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Found 103 results

  1. Any chance we will see the BRP/BGB cover art available via Redbubble? Either with or without title/text ... I did look, but didn't find it (n.b I was repeatedly annoyed by Redbubble taking me to an "all products of Type-X" page instead of just-Chaosium products of "Type-X")
  2. When using the hit locations option in BRP, what does "AP" mean on the character sheet? I see HP, but below that I also see AP
  3. Hi from Argentina, this is for people that know about Dresden Files or FATE, or helping us, wants to read a lot about it. so, lets go.. i was lurking this forum since last year, when our party took RQ/BRP to handle our sessions. We were playing Dresden Files since maybe 2 years ago every 15 days. First starting with FATE rules that we never used before, so to us were really hard to handle when we started "playing". Character/city creation was amaing with FATE, but when we needed to play, we failed. Then we changed to MAGE the Ascencion, just for one session, because was horrible. That was we changed our GM from one of our friends to.., me (i was a player before). At this point we took hand to our old RQ character sheets and start using RQ/BRP, that was familiar to us. At this point we lost a player, that was our only wizzard, so we were playing Dresden Files without wizard, almost pure humans. Some days ago a new player joined us, as a wizzard so, some old questions come back from that place where we left them "to keep playing". An advice, we are not too much system oriented players, we are more Story oriented ones, so we were not having troubles saying: yes.., that could happened.., dont worry... But we find that we have trouble creating characters in pure RQ/BRP, comming from DFRPG. i, or maybe, we, have some questions that i didnt found here answered, some people wrote about using aspects and their experience, etc. Here starts the questions 1-In Dresden Files u starts your game choosing a Power Level, this is how many points u have to spent in your character that cant be below 1. The levels are "feet in the water (a)", "up to your waist (b)", "chest deep (c)", "submerged (d)". A ) Means you have 6 refresh points and 20 skill points B ) Means you have 7 RP and 25 SP C ) Means you have 8 RP and 30 SP D ) Means you have 10 RP and 35 SP That means, some "classes" are out of score if u cant pay for the powers that MUST have. How you can do this in RQ/BRP? giving some points to spent in skills? more in other levels? etc? How you pay for the first "powers"? 2-In FATE you have this stupid useless progression system: * * * * * * * * * * ok, its not useless.., but gives a lot to the story part: "i want a new power, i can pay now for new one in superb slot so...". Yes, you plays the story how you lernt this new power, but its tottally diferent than RQ/BRP. You can check your abilities or spend hours studiying. In FATE its like in chapters, new chapter, you gain some RP or SP (GM goodness(?), then you can spent this points in new things. How we can do this in RQ?, because in FATE its.., horrible. For a wizzard its not the same built a flame wall than throw his flameball that its maybe at 80%. We where thinking about, trow dices for fireball with a pentalty maybe at 50% for something totally new for this wizard, then after success you marks this new kind of spell and after some times (and less penalty) you can start trowing this spell. totally diferent its when u wants to learn something tottally new. In FATE its just "i pay for this", how we can do this?. yes a quest to find someone that acts as master, then hours studying. Or maybe calling a demon that its a master?, or a quest to find a book, then marks with penalties?... dont know. 3-Was reading here in the forum how aspects broke the system because they act as powers, and someone wrote to use this as skills, how? we reaally love aspects, i miss them, was good as something to make the players tell the story with the GM and not just the GM doing this. We are a nice group and all the people in the table could act as Storytellers in the game if they want because they are REALLY very literalte people. After this questions, maybe they are more that i cant remember now, you could say: change to RD100.., yes, maybe, but not now, we changed 3 times in one year systems and we are tired of this (personally i needed to read FATE, MAGE, then BRP till i figured that was the same system i used in CoC 15 years ago). I read RD100 and its good, really, i like it, but we wants to keep using our nice RQ/BRP sheets.., for now. We have a very nice setting in Buenos Aires about Dresden Files, and this its a LONG term play. If someone likes Dresden Files books contact me, and if you are using BRP for this, cool. for now, thanks for take your time to read this long post.
  4. threedeesix

    My Old BRP Conversions

    During the playtest of Basic Roleplaying, my group and I converted tons of settings and characters to see how the system held up. While many were uploaded here years ago, most have disappeared. I thought my own copies had been lost to the corrupted hard drives of time, but some have recently be discovered on an old flash drive. None of these were actually intended to be shared outside my group, and many were nothing more then an impulse conversion, an experiment so to speak. Here's hoping they will be of interest to someone out there. I will be using this thread to link to them in the Downloads section. The first is an adaption of John Carter of Mars roughly after the events of book three. Rod
  5. The Dicehaven blog recently reprised Ken Hite's 2008 review of Basic Roleplaying by Jason Durall. Said Ken back then, of BRP, "...the core is the same game we’ve all been playing since 1978, when Steve Perrin looked in his white box and said “I’ll bet I could design better rules than this.”... In short, it’s the cleanest, simplest, easiest generic system around. And now it’s in one book, not 20."
  6. threedeesix

    Chill: Fear and Sensing the Unknown

    Version 1.0.0

    29 downloads

    While I have nothing against the Sanity rules of Call of Cthulhu, I don't think they are necessarily suitable for all horror settings when simulating Fear. Another horror RPG that I believe does it just as well, if not better for my uses, is Pacesetter's Chill. Years ago, I translated the Fear Check rules to BRP for a yearly Halloween BRP Chill game that I ran for more then a decade. Here are those rules, along with the rules for Sensing the Unknown. These rules are written by Michael Williams and only converted by myself. Chill Fear and Sensing the Unknown.pdf
  7. threedeesix

    Chill Adventure: Three Dog Night

    Version 1.0.0

    27 downloads

    Years ago, I ran a yearly Halloween BRP Chill game for more then a decade. Here is one of the adventures that I converted to BRP during the playtest. The adventure is only converted by myself, and I do not claim ownership of the material.
  8. Version 1.0.0

    43 downloads

    During the playtest of Basic Roleplaying, my group and I converted tons of settings to see how they held up. Star Frontiers was one such setting. Here is the conversion of SF-0: Crash on Volturnus, the adventure that was originally included in the Star Frontiers boxed set. I didn't include the maps as I own the original adventure and just used them, however they can more then likely be found on the internet. Rod
  9. threedeesix

    BRP John Carter

    Version 1.0.0

    44 downloads

    During the playtest of Basic Roleplaying, my group and I converted tons of settings and characters to see how the system held up. While many have been lost to the corrupted hard drives of time, some have recently be discovered on an old flash drive. John Carter was one such character to be re-discovered. Here's hoping it will be of interest to someone out there. Rod
  10. It is twenty years after the end of the global wars. Our world lies in ruin. Once-great cities are now nothing more than shattered hulks populated with bioengineered soldiers, giant rats, and rogue robots. This is the world of Rubble & Ruin, a setting inspired by the classic post-apocalyptic fiction of the 1970's and 80's, where players take the role of prospectors searching the rubble for surviving technology. Here you'll find a description of the ruined city and its denizens, a bestiary, information on hostile elements, common trade goods, and sample gangs. Character generation includes six cultures, seven new races, and a section for biomodifications, cybernetics, nano-psionics, and dozens of new failings. Spot Rules for barter, firearms, the building of and fighting from cars, and the prospector’s best friend; the common dog. Also includes two full-length adventures. By Rich LeDuc. 130 pages. Published by Chaosium April 2010.
  11. Kesendeja

    Fate of BRP

    I was wondering if anyone knows if BRP would continue to have sourcebooks put out for it? Or are they going to come out a new version more in line with the CoC 7e ruleset?
  12. Only one review online, would love to hear more impressions! Has anyone read it or played it yet?
  13. At its heart, Chaosium is a roleplaying game company. Since RuneQuest came out in 1978 and Call of Cthulhu followed in 1981 we've been producing award-winning roleplaying games with artistic integrity. The who's who of RPG writers have all contributed to make our games great. We'd love for you to join our tribe! Do you have a scenario ready to go, or an amazing concept? We would love to hear from you. We are accepting submissions for Call of Cthulhu, RuneQuest and more (including BRP) http://www.chaosium.com/blog/new-rpg-submissions-guidelines-released/
  14. D A R K V A L L E Y a basic roleplaying adventure by don jolly v.1.1 dark cedars climb the slope of somber hills. the passes ring with the calls of wildcats. Here come the warm spring rains, the gifts of dreaming Texas. Here come the trappers, through the dark, truding with strange pelts in tow. Dark Valley, Texas. Which men may never leave. Dark Valley is a campaign for Basic Roleplaying that I'm currently running for my group up here in Brooklyn. It's a western setting with a few interesting wrinkles and five intersecting storylines in which the player characters have a chance to intervene. I've run a few sandbox games before, but the flexibility of BRP expanded the scope of that sandbox tremendously. I don't want to give anything away, but I will say a few things: this module contains a giant feathered tyrannosaurus rex and a church where old issues of Amazing Stories are considered modern scripture. In terms of structure, I tried to emulate the better 1990s CRPGs -- think of the selection of quests and encounters that make up the original Fallout and you've got the idea. Check it out here: http://www.daggermag.com/darkvalley.html (Just click the map to download the module's .txt file -- easy to edit and manage at the table)
  15. I have several players comming off of White Wolf and were asking if there was a system of merits and flaws to round out characters in BRP. If not how hard would it be to make one, Rubble and Ruin has something similar, just super tailored for the setting.
  16. Hey everyone, some of you may already have read it at the "BRP Computer Tools (multi-platform for preference...)" topic. But to make it more clearly arranged for me, I'll start a new topic. I'm studying game development and I'm doing a research study at the moment (as a preliminary work for my bachelor thesis), where I'm trying to figure out what functionalities a role playing game software tool should have to perfectly assist a game master (and maybe also the players) in order to manage the campaign. Therefore I'm going to make a survey on the matter where I would need people/players to help me (probably in one or two weeks). If anyone of you would be interested in filling in the survey, then please like this post, so I can see how many there would be and if that would be enough. If some of you are interested and have already played for a long time, then maybe even write a comment, so that, if I don't get enough people for the poll, I could make some interviews with the experts Thanks in advance!
  17. [This was also recently posted on the Chaosium news page] To all members of the Chaosium tribe, here's the deal about purchasing products direct from our website, Chaosium.com: —All products come with the PDF included in the price —If the PDF is released first, you'll get the full price of the PDF off as a discount when the print version comes out —We have stock in three warehouses around the world (USA, UK and Australia), saving you time and money on shipping —Get it first! New releases will always appear on our website before they become available in game stores or elsewhere. And some items are Chaosium.com exclusives! ...so save your SAN, embrace chaos - order direct from us! Sign up to our Ab Chaos newsletter via Facebook or on our front page and never miss out when new products are released.
  18. The AEON:engine™ trademark applies to a number of related D100 games. These grew out of the now obsolete AEONS™ and GLYPHMASTER™ projects.GLYPHMASTER™ will have lost its raison d'être once Chaosium re-issues RQ2 in all its glorious glory and is no longer an active project. AEONS™ has moved a long way away from its RQ2/BRP roots and is now being developed privately by myself and another writer as AEON:core™. This is clearly part of the D100 family, and some of you may note a certain similarity to a favourite boxed set of mine as well as the former AEONS™ D100 playtest rules.The AEON:engine™ family is just my name for projects using the A:c rules. However, the idea is that AEON:engine™ books will be internally consistent right throughout the family, so bits can be used across genres without any modification at all. I should also point out that AEON:core™ has been de-linked from the OGL entirely, and is not in any way based on the text from the MRQ1 SRD or my D100II SRD. However, there will be a simple (and free) licence. AEON:core™ is a basic, stripped-down quickstart role-playing system for gaming in any period (no science fiction or fantasy). AEON:engine™ is the collective name for stand-alone games using AEON:core™. AEON:mageworld™ applies the rules of AEON:core™ to a Germano-Celtic fantasy setting, the Western Isles. AEON:gateworld™ uses the rules of AEON:core™ to model a science fiction setting.
  19. The Aethercon V panel where I talked BRP—where it came from (RuneQuest) and what it led to (a whole lot of great d100 games including, of course, Call of Cthulhu). The other panellists are Josh Harrison from FASA and fellow Aussie Oliver Shead from Immersion Studios.
  20. Hello Everyone! I've just finish playing in my first randomly generated scenario from this book. I've got little question: Is there anything other then "main book"? Character sheet, other adventures? I know that now Pulp Ctulhu is out, but I'm thinking something GOO free. Thanks for the answers!
  21. Matt_E

    SECRETS OF BLOOD ROCK IS HERE.

    http://www.drivethrurpg.com/product/198941/Secrets-of-Blood-Rock--FREE-TASTER http://www.drivethrurpg.com/product/198942/Secrets-of-Blood-Rock In the northwestern reaches of The Vale rises an odd mountain of dappled red and grey stone. Maps call this place Pied Peak, but in the nearby town of Crafton it is known as Blood Rock. That name is shared by the village on the mountain, a quiet settlement with an unsettling ambience, and a dubious history. Days ago a well known peddler returned breathless and pale from that isolated hamlet, bearing a tale of mystery and woe. Villagers are disappearing without a trace. A patrol was dispatched to investigate, but no report has been received. Even the normally calm Lord Reval is concerned. Someone must act—now. Winter comes early to these parts, and who knows what might happen next? SECRETS OF BLOOD ROCK is a MYTHRAS fantasy/horror adventure set in The Realm, as are Book of Quests and Hessaret’s Treasure. Those supplements present useful background information for this setting, but are not required. This standalone investigation of the weird and terrible is designed to be integrated easily with your existing fantasy campaign. It is intended to offer at least three sessions of play and probably more, depending on your group's style and the decisions of the players. It can serve as either a long adventure, or a story arc within a larger campaign. In TV terms, it is a miniseries: more than a regular-length movie or two-part episode, but less than a full season. This scenario’s structure calls for both “linear” and “sandbox” styles of play, at different points. The beginning presents a traditional setup, with numerous hooks for seamless connections to character backstories and motivations. The main part calls for an investigation, turning the players loose with many choices about what to do next. Those decisions still occur within the framework of the larger plot, though, which funnels back into a structured climax. This is meant to promote roleplaying, creativity, and player autonomy, while maintaining a clear, resolved, and manageable storyline for the Games Master. SECRETS OF BLOOD ROCK is designed for four to eight characters run by experienced players. Running fewer than four adventurers is not recommended, and the Games Master is encouraged to use as many of the non-player characters as desired to round out the party. The numbers of allies and adversaries are strongly adjustable. Any type of character might prove useful on this adventure, and variety makes for a strong group. Rest assured, there will be violence, so physical prowess is welcome, but the central investigative aspect means that players who formulate a party without social skills do so at their peril. Still not sure about this one? Download the FREE TASTER for a bit more--but beware of spoilers! OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest! Please direct any question or feedback to old.bones.publishing@gmail.com. Please do check it out, and leave a review at DTRPG. Happy gaming!
  22. 2015 saw the release of the Swedish roleplaying game Järn (Iron), written by Krister Sundelin. The game takes Basic Roleplaying as its starting point, but goes off in an entirely new trajectory for BRP. When an English version was planned, I contacted Krister to ask him about the game. The interview will be published here on the forum, one question at a time. Krister may also drop by at the end of the interview, to answer any additional questions from you. Krister is a well-known RPG writer in Sweden. He's got many games, scenarios and sourcebooks on his CV, and a reputation for writing high-quality products. Järn is his latest offering and the Swedish version has been very well received, both in media and by the RPG community. Warning: This thread contains some explicit criticism of BRP. It does not mean Clarence Redd or Krister Sundelin dislikes BRP - on the contrary. Keep in mind that this is a creative discussion about how RPGs can develop and change over time, depending on the needs of writers, GMs and players. If you find some tidbits that inspire you in your gaming I will be very happy. If not, that's ok too.
  23. SDLeary

    Delta Green: Need to Know

    I have just uploaded ArcDream's new quick-start release Delta Green: Need to Know. They have made this available to all, not just the kickstart backers. Based on my quick run thru, this might become my new favorite core version of the BRP rules (or BRP-ish). Sorry @Jason Durall! SDLeary
  24. Why isn't there a BRP-based Warhammer 40K-game out there? Ok, sure there is obviously the copyright and perhaps other legal stuff to consider, but I would love to see atleast a monograph on the 40K-setting. The system that exists for it now, FFG's overwrought pastiche on the original WFRP-system is just too much. I'd rather see a BRP base for it. Would it be feasible? Thoughts?
  25. To avoid the fine tradition of further speculation in the face of an absence of facts, here's a different spin on the issue: what would you, the lowly customer, want to see between the covers of BRP Essentials?
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