with a generic rule set is appealing to many GMs. I am hoping that BRP Essientials is not going to be a pamphlet, but rather a slim hardcover book a little thicker than the size of RQ Classic or Renaissance, perhaps even up to the size of the CoC 7E Investigators Book. Not the tome that the BGB was, but sizeable enough to have its own identity as a core rule set. However I agree however that historically it is the settings that sell a game to the masses rather than a rule set. Despite that, I really liked what Chaosium tried to do with Worlds Of Wonder and the BGB. Worlds of Wonder is a better title for a generic set as opposed to BRP, purely from an evocative title point of view. I would love to see three lines supported by Chaosium: CoC, RQ, and WoW. WoW could be used to represent a wide range of settings like Mythic Iceland, After The Vampire Wars, Devil's Gulch, Blood Tide etc and even some of the previous monographs could be reformated here, such as Aces High or Swords Of Cydoria for instance. However the other feature of these rules would be that they also encourage GMs to create their own settings as well. I would definitely expect WoW/BRP Generic as a poor cousin to CoC and RQ in terms of publication schedule, but it would still be good to see such a line supported with a contemporary rule set that has core mechanics in common with CoC and RQ.
  17. I always assumed that in RQ3 Spirit Magic that the Spirits were bound to foci, and characters unleashed them or called upon them for specific purposes in line with the spirit's core traits. So an Ignite spell was unleashing a fire spirit's essence, and so was a Fireblade spell. I didn't assume that these kind of spirits were any more sentient then fish, they were pure instinct in spirit essence form. Not sure if that was canon though. I actually preferred how Basic Magic was presented in RQ2 as being cantrip or utility incantation spells (except I diid not like non-combat spells referred to as 'battle magic'), and I think MRQ/ Legend did well by calling it Common Magic. Perhaps RQ6/ Mythras does better with game balance by keeping Folk Magic down to 1 MP magnitude level. However considering that CRQ4 will be Glorantha specific, then I won't mind Spirit Magic being called such, but it should be presented with a more clear narrative explanation than what was provided in the RQ3 rule book.
  18. I am hearing what you are saying Trippy. I think the notion of a revised BGB will be problematic if RQ and CoC are moving in different directions in regards to their base mechanics. There doesn't seem much common ground at this stage other than core Characteristics and a D100% skill resolution. Whilst RQ2 is a foundation, CRQ4 should also look to CoC 7E for an influence. If people just want RQ2.5 they might as well just play RQ Classic with a PDF update - not necessarily a bad thing, but I would prefer a little more common ground between CRQ4 and CoC 7E for the sake of consistency.
  19. With an earlier edition plus the CoC 7E free QuickStart PDF, then that would be all anyone would need to run any new scenarios. However considering that there are only a few CoC 7E scenarios available at present I suspect many people will get by quite well for a long time with any of the earlier editions of the game and vice versa, regardless of adding the CoC 7E QuickStart or not. I am really happy that there is a reason to buy the current edition of CoC (beyond just updating for the sake of it), yet there isn't a huge pressure to do so due to fear of becoming radically obsolete. This was a good move from Chaosium's part; very respectful to their fan base yet bringing a sense of freshness to the game at the same time. In addition to the production value, the few changes within the rules and game mechanics are definitely an improvement in my opinion.
  20. Yeah I agree that it could work well at that level. BTW the main system that I run outside of the BRP system tends to be the Storyteller system. Some great settings there
  21. Well I'm sure you don't own Revolution yet, unless I'm missing something as a Backer I'm not sure the BGB really lived up to my expectations. I tend to tinker at times, so a good set of generic rules is appealing to me from a creative sense. I purchased GURPS and Savage Worlds for this purpose, but then I came across the BGB. The BGB seemed like a great solution to me as RuneQuest and Call Of Cthulhu had always been among my favourite games not only for their settings, but also for their game mechanics. So the BGB seemed like an answer to my prayers. In many ways it was, but after a while I started to find the BGB a bit clumsy as a tool kit. Dated in some areas, and inconsistent in others. It was a great idea that was possibly in need of further revision to be really workable as a cohesive tool kit. No disrespect intended here - people on this forum are aware that I am a huge supporter of this system, but that does not mean one cannot be critical at times. Hopefully BRP Essientials will be a good foundation rule set, but it will defnately be a skeleton framework that will require further resources to be added. If you are after an all-in-one generic toolset then it looks like either Mythras or Revolution holds the most promise at this stage, depending upon the level of crunch you are after.
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