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NickMiddleton

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NickMiddleton last won the day on April 23 2017

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About NickMiddleton

  • Birthday 08/23/1967

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    Playing since 1979
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    Al-Qadim, 2300AD
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    City of the Sons of the Yew aka Eboracum
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    Live in United Kingdom

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    http://www.d100.org/

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  1. In Magic World, my general touchstone / baseline for implementing BRP, each Cultural classification gets a list of 6 - 9 skills and a player chose three from that list to give a +10 bonus (think in my tweaks of MW CG to bring it more in line with the BGB I scaled the adds for culture to +10 / +15 / +20 / +25 for campaign power level)... Your figures seem roughly similar, and I'd say they were perfectly fair.
  2. https://basicroleplaying.org/search/?q=screen&quick=1&type=downloads_file There are a bunch in the files section here that could be printed out and used with generic screens - I think most are for specific BRP games, or for the older BGB edition. This one's not bad: and the InDesign files for it are I think also there. But as you say - a single screen covering all the options in UGE is not really practical.
  3. (My emphasise)… as said elsewhere, it’s a VC-like pitch for seed funding new BRP powered games as commercial ventures. It doesn’t specifically exclude supplements, but it is very hard to see how such things would qualify. In so far as it stimulates an increase in the diversity and variety of BRP powered games, I’m intrigued to see what the outcome of the contest is. Doesn’t appeal to me at all, although it will be interesting to see what games result from this. But this, on the face of it, is not in the immediate future going to directly stimulate the publication of supplements one could adapt to one’s own games.
  4. They serve a function, in that they provide a quantification of a characters raw capability / natural talent distinct from the skills and knowledge they have acquired through their upbringing and training, formal and informal. Whether that function justifies their existence for you only you can say. There is a grand gala, which all the adventurers are attending. They are hoping to connect with the Crown Prince, who it is widely believed will be attending incognito, looking to recruit... Rather than relying on any particular skill, a GM could ask for everyone to make a Charisma check... Because they are not making a Bargain, issuing a Command, putting up a Disguise, picking the correct social mores (Etiquette), Fast Talk-ing someone, Perform-ing a role, Persuad(e)-ing anyone, flaunt ing their Status or Teach-ing anyone... they are trying to project their presence as appealing and hoping the prince will pick them. Now, one could easily see a way to look at interpretations of a specific skill that would serve instead, but equally one can see that a more generalized assessment of how charismatic a character is has value. Whilst many historical and real world figures we talk about as being "Charismatic" have specific talents in terms of the named skills that are in default BRP, many of them don't have obvious strengths in those specific areas, but do have a more generalized quality that draws attention, that lets them dominate or stand out in social situations that we happily gloss under "they are very Charismatic...". The key thing is that the characteristic rolls are very broad evaluation of qualities. So a GM should always give less information / benefit from a successful characteristic roll than from a successful skill roll. My go to example: any character can make an Idea roll to see that there are tracks on the ground. But only a successful roll against the Track skill should reveal anything about / from those tracks.
  5. Via the BRP-UGE SRD thread I found this:https://github.com/raleel/basic-roleplaying-UGE/blob/main/BRP-UGE-Logo.png see:
  6. Yeah - this was never intended as a rigid tool for specific casting thresholds / limits: I stopped doing such things in my BRP games a long time ago; which is not to say one couldn’t build such a system from these suggestions of course. This is intended as an overlay to the existing MW / AS Sorcery rules to add a little more interest and colour. In the previous Sorcery document I uploaded there is a (very loose) sketch of a taxonomy of “types” and “orders” (as in “orders of magnitude”) for the full MW/AS published spell list. One absolutely could create specific skill level requirements to access specific types / orders of spells etc: but it’s not something I want in my games, so I haven’t done it. It’s a long time since I’ve run RQ3 sorcery, but my recollections of doing so and my house rules for it were unquestionably factors in coming up with this.
  7. Before the end of the original active phase of Magic World Ben had raised the idea with the informal mailing list of contributors (of which I was one) about a "Magic World Companion" book, modelled after the original RuneQuest, Call of Cthulhu and Stormbringer Companions Chaosium did way back when. I floated a few ideas, and sketched a few more; some of those sketches gradually morphed in to house rule notes in the the intervening years; during early lock down in 2020, casting around for things to do (I was still working full time from home, but was not socialising or F2F gaming) I started working on them, with a vague notion of doing something using the then still available Chaosium "Small Publisher's license" (couple of years previously Marcus Bone and I had chatted about doing something with that, but we both then got busy with other stuff). Basically, I have a Companion-esque compilation of addons, variants, revisions, supplementary material and a scenario that amounts to a 124 page book. I am currently mulling what to do with it - the "Small Publisher License" is no longer an option, but I am hopeful that something may happen on the Community Content Program front, but nothing has been formally announced as yet. The book has sat on my hard drive, basically finished, for most of the last year, so a few more months will do no harm. I'll take a stock of my options in the spring: retooling it all to be strictly ORC compliant currently looks like a lot of work that doesn't appeal; the free / at cost PoD via Lulu route remains viable in principle and is least challenging at this point, but if there is to be a CCP and it covers MW that's where I'd like it to be. One way or another I'll do something with it by the end of August this year.
  8. Kinda... it is a hangover from the original Elric! / Stormbringer text - which refers to a Sea Axe... as a smaller but still two handed axe, as opposed to the Lormyrean Axe (which is a BIG two handed axe). The illustration in SB5 suggests that a Sea Axe has a single bladed head, and the Lormyrean Axe is double bladed.
  9. As previously discussed: ... and as noted, although written for the "full" Sorcery system in Magic World / Advanced Sorcery this should be entirely compatible with the concise version of Sorcery in BRP-UGE. The separate download I did on Sorcery in the Reaches (see downloads section) doesn't explicitly reference this, nor does this reference that piece, but they are definitely complementary.
  10. This came up in the BRP thread about Call of Cthulhu and BRP as an engine for the Hybroian Age and I said there I'd extract the relevant bit from the larger work it is currently part of. Enjoy!
  11. Tales of the Reaches - Sorcery Skill View File An article outlining some ideas for adding a Sorcery skill to Magic World, also applicable to the Sorcery power system in Basic Role P{laying Universal Game Engine. Submitter NickMiddleton Submitted 01/14/2024 Category Magic World  
  12. Version 1.0.0

    57 downloads

    An article outlining some ideas for adding a Sorcery skill to Magic World, also applicable to the Sorcery power system in Basic Role Playing Universal Game Engine. The focus is on making Sorcery more flavourful.
  13. No idea where that idea arose but it’s nonsense. The Moorcock IP license ended circa 2006 and went to Mongoose; Ben Monroe started looking at, and talking to a small group of peeps (including myself) about, a version of Elric! / Stormbringer 5th edition with all the Moorcock IP removed and made a generic fantasy game in late 2011 or early 2012. It was a tribute to his friend and mentor, and Chaosium grandee, Lynn Willis who was very ill at the time, and who sadly passed away before the game was printed in early 2013 iirc. The project was never intended as anything other than a standalone generic game making Willis & co’s work available again without the previous IP, which was still licensed to Mongoose until 2013 iirc. And, to be clear, although many of us, including myself, refer to Magic World as a version of Elric! without the Moorcock IP, it was based on the revised text of Stormbringer 5th Edition content wise, with a variety of small elegant additions and refinements by Ben. Elric! gets mentioned because its layout was something Ben, and those of us commenting on his work, all really rated and had hoped would be the inspiration for Magic World's layout: we were alas disappointed.
  14. Sounds cool! Ever since I read Earthsea as I kid I’ve liked the idea of schools & domains of magic. We never fully grokked SPIs Dragonquest, but we co-opted the magic system into various games and settings back in my early gaming days. When I’m home and have access to tools I’ll extract the write up from larger work it’s currently part of and stick it in the files section here.
  15. Personally, I loathe a single skill per spell (makes it all way to fiddly IMO, especially if one adds additional skills a la RQ3 Sorcery)... but a SINGLE Sorcery skill is very appealing, and something I now do in Magic World, with an option to NOT roll for "rote casting" without risk, or roll and get bonuses at the risk of failure or fumble imposing deleterious effects on the casting.
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