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NickMiddleton

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NickMiddleton last won the day on April 23 2017

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About NickMiddleton

  • Rank
    Senior Member
  • Birthday 08/23/1967

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  • Website URL
    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
  • Blurb
    Live in United Kingdom
  1. How do you create NPC's

    I generate full characters sheets for major NPC allies and antagonists; I use variations of the old "Leader and Follower" sheets for specific bands of NPC's I feel I might needs that sort of detail on, and most NPC's I rate as Minor, Average, Experienced, Heroic or Epic, as per page 221 of Magic World. Historically I had a slightly more fiddly variant of the Magic World breakdown, but play testing of the MW idea made me realise that the extra detail was pointless cruft - if the NPC really mattered, I would have created a full character sheet and if they didn't, I only need the bare minimum data to make them function as an NPC. Cheers, Nick
  2. Jason Durall's Game of Thrones Files–Anyone have?

    It's been a while since I read either SuperWorld or the Wild Card books but my recollection is there are NO elements of _setting_ common between the two. Cheers, Nick
  3. Experience Checks

    I generally award ticks on Critical's and Fumbles. When there is a "logical pause point" in the over all flow of events in a game, I will also ask the players to assign a number of additional checks to skills they feel they can justify to me on the basis of events; so for example skills they feel their character will have used a LOT but the active play has not focused on: for example, the last three sessions have been in a particular country and everyone has been speaking the local language, but we've not be rolling for it as everyone has at least 30% so for speed of play we've just assumed everyone apart from the native speaker can get by but is obviously foreign; but everyone HAS been practicing (and immersed in) the language for several weeks of in game time. But I, as GM, award ticks - players don't get them without my consent, even if they criticisms or fumble (and if they special or succeed in the right circumstances I may award them a tick, and I always keep track of who is regularly succeeding at what), if they go tick hunting they get asked to stop, if they don't stop they get asked to leave the game. In 38 years of playing RQ / BRP derived games however tick hunting has never been an issue - it's been joked about, I've seen it discussed on the internet, but it has never happened in my games, or games I've played in. I also award "hours" so a character who has been in an environment can "train" a skill - if for example we end one session with the arduous trek across the desert concluding with the PC's successful arrival at Lut Gholein, and I want to start the next segment fo the campaign with the established in residence in the city after three months, I may well say "have 120 hours" and then can spend that using the training rules on plausible skills (the local language, skills they have been using to generate an income etc). Cheers, Nick
  4. Riposte in Magic World

    I don't allow more than one defence against a single attack (so you have to pick whether to Dodge or Parry, no second chances); but I allow multiple defences in a round and simply apply the -30 cumulative penalty to each subsequent defence (Parry once and then dodge, then parry again and the second parry is at -60 etc). I also allow a "counter strike" for special or critical Dodge. Generally, I try to go for simplicity of book keeping and fluidity in play. Cheers, Nick
  5. What was your favourite version of RQ to date and why?

    Yup - almost exactly my experience. Minus the medieval west: I'm not a Gloranthaphile - it's just a cool example setting, I've not run a game there since the late seventies, just used the source books as springboards for my own stuff. Add in that RQ3 was heinously expensive for a penniless A Level student in the UK when it was released, and I spent several years from it first appearing being a very grumpy RQ2 grognard... then GW lost the license in the UK and had a fire sale of their hardbacks and I got all five for £25 and actually read and then played the game. It is not flawless, but it is admirably logical and there's a subtle interplay between the sub-systems that really works, without making the game fragile (unlike say d20). I've re-read both RQ2 and RQ3 a couple of times in the intervening 30+ years - I've never been tempted to run or play RQ2 again, despite fond memories of playing it 1979-1983/4. Where as for a certain type of BRP fantasy I could still see myself breaking out RQ3 (or picking options from the BGB that make it most resemble RQ3) - and in fact did in 2009 for a post apocalypse setting game I keep meaning to go back to. When I run BRP games these days I generally run either Magic World (or my SF variant), or something that looks very like RQ3, or a pulp variant. But the "spine" of rules logic that lets me adapt each to whatever setting comes ultimately from a blend of Worlds of Wonder, RQIII and Elric!... which were three of the main source texts for the BGB, funnily enough. Cheers, Nick
  6. First Magic World Adventure

    I have an adaptation / update of on old introductory adventure, originally intended for the Elric! game system (Which Magic World is directly derived from) but adjusted to Magic World I could pass to you? There's a bunch of BRP fantasy adventures available in PDF from Chaosium (various monographs, and IIRC In Search of Trollslayer adventure are still available. Plus there's Fishsinger's Daughter in the Magic World Quickstart. Most fantasy adventures that don't rely on combat grind to get through can be adapted to MW - pure Dungeon Crawling tends to be problematic in most version of BRP unless one fiddles with the resource economy a lot, so classic (A)D&D modules in that mode would need a bit of careful thought but its certainly do able. Cheers, Nick
  7. A Fantasy version of COC

    In Issue Two of Uncounted Worlds (PDF linked above) there are a couple of articles by Jason Durall (now Line editor of RQG, also lead author on the BRP "Big Gold Book) on adapting Call of Cthulhu (6th edition) to variant settings - one on Post-Apocalyse settings, and one on Sword and Sorcery. Also available from Chaosium (in print and PDF at present, and it has a sample quickstart)) is the stand alone fantasy RPG Magic World: https://www.chaosium.com/magic-world-2/ It's a BRP D100 family game, a little more complex than Call of Cthulhu, but probably less so than the new RuneQuest Glorantha (albeit until that's actually released that's open to debate). It is certainly less complex than either Mythras or Revolution D100 with all the options. Magic World, unlike RQG, is not tied to a specific setting (although it includes a sample one). The BRP / D100 family is quite extensive, and whilst some branches are really quite diverse from each other, for the most part material for one particular game is relatively easily adaptable for use with another. Several of the ones mentioned have quick-start / introductions that are free (at least in PDF) - I suggest picking up those and seeing which one you think will work best for you and your kids, and then look to adapt additional material as you need and when you feel confident to do so. Some RPG systems are very intricate, full of clever, subtle linkages between different parts of the rules that make them interdependent on each other: they can be very rewarding to play, but are fragile to modification, and can be very frustrating for groups that either don't grasp the intricacies, or don't enjoy that sort of structure. BRP / D100 games in general are far more "modular", in that whilst different subsystems work in the same or similar fashions to each other, very few are critically dependent on each other. It makes the whole family of games easily interchangeable and adaptable. Cheers, Nick
  8. Character Creation - Figuring Skill Caps

    What Nigel said. My own advice would be rather than formulating a hard CAP (which as said is fraught with problems of definition), take a leaf out of Magic World's approach and define a maximum add: so for example no one can add more than 30 points to a professional skill or 15 points to a personal Interest skill. Adjust values according to style of campaign. It achieves what I think is the underlying aim (that people don't overload what they see as key skills to detriment of others, producing weirdly implausible characters), but is easier to implement. It doesn't impose a hard boundary, but there are few hard boundaries in the BRP skill system that have huge mechanical effects. Cheers, Nick
  9. Forbidden Lands on KS

    True - backed it a while back because I loved Tales From the Loop and this looks very cool. Still undecided whether to run RAW or ported to MW... Cheers, Nick
  10. Magic Worlds Questions

    This. We had this debate back when Ben was revising Elric! to create Magic World. Dodge gets a BASE score directly derived from DEX, and is in a GROUP of skills that are improved by having a high Strength. DEX is by far the dominant factor in Dodge, but being strong is of benefit. Its a BRP game - no one sub-system is so tightly couple to any other to make changes dangerous to the whole, so one can change things with relative impunity. But there WERE reasons for the various decisions. Part of the point of Arete rules I devised for Advanced Sorcery was to provided "feat like" / "ki-skill" like abilities for characters with high skills. The original idea was to adapt the LoN ki-skills to be generic, but Ben's brief to me talked about "arete" in the Greek sense and that sent me off in a rather different direction (although the building blocks are an adaptation of some ideas from LoN). But as another way of looking at the idea of "exceptional" abilities in Magic World, I'd say its worth a look - and the other material in Advanced Sorcery is a useful adjunct to the base Magic World game as well. Cheers, Nick
  11. Rd100 S&S Sandbox in Jonril / Sunken Lands

    IIRC Midkemia press did a bunch of the stuff FIRST, and then later did a deal with Chaosium to republish SOME of them as generic / D100 supplements - they are based on Steve Abrams RPG Campaign from the mid-seventies, that was the basis for Raymond E Feist's novels - http://www.midkemia.com/ And holy shit there is an App version of Cities?! now? In many ways I always found Jonril and the Sunken Lands the most interesting - they weren't stock "pseudo-medieval", they were something different, but becuase the wider world WAS, they were accessible. Jonril has always struck me as one of the great forgotten cities of early RPG's, too often overshadowed by Pavis, the City States from Judges Guild and Greyhawk. Cheers, Nick
  12. Wrack?

    IIRC the "Elemental Summoning" Spells are still in Magic World - but their wording may well have been revised. *pause, pokes iCloud drive* Yep - Summon Elemental on page 127 of Magic World mentions prerequisites of "Bounty of the Sea, Flames of the Sun, Gift of the Earth and Wings of the Sky". As described on page 111 Flames of the Sun isn't really a good fireball substitute: it's basically a "create bonfire spell", so whilst it would certainly have a potential roll in siege warfare etc it doesn't really mimic the direct, immediate damage capability of a Fireball... Did Flames of Kakatal allow the mass of fire to "firebolt" targets, or am I conflating that from a basic Fire elemental (possibly in earlier EC rules!)? My PDF of the BGB isn't in my iCloud alas (and my copy of Elric! is at home). Cheers, Nick
  13. Wrack?

    In combat use, I'd say a Brawl or Wrestle attack would be required, arguably an easy one (however you choose to assess "easy" rolls), with a Dodge or parry as a defense as you are simply trying to touch the target. IIRC They spend a round casting the spell, which becomes active at their INT in the Casting order - they then have until that point the following round to discharge it. SO if they cast it during a fight yes - but there's no necessity for anyone to KNOW they are casting it... Given the wording on 104 / 105 I'd say per that page they have to concentrate for the whole casting time so yes, Dodging / parrying whilst casting would lose the spell (as would taking 1 or points of damage). Effectively yes. I'd also assume it ignores armor. I don't think it is a terrible spell per se, but its use is not what its description might at first suggest. It was briefly discussed a few years back: It's a terrible _combat_ spell (for better effects in combat use Sorceror's Razor / Sharp Flame or others...). But, besides its utility for killing rats etc consider this spells name: "Wrack"... It's for torturing prisoners / intimidating peasants. It's entirely possible that non-Wizards will have no idea that it has been cast, so when the Wizard steps up and slaps the local loud mouth and their face erupts in suppurating boils etc the crowd will flinch. The original intent of the spells in Elric! was to avoid the "fire & forget / mobile artillery" model of magic that is common in e.g. most version of D&D, so there wasn't originally ANY direct damage spell of this sort - no fireball / magic missile etc. IIRC Wrack is adapted from the Elric supplement "Sailing on the Seas of Fate" which adapted it in turn from the old RQ spell Disruption (that WAS Ranged). Cheers, Nick
  14. Stormbringer 5.5 edition?

    Err, I don't recall anyone at Chaosium getting a direct writing credit on WEG Star Wars, it is IIRC credited to Greg Costikyan - but the core rules mechanics were clearly adapted from WEG's Ghostbuster's RPG. The original Ghostbusters RPG was written by Sandy Petersen, Greg Stafford and Lynn Willis, with development by Ken Rolston and Martin Wixted. Cheers, Nick
  15. Advantages of Magic World

    1) The addition of cultures to character creation add atmosphere and texture - but in a fashion that doesn't complicate matters. 2) Skill categories were an option in Elric! but MW gives them some significance (by having bonuses) but without the complexity of the RQ 1/-/3, SB 1/-4 etc model. 3) Character creation, frequently a morass of decision paralysis dividing point totals out across skill lists, is streamlined to assigning defined list of fixed BLOCKS of points, simplifying the whole process (whilst still allowing customised breakdowns if preferred. 4) Rather than fixed "impales" as the highest level of success (but only for weapon attacks) and "critical" on 1/5th of skill as in Elric! Magic World reinstated the more traditional scaling of critical on 1/20th of skill and specials on 1/5th of skill, for ALL skills. Annoyingly, this was errata that was missed before the book originally went to print - not sure if it ever got corrected in the PDF. 5) Occupation skills increase slightly faster than non-occupation skills, ensuring occupations retain some relevance without being a straightjacket. 6) Guidance on generic NPC stats - Magic World page 221 Those are the ones that spring to mind and I'm confidant of without going through the two texts closely side by side - there are a number of other "nips & tucks" that are more editorial in nature. The compiled errata is here - https://basicroleplaying.org/topic/2786-magic-world-errata-is-live/?do=findComment&comment=77861 Thanks to Big Jack Brass retrieving it from off site after the previous upload was lost. Chaot is remembering incorrectly - as published, MW retains both statement of intent as a separate step in combat, AND divides sequencing so Magic happens in INT order and then physical actions in DEX order, as in Elric! And all spells takes a FULL found to come in to effect. cheers, Nick
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