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NickMiddleton

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Everything posted by NickMiddleton

  1. Paolo makes some good points. I am however minded that my subjective impression of the successful RPG's of the last decade or so (Mongoose Traveller; Savage Worlds; Paizo's Pathfinder) and the the crop of recent games that seem to be doing remarkably well (D&D 5e; Monte Cook's Cypher; Green Ronin's AGE) all are either explicitly generic / setting free or at most strongly tied to one IP as a "default setting". What exactly Chaosium are doing with BRP is currently unclear - but "killing it" (removing it from sale entirely) would be, in this day age, inexplicably stupid. Hasbro / WotC seem entirely relaxed about pretty much EVERY prior edition of D&D still being available (http://www.dndclassics.com/), along with huge volumes of support material for every prior edition, and they were late to the party compared to most publishers. Chaosium doing ANYTHING else would seem to me to be massively foolish. Keeping BRP (and any of its supplements they have suitable rights to) at least available via PDF (and potentially PoD as well) is a low overhead revenue stream that ALSO continues support for a segment of their current customer base that might otherwise stop spending money with them. As for the rest? I care a LOT about BRP and Magic World# and whilst I remain very fond of CoC and RQII/III I generally now run games that would have used those systems using the BRP BGB and options to suit. I've looked at RQ6 and CoC 7e and neither are to my taste. So if that's the direction Chaosium are heading in the future its quite likely I'll be buying significantly less of their products. Which is kind of sad, but these things happen. Hopefully we will get more detailed information soon! Cheers, Nick # I have a tiny, tiny stake in both (I had a BRP monograph published by Chaosium and I contributed to one of the Magic World supplements that's been released, and another that's in the works); I helped play test BRP and commented on Ben's manuscript for MW; I also ADORE the MW version of D100 / BRP - it's by far and away my favourite incarnation of the game I call BRP which I've been playing since the late 1970's in various guises and which is now the grammar my brain uses to express RPG ideas. Almost every game I run starts as a subset of the BRP BGB that looks VERY like Magic World and then has bits added or subtracted to suit...
  2. I use them an an ad hoc basis when the action scene is sufficiently complex that I think it benefits the game. Most of the time, characters and NPC's having the same information about everyone's intended course of action doesn't matter, but occasionally, peoples intentions and readings of the situation can be really important. Mind, when I do use Statements of Intent, I do them in REVERSE order of INT - so the smartest person gets to declare LAST (after everyone else has announced their plans); and then resolve actions in DEX rank order. But most of the time I don't bother with statements at all. cheers, Nick
  3. There is no comparison really - Ringworld is a game crafted to evoke a specific licensed "hard SF" setting in some detail; Future*World was a "sample setting" design to show case how one could capture more pulp / Space Opera SF adventures in the Worlds of Wonder framework. One is about carefully tailoring the Chaosium house rules to the setting of a specific novel, the other about providing a sample base setting and basic generic rules for people to adapt to settings of their choice (and possibly invention). I'm very fond of Ringworld, but I think even at the time it was a mistake to try and tackle something as both huge and specific as the ring world in an RPG. And, as my Outpost 19 monograph demonstrates, I always though Future*World deserved more exposure. A quick and dirty SF game is remarkably easy to throw together with Future*World, provided one is prepared to hand wave some of the intricate gear-head stuff and focus on other things. Cheers, Nick
  4. Face to face. Theoretically, I have two regular groups. Wednesdays a group associated with my FLGS meet in town at a pub and play a variety of RPG's (done one guys homebrew, Shadows of Esteren, Cypher in Golarion - I'm about to start running a Space: 1889 game powered by BRP) and Thursday another group meet at a friends house two doors up - that group tends to play Call of Cthuolhu in the winter and other games spring / Summer - we've just finished a run of D&D 5th, I'm TRYING to slip in a short "taster" for Horror on the Orient Express this coming winter anf then we are resuming a friend Gloranthan game (RQIII with extensive borrowings from the BRP BGB). Cheers, Nick
  5. Hmm - looks pretty solid. I'd be tempted to say rather than calculate a new skill, just roll and if the roll gets under BOTH skills it succeeds (and the character gets a "tick" in their choice of ONE of the skills). Specials and crits would likewise require making the threshold for BOTH skills, and if it only rolls under ONE of the skills it partially fails (as GM deems appropriate to specific skills and circumstances). Makes them tougher to pull off for characters with unbalanced skills (which I think is a good thing) and makes the targets etc simpler - LITERALLY anyone can attempt e.g. a back stab, but characters skilled with weapon and stealth will be better at it, without adding specific skills. Mind, I tend to run BRP fairly fast and loose and, without using the specific lists from RQ6, tend to let players choose / described their own "special effects" as the benefit for SPECIAL and CRITICAL results in a fashion very reminiscent of RQ6's system. cheers, Nick
  6. If you use any sort of "powers" (Magic / Psionics etc) that utilize power points derived from the POW characteristic you are making an INTRINSIC link between strong will and substantial capability with powers (a large reserve of POW points). Willpower as a distinct skill (even if with a starting value of say POW x 2) reduces the strength of that link, making more plausible characters / NPCs who are capable with the powers system but not automatically iron willed paragons of determination. How important that is probably depends on the setting, and style of campaign one wants to run... for many games, POW x 5 is simpler; and for many others, creating "power points" (and a Luck score) from something OTHER than POW probably works better anyway. cheers, Nick
  7. The "Divine Miracles" system I use Ulfland when I was running it under 'BGB' BRP (as written up in Uncounted Worlds #1) did something like this. The power still comes from the individual, but their spells are granted on the basis of their allegiance to a particular deity. Cheers, Nick
  8. Hmm - purely off the cuff two obvious ideas are permanent / free access to a specific Sorcery spell (perhaps picked from a suitably themed list, with perhaps fine tuning to the effects to reflect the nature of the force / deity); second, looking at using some derivative of Allegiance points with the Super Powers section of the BRP "Big Gold Book" to get powers (a friends been looking at the later idea in relation to HeroQuesting in his Gloranthan game). cheers, Nick
  9. Yes, very definitely. How much I can help, given how crazy busy I am at work and home at the moment I don't know, but I'll do my best. Cheers, Nick
  10. Can you remember what it was in? A fanzine or pro-magazine? Cheers, Nick
  11. RAW stats should go across fairly easily - I'd happily run an old RQ scenario with Magic World and just tweak the stats on the fly. Dropping hit locations and calculating Major wound levels is trivial. Skill levels are a bit quirkier - Magic world is more comfortable with skills over 100 than RQII/III but less so than early Stormbringer. Magic is more problematic, and magic systems vary quite wildly in power between RQII / Stormbringer (editions 1-3) and Magic World. Cheers, Nick
  12. RQ I came out in 1977 - "BRP" didn't actually exist at that point. Every version of the BRP pamphlet I've ever seen has an earliest copyright date of 1980. The first time I saw one was in a boxed set (of RQII, Stormbringer or Call of Cthulhu, I forget which). They reissued it last decade with snazzy cover art - can't remember if that edition was ever available as a PDF, and it is IS still copyright and trademarked... And the web site that used to host an unofficial pdf is no longer around iirc. There are QuickStart versions of both the "BGB" version of BRP and Magic World available. Cheers, Nick
  13. I've downloaded it, but have yet to read it closely. A general comment I will make however is that I subscribe to the principle that if converting a feature from one RPG to another produces a system that closely resembles the source system, you should probably just play the source game. SO, as a general principle, the idea of a "Mental Attack" vs "Mental Defense", and perhaps specific Mental Attack skills analogous to weapon skills, and Mental Defenses analogous to Dodge, Shield Parry etc I really like - it would capture some of the essence of the source but implement it in a BRP / Magic world fashion. Will try to take a proper look at the current version and post something more relevant! Cheers, Nick
  14. Is it me, or did fixing this seem to act like a rallying call for Russian (or at least, Cyrillic using) spam bots to post?! Cheers, Nick
  15. Yeah - if I sign out I can see the report button, but none of the others. Cheers, Nick
  16. I don't see a "Report link" in either Chrome or IE8 (on work PC atm) and I don't recall seeing it in Safari on my iPad or iMac at home... Cheers, Nick
  17. Since parrying (or dodging) missiles is generally not possible, it's not an action. I'd get the player to roll against each missile as the spot rule lists it as a "chance to block a missile". Cheers, Nick
  18. 150 downloads

    Uncounted Worlds Issue 2, with cover.
  19. Indeed it does - I ran a "heroic BRP" game using the Savage North and a set of options from the BRP "BGB" that looked a lot like Magic World with the RQIII Magic systems tacked on in summer / autumn 2010 and if / when we return to it we are very likely to effectively just use Magic World with those add on magic systems. Cheers, Nick
  20. Or you could look here: http://www.griselda.org.uk/main.html And note that the Complete Griselda IS still available, in PDF, here: http://www.glorantha.com/product/the-complete-griselda/ Cheers, Nick
  21. Err, Advanced Sorcery for Magic World contains most of the material from The Bronze Grimoire - except for some stuff that was already included in the core Magic World spell list. Cheers, Nick
  22. Funnily enough, for entirely other reasons I had my copy of 1e to hand and looked it up - and it is -20! I was surprised too (so much so I I just checked again!) but it's -20 in Hawkmoon and SB 4e as well, so I guess the -30 came with the major rules changes in Elric!/ SB 5e. Cheers, Nick
  23. Remember that each Parry after the first is at -20; that masters can Riposte and that a parry against a critical ALWAYS breaks the parrying weapon. Having said all that, the stalemate "problem" is a distinctive feature of SB1-4. The attack / parry rules in Elric! / Stormbringer 5th edition (and BRP and Magic World) are somewhat different. Cheers, Nick
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