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Found 189 results

  1. So, when I last ran a BRP game (Mongoose's Legend), the players wanted to play a wide variety of different species (as is often the case with my group) and I indulged them (as is often the case in games I run). I believe we had an elf, a dwarf, a human, a viking (MRQII Vikings) and something else. Anyways, what came up in play was that races with specific attribute bonuses simply resulted in more powerful characters. IIRC, INT was the best stat long term, because it meant they got higher skill than everyone else when you leveled up. Short term, they wanted Dex (strike rank), followed by Siz for martial characters, and Pow for magic characters. Does this just not show up in other people's games? Are my experiences that elves are just better than humans anomalous? Do mixed-race parties just not come up in other people's campaigns? Does the power disparity exist and just not present itself as problematic? Addage: I came to BRP from a D&D3/3.5/Pathfinder background, wherein multispecies adventuring parties are the norm (and I tend to push it far in D&D, working in erinyes and minotaurs and lizardfolk and satyrs and gnolls as player options if they request them); if that just doesn't really work in BRP, that would be very unfortunate.
  2. Aside from my Concept Album of a setting (detailed over in RQ6) I am seriously considering working on a RuneQuest 6 game designed around a historical world of the very early 'dark ages' and the Middle Ages. I will make a list here of what I have accumulated so far, and would like to know if there are any good d100 sources I have missed. My goal here is not just to find stuff for my own game but to create a reference list for people who want to do historical European roleplaying without having to search Google as much as I did. This list would include everything from late Antiquity into the Renaissance, which is a thousand years, and focusing on BRP. BRP Crusaders of the Amber Coast Merrie England Mythic Iceland Pax Romana Rome: Life and Death of the Republic Witchcraft Val-du-Loup Cakebread & Walton Clockwork & Chivalry Diverse & Sundry Renaissance Deluxe Call of Cthulhu Cthulhu Dark Ages Cthulhu Invictus Legend Arms of Legend Gladiators of Legend Pirates of Legend Vikings of Legend MRQ Deus Vult & Ex Cathedra Empires Stupor Mundi Pendragon Beyond the Wall Book of Knights Lordly Domains Noble's Book Pagan Shore Pendragon 5th Edition Saxons! Time & Time Again: Holy Warriors Non-RQ Derived Systems Books I think are good enough depots of information that they could be used for a medieval game, despite being dissimilar in system to BRP. Burgs and Bailiffs AD&D 2e: Celts Campaign, Charlemagne's Paladins, the Crusades, the Glory of Rome, Viking Campaign Ars Magica 5th Edition: Core Rulebook, City & Guilds, Lords of Men Chivalry & Sorcery, especially the unofficial Redbook editions. Fief: A Look at Medieval Society from Its Lower Rungs d20: The Last Days of Constantinople GURPS 3rd Edition: Arabian Nights, Camelot, Celtic Myth, Middle Ages 1, Religion, Vikings GURPS 4th Edition Crusades, Hot Spots: Constantinople and Renaissance Florence, Low-Tech and Companions 1-3 Harn Manor HarnPlayer Player's Guide to HarnWorld High Medieval Maelstron, which, oddly enough, is based on the Advanced Fighting Fantasy roleplaying system. Magical Medieval City Guide and Magical Medieval Europe Timemaster: Sea Dogs of England and Temples of Blood Town: City Dweller's Look at 13th to 15th Century Europe
  3. Since we still lack a general d100/brp board, and instead only have boards for specific game lines, I had to pick somewhere to put this. Ghosts of Albion/Buffy the Vampire Slayer (Cinematic Unisystem) has an interesting magic system; basically: You know individual spells. Spells are designed following a set of rules, rather than pulled from a published list (In fact, IIRC the book doesn't include any pre-built spells) You make a skill roll to cast spells. More powerful spells are more difficult to cast Complete Failure: Nothing Happens Partial Failure: You fail to control/direct the magical energies conjured. Roll on a table of spell backfire effects, ranging from getting lucky and the spell still working, the spell happening late, to being less effective, to hitting the wrong target, to the caster getting burned in the process of casting the spell, to completely unintended magical effects. Casting (most kinds of) spells causes fatigue. Fatigue gives you penalties on future spellcasting rolls. Characters can have a Magic Threshold, which gives you a power level of spell you can just cast indefinitely without taking fatigue. There's a system for multiple casters collaborating. Magic spells often have longer casting times based on their power(multiple rounds), but those casting times can be incrementally reduced all the way down to a single action. The degree of success on a spellcasting roll can be used to apply metamagic effects (increase range, duration, etc) to your spell on the fly. You can do things to get situational modifiers (such as longer casting time) to make spellcasting easier. Theoretically anyone can cast spells (using the occult knowledge skill), albeit not with reduced casting times, or from memory. Is there a magic system anything like that in any variety of d100/brp? It's my favorite magic system, but I'm just not that big of a fan of the rest of unisystem these days; it's a bit too World of Darkness for me.
  4. So, I know that BRP has seen a wide number of magic systems over the past 35 years - and I know that many of those systems have been reprinted and updated in a variety of sources over the years as well. I've got a few BRP sources with magic systems in them; I was curious if there was an article which breaks down all of the magic systems available (and the most up to date source for that system) and compares them. I've got a few sources, but not the extensive collection that many folks on these boards seem to have. Obviously for magic systems there's RQ6 and MW and Call of Cthulhu. Beyond that I'm not sure what magic systems are in what books (and I'm not all that familiar with many of the magic systems in RQ6 either - I've read through it, and played it a bit, but nothing in depth/long-running. So, if one was looking for an exhaustive list of up-to-date versions of RQ magic systems, where would they find them, and what do these individual systems offer? Have you guys tried adding/removing different magic systems from your games? What effect did that have on the games themselves? And what are your opinions of the various magic systems? Which ones do you consider worth including? Which ones do you not?
  5. So, I recently finished a playthrough of the Witcher 1, and am about to start a Playthrough of the Witcher 2, and just saw the Trailers/Gameplay Presentation for the Witcher 3 https://www.youtube.com/watch?v=xx8kQ4s5hCY, which is scheduled for release in February. Needless to say, I'm pretty stoked about it. Looking forward to playing the game; probably going to pick up the novels (the ones that have been translated, at least), and planning on picking up This Book in combination with the Wiki as a setting guide, to possibly run a Witcher-Based tabletop game; either in RQ6 or MW. Does anyone else here have an interest in the Witcher? I think it would be pretty good with BRP. It might take a bit of adjusting to get the magic system/alchemy/signs to have the right feeling to it, and you might want to redo the races (plus add in a race for the Witchers, which are alchemy+magic mutated humans). And then some custom monsters as they come up. Disuss?
  6. It's Labour Day here in North America, and as a special Labour Day treat, we're delighted to share some preview pages of Mythic Britain. http://www.thedesignmechanism.com/resou ... iew%20.pdf The book is well on its way to completion and expect further news regarding production and release dates soon. We will also be releasing a scenario, Caves of the Circind, which previewed at GenCon 2014, for free very soon. Please spread the Mythic Britain news far and wide. Merlin demands it.
  7. My gaming group normally runs low fantasy, but during a recent session we were discussing other settings. Most of the players were RP virgins before joining, so a lot of this is new. Among the things that blew them away was the Shadowrun setting, since they hail from Seattle and had no idea it existed. So now that will be the next campaign. Thing is, I've never actually played it myself. I'm familiar with the setting via the videogames, and the consensus on rpg.net seems to be that the system is a bit shoddy. I have nabbed the 4th/20th anniversary core book and a handful of pdfs, but the reaction from my players is fairly strongly resistant to the d6. I think now that they get to use the weird dice they don't want to go back to the Monopoly ⚄. I have a healthy D100 library, BGB, RQ6, MRQII, CoC, etc, how difficult would it really be to swap it mechanically out for a BRP system? I don't think they'll want to give up the RQ6 combat. Also, they're not dying for the authentic hardcore canonical FASA experience, we can fudge elements if necessary, although it seems much of the futurist elements are somewhat underrepresented, at least in my library... Thanks for reading
  8. Typing the notes from last weekend I'm totally psyched out on our epic RuneQuest Dragon Age campaign and roleplaying in general. People who haven't tried this stuff sure are missing a lot! Having been a bit frustrated over all the political intrigue in the nation's capital, the GM decided to give us a little change of pace by sending us on a more traditional search and rescue adventure, in the course of which we, among other things, managed to save a barbarian village in the mountains from an evil horde of uncharacteristically intelligent darkspawn. (Think orcs etc.) It sure was good to be able to tell who was evil and who was not, things like this tend to get rather muddy in the mire of politics. The heroic defense at the Battle of Redhold sure was something to remember, but what was even more notorius is what I'll be typing next. On the way back to the city on the other side of the country was fought the much smaller but even more satisfying Siege of Tavistock. You see, this bastard of a highwayman had decided that he wanted to be a noble too, so he had started a campaign to seize some of the lands and loyalty of the freeholders from the domain of his half brother. Unfortunately for him, our four heroes were in good terms with said nobleman, so on the way back, when we noticed the ass had had some good men decapitated and their heads struck on the tips of long poles, we had enough. So my normally benevolent and cautious healer made up a plan, had to spend some time talking the others into it, but finally managed to sway them. We found a new tower fortification where we surmised the bandit was hiding, attacked it from four sides, killed some of the guards, a traitor mage who had joined up and seized the hapless upstart, who had spent months building his plan and support only to be foiled by a motley group of adventurers, who happened to pass through his newly conquered lands on the way back from a mission. Took about five minutes. Glorious!
  9. While impatiently waiting for the Guide to Glorantha to be finished, I need to go through all my accumulated material to satiate my hunger for more knowledge about the setting. I have decided to start reading HeroQuest – Roleplaying in Glorantha, that is HQ 1st edition (or Hero Wars 2nd ed. depending how you want to frame the issue.) HQ1 rather than HQ2 because the older edition is closely tied to the world of Glorantha and contains a lot of information about it. But I am also interested to learn more details about the system. The rather freeform narrativism does not really appeal to me overmuch; I'm much more into more crunchy, simulationist roleplaying games such as RuneQuest and HârnMaster, (Well, you can argue that HQ is simulationist, it just attempts to simulate literary and visual fiction rather that the cold cruel facts of Real Life™) although it is always good to keep an open mind and try to expand one's horizons. Still, I am mostly interested in questions such as what games like HeroQuest can teach and have taught to GMs and designers of different games like RuneQuest, etc. I posted this in the Glorantha forum because I'm mostly interested applying said teachings for roleplaying in that particular fantasy world, but more general discussion is also appreciated. I should point out that I have not played HeroQuest or any other game in the "Narrativist" school of roleplaying. It is not that I am against it, just haven't had an opportunity (don't go to conventions etc.) I have read quite extensively about the differences between the editions but am also interested in hearing what people think is good and what is not. I prefer the idea that a fantasy roleplaying setting is a living world that goes on whether or not the player characters make anything significant of themselves. That is why I'm not a big fan of the central theme of HQ that the player heroes are the focus of everything, which is, I believe, shown very well e.g. in the pass-fail-cycle mechanism of HQ2. Sure, the PCs are always the focus of an adventures and campaigns, but changing the level of challenges to fit them seems a bit like D&D with levels and such, which leads to all kinds of questions about setting ecology and so on. But I do understand why many people might like something like that. To each his own. One more thing: A question that intrigues me is why would a "freeform" (if that is the right expression) game be better for Glorantha than a more old school approach like RuneQuest. I mean, most of the societies in Glorantha are quite restrictive about how their members must behave and what they can do, so the "You can be anything you want!" -philosophy of HQ doesn't seem a perfect fit. I'm guessing it has something to do with the concept of Heroism: the Heroes of Glorantha are considered to be kind of like cosmic level comic book superheroes who can rise above the limitations of the mortal worlds. I on the other hand prefer the kind of view that heroes are people and as such have their weaknesses and limitations that they must, willingly or not, overcome to become and achieve all they can. So I think I will always find a system geared more towards a human level than a cosmic level preferable. Hope that wasn't too rambling and people will find some points to comment upon and share their ideas and experiences.
  10. smjn

    Promotional videos

    After seeing the two episodes of Tabletop, where Dragon Age pen and paper RPG creator Chris Pramas ran a game for Wil Wheaton and friends, I immediately thought it would've been so much cooler had it been one of The Design Mechanism people running a game of RuneQuest. The videos can be watched on Youtube: and http://www.youtube.com/watch?v=He4xdGizuww. Tabletop might not be willing to do an episode on another RPG, since because of the confines of the format the result would look pretty similar despite the differences in the game system, the adventure and the GM. I think, however, that a video like this, if done well, would be excellent promotion for a less known roleplaying game such as RuneQuest. Now I understand that The Desing Mechanism being essentially a two man shop with a lot of work in their hands might not be able to divert the resources for a professional quality video like this, useful though it might be. But since they will eventually be running games at conventions it would be great to have perhaps some of their fans to record and edit a session of Loz or Pete running e.g. the RQ GM Pack adventures. Of course a professionally produced video like the ones at Tabletop would be so much better, so if there is any chance of that kind of thing happening I would love to see it.
  11. trechriron

    License?

    When we'll we get the details for the supplement license? I am really chomping at the bit to create a setting and adventure for RQ6! This game inspires me. :-D
  12. Main thread here. I thought I would post the link here, since this is relevant in both sections. For my own use and amusement, I've been adapting hyborian age materials to RQ6 and Legend, drawing inspiration from the REH short stories I've read, as well as Conan d20 and the Dark Horse comic adaptations. I don't know if I'm going to run a game with it, but I think I would enjoy running such a game. It's a work in progress, and it takes time to do all the writeups, even without any fluff. Fluff is less time consuming to write than crunch. The idea is to have a document which, when combined with RQ6 or Legend, and a campaign setting (such as Return to the Road of Kings, The Road of Kings, or perhaps Ultimate Guide to the World's Most Savage Barbarian, or Hyborian Age d20 Campaign Site - hyboria.xoth.net, or simply R.E.H.'s essay: The Hyborian Age, makes it easy to run a hyborian age rpg campaign using the d100 system, as that's the system I would want to use for this type of game. So far I don't have alot there, but it's a work in progress, and it takes time to come up with game mechanic options. I'm think I like RQ6 Better overall, but it's easier to expect an entire table of people to have their own copies of legend due to the cheap price of the core book, and both are in print, so I've been adapting the materials to work nicely as options with both rulesets so far. If/when I run this, because of the price difference, and the fact that I know people who own Legend, but not people who own RQ6, I'm not sure whether I would use RQ6 wholesale, or use legend with some pieces of RQ6 adapted as houserules. If anyone is interested in this stuff, feel free to post comments, either here, or in the main thread I started earlier this week. Thanks guys. Hopefully other people enjoy this fan-adaptation.
  13. Seeing as I'm no longer operating under a working title bushel and we have these shiny new forum sub-divisions, I thought I might as well start a new thread about AEON here. For those of you who don't know, AEON is a mechanical reproduction of the ancestor of the games we all love so much in these parts. The reason I'm not referring to it by name is because, like the many retro-clones written for "the world's most popular roleplaying game", AEON is OGL-based and uses the SRD for MRQ1 as a (remote) basis. When I say "mechanical reproduction", that's exactly what AEON does - it reproduces the game play of the old D100 games, not the details of the setting. A great deal of effort has gone into cleaning up the rules to iron out any irregularities or inconsistencies, but - honestly, there are not that many. The first document will be the D100II SRD. This is an editable document, based on the text of the three MRQ1 SRDs. This will be a complete document, containing all the rules necessary for play of, for example, the classic reprints made available again in PDF format on DTRPG. This will also serve as a playtest document for the pretty versions to follow, and it will be available from the BRP Central Downloads area when it's done. The D100II SRD is almost ready. I expected to be further along, but you know how it is - 90% done, 80% to go. Then it's on to the fun of layout and artwork (following up some leads there already) for the actual books, and ... the website, for someone who has no idea what websites even involve ...
  14. josha

    Zamonia

    Zamonia is a rather obscure fantasy world with a cult following, created by German author and cartoonist Walter Moers. It is the setting for such amazing novels as The 13 1/2 Lives of Captain Bluebear, and The City of Dreaming Books. The world is rather silly in the tradition of Terry Pratchett's Discworld, but its novels contain quite a bit of interesting philosophy and drama. They are charmingly illustrated with amusing cartoons, and yet are intended for an adult audience, which is awesome. The only Zamonia books I have so far read is The City of Dreaming books, in which an anthropomorphic dinosaur visits a city called Bookholm in search of a mysterious author. Bookholm's economy hinges almost entirely on the sale of books, and rests on top of a massive network of book-shelf-laden catacombs containing long-lost libraries and tome-laden tombs. Our hero is marooned in this cave network, and must survive deranged Lovecraftian monsters and amuzingly sadistic traps in order to survive. Its a lot of fun. I think it would adapt beautifully to BRP. More so than d20, anyway. The characters aren't really defined by classes, combat is dangerous and gritty, monsters are truly terrifying, there are a vast multitude of useful skills, and much of adventuring isn't combat. All these elements fit perfectly with BRP.
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