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dawnrazor

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Posts posted by dawnrazor

  1. On 6/29/2018 at 6:18 PM, Toadmaster said:
     
     

     

    My understanding is RQ came first and was followed with BRP. It with RQ in the boxed set along with Apple Lane. I don't know if early RQ was available as just a book. Somewhere I've got that original copy, which as I recall was all paper including the cover.

      

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    What Toadmaster said. RuneQuest was first, BRP came later. The early thin BRP rules were like today's Quick Start rules, presenting the basics of the d100 system. I have two copies, that was included in my RQ2 box. The examples are for fantasy gaming using the d100 rules.

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  2. I've uploaded a first draft (here) of an alternative movement system that should provide more satisfying miniatures play in OpenQuest. I've essentially presented it as a direct substitute for OpenQuest's existing 'Summary of Combat Actions' table. It draws on some of NDCowdy's suggestions (scaled-back movement), as well as Tom's free attack for running away from combat. It's also draws somewhat on a miniatures supplement that I prepared for my favourite d20 system (here).

    The key modifications to the existing rules are as follows.

    1. Movement is no longer a free action. A character not engaged in combat may still move a distance up to their full movement score (15 metres for humans), but they may perform no other action that round.

    2. In general, if a character wishes to move AND perform an action in a given combat round, they may only move up to half their movement score (7.5 m for humans).

    3. For actions that require a degree of careful aiming or concentration, including ‘Ranged Combat Attack’, ‘Cast Spell’ and ‘Intimidate/Persuade’, no movement is permitted in that round.

    4. The total distance moved during a round in which a character uses a ‘Charge’ or ‘Sprint’ action has been reduced from three times their movement score to twice their movement score (30 m for humans).

    5. For a given character, it is assumed that any movement takes place before any action. This is a primarily a personal preference. I don’t think it would break things if action before movement was permitted.

    6. If a character attempts to withdraw from close combat without using a ‘Fighting Retreat’ then they expose themselves to a parting shot from any melee opponents at +25% to the opponents’ close combat attack.

    The upload is just a first draft, so comments and criticisms are most welcome.

    Like :)

  3. Hi. Old KULTist here :)

    The game is originally Swedish, and came out in Sweden in 1990. 1993 the US 1st ed was published. The rules system are really a heavily modified version of BRP under the hood, and as such much compatible with BRP. The basic premise is that the Creator/God/über-being (the Demiurge) is gone, and now his underlings, the arch-devils and arch-angels and their servants, are lost and fight between themselves over power. Further, humanity is really divine immortal beings, but we are trapped in "reality" and this is the great Illusion. The game is about ordinary people gradually discovering these premises. A normal unknowing person has a mental balance of zero. Supernatural events, magic and horrific experiences changes the mental balance to either positive or negative, where negative mental balance is the "dark path" and positive is the "light path". When a PC reaches +/- 100 in mental balance the Illusion shatters and he has ascended to his True Form. Also, the game ends, because the game does NOT support playing a divine being in Heaven/Hell.

    KULT is more about personal horror than the evil outer forces of Call of Cthulhu. So, ever if both are horror RPGs, they have a vastly different feel. If CoC is Lovecraft-style, then KULT is Clive Barker or Jacob's Ladder (the movie, that is). I've always ran it as dark detective/mystery stories with a supernatural backdrop, and that's how it works best I think. It's a game for mature players and experienced GM's, and nothing is too vile to be included. Cannibalism, weird sexuality, savage serial killers and mad sorcerers are all part of the game. Magic is dangerous and hard to learn and always comes with a price. There's also something called the "Dark Art", where some individuals, as they approach catharsis, can actually learn to control the Illusion (a little like Neo in matrix). Actually, the basic concepts of Matrix are valid: We are all prisoners in a fake reality, guarded by jailers angelic and devilish. Some things can make you see through the Illusion, and once you've done that you can't go back. Also, you will be hunted by the forces trying to keep up the Illusion.

    I've been toying with the idea of making a BRP hack and run KULT with the BRP rules, but some of the game's feeling gets lost in translation. A big emphasis is on the character's background: there's no occupations per se; rather you choose an archetype (the disillusioned detective, the femme fatale are examples). Then you choose a dark secret - victim of medical experimentation or something like that. The dark secret then leads to certain disadvantages and advantages which in turn affects your mental balance. KULT characters are troubled ordinary people, not heroes.

    That said, I think that you can mine KULT for ideas for your BRP medieval game. Sadly, the books are extremely expensive when you find them. In Sweden, you can find the Swedish originals more easily, but that won't help I assume...

  4. I've decided to run a fantasy campaign using some iteration of BRP. I do own most of the RQ variants from RQ2 and RQ3 via MRQ I & II and now RQ6.

    Thing is, RQ feels (i) too crunchy and most of all (ii) too attached to Glorantha (esp. the magic systems and the cults) and I want a fantasy game more in the geist of old school D&D with a touch of gothic horror for this campaign (read: Ravenloft style).

    Now to my question: I've read a lot about both MW and OQ and I wonder if you guys can recommend, or discuss the pro's and con's of each of these games.

    Any hints or tips would be most appreciated :)

  5. Hi guys!

    I wonder if you could enlighten me on the subject of PDF printing. If I want to take my legally purchased PDF to a POD printer and make, say a hard bound copy of the book, would that be legal? I really can't see the difference from printing it at home and put it in a binder or use ring binding or whatever...

    Anyone knows?

    Cheers

    /a.

  6. Thanks guys! Actually, I'm not new to BRP in the sense that I've played RQ (from RQ2 to MRQ2) and CoC a lot. But I'm also a fan of old-school D&D (Classic and AD&D1e and 2e). Love the D&D adventures and settings, but I'm not so fond of the rules. Thus - D&D with BRP rules would be my cup of tea :)

    There's no hard copy version on Chaosium's site at the moment, only the PDF. I guess I'll have to wait, then...

    And hi there Soltakss. I'm "drdentista" over at the Mongoose forums :) I believe we've discussed some things before...

  7. Just bought BRP and I love it. Maybe I'll go back to one system again...(got burned on generic systems with GURPS a long time ago).

    Anyway, this classic fantasy stuff looks interesting and I have some questions:

    1. Are the book available in print?

    2. I've seen talk about Classic Fantasy II and III. Were they ever published?

    Thanks

    /a.

  8. I've decided to clear out my RQ3 stuff, since I've realized that it's not going to be used for actual play.

    I've got about everything AH put out, and also a bunch of other publications (Tales of the Reaching Moon, Codex and RQ Adventures). Some HeroQuest stuff also.

    Everything is complete and in very good shape.

    Please PM me if you're interested, and I'll send you a list of what I have...:)

    Regards

    /a.

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