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NickMiddleton

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NickMiddleton last won the day on April 23 2017

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About NickMiddleton

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    http://www.d100.org/

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  • RPG Biography
    Playing since 1979
  • Current games
    Al-Qadim, 2300AD
  • Location
    City of the Sons of the Yew aka Eboracum
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    Live in United Kingdom

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  1. Not sure about HC, but "TRI TAC Games" is a company - https://www.tritacgames.com/ Cheers, Nick
  2. IT was supposed to: The link in that thread to Jason's original post doesn't seem reliable but this should work: As to the other options such as Disarm, in the BGB these are covered by Special Effects for Entangling Weapons and Spot Rules for Disarm / Entangle. IN the first instance I would look at those and then adjust for the tempo / feel of the planned campaign. Blod Tide is as mentioned another option. Sadly I don't believe Jason's more detailed fencing rules, intended for a "Sword & Planet" BRP supplement / game have ever officially been released. Cheers, Nick
  3. Which to me explains the "there is no OGL for BRP, RQ, or CoC" stuff - if this was in the works, that topic would clearly have been more on Chaosium's RADAR, as would a desire to squash / minimise any existing confusion / misapprehensions currently circulating. I look forward to seeing the details. Nick
  4. Not really: Common thug - 10HP, MWL 5, no armour, all skills 25%, drops immediately on Major Wound, all attacks do 1D6 damage. cosmic Elder God fighting superhero - Heroic Hit points (CON+SIZ), Stats rolled on 2D6+6 and allowed to increase to any value, skills allowed over 100%. Campaign starting level Superhuman... It remains within the bounds of probability that the Thug can drop the PC, but it is vanishingly unlikely. I have run very OTT / pulp BRP games with no issue: one needs to be very aware of the action economy (as in any game) and ratio of opponent skill to PC skill, but once one has a solid grasp of how BRP hangs together it is actually a remarkably forgiving system for dialling between harsh gritty realism and pulp heroics. To a degree, but also, if the intent is for PCs to "mow" their way through the horde, make the horde "mooks": any hit from a PC drops them (Special drops two, crit drops 3, subject to suitable player narration of appropriate pulp heroic move), they have a 20% skills and do 1D4 if they hit. Cheers, Nick
  5. See Loz’s post in this thread back in 2008: cheers, Nick
  6. Organisation. I think Jason (as primary author of the revisions / collation of prior art that is the current BRP BGB), Charlie Krank and Lynn Willis (as the editors) did an admirable job of marshalling a large, multifaceted text in to as concise and coherent a whole as they could - but with ten years experience in the wild and perspective I think more could be done to delineate the various optional systems (which ones don't play well together, which ones do; which ones suite particular types of games etc). And absolutely there are options from CoC 7e, Pulp Cthulhu, RQ!7 and indeed Magic World# that are worthy of inclusion. But the crucial thing about such a work of synthesis is organisation. I DON'T think it needs a radical re-write. Chaosium in their hey day were the gold standard in RPG publishing for sparse, elegant layout; concise, direct writing and masterful precision and economy in editing and presentation. The BGB didn't quite hit those heights, nor have subsequent publications IMO (albeit huge strides have been made in the new era in terms of presentation at least) - it would be grand to see a revised BGB that hit those heights again. I agree with G33k that an "outsider" in the editors seat would be a good thing. No offense to the Design Mechanism or Mythras, but the place I would look for pointers in terms of organisation and layout is Monte Cook - since the Ptolus setting book, the large scale published works Cook has put out have set the standard as far as RPG books as reference works go IMO. Cheers, Nick Middleton # I'm flattered someone mentioned Arete - my own feeling is I'd want to extensively re-write that to simplify and streamline it; but I think there's is much in core Magic World's character generation in particular that would be worth including in a revised BGB - the skill allocations by blocks, skill categories and cultures in particular. Put it this way - they are included in every BRP game I've run since I first encountered them.
  7. "Ask ten different scientists about the environment, population control, genetics, and you'll get ten different answers. But there's one thing every scientist on the planet agrees on. Whether it happens in a hundred years or a thousand years or a million years, eventually our Sun will grow cold and go out. When that happens, it won't just take us. It'll take Marilyn Monroe, and Lao-Tzu, and Einstein, and Morobuto, and Buddy Holly, and Aristophanes, and all of this…all of this…was for nothing. Unless we go to the stars." Nick
  8. Yup - fundamentally, don't go up against a master of the sword unless you have a way of tilting things in your favour (e.g. superior numbers). And note that he's rolling a critical on 24 or less - near as dammit 1 in 4 attacks with the Greatsword... 😮 Cheers, Nick
  9. That HPL’s racist and misogynistic views were far more common, even prevalent, during his lifetime is certainly true. Does that make them acceptable, then or now? Even during his life time, Lovecraft's views were not universally accepted - Mahatma Gandhi to pick one famous (and equally if not more complex) contemporary had different views. Lovecraft is rightly regarded as a seminal figure in the development of weird fiction and horror: part of any honest assessment of his contribution has to address his misogyny and racism, both in the context of his life and times (and correspondence with fellow writers such as Robert E Howard) and in what it says about subsequent generations appreciation of his work; especially that apparently it is acceptable to ignore or gloss over this part of his world view. Regards, NDM
  10. In the Southern Reaches I'd make Demons dark spirits of the bleak and forgotten places, tortured denizens of dark and abandoned lands, the bitter children of the misdeeds and vile ambitions of great lords and high princes of ancient times (Fey and Mortal) that sowed poisoned seed on twisted soil. In other settings I'd stick with a more Moorcockian take and similar. I am very fond of the Malazan setting, and in Midnight Tides(the ffith book in the Malazan Book of the Fallen) there's a whole thread where a character befriends a summoned / bound demon - and discovers that is just a citizen of another plane, dragged to the characters home plane and bound in service. Some are also just comedy monsters... (spoilers, obviously!): https://malazan.fandom.com/wiki/Lilac https://malazan.fandom.com/wiki/Kenryll'ah_demon_princes Cheers, Nick
  11. I'd contact Chaosium directly and privately - and this is a good starting point: https://www.chaosium.com/fan-use-and-licensing/ Copyright, trademark law and good practice are almost always more complex and subtle than fans generally assume - and fans always seem to underestimate how important these things are to publishers. Conducting these sorts of discussions publicly thus often gets confused and fraught - best to go to the source, understand the publishers _actual_ requirements and discus with them directly. Cheers, Nick
  12. Except that in my experience it’s none of those things and adds descriptive richness. Please stop generalising your personal preferences into universal objective truth: they are not (neither are mine, obviously).
  13. In a fixed AV system plate armour always stops e.g. 7 points. There is no variability in the performance of the armour, only in the rating of the strike against the armour (the damage rolled). In a variable AV system the random amount of damage rolled represents the strike; the random AV rolled represents the passive defence achieved when / where the strike lands. You clearly don't find that description / concept compelling. Others do.
  14. In the dim and distant,before Cthulhu Dark Ages was formally published, it was a fan thing and IIRC back then it was clearly drawing quite heavily on Elric! (the game magic World is based on) for stuff not covered in the then core CoC rules. Jason Durall also provided an essay on doing Sword & Sorcery in Cthulhu - "Tombs & Tentacles" - in Uncounted Worlds issue 2 (https://www.chaosium.com/content/FreePDFs/BRP/UW001 - Uncounted Worlds Issue 2.pdf) Cheers, Nick
  15. Quantifying physical action down to that level seemed a really cool thing back when I first played RQ - and it tended to chime with the reality of my HEMA experience. But after a decade of HEMA and a couple of decades of RQ and similar systems I came to find the execution unnecessarily fiddly. More abstract systems could capture the feel, and descriptive and narrative logic could supply the colour that location charsets were providing. I haven't run anything using hit locations for over a decade. Just because one doesn't agree with or understand a model doesn't make it dumb. An armour that provides 1D6 protection _by definition_ provides a range of protection - that armour gives you 3-4 protection typically. If fortune favours you / your opponent is unlucky / your position yourself well, you get 6 points of protection (the blow lands absolutely perpendicular in the centre of a piece of armour, maximising its ability to spread the impact / provide the highest resistance to the blow). If it all goes poorly for you / well for your opponent you get a single point of protection (the blow angles in to catch the edge of a piece of armour / gets funnelled in to a gusset or other weak point). Now if your opponent has fluffed their strike (only rolled minimum damage) how you position your body / how lucky you are probably wont matter that much... but if they have executed their swing perfectly (got their full weight behind the blow ) you need to hope fortune favours you... A lot of the factors hit locations are trying to model (but for some get too fiddly / to fragile as a result) are abstracted in the interplay of variable armour values with variable damage rolls There's a separate argument that if using armour value rolls ALL values should be multiple dice (so the distribution is biased to more common value), which would give armours a somewhat more predictable value. But I've generally found that it falls in to the "pay off not worth the effort" pot, as I'm happy with standard values. For me idea that armour provides an absolutely consistent level of protection / damage nullification I find deeply counter intuitive. I like their being a variable element that "belongs" to the defender (AV) as well as one the "belongs" to the attacker (damage dealt) and I have found variable AV and major Wound levels to be _much_ faster / easily communicated to new players / flexible in play. Nick
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