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Newt

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Everything posted by Newt

  1. That will be Darran Sim's 'One Man and His Dice Podcast' and nowt to do with me.
  2. Opps just noticed this. Can I jump up and down and say, YES YES YES! Send it my way. I'll take this as an opportunity to re-emphasize that I am more than happy to publish any BRP/RQ/MRQ stuff alongside all the HeroQuest submissions I get. In fact so far each issue so far has had RQ 3 material. Nick Davison's Monsters of Magasta in the upcoming issue 3 has RQ 3 stats. Issue 2 even has a full RQ3 adventure
  3. Well done everyone. I'll be picking up a copy, probably through Lulu.com, since there's no Tentacles for me
  4. Plans are to set up a OpenQuest Wiki, that people can post such things too. So hopefully your house rules will see the light of day Yes this is more or less what happened in some of our con games. There are some guidelines for what the 'Quest' in OpenQuest means, both as what players can expect when they go adventuring and how GMs can set up adventures.
  5. Argh that got forgotten in the general hubbub of posting announcements and updating the page. Fixed it now, but not in the way you suggested since the CMS software needed a bit of giggery pokery in the backend to get it working. Done now, thanks for pointing it out:thumb:
  6. As I was finishing off SimpleQuest prior to the final edit, it occurred to me that a name change was in order. So 'SimpleQuest' is now 'OpenQuest' Two reasons for the change 1. Some people are already are already referring to it as 'OpenQuest' and since I'm going to make the whole game OGL this seemed to make sense. to reinforce that as long as you include the OGL license you can use it how ever you want, even commercially. 2. Also we've found while we we've been out and about at conventions that people new to BRP/D100 are misled by the name 'SimpleQuest'. They are expecting a fast moving very simple fantasy game, when in reality the game is a easier to understand and play version of RQ/BRP. I've updated the game's page on the website with full details of the contents and some sample artwork D101 Games - OpenQuest The game is now at Final edit and layout, and should be available in April.
  7. Dangerous Dungeons will be the first supplement for OpenQuest and will recreate the old skool feel of RuneQuest/BRP dungeons of late 70s to mid 80s. Think Stormbringer 1st ed and RQ2 era stuff, where danger was ever present and instead of the player characters charging through the dungeon killing all before them, they tiptoed carefully past deadly traps and vicious monsters. Dangerous Dungeons will be a A4 magazine format pick up and play adventure supplement that will be available in both print and pdf. So if you've got an old RuneQuest dungeon, monster stats or plunder item gathering dust in your files why not put it forward. I'm quite happy to do the minimal amount of conversion work to OpenQuest. All contributors will receive a printed and pdf copy of the supplement. If you are interested in contributing get in touch with me at mrnewt@gmail.com
  8. I'm one of the people who regularly start threads about Nephilim over at the Tavern ( which is now Redirecting ) and I would be interested in seeing a new version of it. I passed on the original game since I was out of work at the time when the core book came out and when I saw the increasing sprawl of supplements I was put off further. A nice self contained rulebook would do me nicely. I like the idea of a modern occult conspiracy game and although Unknown Armies fills this niche quite nicely for me there's still room in my opinion for another well done game. I felt that Scion, White Wolf's entry into this genre, was far to superheroic in nature from a quick read through.
  9. I find the corerule book to be nicely compact and self-contained. For me it fulfils Jason's design goal that you can watch a film/read a book/come up with and idea and create it straight out the book. My feeling on this whole matter is that the BRP book doesn't need constant new books and supplements month on month and I find it odd that people declare the game dead because Chaosium isn't churning out supplements to 'support' the game.
  10. I agree with Adam above. I've considered going down the BRP self-publishing route myself, doing a short supplement (a small setting with an adventure or two) and when I weighed it up I came to the same conclusions as Adam did as far as what I'd get out of it, a nice shiny BRP book that other people could enjoy and a bit of beer money. I sketched the idea out in note form, but I'm presently too busy working on a certain other game to pursue it Perhaps in the later half of this year. If you are filled with the creative urge to do something and the time and resources (which if you are going down the lulu route need not be huge) I say get in touch with Chaosium and put your idea forward for licensing.
  11. Howdo Issue 2 of Hearts in Glorantha is now available via our Lulu storefront. D101 Games' Storefront - Lulu.com In two varieties Print at £6 +p&p or ebook PDF for £3 Issue 2 weighs in at a full 80 pages of Gloranthan goodness, for both RuneQuest and HeroQuest, here's the full contents Editorial Yushargos a Darjiini City by Mark Galeotti. Itunkala’s Trade a Bison Rider song by John Harding Lanbril the Survivor by Stephen McGinness, a variant version of this Thieves god based in the Big Rubble. Singing the Songs of Rebellion by Mark Galeotti, Darjiini Herobands and Fiction. Dundealos by Jeff Richard, one of the Tribes of Sartar detailed. “When the snow lay round about...” a seasonal Kallyr story by Jane Williams Improvising with an Affinity a short piece of game fiction by Greg Stafford which shows how Theist/Divine magic works. Creature Feature! Happiness is Dragonewt Shaped by John Ossoway, a RuneQuest 3 adventure (with HeroQuest stats) ElfPak Designer Notes by Shannon Appelcine From the Bestiary of Ashkoran the Tamer by John Harding, A rough guide to Deeper by Nick Davison, a Merman city revealed. Why is the Ocean foggy? by Nick Davison, a mini myth. Saint Magrat Holy Mother of the Harpies by David Lloyd, a terrifying new Sorcery cult. The Harpies of Iceclaw Mountain by David Lloyd, an encounter with the worshippers of the above. Good King Thunder by Stewart Stansfield & Keith Nellist, part two of Stu's Duck Queens and Kings list. Submissions now being accepted for Issue 3, deadline 1st April, which will be out early June. Read our submission guidelines
  12. Although not specifically for BRP, I'm designing the Shattered Lands and associated adventure books with this sort of fuzzyness in mind. Enough background if you want to run it in the native setting, but setting light that you can effortlessly translate it to your setting of choice. I went along this road because I'm getting frustrated with how closed some settings (I'm looking at you Glorantha) are getting these days. Not only does overdetailing the setting make it hard for GMs to adapt it, it also makes it hard to get into and kills off the joy of improvisation.
  13. Alas no. I plan at some stage before the final game comes out to do a High Powered Characters Game, which will have a Shaman in the party (along with A Magus and Priest and heavily magically arm and armoured warriors). At the moment though I'm crossing my fingers that its practically paraphrased from earlier editions that worked, that there will be no major hiccups.
  14. The MRQ SRD shys away from Shamans as well. For SimpleQuest, I did very quick Shaman and Spirit Combat sections, based off old RQ2/RQ3. Being a Shaman gives you the ability to Disassociate from Body See into Spirit World Assess harmony of the Spirit World Knowledge of the Spirit World In addition Shaman’s commonly learn the following Battle magic spells; Drive out Spirit, Spirit Shield and Summon spirit. Spirit combat again is based off the old RQ2/RQ3 with the added bonus that Spirits with POW greater than 20 do an additional D6 per 10 POW over 20. Its also explicit in the rules that if a Shaman beats a spirit they can automatically bind the spirit. These rules are on p62 & 63 of the SQ Zero edition that can be found here D101 Games - SimpleQuest
  15. Cheers for the responses so far. Couple of points. Illusion indeed has been simplified. One Illusion spell (or Phantom as its called in Sorcery) which folds up the individual spells and gives a intensity for the 'believability' and 'compelxity' of the Illusion. So zero (default) magnitude would be a rather flimsy static see through effect while 5+ is a a solid, living breathing creature that is hard to distinguish from the original. Using unmanipulated sorcery spells as Cantrips is something I'll look into, and if I decide to go with it I'll highlight it at the beginning of the chapter. Likewise some spells may not be suitable for this approach.
  16. Ok so I'm working through SimpleQuest's sorcery section, with the aim of making sorcery more user friendly and useful in game. SQ uses MRQ SRD as a base, and then throws in some BRP and common sense. So far the changes I've made are There's only one Sorcery Casting Skill, and this is used to base manipulations of the spell as well by taking the tens to be the maximum pool of points you get to manipulate the spell by. Eg. Tim the Magus has a Sorcery Casting skill of 50%, therefore he gets 5 points to manipulate the spell with I'm probably going to throw in some of Sandy Petersens' RQ 3 sorcery spells, such as Energy Manipulation, think Fireballs & Icebolts done RQ style, to make Sorcerors more useful in the field rather than just Ritualists who cast boosting spells on themselves and others off screen before the adventure so to speak. Any other ideas?
  17. Ok Good News Bad News time. Good News : I've done the updates I wanted to SQ Zero. Bad News: I'm probably not going to have time to put out SQ Zero Revised Because Good News: Doing the revisions has really given me the kick up the arse to finish of the rest. Currently I'm submitting the whole SQ book (inc adventures and setting) to my editor this Friday This means that I'll be on track if there are no road bumps in either editing or layout for a Mid October final release (in time for Furnace).
  18. Personally I would use Hero Points to model Lucky rolls, same for Memory and Idea rolls, since the optional Plot Edit rules work well in this respect. But this is one the beauties of keeping the game D100 compatible in that if you want to use rules from other versions of D100 you can do with minimal fuss. Right current plan is to bash the keyboard remorselessly this weekend and release a 'SimpleQuest Zero Edition revised' after the weekend as a pdf. It will incorporate the changes that have been suggested here and elsewhere (see my post above) and probably have a new 'cover'. It still won't be the done deal, it will still have basic DTP and typos, but I thought it be nice for all those people who are actually using the rules to have the updated version now, than potientially wait months for the final edition.
  19. Having +- 20/50 has been pointed out to me by others who are feeding back via email, so I am giving it serious consideration. For the record I struggle with fiddly maths, which is why I'm reducing it in SQ.
  20. Wow! Great stuff AL I'm currently rewriting the SQ Character chapter, with a much simpler and shortened list. so perhaps your warning is timely. I am reducing points totals as it is, but this makes me want to take some extra care with it. Grand to hear you ran a successful game.:thumb:
  21. Howdo With issue one now out, I am beginning to put together Issue 2. This is a call for submissions both art and articles Deadline for submissions is Oct 12th, since I am aiming for a late November release to coincide with Dragonmeet UK, a convention that I should be attending. Check out the submissions page D101 Games - Submissions for more details. And don't forget you can get Issue 1, either in pdf or print via my Lulu store D101 Games' Storefront - Lulu.com
  22. Well the wonderful thing about the entire deal is if some one wants to do an alternative version, with it being released under the OGL you can do this I've already had someone contact me about doing a French translation That be said Dom Mooney showed me the two version of Sufficiently Advanced that are available when I saw him at Continuum; the usual Hardcover which is 187 pages, 8.25" x 10.75", casewrap-hardcover binding, full-color interior ink and the 'Pocket edition' paperback version. Both are available via Lulu.com. Its been suggested that I go down a similar route, which I'm quite keen to do since I quite fancy having a portable paperback SQ version that I can take around me on my travels. I quite like the Burning Wheel books because of this portability and of course it brings back fond memories of the Fighting Fantasy Roleplaying game which was my first intro to RPGs back in the 80s.
  23. A quick update Thank you all for the suggestions so far. A lot of great ideas have come out of this thread and I'm flattered by the obvious care that has gone into them. I'm currently working on a change document, which outlines all the changes I'll be making to SQ Zero from suggestions here and via email that I've received. I should be in the position to post this by the end of the week, so you can see what the final game will look like. A short summary of the changes; Basic and Advanced skills are going, just one shorter streamlined skill list where every skill starts at its base. No more Golf Bags of Weapons skills - just Ranged, Close and Unarmed combat. Battle magic - get rid of all those pesky pointless traits. Also Bladesharp/Blugeon etc all become one spell (Weapon enhancement or something similar) Combat - Piercing attacks to be removed, since they duplicate in a fiddly way what Criticals achive. Talking of which, only one type of critical the classic maximum damage. I'm going to remove Impale and Crushing criticals, since although they look nice on paper (in RQ2) in play I've found they confuse players. Also Knockbacks are going to be removed, too fiddly alongside the rest of the simplified rules and if you actually score one you've probably inflicted a Major Wound so they are kinda redundant in the scheme of things. Sorcery - One Sorcery Casting Skill - which absorbs all the manipulation skills, and provides the limit for Manipulation as deleriad suggested in post 5. Also Sorcery spells do not have percentile casting chances attached to them, use the Sorcery Casting to determine success. Illusion spells - For both Sorcery and Divine versions of Illusion, combine all the spells together and make allot more straight forward. I want to make these changes because it really streamlines and simplifies the game, but both Character Generation and Skills chapters are going to need rewriting, the former in quite a major way. Anyway thank you all for all your feedback
  24. Nothing as yet - too busy finishing off SimpleQuest. But at some point I aim to take a weekend off and see what I can come up with over 48 hours, really see if the games promise of pick up an play anything you can think up holds true.
  25. The premier issue of Hearts in Glorantha is now available via Lulu.com in both print (£5) and pdf (£2) versions Get a copy directly from our Lulu storefront D101 Games' Storefront - Lulu.com In this issue Godfall- an encounter and mysterious cult in The Wastes with RQ3 stats by John Ossoway Prologue Method of Character Generation for HeroQuest by Newt Newport Aweke - Flora Glorantha by Stuart Mousir-Harrison Homeland: Kralori for HeroQuest by Mark Galeotti Karia, Gazetteer, Mythology and History for this land in the Eastern Wilds of Ralios by Newt Newport Rymes and Ribbold Royale, two Kings and One Queen of the Durlurz by Stewart Stansfield Fixing the Wrong, a HeroQuest Scenario by Newt Newport Using a Charm, a Kolat shaman speaks by Greg Stafford. Mythology and Glorantha Feature including Two very useful and unique ways of creating myths on the fly Tale Theft by David Durham Location Mythlets by Jane Williams Backed up by two pieces of fiction that show myth in play. Lookout Hill by Jane Williams The Seduction of Tarahelela by Jeff Richard Hearts in Glorantha is a licensed fanzine for Glorantha, which covers both the 2nd Age and 3rd Age of Glorantha. Both d100 (RQ2/RQ3, Mongoose RuneQuest, BRP) and HeroQuest systems are supported. It aims to produce a diverse set of articles in each issue, written by fans old and new of the setting. The emphasis being on material that is usable in your games. Two issues every year, Summer and Winter. I am aiming to have the next issue out by Dragonmeet UK in early December. Submissions, both articles and art, to newt@d101games.co.uk
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