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Mankcam

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Everything posted by Mankcam

  1. Firstly I would work out what system really suits it, and is likely to sell it. So if you feel that it is a Fantasy then RuneQuest is the one and you need to speak to Chaosium/Design Mechanism. If its more pulp modern or early modern, then Renaissance could be the one, and you need to contact Cakebread & Walton. Dont forget Mongoose (Legend) or D100 Games (OpenQuest) either. If you are dead set its for BRP BGB then I would still contact Chaosium first, as Ben Monroe has indicated that there may still be a sporadic publication schedule for the BRP BGB line of games, although I suspect this may be more for MagicWorld rather than new properties. If Chaosium is unable to accept your proposal, I would then contact Alephetar Games to see what their views are about publishing more BRP BGB games Only release tasters through here - if you want your hard work to be bought then you have to entice, but not give away every detail.
  2. Yes, most of the monographs will work just as well in one of the more recent BRP builds. For example, The Green would be great for RQ6, and Aces High just screams Renaissance system to me as well. OpenQuest is also out there, as well as Legend, so plenty of options available, and they are more or less compatible with each other. And if one prefers a more classic BRP build, then perhaps GORE has also come of age again It would really be great to see some of the monographs produced with higher publication standards and ported into one of the above licences; the content is simply too good to be lost.
  3. Well maybe not a tragedy, but a shame in any case. I really prefer the model that GURPS and Savage Worlds use with having a core system and working off that. Savage Worlds particularly did well with this, having a single, slim core rulebook containing all the main nuts and bolts for a GM to build from. Ironically enough, if GORE remains in print as a PoD then perhaps its the next best thing. GORE is quite a slim, concise read, and its system agnostic. It may surprisingly be a BGB replacement once again. If GORE contained a few more detailed Spot Rules, then it could certainly be almost as good, especially more so considering it is a free pdf. Maybe its time for a slightly bigger edition, to be published as a slim hardcover. Keeping it slim and simple is one of the strengths of the product, making it a good entry to BRP for new GMs. Although if you want to point someone in the direction of the more recent builds of BRP then Renaissance or OQ Basics may also fare well for generic toolkits. That aside, I'm really happy for Pete & Loz remaining firm fixtures of RuneQuest, as they have been the driving force of the product for the past decade. I am also happy that Ben Monroe is sounding even more enthusiastic than he normally does, so that's also a good thing for the BRP BGB lines in any case.
  4. Yes, you covered it well Vile. I occasionally lurk a little over at RPGNet to keep an eye on some of my other rpg systems of interest, but I'm not a big poster there I will check out the replies on that thread, but from experience I tend to agree with Paolo that posting on RPGNet can be an issue sometimes, due to the tantrums that has been known to occur there. I don't often get involved too much on RPGNet due to this, but it is a good place to get coverage.
  5. Yes, I added my voice, such as it is Time for a few more to follow on the fight, let them know what we would like to happen with these properties (I missed the peace rallies in the 60s & 70s, so I might as well make up for it with something almost as worthwhile, lol)
  6. Keeping RQ6 in print, at least as a PDF/PoD, would seem like a worthwhile thing to do I reckon. This goes for the BGB as well.
  7. Well I think consolidation of all these lines is good, and it is great that Pete & Loz are remaining as lead writers for RuneQuest, so I'm pretty comfortable with this. Given that Glorantha is the key setting for Moon Design, it was logical that RuneQuest returns to it as a gaming world. It has been a favourite setting of mine, so this is great news. I love most things Gloranthan, and greatly prefer running RuneQuest in the setting as opposed to HeroQuest. However I see no good reason why the next RuneQuest should not be published as 'RuneQuest: Adventures In Glorantha', I think this is a good title for the main rulebook and the line in general. In addition to this, I would also very much like to see a slim, stripped down core rulebook (perhaps just RuneQuest Essentials, minus the magic systems, and make it setting agnostic). Something the size of GORE up to RQ Essentials would do the trick. Hardcover of course, there's no point not doing so these days, otherwise people just buy the pdf versions instead. Having this smaller generic core rule book would be great from the point of view that GMs can use it to build their own settings, and still allow for supplements of the likes of Mythic Britain and Luther Arkwright (I wonder if we will ever see Mythic Constantinople now?). This also provides a core rule toolkit for other authors wanting to publish settings using RQ, such as Korantia, Classic Fantasy and Chronicles of Future Earth. In addition, many of the books published by Alephetar Games could easily be ported from BRP BGB into RuneQuest as well, securing a place for Alephetar Games to provide Fantasy Earth supplements for RuneQuest. In many ways I now prefer the more recent incarnations of the BRP system, such as RQ6, Legend, OpenQuest, Renaissance etc, so making RQ6 a priority product line works for me. However, having a generic set of these rules in print also seems logical, as Chaosium attracted me back to the BRP system when they published the BGB. In some ways I would also like an overhaul of CoC 7E to be more consistent with RQ6 to an extent, with the same Characteristics and Common Skills; It does not make sense for it to be a different build of BRP now. Hopefully its not too late one would hope; even though the pdfs are available, the actual hard copies are not yet printed... Lastly, even though it may now be seen as a low priority, I would still hope there is a place for a 'BRP Legacy' line of games within Chaosium. Something for the die hard fans who aren't really digging the new flavours of BRP. Basically just keeping the BGB alive and ticking. I would see this as a great place for the likes of Ben Monroe to be producing the MagicWorld books, and also perhaps a good space for independent writers to keep the monographs alive (even if only as pdfs) However I am really happy that a bullet has been dodged, and that Chaosium is not history. Moon Design involvement can only be a good thing, and now that I know RuneQuest and Design Mechanism are remaining as permanent features then I'm reasonably happy with all this. Sorry my previous post was cross posted by mistake, but its just as relevant here as in the RuneQuest thread. In relation to Moon Design's Glorantha, I think Glorantha is in the best presentation it has ever been. I love seeing other areas in addition to the Sartar/Prax region. I did not care too much for The West before, but now the Guide For Glorantha presents the Malkioni as having a culture which is possibly more Late Antiquity influenced (instead of a Medieval clone), then I'm really eager to see what they do with Seshnela, Ralios, Loskalm, and Maniria. (I added the above as a separate comment, but it appears to be merged - sorry for any confusion)
  8. Well I think consolidation of all these lines is good, and it is great that Pete & Loz are remaining as lead writers for RuneQuest, so I'm pretty comfortable with this. Given that Glorantha is the key setting for Moon Design, it was logical that RuneQuest returns to it as a gaming world. It has been a favourite setting of mine, so this is great news. I love most things Gloranthan, and greatly prefer running RuneQuest in the setting as opposed to HeroQuest. However I see no good reason why the next RuneQuest should not be published as 'RuneQuest: Adventures In Glorantha', I think this is a good title for the main rulebook and the line in general. In addition to this, I would also very much like to see a slim, stripped down core rulebook (perhaps just RuneQuest Essentials, minus the magic systems, and make it setting agnostic). Something the size of GORE up to RQ Essentials would do the trick. Hardcover of course, there's no point not doing so these days, otherwise people just buy the pdf versions instead. Having this smaller generic core rule book would be great from the point of view that GMs can use it to build their own settings, and still allow for supplements of the likes of Mythic Britain and Luther Arkwright (I wonder if we will ever see Mythic Constantinople now?). This also provides a core rule toolkit for other authors wanting to publish settings using RQ, such as Korantia, Classic Fantasy and Chronicles of Future Earth. In addition, many of the books published by Alephetar Games could easily be ported from BRP BGB into RuneQuest as well, securing a place for Alephetar Games to provide Fantasy Earth supplements for RuneQuest. In many ways I now prefer the more recent incarnations of the BRP system, such as RQ6, Legend, OpenQuest, Renaissance etc, so making RQ6 a priority product line works for me. However, having a generic set of these rules in print also seems logical, as Chaosium attracted me back to the BRP system when they published the BGB. In some ways I would also like an overhaul of CoC 7E to be more consistent with RQ6 to an extent, with the same Characteristics and Common Skills; It does not make sense for it to be a different build of BRP now. Hopefully its not too late one would hope; even though the pdfs are available, the actual hard copies are not yet printed... Lastly, even though it may now be seen as a low priority, I would still hope there is a place for a 'BRP Legacy' line of games within Chaosium. Something for the die hard fans who aren't really digging the new flavours of BRP. Basically just keeping the BGB alive and ticking. I would see this as a great place for the likes of Ben Monroe to be producing the MagicWorld books, and also perhaps a good space for independent writers to keep the monographs alive (even if only as pdfs) However I am really happy that a bullet has been dodged, and that Chaosium is not history. Moon Design involvement can only be a good thing, and now that I know RuneQuest and Design Mechanism are remaining as permanent features then I'm reasonably happy with all this.
  9. I really want to see RQ6 prosper +++ (we don't need a RQ 3.5 ), and there is no need for a RQ7 anytime soon. I also want CoC 7E to prosper, although possibly with less radical new rules than in the PDFs (do we really need Characteristics expressed as a %?), and I want to see some version of a BRP BGB in print - I like the idea of a generic rule set which can plug in different genres I think consolidation of these games under one banner may be a good thing, potentially a great thing given the recent publishing standards of Moon Design. I guess the main issue will be whether BRP continues as a core system, esp Magic World as it puts it at odds with RQ6 given they are both Fantasy orientated
  10. What a great list for inspiration - Jason you really need to get Interplanetary in print one day for BRP (or any system in the BRP family of games) Bonus points if you manage to convince Sam Jones to pose for an illustration on the cover heh heh No, seriously, this could be an excellent line for BRP
  11. Any idea when Curious Creatures may be released as a pdf+ premium hardcover volume? I have the core rulebook for Pirates & Dragons as a premium hard cover, and will be willing to wait until this one is published at a similar standard
  12. Yep RQ6 works no problem for gritty thru to cinematic gameplay, with pretty much the changes suggested above. Additionally, if you want a 'Feats/Pulp Abilities' system to be used, then consider using the 'Gifts' rules, or re-trap Folk Magic as Pulp Abilities. Or you can buy the LEGEND pdf from Drivethru for $1 USD, and use the Heroic Abilities system in those rules, it is 95% compatible with RQ6. Replace the Hero Point cost with banked Improvement Rolls, and there would be no other changes to make the Heroic Abilities fit. By the sounds of it , you may like to start off gritty, then move to more heroic rules as the characters advance. I kind of like having no Heroic Abilities in RQ6, it feels cleaner that way, although re-introducing them from the LEGEND pdf would pose no issues. But if you just want to use the RQ6 book and keep it simple, then liberal use of Mooks and Luck Rolls can be used to adjust the pulpiness of the setting as you see fit. Its a very versatile system, and I see no issues playing the game with a cinematic flavour, that will primarily come down to what narrative approach you use, and support it with the mechanics suggested above. Go for it
  13. You know, I have bought the Mecha book, but didn't give it a good squizz due to time factors and also because we're not using that setting yet. I'll have to have a good look at the new rules contained in it - this Motivations rule sounds pretty good actually
  14. I'm considering shifting my BRP games over from the classic BRP builds in RQ3 or BGB to the more recent systems, as I prefer the more recent skill structure, Hero Points, etc. For my Fantasy games I will go with RQ6, but for my Pulp Adventure 20s/30s setting I'm thinking of updating from CoC 6E to Renaissance, I do like its skill structure and the way it handles Sanity. Although these professions you have created in this file were intended for Legend, I suspect they will also port nicely over into Renaissance, given the similarities with the system. My only issue now is whether to port over the Stunts from BRP Bloodtide, or to use Legend's Heroic Abilities, and to port over your Pulp Abilities using that system. It may be nice to see both Pulp Professions and Pulp Abilities in a single document one day, with imported artwork to add atmosphere, to lend a bit more of that 'Dirty 30s' flavour to your work. In any case, thanks for posting these, you've done a good thing here!
  15. According to the preview on DrivethruRPG, it has HQG stats with no hard and fast conversion for any other system. However there is some advice on where to get cult conversion information for RQ2/3 from Moon Design's Cult Compendium, and it suggests some unofficial web resources for RQ6 until Design Mechanism bring out their RuneQuest Adventures In Glorantha line. I suspect you will have to convert all the NPCs from HQG stats into whichever system you are using. If you are familar with your desired system, then this is reasonably easy to do, given that HQG stats read as narrative portrayal of the NPCs, highlighting their primary features. You can adjust them according to your PC party's level if desired. I ran a Gloranthan BRP/RQ3 setting using a published HQ campaign, and I pretty much ported it over as we played and it seemed to work out fine I think that given this is a D101 Games product then a good move would have been to publish the book in two different system formats. In addition to this publication, another version of the book could come out with OpenQuest stats. The later would be very useful in the fact that even if you don't play OQ, it would be such a quick convert to RQ6 or to LEGEND, and it would also be very easy to translate into BRP or RQ3 mechanics. Its a pity it didn't come out in OQ, but I think I could probably use this setting and convert it on the fly if need be. It's on my wishlist at present. I love the cover, its very ancient world and in keeping with the portrayal of Glorantha from the G2G, so that works for me
  16. RQ6 PASSIONS FOR BRP PERSONALITY TRAITS As you originally suggested, you could express Personality Traits as a percentile, just like RQ6 Passions. RQ6 Passions pretty much cover most things I can think of offhand. I guess you could also add them as emotions or behaviours, and not have any specific Object of Passion defined, such as Curious 56% or Impulsive 82% etc. I think in this case you would start them with a % score equal to POW + CHA.+30% (that is if you are doing this in accordance with RQ6 Passions). I think I would allow Passions to be used two ways in BRP. The first way would be as a Complimentary Skill Bonus, and I would limit this to once a scene. Its not a huge bonus, but it does imply that emotional intention can affect outcome to a degree. The second way I would use Passions would be to allow the Passion roll to be used instead of a Skill Roll, just like in RQ6. I would probably give this a 1 Power Point cost, although allow it to be used multiple times a scene if the character is willing to expend a Power Point each time (perhaps they can only expend a number of PP equal to CHA/5 within a scene). Obviously this will only be beneficial if the Passion is intense or otherwise greater than usual skill roll. I would tend to allow both uses above only to reinforce good roleplaying, rather than a player simply adding the bonus or replacing their roll just by spending a Power Point, The benefits of having this approach to Passions is that it has some mechanic consistencies with the BRP and RQ6 rules. FATE ASPECTS FOR BRP PERSONALITY TRAITS If you don't want the Passion trait expressed with a percentile score, then yes you could go down the FATE Aspect path. If invoking it once a session then a + 25% is probably the way to go for impact. However I would not limit to invoking it once a session, as that will feel more like a Luck Mechanic thing rather than a personality feature. Invoking once a scene may be more appropriate, and will also encourage more roleplaying in keeping with the character's personality trait. If allowing it's use once a scene, then a +25% may be a bit too big, in which case I would make it a +10% (or possibly a +CHA%), which is a nice helping hand. I guess it depends on how much impact you want it to have in your setting. FATE is usually for very cinematic settings, so Aspects tend to have a big role here. For BRP you have to work out whether to keep them as a minor bonus for a gritty setting (standard BRP setting), or if you want a more pulpy setting, in which case they can have a much larger role. If going with the 'no percentile score' approach, then I would also steer clear of the term 'Passion' for clarity, as it is already in use in RQ6 as a percentile trait. Perhaps the FATE term 'Aspect' is spot on, and is broad enough to cover what you are after. In any case, I agree that there should be a greater emphasis on Personality Traits in BRP, and your Aspect system works fine if you don't want to directly port RQ6 Passions into BRP .
  17. I voted either DM or G2G as number 1 wherever I could. I tended to also rate HotOE quite highly as well. I also gave some credit to Evil Hat as well as Monte Cook Games, but made sure all my other votes were for the other various companies in the BRP Family
  18. If you did make Passion a percentile roll, then dumb down the bonus for a standard success. I think a standard success could just allow that Passion to be used as a Complimentary Skill Bonus for a subsequent action, so the bonus itself is more of a helping hand (equal to the Special Success chance for the Passion). However rolling a Special Success may perhaps double the bonus, whereas a Critical could possibly allow for an Easy Chance with the skill. Not sure, but I think the mechanics work just as long as a standard success is more of a helping hand rather than a massive bonus. It may be interesting to see a non-percentile game mechanic for Passions, although given this is BRP then it's more logical to me that traits are expressed as a % roll. I will watch this thread to see what you come up with
  19. Nice, clean format. I like it feeling uncluttered, but a little more artwork would spice it up a bit. Overall this feels quite neat and orderly
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