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Mankcam

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Everything posted by Mankcam

  1. Well, only time will tell if these issues are fixed or made more clear in the new edition. But I think RQ6 is in good hands, the authors Pete & Loz certainly have enough runs on the pitch as far as I'm concerned. Can't wait for the release of RQ6 actually, it'll definitely be a 'must have' rpg product for me this year.
  2. Well my main sticking point with LEGEND is the choice of Fighting Styles over Fighting skills. I can see how they work, but my troupe would probably have issues adjusting to it after the Fighting skills of BRP. Other than that, it appears a great fit for Fantasy. I'm not totally against the whole Fighting Styles concept, but I'ld have to get my head around it better to present it to my troupe, as they'ld prefer the BRP combat skills. I do agree with these forums being a good place to brainstorm rules and such though, there is a lot of creative output here
  3. I suppose I was just throwing my own opinion out there, and hopefully it didn't come across prescriptive. Not intending to straight jacket any creativity, but considering I was replying to the original poster I don't see how anything has been stifled. Skull asked for advice on multiple attacks and such, and I just pointed out that LEGEND is currently very cheap (esp in pdf form), and that it is a good 'official' source of information which seems to have the mechanics that Skull is after. LEGEND is part of the BRP family, after all. The current gaming troupe I have been running just finished a Gloranthan 3rd Age campaign using good old AH RQ3, and we just recently moved into Call of Cthulhu 6E. I still love RQ3, but after reading MRQ2 and LEGEND I'ld certainly start a new fantasy troupe using those rules (or probably RQ6, considering it is the same authors). MRQ2/LEGEND just seems quite smooth to run, and the mechanics have a great flavour in regards to evoking melee combat. I think it is probably the best current product for crunchy melee combat for Fantasy settings, whilst BRP/Call of Cthulhu runs other settings just fine. Horses for courses I guess
  4. Rosen is right with his description of attacks for BRP, and with also with his suggestion that MRQ2/LEGEND has the kind of thing you are looking for, and as Filbanto says, the LEGEND pdf is still only $1 USD at present so it's cheap enough to buy and run with, especially since it is a BRP-related game. LEGEND is great for a tactile feel with melee combat based settings, such as Medieval/Ancient etc. It has a good Initiative system which takes into consideration how quick a character is, and also how encumbered they are. You get the situation where is is equally viable in combat to play a nimble knife wielder as well as a heavily armored man-at-arms; its quite a good fit for Fantasy settings. However as Chaot has pointed out, in BRP once skills are over 100% you can split the rolls - this doesn't represent an additional swing, it represents a chance of additional damage due to the character's combat effectiveness. I'm not sure if the BRP rules would break if you tweaked them too much, they have certainly held up well under years of house rules. Despite this, considering LEGEND is so cheap at present it is certainly advisable to simply use its BRP-related gaming engine for Fantasy settings, and to use the BRP BGB for less melee-focused settings IMO.
  5. Mankcam

    Wayfarers

    Heh heh keep it clean fellas, keep it clean ...heh heh heh!
  6. Yeah you might need to change it, or it could be forever remembered in the wrong sense. The name Frog probably should remain, it has that 'swampy' flavour. You could get away with calling it 'The Frogtoe', but I know my troupe would eventually bring up the 'cameltoe' reference heh heh...
  7. Using Call of Cthulhu spells is excellent if you want to give your fantasy setting a really dark sword'n'sorcery feel. I'ld also recommend also using the BRP Magic spells for anything not covered by CoC spells, but you would need to give them more flavour, and also a SAN rating accordingly. I'ld say about 20% -25% per MP level of spell would be fair, depending on your setting. Perhaps you could go 15% per MP level if you wanted to be nice, it depends on how much you want magic to be in the setting. Another idea I had was to give all characters access to magic by giving them an additional number of background points equal to their POW or 1/2 POW (depending upon setting). Every 1 MP worth of spell cost 1 background point, and the character had to throw skill points into each particular spell. Characters who wouldn't want to have magic could always gain 15% skill points for each unused POW background point or something like that. You'ld probably have to make them have some Knowledge or Craft prerequisite skills for magic first, otherwise it would end up more like high fantasy rather than a sword 'n' sorcery fantasy. Anyway, just an idea. But you're onto a good thing having the Mythos style magic in a fantasy setting, it really feels more dark and mystical if that's the kind of feel you're after.
  8. Heh heh just go out and buy "Witchcraft' AND 'Merrie England'! You're overdue for some supplements, and these ones will be a great resource your you! Good to see you're starting the next generation off early...
  9. Yes, that sure sounds like a lot of fun, very pulpy
  10. Rick do you still sell copies of the other books you complied in this series? I have Griffin Island and Cult Compendium, and I really wanted to get the Pavis & Big Rubble book, and possible Borderlands & Beyond as well.
  11. I agree pretty much with Seneschal's take on all this...
  12. In hindsight I think Simlasa may have been referring to 'Pulp Horror', which Call of Cthuhlu certainly is. Lovecraft himself was obviously a Pulp writer, and Chaosium have done a brilliant job translating his setting to a rpg, that's for sure. I think I misread the term 'pulpy' as referring to Pulp Adventure, which Call of Cthuhlu as written, doesn't really hit on the head, not in the way rule sets like White Wolf's 'Adventure!" or Savage Worlds 'Thrilling Tales' does. The Call of Cthuhlu campaign and setting books are great, but the game could benefit from a few tweaks to the character mechanics, namely the use of a 'Pulp Points' concept, in which case which the optional Fate rules from the BRP core book could be easily used to emulate cinematic actions performed by pulpy adventure characters. Having some version of Feats/Edges would go along way for flavour, but certainly isn't essential. That's why I thought it was odd to have to wait so long for the Pulp Cthuhlu rules, considering that only minor tweaks to the mechanics could turn Call of Cthuhlu from the Pulp Horror genre to a Pulp Adventure genre. I really don't think I ought to railroad the discussion too much further about this, considering the topic in question originally was about the pending 'Interplanetary' publication. I suppose if it's a hot topic to debate then perhaps it's a worthy subject for it's own thread, but best not to bog this thread down on semantics about what the term 'pulp' actually portrays. I'm looking forward to seeing how BRP portrays the Planetary Pulp genre, and this upcoming publication sounds like it'll do it justice.
  13. Kind of. It certainly doesn't take much house-ruling to make it a Pulp Adventure setting with horror elements. It's a logical cross-over genre for CoC, one that I wouldn't expect would require a large supplement, and it's weird how 'Pulp Cthuhlu' has taken so long to come out considering this. I think I read the author may have health concerns, so the publishing date has been put back. If I had to prioritise which publication sees the light of day I would certainly request for it to be 'Interplanetary' considering I can get a Pulp flavour to CoC with minimal house-rules. A Sci-Fi setting, whether Hard Tech or Pulp Adventure genres, would require alot more work on the part of a GM, so a published source book would certainly be welcome here.
  14. I'ld place the Isle of the Keru just below Three-Step Island, and I'ld make up a flimsy reason why it isn't on the map. Perhaps it has been magically concealed and isolated (much like what The Syndics Ban did for parts of Western Genertela). By the end of the Third Age many things are changing again in Glorantha, so perhaps the magic mists (or whatever) are lifting, making sea travel possible, and opening the island up to new cultures. This would allow for a sandbox setting, and it would be in keeping with the Gloranthan flavour. I reckon even 'Greg' would of approve of that!
  15. Yes ! This certainly does sound awesome! Absolutely brilliant news, I can't wait for this! It's the first I've heard of it though, so unfortunately I guess it is a 2013 release as it isn't in the above posted list. I'm bringing my long running Gloranthan campaign to a break, and I'm going to GM a Classic Pulp era game (1920s/1930s) using Call of Cthuhlu and as well as Pulp supplements from other game systems (but I'll be using BRP for the game mechanics). My own Pulp Cthuhlu setting, kinda likes 'Indiana Jones & The Shadow Under The Sands' for want of it's flavour. Standard BRP rules with some Fate rules thrown in to increase the 'pulpiness' and survival rate of the characters. Could be fun. I was going to run a few basic one-shots, then launch into the 'Masks of Nylathotep' campaign - is it worthwhile waiting for this Nyarlathotep Companion to be released? I'ld really like to know more about this if possible...
  16. I think of the Zola Fel River akin to The Nile River, with fertile lands along its banks, with arid plains either side, and a desert as well. The Nomad Peoples are a cross between Plains Indians and Huns, with a few fantasy tropes thrown in. Several settled peoples also exist. The Major Settlements of the region are: 1. New Pavis - I use biblical Jerusalem as a visual analogy, and I feel the Pavic peoples are a bit Yiddish in some ways. Heaps of other ethnic groups live in the city, such as the Heortlings (Celtic-Gaulish types), Sun Domers (Spartan types), and a Lunar Imperial garrison is here (Roman-Phonecian types). The city is built alongside the ruins of the ancient city-state of Old Pavis ('The Big Rubble') and heaps of adventuring opportunities about here. 2. Sun Country - This is the region of the Sun Dome Templars, which I use Spartans as a visual analogy. 3. The Grantlands - Scattered Pioneers primarily from Lunar origin, although some Heortlings as well. 4. The Port of Corflu - A small but bustling settlement on an island in the treacherous swamps of the Zola Fel delta. Quite an important location, being a trade hub for the region. The settlement is governed by the Corflu Trade Alliance, a joint agreement with the hereditary rulers (Torkazzi Family) and the Lunar Empire. Locals are both urban and regional Riverfolk, and there are a small number of Lunar Imperial soldiers stationed here as an outpost to protect the interests of Lunar merchants. If another island exists in the oceans to the east of the Zola Fel delta, then they surely will have traders in Corflu. Perhaps Lunar explorers have made their way to the island and are settling it in the name of the Lunar Empire? You need to get your hands on a copy of the RQ3 setting book called 'The River of Cradles', as it provides a broad overview on the region quite well, well enough to sandbox the setting. It has been long out of print since the early 1990s, but you can often find reasonable copies of the book on eBay. (ADDIT: Aarrgh! I see Trifletraxtor just beat me to it with recommending River of Cradles!)
  17. Griffin Mountain is an excellent setting for RuneQuest, it is small enough to be quite sandboxy. You don't really have to know too much about the coming & goings of the rest of the world, just that there are the Heortlings to the south (Celtic/Gaul types) and the expansive Lunar Empire to the north (Roman/Phoenician types). That's about it really, the lands of Balazar & The Elder Wilds are detailed enough to encompass alot of adventuring, yet the setting can be quite localised as the main urban centres are three independent ramshackle citadels on the edge of a large wilderness region. This setting is brimming with possibilities for good old fashioned fantasy game play, regardless of whether you have an edition of RQ or you own the BRP BGB. Highly recommended!
  18. This is an excellent supplement if you can find somewhere to purchase it from. Very recommended.
  19. Heh heh heh good one, someone had to say it!
  20. Cool, I want a new hardcover edition please! Yes yes yes! It's been a long time between drinks, but this will be a greatly anticipated publication Sounds great, although I wish they would do 'Pulp Cthuhlu' book and could cover specific eras, such as Classic Era Pulp 1920s/1930s, Atomic Age Pulp 1950s/1960s, etc. Scenarios and campaigns are always welcome Sounds really great, the magic from Nephilim was very hermetic and evocative, a fine moment for Chaosium. I hope this publication has some new stuff in there as well Really? That's unusual, considering the BGB has Powers influenced by Superworld, although many on these forums have wanted a return of these publications. Have to wait and see if this is a revamp and not just a rehash. Excellent, you can't have enough exotic campaign locations for Call of Cthuhlu, especially if you want to mix it in with Pulp Adventures as a setting. Tibet should be good. **** It's a shame we're not seeing Chronicles of Future Earth being supported as a major line, there are a lot of possibilities with that setting. I would love to see Chaosium with a great fantasy setting, like the good ol' days with RuneQuest & Glorantha. On the other hand, it's great to see Call of Cthuhlu still going strong. There has been some tough competition for Lovecraftian games recently (such as 'Trail of Cthuhlu' and 'Realms of Cthuhlu', both are excellent releases), but Chaosium really have the runs on the pitch with all the back catalog for this setting. It's good to see a new edition and supplements planned this year, a few more campaigns/exotic locations would not go astray, and Tibet will be a welcome setting. Perhaps 'Secrets of Tunisa' or 'Secrets of Shanghai' could be next, more exotic pulp locations of that ilk would be great. I would love to see a few more 'Grand Campaigns' along the lines of 'Horror of the Orient Express', 'Shadows of Yog-Sothoth' or 'Masks of Nyarlathotep', this would keep Chaosium at the top of the Cthuhlu food-chain. All in all, it looks like some interesting products coming out of Chaosium this year!
  21. Looks interesting. I've just purchased the print copy from Mongoose as a pre-order. May pick up the pdf while I'm waiting...
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