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Found 6 results

  1. View File Magic World GM Screen A 6 page, landscape format, GM screen that you can print out and put in one of those DIY GM screen thingies (or just leave it open on your laptop and save a tree). Includes some useful tables for combat, movement, prices, and some other odds and ends that I always find I'm flipping or searching for. Submitter Nick J. Submitted 05/23/2019 Category Magic World  
  2. Version 1.1.0

    81 downloads

    A 6 page, landscape format, GM screen that you can print out and put in one of those DIY GM screen thingies (or just leave it open on your laptop and save a tree). Includes some useful tables for combat, movement, prices, and some other odds and ends that I always find I'm flipping or searching for.
  3. Version 1.0.0

    30 downloads

    A simple, no-frills, form-fillable, 6-NPC sheet adapted from the character sheet in the back of the Magic World rulebook. This sheet has a few wrinkles; it calculates Hit Points (if your NPC is incomplete, like undead, ghosts, whatever, it'll take that into account for the most likely scenarios), it calculates damage bonus, and all characteristic rolls. If you don't need the form-fillable bits, just print it off as is. If there's any bugs with the sheet let me know, I whipped this up pretty quickly while fully hopped up on cold medicine.
  4. View File Magic World Multi-NPC sheet A simple, no-frills, form-fillable, 6-NPC sheet adapted from the character sheet in the back of the Magic World rulebook. This sheet has a few wrinkles; it calculates Hit Points (if your NPC is incomplete, like undead, ghosts, whatever, it'll take that into account for the most likely scenarios), it calculates damage bonus, and all characteristic rolls. If you don't need the form-fillable bits, just print it off as is. If there's any bugs with the sheet let me know, I whipped this up pretty quickly while fully hopped up on cold medicine. Submitter Nick J. Submitted 05/23/2019 Category Magic World  
  5. 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.
  6. 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?
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