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Sunwolfe

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Posts posted by Sunwolfe

  1. Once upon a time, early college age, my brother GMed a game wherein we--a couple of us--did this. He set the game in our home town which had just undergone some sort of strange attack. We really weren't sure what kind of attack, but all indications seemed to point toward aliens--there were many peeps missing, but only a few were found dead without apparent reason. By the way he described things, the environment had a something of a Gamma World vibe to it without the years-since-the-holocaust decay and ruin.

    As for our characters, my brother questioned us concerning our likes and dislikes, making notes about what we really knew at that moment. Being readers we actually were aware of a lot of things. He highlighted our skills, he exaggerated them  somewhat, and then gave them percentages. He unilaterally decided we were all a bit more than average on the INT scale, 14 as I recall, and he used some mechanism I can't recall for calculating CON, STR and DEX. APP/CHA never really came up. We spent most of the game trying to access food, weapons and transportation while investigating the disappearances and dodging local gangs on the prowl for supplies, loot and slaves. 

    We had just broached the subject of POW after encountering public park areas where evidence indicated some sort of arcane ritual had taken place when we ended the game for the night. We all agreed it was a blast and wanted to do more. I'm sad to say we never did get back to the game, but I certainly wish we had.

    Cheers!

  2. In honor of all the wonderful BRP settings your company has published that I own and enjoy--Merrie England, Crusaders of the Amber Coast, Dragon Lines, The Celestial Empire, ROME and Wind on the Steppes, you have both my enthusiastic support and my crowd funding dollars, Paolo.

    May RevolutionD100 ever remain a...present concern :-)

    Long live Alephtar Games!

  3. Okay, I'm in!

    I rolled...a 3. Hmmm, Mr. J, I'm your neighbor across the straight.

    Nakana! Send the map that I may populate the environs forthwith!

    Bring me your finest wine and cheeses! This game amuses me.

    Cheers!

    • Like 1
  4. Though I found the combat and spell systems were far, far too crunchy for me (my perspective is decades old), I thoroughly enjoyed a few of their publications and am glad to see the company is still around and investing in their fan base with official forums, timely communications, as well as creation and re-creation of new  and old material. Their GM club "Order of the Iron Crown" is a cool idea too and I like that they're offering play-testing opportunities to their fans as well.

    I invested in Spell Law (both boxed and bound) and Character Law & Campaign Law over 30 years ago (WOW! I am an old fart!) and got the most bang for my buck from the later. I bought SL because I was playing SB1E at the time and all it had was demon magic and I wanted a spell system I could adapt. It didn't work out so well. I'm sure a more knowledgeable GM could have made the conversion better. The campaign portion of CL&CL delivered. I literally have almost worn the cover off that bad-boy. I still use the outline offered for "...Developing a Campaign" and world-building. Good times.

    Cheers!

  5. Easy touchstone would be translating all the career into Magic World Adventurer Occupations. Many of the character creation tables can be used directly.

    I agree, but what about all the skills for making progress from basic to more advanced careers? Though you could fudge here and there, you'd end up having a lot of skill conversion and creation to do. I mean, Holy Moly, WHFP (1st ed) lists 133 skills to cater to various careers; MW has but 35 by comparison. Lots o'work there :-)

    Hmmm...or...I dunno. I just called up my homebrew character sheets from my RQ III days. It actually had 74 skills listed when RQ III proper only described 30 some odd and suggested a few others to make it a grand total of 42. I wonder where I got those other skills? Hmmm...well, regardless, it would probably be more doable and less time consuming than I first thought.

    Cheers!

  6. It wasn't one of your choices, but I'd go with BRP Magic World. It lends itself to a flowing, cinematic...even pulpy style but can still be tinkered with using the Big Gold Book to add grit (if needed) without slowing things down. On the other hand your peeps are riding giant snails so speed may be relative :-).

    Yeah, mobile devices blow chunks for posting. Especially with that auto correct: e.g. "witch" instead of "which".

    Cheers!

  7. Barsoomian Fliers Beta chart

    Okay...I'm not very adept at this stuff, but I feel the need to add to Seneschal’s offerings. I'm eager and willing and hope that might may make up for some of the fumbles you'll surely find below. 

    I decided to follow a Savage Worlds track and categorize fliers by general hull type (or size) rather than trying to address every permutation. If ever I need to design a special flier, say something for PCs or a named flier from Burroughs' canon, I can do that on a case by case basis. 

    I tried to assume as much of the MW "Seafaring" chapter as made sense (I also tried to keep RQ III's "Ships and Sailing" section [AKA BRP's "Basic Gamemaster" supplement] and Elric!'s "Sailing on the Seas of Fate" supplement in mind as well) to keep things do-able from a MW standpoint. Some things, like Weapons Pods, Rate of Climb, and Acceleration have no derivative but I hope need little explanation. On much of this, I simply had to wing it (no pun intended...well, maybe a little) using best-guess methods. As I hope the timbre of my game will be more cinematic, I didn't feel the need to get too crunchy or simulationist. Burroughs' descriptions on the hows, whys and wherefores of Barsoomian flyers are few and far from detailed, thus, I have done the best I can based on my re-reading of the Mars Saga, and while the movie offers great visuals, its air ship designs are at odds with what descriptions ERB offers. And on that note, any descriptions of propulsion and lift systems, the 8th-ray, ship materials, weapon-pod make up are going to have to wait for me to finish my reading.

    All constructive criticism welcome. I want to make this better and if you can offer something that would help, I'd appreciate it. If I've broken some major law of physics (both Jarsoomian and Barsoomian) don't hesitate to let me know. The same goes for any faulty computations.

    When it has had enough time to mature, I'll set it up in the downloads section.

    Cheers!

    Average Barsoomian Flier Statistics By General Hull Classification

    Size Class

    Single*

    Double

    Small

    Medium

    Large

    Capital

    Flag-ship1

    Military Dsg.

    --

    Than

    Padwar

    Dwar

    Odwar

    Jedwar

    Jeddak

    Hull Types

    Flier

    Messenger

    Scout

    Light Cruiser

    Heavy Cruiser

    Battleship

    Carriership

    Hull Quality

    6

    5+1d4

    5+1d6

    10+1d8

    15+1d10

    20+1d12

    25+1d20

    Structure Points

    15

    25

    50

    75

    100

    150

    200

    Hull worthiness

    5

    6

    10

    15

    20

    25

    30

    Length

    13' - 4m

    17' - 5m

    50' - 15m

    148' - 45m

    200' - 60m

    263' - 80m

    525' - 160m

    Beam

    3' - 1m

    6' - 2m

    14' - 4m

    32' - 10m

    50' - 15m

    34' - 20m

    99' - 30m

    Freeboard2

    --

    1'

    3.5'

    10'

    15'

    18'

    25'+

    Draft3

    --

    1'

    4'

    10'

    15'

    15'

    18'

    Capacity

    250 lbs

    500 lbs

    1 ton

    10 tons

    25 tons

    50 tons

    250 tons +

    Crew

    1 (+2)

    1 – 2 (+4)

    5 (+20)

    10 (+50)

    50 (+100)

    200 (+1000)

    300 (+10K)

    Decks

    single

    single

    2

    4

    5

    6 plus

    7plus

    Weapon Pods4

    2

    4

    10

    20

    30

    20

    Top Speed

    Pre F.M.o.M.5

    166 mph6

    14 mp turn

    0.6 mp round

    584' / round

    208 mph

    17 mp turn

    0.7 mp round

    730' / round

    166 mph

    14 mp turn

    0.6 mp round

    584' / round

    146 mph

    12 mp turn

    0.5 mp round

    507' / round

    125 mph

    10 mp turn

    0.4 mp round

    422' / round

    105 mph

    9 mp turn

    .36 mp round

    380' / round

    95 mph

    8 mp turn

    .32 mp round

    337' / round

    Top Speed

    Post F.M.o.M.

    300 mph7

    25 mp turn

    1 mp round

    1056' / round

    342 mph

    28 mp turn

    1.4 mp round

    1478' / round

    300 mph

    25 mp turn

    1 mp round

    1056' / round

    212 mph

    18 mp turn

    .72 mp round

    760' / round

    180 mph

    15 mp turn

    .6 mp round

    634' / round

    152 mph

    13 mp turn

    .52 mp round

    549' / round

    138 mph

    11.5 mp turn

    .46 mp round

    486' / round

    Acceleration

    pre/post

    25/28 mpr

    30/45 mpr

    25/28 mpr

    20/30 mpr

    17/26 mpr

    14/21 mpr

    13/20 mpr

    Rate of Climb

    50 mpr

    65 mpr

    50 mpr

    40 mpr

    35 mpr

    30 mpr

    20 mpr

    *Private fliers are not constructed according to strict military hull specifications, and thus, both speed and shape may vary. The hull designated “single” is one of the most common in the private sector along with pleasure barges and merchant hulls. Ground fliers will be addressed in another chart.

    Round: 12 seconds; Turn: 5 minutes (25 combat rounds)

    Bozarth, David Bruce. A Barsoom Glossary. Pdf. 2006.

    1Flag-ship carriers house 5 ten-man cruisers; 10 five-man scouts and 100 single-man scouts

    2For those craft also modified to land and operate in water

    3For those craft also modified to land and operate in water

    4For rapid fire guns and canon firing radium ammunition, and radium bombs

    5FMoM: Fighting Man of Mars just prior to this book, dramatic improvements were made in flier propulsion systems.

    6The canon speed “166” mentioned in Bozarth's A Barsoom Glossary. I have yet to find the canonical reference.

    7The second canon speed “300” is the upper limit mentioned by Bozarth but he also suggests that “450”.

     

    "We still live!" said John Carter of BRP/MW

    • Like 2
  8. Newt, you don't happen to have copies of Hearts Never In Glorantha or Hearts Ain't Goin' to Glorantha or maybe Hearts in Southern Reaches or Magic World in there somewhere do you? :-T

    Just kiddin', my firend. Congratulations and well done. Long live Hearts in Glorantha!

    Cheers!

     

    "I left my heart, in San Fran-- er...Magic World..."

  9. Something that would be interesting to see in MW would be weapon specific special success...

    I thought the same thing, so I tinkered a bit with the BGB tool-kit and came up with house rules for special success by weapon type. I also use the difficulty based skill resolution like Nick,  I employ a Magic Skill based on POW and a homebrew magical artifact enchantment system and a few other slight arcane modifications. Otherwise, I pretty much use MW as written.

    Cheers!

     

    "We still live!" said John Carter of BRP/MW

  10. If you're looking for a published or a bottled home-grown construct that caters to your love of "genricness" and "streamlineyness", you might find it difficult to find a nicely wrapped hybrid beyond that which you already seem to have discovered in using Ren D100 and the BGB to fill in the gaps or needs. 

    I wonder if BRP GMs aren't all by nature hyrid-eers in one sense or another. One uses general hit points, another uses hit locations, another uses wound levels and still another tries to get away with no HP at all :)! We love to tinker. That's the beauty of the system; take what you need or want and reserve the rest for later.

    Sorry I couldn't be more helpful.

    Cheers,

    • Like 3
  11.  

    1. Would this publishing strategy fulfill all the needs of those who expressed concern over the survival of the BRP line once RQ is again "married" to Glorantha?
    2. Could such an array of reprints, in your opinion, replace the BGB (which is admittedly more a compilation of rules from other edition than something new?).
    3. Would it be ok for the BGB to survive as one of these "reprints on demand"? Would you consider this a "sufficient level of support"?

    Please note that #3 has an obvious answer: "If this is the only way for it to survive, better this way than OOP". The question is whether it would really make you happy or if it would leave you dissatisfied.

    Excellent quesitons, Paolo.

    1. While I have much of the material in question, it would be nice to have access to those items just plain too expensive to purchase via ebay, etc. I would do so, however, only to sift from them details that I could add to my own setting and by extension BRP. I would still have concerns and a desire to see ongoing development for BRP.

     2. Because I would be looking at these books as a way of adding to my repertoire of BRP rules and mechanics, no, it would not replace the BGB.

     3. Like you pointed out, this has an obvious answer: if that’s all the support we’re going to get, well, as Henry I put it in The Lion in Winter, “There’s not much point in complaining about the air when that’s all there is to breath.” That being said and given a choice, no. I would not be satisfied with this level of support.

    Cheers,

     

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