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About foolcat

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    Disorganized Disciples of ERIS

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  • Location
    Germania Magna, as so dubbed by the ancient Romans


  • RPG Biography
    Bio: Das Schwarze Auge (The Dark Eye, 1st Ed.) - 1984; Star Wars: The Roleplaying Game (2nd Ed.), Warhammer Fantasy Roleplay (1st Ed.) - 1992+; Call of Cthulhu (5th Ed.), Nephilim, RuneQuest (3rd Ed. AH) - 1994+; GURPS (3.5 Ed.) - 1996+.
    Form 2000 onwards in no particular order: GURPS (4th Ed.), WFRP (2nd. Ed.), Savage Worlds (Explorer's Ed.), Mythras, Star Wars REUP, Call of Cthulhu (6th Ed.), Warhammer 40K Deathwatch, Shadowrun (3.01D), Pathfinder.
  • Current games
    Cypher System - Bill Coffin's Septimus (in development); Savage Worlds - Sundered Skies, Deadlands, Hellfrost, Saga of the Goblin Horde; Noir: The Film Noir Role-Playing Game (self-made settings playing in 1940s and 70s).
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    Player, master, writer, inhabitant of fantastic worlds. Wrestling Windows for food, but preferring *nix-like work environments. My preference for writing/developing with LaTeX probably tells a lot, but \relax, I'm just a geek like you.

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  1. “Difficult to see. Always in motion is the future.” — Yoda As @Baron said, handle it as an Information Roll, so a secret roll by the Keeper is warranted. Plus, it’s unreliable by its very nature, so even a skill value of 80+% cannot tell anything with absolute certainty. Divination is looking at a probability-space (or quantum superstate) that contains all possible developments, and which gets exponentially larger with every second further away. Like trying to illuminate a pitch-black, growing room with the narrow beam of a flashlight: you can only see small, incoherent spots at a time, and the stuff you see might not even be relevant to you. The experience alone can be straining, if not outright grueling... Additionally, this being a Cthulhu setting: the Key and the Guardian of the Gate YOG-SOTHOTH sees all and knows all. Try emulating it too often, dare treading on its domain uninvited one time too many, you may attract its attention, and inevitably, incur its wrath.
  2. John Snead... that name rang a bell. So I looked at my bookshelf and there it was: Liber Ka, Authentic Western Ceremonial Sorcery for the Nephilim Roleplaying Game by John R. Snead, published in 1997 by Chaosium. It covers casual, ritual, and high magick, and practically reworked the original sorcery system of Nephilim’s core rules from scratch. I guess this book is as close as historical authentic sorcery gets applied to BRP/D100 rules. Might be a tad difficult to find by now, though*. Another favorite go-to book of mine back in the day was Authentic Thaumaturgy by Isaac Bonewits, published in 1998 by Steve Jackson Games. It’s rules agnostic (i.e. not related to GURPS in any way), covers a wide range of topics, and—that’s the good news—it’s still available in PDF. Alas, as for in-game experience using the Laws of Magic... I always found topics like Magick, Kabbalah and Sephiroth, or Tarot to be fascinating to use in a game, yet difficult to sell to players in their entirety. Even if the non-fiction occult stuff fulfills an important purpose in play (e.g., dramatically, narratively, historically, or mechanically), it’s easy for the „uninitiated“ to miss or don’t get the finer points and zone out. This kind of stuff is supposed to be subtle, after all. Except Alchemy. Alchemy is a solid, down to Earth (ha!) approach of manifesting magical principles. It might even lead to funny little side-quests like „hunt for the other kidney“ (channeling Pratchett here). In any way, Blesséd be! ————— *) It would be soooo cool to have all of the old Nephilim books be made available in PDF. I‘d surely kickstart it!
  3. You guys are generous. 😊 And being reminded about Reign of Terror, which has been sitting on my list of things to buy for a while now (alongside Shadows over Stillwater and Berlin the Wicked City): you guys are coming to SPIEL fair in Essen, Germany this year, are you, @MOB? Please? I always like to meet and chat with you, and pick up some books while doing it.
  4. Oh well, Nephilim, the occult heartbreaker. I still own every book published back in the day (the sigil formed by the spines glows in the night of a supermoon, I swear!), yet I never got around doing anything with it. But what a source of inspiration it has been for me, and still is. You‘d think that with today’s (renewed) interest in all things mystical and supernatural, a game like Nephilim would fall on fertile ground. Look at TV shows like, well, Supernatural (15 seasons!), Grimm, American Gods & Good Omens (excellent Gaiman weirdness, both of them), Warehouse 13, Travellers, and even Lucifer: hidden worlds galore! Popular shows like Westworld and Altered Carbon, while clearly being SciFi, ponder questions like „what is consciousness anyway, and can it be transferred?“ Alas, when I asked Jeff two years ago at Eternal Con about their plans for Nephilim, it was clear the game was on the back burner, if anything. Which, of course, is their prerogative, having two hot irons in the fire already with RQG and CoC. Concerning Nephilim incarnation and awakening in player characters, I‘d handle it less like a body snatching thingy, but more like an epiphany: while you clearly and presently remember living your life as John Doe so far, suddenly there‘s more; you can remember living as one Jane Doe in the 70‘s; and before her, another face in the mirror. Then there’s a whole chain of faces, fading back in time; all of them themselves, yet behind all of them, the true name of the ageless entity that is you. And you’re asking yourself the age-old question (again): „The breath of the flute player, does it belong to the flute?“ 😉
  5. This sounds like a lot of fun! Both in a professional and, well, fun way. I envy American students for the flexibility of their curricula. The same thing happening at a stuffy German university? Unthinkable!
  6. Read a thing a while ago, can’t remember it verbatim, but it said something to the effect of: whenever we read old books (or personal conversation for that matter), we are invited to visit past times with the author; we get a glimpse through the eyes of a writer at the world as it has looked for him and his contemporaries (no-one writes in a vacuum), and we should respect this. We may marvel at or be thankful for how the world has changed since then, but we shouldn’t take neither author nor his work out of their temporal context and judge either by our “modern” standards. But that’s just what people do these days. Omit context, ignore historical facts, and slander past world views, because seemingly modern sensitivities are surly the only ones that are right, are they not? Thing is, they really didn’t know better back then. In centuries to come (if they come at all) they will say the same about us.
  7. They must have done something right. 😎 Congrats, folks! You deserve this. Qualities like excellence and devotion are not out of style, as your work shows, and this is acknowledged and appreciated. @Jeff Lasst die Sektkorken knallen! 🎉😄
  8. Done and done. 👍
  9. I concur with tables serving both as a possible or valid spectrum of a monster’s parameters and inspiration on how to tweak said parameters for interesting (and unpredictable) results. Furthermore, I‘d like to see advice on how to determine, or balance, SAN loss caused by a monster. What is the reasoning behind any particular monster causing the loss of x/y SAN points on a successful/failed SAN check upon encountering it? How much wouldn‘t be enough to do it justice, how much is too much? Can there be other ways SAN loss caused by this new monster is handled, e.g. by an ongoing, if low level drain („the monster is feeding on your sanity“), or delayed onset („now that the innate charm spell wears off, you suddenly realize that the hobo‘s face you were talking to just half an hour ago was entirely made up of maggots“)?
  10. Now isn’t that funny? I read about the C&S KS just yesterday, looked at it, read up on some of C&S‘s history (apparently, HarnWorld was originally a campaign setting), and decided to back it, because I dig RPGs with a pedigree. Now I learn that RQ and C&S share some history, too. Small world, but great as well. 🙃
  11. http://www.ennie-awards.com/blog/2019-ennie-nominations/ Congratulations Chaosium for nominations in 7 whopping categories! 😍 I like Best Art, Interior for the RQG slipcase set the most, but CoC gets lots of love, too.
  12. Hmmm, applied case of YGMV (in your language)? 😉 BTW, this whole situation could serve as (another) incentive to think about getting the Gloranthan equivalent of the Miskatonic Repository on the road... 😎
  13. From the DriveThruRPG product description: „It came runner-up in a White Dwarf magazine scenario competition, which is kind of like winning second prize in a beauty contest, but with more tentacles.“ 😂 Anyway, read that Kalin did the map, so it‘s sold.
  14. In my humble opinion, D&D 5E is graced by the virtue of elegance through simplicity. I think it works extremely well as a tool of bringing people young and old new to this whole roleplaying business into the fold. Once there, they may of course graduate up to the more serious fun that is Call of Cthulhu. 😉
  15. *looks at shortlist* Oooooh, battle mats! Must... resist... shopping... spree... That‘s quite an impressive (and inspirational) list. I think Chaosium‘s products fit right in! Congrats for the nominations!
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