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NickMiddleton last won the day on April 23 2017

NickMiddleton had the most liked content!

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About NickMiddleton


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

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  1. I have used pretty much exactly that system in the past, and IIRC advocated for it during the BRP BGB "play test" / "manuscript review" way back when Jason was pulling the BGB together... but even then I hope I acknowledged (and certainly do so now) that its a bit fiddly for some groups. But I really like the "smart people can _read_ a fight better, but they may not have the reactions to exploit that... and some folk may have lightning fast reactions, but aren't mentally agile enough to properly read what others are doing"...
  2. Splendid! I for one think you should post more often under the influence of “something something”... assuming that’s not detrimental to your health and well being! 🙃
  3. I always meant to do something with it, but never got round to it, and it is a long time since i read it... but it is by Richard Le Duc, who was one of the monograph era contributors I rated highly: he wrote some very good stuff for Magic World, only some of which (the Fishsinger's Daughter in the MW quickstart for example) saw the light of day alas, and I recall being rather inpressed by R&R. My recollection is that it is at the RQIII end of the "crunch" range of options in the BRP BGB (hit locations, fixed armour, cultures and skill categories etc) and its setting is within a gener
  4. Given Chaosium have just shelved the SPL, it would be a nightmare IMO - under the fan use policy / licensing you cannot distribute via DTR / Lulu etc, nor charge, so there's no way to recoup any production costs (so art etc will be solely amateur / unpaid for / at ones own expense, and no easy PoD options). And frankly, doing the whole "lalala I'm not touching you" thing of "for D100 games such as Sorcery Realm" rather misses the point of supporting Magic World - if one wants to do generic D100 fantasy there are plenty of options already.
  5. Technically I only added one: the “just pick thirteen skills” option is in Elric!, it just isn’t numbered separately as a fifth option. 😉 As Questbird points out, the core Elric! Rules were written to evoke the feel of the Elric saga: yes, a brutal dark fantasy setting, but also an epic, grandiose affair where gods and destiny are challenged and, literally, worlds end ... and Magic World is a refinement and evolution of that rule set. Ben’s changes added nuance and detail, but there’s no huge structural changes: Magic World is an engine designed for quite exaggerated, bold, broad str
  6. Lets not get in a flap about this...
  7. Must.. resist... urge.. for Duck.. puns... GAH!
  8. Free League have tweaked their approach to skills in the Year Zero engine (the underpinning rule set for Coriolis also used in their Mutant: Year Zero games, Forbidden Lands, Vaesen, Aliens, Tales from the Loop, Things from the Flood and, heavily tweaked, Twilght: 2000) - but in general have stuck to the basic idea of sixteen skills, and in more recent games linked to one of four stats such that there are four skills for each stat... IIRC WotC were similarly restrained / abstracted with skills in the edition of Gamma World they did based of D&D 4e.
  9. According to Kickstarter update: “3. An Online SRD which I’ll be looking to get done by Easter 2021.” I assume the offline version therefore would be before that, but I could be wrong?
  10. Genuinely curious - what's your evidence for this?
  11. Ben’s original plan was sound: a compact, elegant layout focused on producing a concise book that would retail at less than $30, possibly $25 and which used the final submitted MS would, even with the re-used art and the (relatively few) typos and errata and bland title, have gained more traction. Then Chaosium botched it (used wrong ms file, targeted layout for a big book to justify an inflated price tag that made the reuse of art more problematic and over-printed the core book) and saddled nu-Chaosium with unsold stock of flawed execution of a strong concept. *shrug* we are where w
  12. Um, in BGB BRP they don’t, if it’s a weapon in _category_ they are familiar with, or even just similar too: ”Each specialty in Melee Weapon applies to weapons from that category of weapon only: to learn how to use a different weapon category, your character must learn a second Melee Weapon skill and specialty. At the gamemaster’s discretion, your character can wield a weapon from a related or similar weapon category, with the skill roll being Difficult.” ”The descriptions for the Heavy Weapon, Melee Weapon, and Missile Weapon skills in Chapter Three: Skills all refer to weapon specia
  13. All true - but this thread is in the Magic World forum, and started from observations about the Magic World rule for creatures without CON and poisons, so Glorantha's not hugely relevant here... 😉 I quite like the idea of "blessed" / "holy" water as poisons / venoms against undead (or Otherworld) creatures... But my main point is that in a broad, non-setting specific game like Magic World I do NOT think this is a mistake - one may prefer in ones OWN setting to define a rule that what ones rules recognise and model as Poison can only affect creatures with a CON score, and that no creature
  14. *meh* the game includes diseases that attack the soul; the idea of poisons / venoms that might affect at least some undead seems perfectly fine in a fantasy game to me.
  15. Make it a skill, based on POW, probably in the Mental group. Occupations that expose an Adventurer to live combat situations would allow increases. Roll it for morale, possibly roll at the start of combat for possible bonuses (and penalties for poor rolls) to DEX for combat timing as well.
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