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Sunwolfe last won the day on September 22 2015

Sunwolfe had the most liked content!

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160 Excellent

About Sunwolfe

  • Rank
    Book Burner

Profile Information

  • Location
    California's drought-ridden Central Valley


  • RPG Biography
    Sigh...same as most: started with DnD, then ADnD, then...Arduin, TFT, TnT, Stormbringer, Gamma World, Traveller, hybred, hybred, hybred using Stormbringer rule set, blah, blah, blah, Warhammer, Ringworld, Hawkmoon, Elfquest, BUT...skipped over all the RQ I, II and landed on III--I'm not sure how that happened being familiar as I was with BRP-mini and playing all the other BRP based games--moved on to BRP-BGB, then RQ VI (now Mythras), then MW and finally OpenQuest. I am not, nor ever have been, a Gloranthaphile (though I respect those who are) preferring the alternate earth camp which fits my home-brew setting that folks have been playing in for nearly 40 years now.
  • Current games
    Presently GM's an OpenQuest variant and plays in a D6 Star Wars game and a 1st Edition Warhammer Fantasy Roleplay game
  • Location
    Damn near smack dab in the middle of California's Central Valley
  • Blurb
    I'm a high school teacher and a bagpiper. I have a gorgeous wife, two grown daughters, a grown son, three amazing granddaughters and a grandson (yeah...the gray ain't make up); I enjoy writing and have a load of killer friends, both here on the boards and abroad!

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  1. Sunwolfe

    36 Fantasy Characters

    Thanks for this Algesan!
  2. Sunwolfe

    Advanced Magic (Optional)

    I'm not Newt with the developer's eye and inside knowledge, but I'll take a crack at your query as a OQ-based GM. In my game, "By default...at their base values" means that the Divine and Sorcery magic systems, which require more involved background, are not available to players rolling up beginning characters. BM is more common place, less formal and therefore more available (considering the spirit of OQ wherein such magic is available to nearly everyone with the stats to support it). "...with access to it..." "It" here refers to the heretofore non-default magic systems, i.e. Divine Magic and Sorcery. "...Games Master first..." As the rule is optional, It's best to check with the GM first. If they are permitting beginning PCs to start as priests or sorcerers, huzzah! consult the "Starting with Divine Magic" OR "Starting with Sorcery" sections below. During chargen, if a player wants to be a sorcerer or a priest without going through the 0-to-Hero route, or if my campaign-plan needs such characters, I allow them access to the optional rules. I only allow characters to become "...specialists..." in one area: divine or sorcery. All characters may have a general lay member religious background, as inferred on page 19 in the table note describing "Religion (Own)," but a sorcerer's all-consuming studies and commitment to their master/order/school provides little time to become priests too. Conversely a priest devoted to a cult's inner mysteries and their insessent duty to the gods includes no time for sorcery's intense master/apprentice relationship and research. That said, priest and the sorcerer will both have had simple Battle Magic exposure.
  3. When I first saw it, they jumped off the rack crying out, "This is the game for you!" Awesome. Though I love the female hoplite/slargr combat of RQ editions, for me, this illo struck right at the heart of what I wanted out of an RPG. Thanks for posting this!
  4. Sunwolfe

    So what have you been using OpenQuest for?

    Hey, Nacho! Welcome to the OQ Simplicity Club! I hope your game with the RQ3 crew works out! Good Luck! Cheers!
  5. Sunwolfe

    Openquest errata/clarifications?

    Thanks for stopping by with the errata, Newt, and thanks for the email heads-up link. Cheers!
  6. Sunwolfe

    Lethality of BRP for a single character

    What nDervish said (practically took the thought right out from under my finger tips :-). A lot depends on your Hero Point mechanism and how you want to play. I know you're trying to insure things are survivable for your young padawan, and that's cool, but I think by giving him so many hero points, you're setting a precedent that could come around and bite you in future if your charge decides they like the game, want to play more, and you readjust Hero Points to more judicious levels. IMHO, too many HP allow the player to avoid playing the game as it was intended, especially in combat, with a healthy dose of caution and an understanding that it's not DnD--you do not just go waltzing into a tomb figuring, "I can pick on anybody in this here bar and take their stuff." Due-diligence and role-playing are the rule of the day...not slaughter and "I've got 12 more Hero POW Points to get my ass out of trouble." Now, I'm not necessarily saying your game will go that way; I'm just saying human nature is human nature. My players (I play a house ruled BPR variant) are only given 2...at most 3...HP per session. They do not accrue they renew and there are only a few--LOL that could be the verse to a song. On the other hand, it's your game. You and you player decided what the principal of Maximum Fun means. Enjoy yourselves.
  7. Sunwolfe

    Lethality of BRP for a single character

    A couple of fair-to-middlin' NPC companions might help soften the "...pull no punches..." standard. They can model in a couple of 'close calls' that 1.) negotiation, 2.) a planned ambush, 3.) bribery, or 4.) running the hell away are sometimes better options than death-before-dishonor. Oh, and my personal GM favorite: the principle of Maximum Game Fun (MGF) trumps rules and simulation. Good luck on making a convert!
  8. Sunwolfe

    Question about Fighting Retreat in the new rules

    Let the nerfing begin! Here's the way I interpret the ruling: it all depends on the situation. If they are disengaged/unopposed--say on a battlefield full of combat, but without any present attackers, I'd rule: for your action, roll athletics or sprint or deception and don't screw it up. I might add a difficulty boost or penalty based on the proximity of cover, enemy vigilance, physical condition, AND their plan. If they are engaged/opposed with an enemy intent on capturing, defeating or killing them, and the PC wants to "...fight their way out..." I'd say: for your action, roll dodge successfully (no fighting back only parries) and ...don't screw it up. Next round, dodge a second time (no fighting back only parries) and you've disengaged. Then run." If they are engaged/opposed but want to sneak off the battlefield, that's a bit more problematic. PC: "But my Dodge roll sucks; can I use deception--combat's scary." GM: "Hmmm, okay, let's hear it; just how do you intend to sneak off the battlefield?" PC: "Well, are there any dead horses about?" GM: (chuckles) "Oh, this better be good, 'cause this guy has I.D.ed you as a PC and wants your sh!t...if it is, I'll let you roll your deception and we'll see what happens." Regardless of his or her story, they're going to have to deal with difficulty modifiers on their rolls. I refuse to get caught up in the gritty details. Granularity is--for me, for ME--like grit in the role-playing eye: painful and no fun.
  9. Sunwolfe

    OpenQuest Refreshed is now available

    High-Fives, Newt! Ordered mine and d/l-ed the .pdf. Looking forward to fielding to displaying it at my next game. Cheers!
  10. Sunwolfe

    Melding SRDs

    I too thought of doing this with my OQ based variant, but in the end, decided not too as I felt it did indeed make things a bit more granular and "complicated again." If my players want to do something cinematic, say, leap an extra-wide gap roof-to-roof carrying an unconscious companion, I ask 'em to burn a Hero Point and then I do my narrative hoodoo :-). If they are applying a skill and have a descent rationale for why it should have a boost, say for training or prior experience, I quickly eyeball the situation and offer them a one-shot bonus % to their skill roll. Done well, this could end up as part of my Improvement Point rewards at session's end, e.g."Bob, you approached that lock intelligently, especially when you asked if it was similar to the one on the temple doors--have an additional IP for good thinking." For my GM approach, simplicity works best. Cheers!
  11. Looking forward to hearing about it when you do!
  12. Sunwolfe

    Fate of BRP

    Greetings All, I agree with Aycorn and Atgxtg. I immediately began creating my own setting almost from the moment I played my first DnD game. It's one of the reasons I was so delighted in RQIII's culture-centric basis for character creation. Even though I've gravitated to a simplified BRP with a house-ruled OQ, I still use that culture-centric foundation for character creation. On the other hand, I see a point Questbird might be trying to make. I game with a tight group. We've been playing together for over four decades now. Recently we were playing a Star Wars D6-variant and having a rocking good time in an alternate SW universe. Part of the success of the game was due to the superb style, imagination and intuition of our GM--he is truly a master of the RPG craft. The other was due to the common Star Wars vocabulary we players had prior. When the GM described our ship fleeing a planet pursued by TIE fighters and taking refuge in the open belly of an opposing fleet's Star Destroyer, there was very little exposition needed. We all had the verbal and visual vocabulary from the enormous number of books we'd read and the movies we'd seen. Frankly, I have to admit to being a bit envious of that. When players are in my world, one I have tried VERY hard to make unique, I have to do a lot of "...it's kinda like this, but different..." descriptions or visuals. How wonderful to simply be able to say, "he swore by Crom" or "...an Interdictor class star destroyer hypers in..." or "...he introduces himself as Arioch..." or "...a strange octopoidian shape was drawn in the man's blood..." and everyone gets it. Published/franchise settings can give that. Would I give up my home-brew setting? After this long?! Oh, heeeell no. It's deep, rich, and satisfying like no published setting can be and after this long, my players are there; indeed the very fact that I have to work so hard to give them visual clues is a testament to my success in creating a unique setting. I have to admit, however, the only reason I'm considering returning to my BRP Barsoom project is that my players are so familiar with Burroughs' vocabulary and Disney's visuals, I won't have to do so much to make it work. Interesting. So...Viva la'home-brew settings--the original flame of RPG-ing shines brightest there. That being said, I hope the next version of RQ the company puts out is polished to a definitive luster for the sake of those looking forward to it. Good or not--I won't buy another version. I am of Aycorn's mind on that point! I do, however, miss looking forward to Alephtar's BRP setting publications (I'm so glad they went Revolution). When the whim was on me and I or my players needed a quick change of pace: one of their settings and its appeal to a pre-known vocabulary was a boon. I also have an odd view for the 'need' for an RPG to have great art that is the opposite of many here. For me, it really isn't much of a factor. Eye candy is great, but if the game behind it sucks, I see it as nothing more than a marketing ploy. It's probably a good marketing ploy, but for me, it has never been a must as it might be for those here who cut their RPG teeth on the super art budgets of TSR or WotC. That doesn't mean I like bad art...LOL! Although I must admit a bit of nostalgia for some of the silly drawings in various early TSR publications, the Adruin Grimoires, and Judges Guild modules and game aids :-). Even with good art, I find myself telling my players, "...well, it kinda looks like that but..." :-) Cheers
  13. Sunwolfe

    Fate of BRP

    Hear! Hear! Hear!