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Showing results for tags 'renaissance'.
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Since I had already shared my Dark Souls files in Mythras, I figured I'd also included my Lamentations of the Flame Princess/Call of Cthulhu Renaissance file as well. It's something of an abandoned project since I can't get anyone to play Renaissance from among my friends – getting (some of) them to try the original BRP Classic Fantasy monograph was like pulling teeth, and now one of them refuses to upgrade to the Mythras version despite my insistence that the original BRP version was not, nor will be, completed. For the most part, the LotFP crossover can be run as is, with the social classes
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So I got the first installment of the Clockwork of Orange campaign last week and I've been reading it through. It does have a good chunk of historical and quasi-historical detail, but I'm finding that 17th century Germany isn't a setting/era that I quite 'get'... yet. I'm not at all sure what the 'tropes' are. Like, I can riff on the 'Wild West' and vaguely medieval England all day long... but the Holy Roman Empire isn't something I've got a visual or fictional mental reference library for. Names and places are things I have to look up to get anything close to authentic in atmosphere
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Check out A Clockwork of Orange: The Heydelberg Horror, now available from Drivethru in print and PDF formats. 1610. All of Europe teeters on the brink of war. Religious and political factions manoeuvre for advantage. In the scramble for power, lost knowledge is brought to light, and discoveries from the New World change our conceptions of reality. But there are some things man was not meant to know… The Heydelberg Horror is the first part of a new campaign for Clockwork & Cthulhu. A Clockwork of Orange will take the agents of th
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Not that this would come up often, but how do most handle "critical" success odds for Renaissance and compatible rule systems? The rules (paraphrased) spell out that the critical chance is 10% of the character's skill. However, modifiers can alter a character's skill, taking the rules ultra-literally, a modifier would not affect the percentage for a critical. But as a matter of preference, do those who play/GM these rules calculate the chance of a critical based on the modified skills (regardless of whether the modifier is a penalty or bonus), or do you generally keep the critical od
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If you haven't seen it then here is the Autumn update from Pete & Ken. Hi folks, Had a lovely review of OneDice Supers from the Pits Perilous RPG blog this week, which warmed the cockles of our hearts. To celebrate, we've released an alternative Supers character sheet, including an interactive version for free here! There's also going to be more material for Supers in the next issue of the fanzine Rolling Thunder, which will be out when the Stars are Right. The current issue of Rolling Thunder should be available in print in the next week or so, for the princely sum of $5 plus po
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Five Points is a game of urban horror in America’s first melting pot, the Five Points neighborhood of New York City. Set in the 1840's and 50's against a backdrop of the Cthulhu Mythos, Five Points is powered by Dark Streets from Cakebread & Walton. Players take on the roles of runners or advisors for the Bowery Street Runners, an homage to the Bow Street Runners from London’s past, fighting against the terrors of the night. Can you stop them before the stars are right? Five Points includes: A detailed historical look at New York City’s Five Points neighborhood during the 19t
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So I'm fairly familiar with Legend/RQ5, RQ6, and MW; but I'm not at all familiar with OQ2 or Renaissance. If I've got MW and Legend and Renaissance, is there any reason for me to pick up OQ2 or Renaissance? What do OQ2 and Renaissance bring to the table? What are the major differences? What are the new mechanics and options? Would I get anything out of them? I guess to sum up: Keeping in mind that I've already got a couple d100 systems; Sell me on OQ2 and Renaissance.
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