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The very nice classic edition of Cults of Prax is out. This thread is to suggest possible minor tweaks to the file to improve things further, if possible: Move Resurrection subheading on Page 16 to 17 and delete the text under Spirit Block: "This spell, by the way, is allowed by all priesthoods. It is therefore added to the list of Standard Rune magic Spells as number 25." Spirit Block is already in the RuneQuest rules. I guess this comes about because the first edition CoP is talking about the first edition of RQ.It also makes for neater layout. Page 44 & page 71 Resurrection --
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A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting -
Many of you will be the proud owners of a RuneQuest 1st Edition PDF since this morning. What do you think? What differences have you spotted between this and RQ2? This is the first time I've seen one of these, other than a quick flip through someone else's copy many years ago. While I haven't had a chance to look at it in any level of detail, the thing that immediately jumps out at me is the difference in quality between RQ1 and RQ2. Admittedly I'm going by the Games Workshop RQ2, which was great in production terms. RQ1 has layout and typesetting that are (charmingly, in my nostalgic opi
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Hi, I'm working on dusting off some of my old AD&D 2nd edition adventure modules (specifically the more memorable Ravenloft adventures) to run them again. I came to the conclusion that it would be easier and more cost effective to try converting them to a system I know and use than to try to relearn a game system I haven't played in 15 years. I was wondering if there was a quick and easy rule for converting AD&D adventures to BRP? Especially in the area of bonuses/penalties to rolls (IE, a +1 bonus translates to +X%) and monster stat writeups. I know that Classic Fantasy is essenti