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Mankcam

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Everything posted by Mankcam

  1. Well using MRQ2 should work out okay. I currently use the AHRQ3 Strike Rank rules as that's the rule set my gaming group used the most back in the day, we just didn't dig Stormbringer as a fantasy ruleset, and only played CoC a few times on account of everyone going insane or dying horribly. One of those gamers is in my current troupe, so I went back to the AHRQ3 rules for familarity's sake rather than purchase Mongoose RQ1. Then the BRP BGB and MRQ2 books came out, and I grabbed both of them, but we were already using AHRQ3 for our long-running campaign, so I kept with that. I've been wanting to play MRQ2, but as we still have our current campaign I haven't changed systems, although I did port over the Combat Manuvers in regards to Special and Critical Successes (I think almost everyone has at least considered this). It does seem like MRQ2 does Initiative and Srike Ranks quite well, although I wouldn't know if they are any better than AHRQ3 strike ranks until I run a few sessions with them. Although I haven't played MRQ2 'as is' so to speak, it does give me the impression that it would run very well. Perhaps you should go with MRQ2 for a tactile or gritty ancient/medieval setting, and use BRP (core rules, few options) for pulp, modern, or sci-fi settings.
  2. I knew I had read that somewhere. Not all my rules are houserules
  3. Actually I have been doing the opposite - using the BRP Critical and Special Rules, but porting over the MRQ2 combat manuvers for variety. This seems to work pretty well so far. So I can't see it being an issue in reverse.
  4. Actually I thought spells went off on DEX SRM+MP SR? Wasn't that AHRQ3, or is it somewhere in BRP BGB? I'm sure that's not my houserule... In any case, the AHRQ3 Strike Rank rules are a great way to record combat. I tend to play AHRQ3 rules (with some MRQ2 combat manuvers for sp/crits) for most ancient/medieval genre games because it comes across very tactile with strike ranks, hit locations etc. For a Modern or 1920s/30s Pulp Adventure setting I go with the core rules such as standard intiative, total hit points etc like in CoC. I have played the core rues for intiative and movement etc for ancient settings, although it didn't float the boat like the AHRQ3 rules did for combat. So I guess it's down to your tastes. Daddystabz, nothings wrong with what you are doing, heck BRP has always been a system to tinker with, so I wish you the best with your house rules. Just be careful not to 'bust the system', and be careful not to disregard advice from some of the more senior members of this forum as they tend to know what they're talking about with BRP. Many have written supplements for BRP or are current publishers, so that's a pretty good resource on tap for a sounding board in regard to rules-tweaking. They've all guilty of rules-tweaking at times, so some of that historical perspective is great to draw on to prevent things going astray in your own game. There's always room for improvement in every game system. I'ld be interested in seeing how your initiative system pans out all the same, hopefully it'll work okay for you.
  5. I have been playing various versions of the BRP system for quite a long time, in between forays into other rpg systems. Yes, MRQ2 is superior in many ways if you want a 'crunchy' version of the system, but it's not to everyone's tastes, especially if they've been playing a version of BRP for many years. The movement system I have been using is that you can attack and move within a 5m radius. If you want to attack and move up to 15m then your attack roll is made at 'Difficult' (half A%). If you want to move up to 30m then your attack roll is forfeit. I'm not sure how official this rule is, I don't have the BRP book with me here to check, but I must of read it somewhere over the years. It seems to work for my troupe in any case, and they'ld probably kill me now if I started changing the rules after all these years...
  6. It looks good to me. Although I'ld certainly go with Atgxtg's idea of using Skill Categories for all actions that are relevant to that category, it's a nice clean way to dispense with endless skill lists. Perhaps you could grant certain % bonuses depending upon a character's background, such as a Thief receiving +20% for his Physical rolls when attempting Climbing, Hiding, Sneaking, and +20% to Manipulation Rolls when attempting Pickpockets/Sleight of Hand, Devise, etc. Obiviously a Warrior would have more combat bonuses, a Mage more Magic bonuses etc etc. Not sure how you'ld progress with Skill Checks though, but it could be amended to fit this system.
  7. So are you writing Gloranthan HQ content for Moon Design, and also potentially doing historical setting material for BRP to be published through Alephtar? Sounds like a great career niche to me. MRQ2 Vikings and Alephtar's BRP Rome have been some of the best supplements to hit the market, and I've seen more than a few over the years. I love Glorantha ( it has been my default fantasy setting for years), and I reckon Moon Design is really going to benefit from your involvement; although I must admit that I'm very interested at the prospect that you may do a BRP Mythic Greece setting - it's a pity that one looks further down the track, it'll surely sell as well as Rome has. Best wishes with your new endeavours
  8. If they keep publishing their other MRQ2 settings under the 'Wayfarer' title then they should go okay - I'm talking about Deus Vult, Wraithcon, Elric, Lankmar etc. I wonder where Clockwork & Chivalry will go to now - 'Wayfarer' seems logical, but maybe BRP instead? Makes you wonder if Mongoose will try to purchase the rights for CONAN again - maybe we'll see a 'Wayfarer HYBORIA', that will probably sell in droves, and the system will be much better then D20 which they previously did it with - their content was great, the magic had flavour, but overall the D20 limitations dragged it down - MRQ2/Wayfarer would do it much more justice...
  9. Moon Design / HeroQuest has some great 3rd Age Gloranthan supplements - having Lawrence Whitaker & Pete Nash join the ranks has certainly added some strength to future Moon Design products - these writers captured my imagination and brought me back to the RQ/BRP fold after many years. My pipedream is for Moon Design to bring the products out in both HQ and BRP formats, but it's like waiting to catch fairies in your garden
  10. This is pretty close to what I used for a SW conversion earlier this year. Heaps of good SW supplements can be quickly converted to BRP with a simple table like this. I actually lost my originial handwritten doc I used for the conversion, so thanks for posting - this looks pretty close to how I did it, I think I'll save your rules for my next SW conversion.
  11. I've sent you the doc, so look for it in your email - let me know if it didn't get through, I'll re-send it. Hope it helps.
  12. Actually I think there may have been something like this in the old Fellini movie (circa 1970?) called 'Satyricon', I'm not sure, it rings a bell actually. Some guy going through a labyrinth with traps and even a mock 'minotaur' gladiator at the end... not sure how accurate it all was. Maybe a search on UTube may pick it up
  13. Sounds like a Greek Labyrinth. Doubt it was a historical standard rite-of-passage though
  14. Were you the author? I have an old pdf of Pavic Equipment that I've taken from a website a few years ago - possibly yours - but it has a different author
  15. Three more terms you may want to use for these traits: - Descriptors - Inclinations - Features
  16. If you want an aussie game, you might also want to chase up Chaosium's book "Terror Australis", I know it listed several types of boomerangs and other primitive weapons. Great flavour for a Mythos Australia game, I doubt the book is still in production, but I picked it up as a pdf about two years ago, either from Chaosium or Drivethru.rpg
  17. I'ld say it'll give a Critical Parry...
  18. My BRP Hardcover just arrived. This is a beautiful thing to behold. I'ld certainly recommend getting the hardcover edition for anyone who is undecided at the moment.
  19. Good sighting at 7min! I think he just made a slip-up heh heh plus its in the title...
  20. Some interesting arguements raised here. I see the point in regards to the Fumble roll, it would be harsh to prevent player-characters access to Fate in such circumstances. To tell the truth, it has never come up in the last few sessions since I introduced the Fate option to the players. They often forget to call on Fate anyway, after not having in my previous BRP games - I think I can remember only a few instances when my players have used Fate. So I don't have a wide experience with the Fate option during gameplay, just a few isolated instances, during which there appeared to be no problems with the mechanics. I'm more inclined to let Fate be used for Fumbles if the player-characters really want to, although it would be sad to see every fumble negated like this, as many of our most entertaining gaming moments have come from combat fumbles. I appreciate the stance regarding Fate using PP from external sources, but it seems to work, using religious relics and such. It wouldn't suit every game, probably not Cthuhlu or something like that, but so far it seems okay for my fantasy setting. I'll have to see how it plays out I guess.
  21. Thanks for the update. I often visit Kurt's website or check out his reviews on UTube - he seems to give very informative and entertaining reviews, and he tends to like the same games that I do. He appears stoked with the recent BRP explosion. Some good reviews here.
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