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Conrad

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Posts posted by Conrad

  1. Mercenary Breed needs a space combat system, vacuum damage, and zero g rules. The Cthulhu Rising monograph looks like it would be useful as a kind of supplement to the setting, as well as Soltakss's RQ Traveller/D20 mashup, or perhaps the M Space stuff when it has been converted to the Mythras/MRQ II/ Legend style o' things! ;)

  2. On ‎02‎/‎07‎/‎2016 at 3:07 PM, rust said:

    Memo to myself: No need to deal with the hit locations problem, Clarence has done that already.  :)

    I was looking for advice on adapting spells to alter them to handle generic hit points. :D

     

  3. On ‎02‎/‎07‎/‎2016 at 1:25 PM, Belgath said:

    It would be easy to change. But for me hit locations make combat so fun, I would suggest to try using The combat rules  as written before you get rid of the locations  as it brings a lot of depth in to the game without slowing it down.

    I don't mind being the player in a game with hit location rules but I don't much like GMing them.

    • Like 1
  4. To be fair the elementals in OQ2 aren't really sentient autonomous beings, lacking all other stats than SIZ,  merely animated matter. As such the spell Summon Elemental should be renamed Elemental Puppet.

     

  5. 4 minutes ago, clarence said:

    @Conrad "You might want to save that question to Krister (though you might want to hold back on the part about smoking). And, just for the record, Krister Sundelin is not "my mate". He's a well respected RPG writer and as a BRP player I find his thoughts on RPG development interesting. I wanted to share some of them with you. Hopefully at least some of you agree. Let's get on with the next question/answer."         The fact that Krister just waffled a load of codswallop about BRP does not endear him to me, and most likely to others who love the game. I don't care if he is the Queen of Kaijutopia with golden biscuits on top, if he waffles rubbish that has no real bearing on BRP, in an attempt to foist his "Neo Trad" game upon us, then he should be ridiculed for being a pretentious ass, or do all game designers sound like him?  :)

     

    • Like 1
  6. 1 hour ago, Simlasa said:

    "I guess it sets me off when the first post about his Wonderful New System (tm) is telling me all about what's wrong with BRP.

    Kind of like spittle instead of a handshake."     In Krister's favour, none of what he writes counts as a viable criticism of BRP for anyone but Krister.

     

    • Like 1
  7. 4 hours ago, clarence said:

     

     

    "Another issue is BRP’s “feature creep”. Feature creep expresses itself in so many ways – new skills, new subsystems, new procedures, advance initiative, action slots etc. It’s almost as if BRP was designed bottom up from feature creep, adding skills to a system based on attributes, and that feature creep culture kind of got hold. The “hackability” of BRP is a mixed blessing, really. It’s so easy to add stuff to the basic core that game designers often just add stuff, not thinking of the consequences or total “weight” of the system. I really like Sandy Petersen’s approach in Call of Cthulhu where he actively works against feature creep in version after version." 

    I don't know what "Neo Trad" stuff your mate Krister is smoking, clarence, but he probably should ease off the hallucinogenics for a while. Then he might come across as rational and reasonable, and not utterly bonkers.  :)

     

     

     

     

     

     

     

     

     

     

    • Like 1
  8. On 09 September 2015 at 10:07 AM, clarence said:
     
     
     
    (OT: Arthur C Clarke suggested we send frozen fertilized eggs and have AIs/robots raise the children when the destination has been reached. A lot of the tech involved is already in place or being developed at a good pace).
     
     

    Alastair Reynolds has that idea as part of his Revelation Space history. Unfortunately the AI/robots aren't up to the job, and fail to fully humanise the colonists, with disastrous results.

  9.  This solves the problem of acceleration to high speeds and keeping meat bodies alive, though not the one of colonising an alien world at the destination. (In the book the starship was journeying to meet an alien router).

    You could have some handy nanotech whip up some equipment from local materials to create either meat or robotic bodies for your crew at the end of a journey to colonise a planet/asteroid . However Stross forgets that a coke sized vehicle would need shielding as cosmic rays would penetrate whatever computational substrate was being used, causing damage.

  10.  

    However, one big inspiration was an article that appeared in Different Worlds magazine about a multi-dimensional campaign where the player characters were world-hoppers. I can't remember the reason they were going from world-to-world, but I remember that they had high-tech watches that signaled when/where dimensional rifts would be, and there would always be some signal to them where it was... like a giant pillar of blue light that only they could see, emanating from the crossworld gate.

    That sounds like Godwar: How to Run a multiverse Campaign, by Mike Sweeney, in DW # 29. The PCs work for Tao, or Tau, to correct imbalances throughout the multiverse. :) 

    • Like 1
  11. In the Keeper's Companion 2 there is an article on mythos machines used by the various creatures (called Mythos ex Machina if I remember correctly). I seem to remember a set of artificial eyes that can analyze the DNA of anything it looks on. Am I getting this right? I wish I could find what the thing is called and who made it, or better still what scenario it appeared in. Does anyone have the slightest idea of what I'm on about or should I get some psychoanalysis done on myself?

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