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KingSkin

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About KingSkin

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    KickMurder Squad

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    Southampton, UK

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  1. The 'common' natives are actually fierce Dayak Headhunters, skilled warriors who use the fearsome Parang blades. They plan to use the earthquakes as cover for unleashing a reign of terror against the colonial government and immigrant settlers whom they consider to be a stain upon Dayak honour...
  2. My kids are 15 and 5 so I'm guessing one is going to love Black Hole and the other will spend his time groaning and wishing he was elsewhere. I'm glad you reminded me of Titan A.E. as well, I loved that when I watched it (although most everyone I know hated it). The only real issue I had is that, enjoyable as it is, humans are clearly the villains of the piece. At the start we're told that the aliens attacked us and destroyed Earth utterly. We then find out there's a hidden superweapon that can defeat them. At the end the superweapon is activated and genocides the entire alien race in orde
  3. Sorry, but that's just not true. Superman was originally conceived as an exceptional man who stood up for the downtrodden and worked to expose sinister industrialist and other standard capitalist villains as well as taking on low-level villains. Odd that a couple of Jewish guys would build a Jewish hero as a protector of the oppressed huh? They were basically creating an idealised version of themselves who could tackle the problems they couldn't. It's fairly basic wish-fulfillment and had nothing to do with juggling stars or anything near that level of power. He wasn't originally godlike or a
  4. I agree with that almost entirely, and specifically the problem with ongoing series is they tend to bloat over time. Like a soap opera that picks up successive generations of families and stupidly complex relationships that are forgotten or ignored as required by what the writer wants. And yeah, the one-upmanship of Superman being the "most super" probably plays a large part of it. It's why I think avoiding using established characters in RPGs is always a good idea. They're too open to interpretation when you try and stat them which leads to arguments between players. Also, I detest playing
  5. There's also the whole argument that 'technology implies belligerence' as posited by Peter Watts in his painfully good novel Blindsight (if you like Hard SF I can't recommend it strongly enough, probably the best I've ever read, but don't read it if you can't get on board with a certain pessimistic/reductionist view of humanity, it will depress you). Anyway, his argument is that the presence of tools and technology suggests a psychology geared around forcibly altering your environment to suit your needs and from that basis if you meet a technologically advanced species it can be assumed tha
  6. That's true enough, but the downplaying his powers/investigative side of things was largely because he was ripped off from the novel Gladiator by Philip Wylie but as time rolled on he became more and more ridiculous and, simultaneously, more bland (in terms of character) and less interesting to read about. This is the major problem with any ongoing series. The need for added spectacle and more impressive stories means successive writers have to contend with decades of narrative baggage as well as trying to make their stories more incredible and earth-shattering than what has gone before. It
  7. Going back to the superhero thing, the problem with trying to use any rules system for established superheroes is that their power levels are wildly inconsistent, depending on the needs (and, to be honest, abilities) of any given writer. The glaring one that springs to mind is when Grant Morrison decided that to make Aquaman less of a joke his ability to control fish extended to anything descended from sea-life which obviously includes pretty much all life on earth. He used this new ability he'd apparently always had to give someone an aneurysm. Even if you accept that this was a reasonable ex
  8. For this whole debate I think you generally have to accept the old "It's a game thing" as the reason behind it. For the same reason you'll see a weapons table listing 8 different types of sword and players will sit down and work out which set of stats they like best. The list will probably cover 200 - 300 years worth of technological improvements and most of the blades would never have seen service in the same time frame because of changes to the requirements for warfare as well as tastes and fashions. The idea that a smith in a fantasy world has racks holding everything from a gladius through
  9. I'm thinking of running a game which will allow both mages and sorcerers so I've been re-reading the powers section. There are a couple of things I'm not sure about though. One is to do with balancing characters and the second is about Grimoires so I'm hoping you guys can give me some help. So, balance first of all. I'm planning on running my game at Heroic level for standard characters. If someone wants to be a mage they create a Heroic character but obviously have to spend some of their skill points on spells. That's fine and balances itself nicely. For sorcerers, because they buy spell l
  10. I've never really had any trouble finding what I need, but it helps that I've played Call of Cthulhu and Runequest variants for years so I know a lot of the rules without needing to reference them. If I was new to it I could see it being a problem as lots of the different rules are spread over various chapters. One thing I do love is the Spot Rules chapter. It's so useful to have one place to go to for all the 'non-standard' stuff, especially during combat. I've got the PDF version but I've only ever used it when I'm writing up a game and can't be bothered to balance book, laptop, cof
  11. I'm not sure if anyone else is getting this but I've noticed today that when I come to www.basicroleplaying.com (i.e. just that address) I find myself on the forum index rather than the homepage. I'm not sure if this is intentional or something that others are having just a problem I'm getting but it's happened both at work and home today on 3 different machines in total.
  12. I see, it all becomes clear. Actually it doesn't really. But I did ask. Oh, and I thought Trifletraxor was some sort of Scandihoovian vehicle for pulling large puddings.
  13. OK, I'll bite. What's the joke? And what's with the beetles? Is that something to do with the numbers some people have in their sigs?
  14. I'm a little late to the party but I'm currently running a post-apocalyptic sci-fi game. I've put the character sheet and a new initiative system in the downloads section. I've also got the weapons written up. The document isn't finished yet so I haven't posted it but if you want, Loki, I can PM you a copy of what I've got at the moment. I wasn't keen on the idea of energy weapons for my near future semi-hard SF setting so I went for a mixture of traditional chemical slug throwers (albeit using caseless ammo, etc) and coil guns which use magnetic coils to accelerate the projectiles. The wea
  15. They are both optional systems, but then so is the idea of non-lethal damage by the looks of it so if people are adding one system in they may as well combine the two. That being said, adding a K-type damage to weapons would be fairly easy to do as well. @Gollum: I see what you're saying about the difference between Fatigue Points and Hit Points but the easiest way to deal with that is to make them equal. Either double the HP (which is what I tend to do anyway, for slightly more robust protagonists) or half Fatigue Points. I don't think fiddling with the Fatigue Points value is going to mak
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