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Aelwyn

What's the Revolution look like?

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So, Paolo, I know it's early days yet, but what more can you tell us about your plans for the system itself?

Is Revolution D100 going to be similar to the Parpuzio system, downloadable below, just updated, fleshed out, and adapted to various settings?

It looks like Parpuzio is a universal system, but the default setting is historical fantasy, and there don't seem to be rules for psychic powers, superpowers, etc. Are you going to include rules for superpowers, psychic powers, and mutations? How many different systems of magic will there be?

Will a different set of the rules be included in each Alephtar publication? Or are you going to do one big book with all the possible rules?

I realize you may not have decided all of this yet, and your plans may change, and you might just not be ready to reveal all yet. 

If you really want this to be a universal system, I would suggest making it as simplified and integrated as possible (i.e., mutated post-apocalyptic survivors gain starting abilities and learn or develop new ones using the same mechanics that wizards learn spells, superheros develop powers, cyberpunks gain body modifications, etc.). This might just be a matter of adding different traits onto skills, i.e., a charioteer and a superhero both have the skill Ranged Combat, but the charioteer has the trait Javelin while the superhero has the trait Energy Blast. You may have already figured this out--or decided to do something else--so please forgive my presumption. :)

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Hi Aelwyn, sorry to reply so late but we were at a con this weekend.

Much of what you see in the Parpuzio draft will be still there in Revolution, but there will be much more, and many parts have been improved or simplified.

The core rulebook will certainly contain the guidelines for developing a magic/power system, but I am uncertain about whether it will contain a "default" magic system. After decades of RP, I have come to the conclusion that magic must be tailored to the setting, not to the system. We will probably include some sort of wizardry rules and clerical magic, but not very detailed. The first supplement, available together with the core book, will indeed have rules for monotheist magic and demon-granted sorcery, thus covering in more detail divine magic and sorcery. The shamanic rules will be in Wind on the Steppes, once we re-publish it.

About supers, I am really uncertain whether Revolution should support them natively. If I was to do anything about supers, I would use HeroQuest, which is a supported system and has a gateway license, it's a no-brainer. So superpowers are not a priority at the moment.

Some publications will be bundled with the rules (Mecha), some will not (Steppes). It depends on how much we want to appeal to people who do not play d100 (yet).

You guessed right about plugging traits of a different origin onto the same basic skills. It will work this way.

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About supers, I am really uncertain whether Revolution should support them natively. If I was to do anything about supers, I would use HeroQuest, which is a supported system and has a gateway license, it's a no-brainer. So superpowers are not a priority at the moment.

What about Pulp era type heroes?  Or post-apocalyptic mutants (something close to Gamma World type super powers -uh, I mean mutations)?  Even street level super hero types should be possible, but I understand that Thor/Hulk/Superman are going to be a bit too much to handle. 

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Sorry if these queries has been asked before Paolo, but I just want to clarify a few things:

I understand that Revolution D100 will be a percentile system, that is quite obvious. However will it be more or less compatible with other games of the BRP Family, or is it a completely separate game? 

By this I mean, Warhammer and Eclipse Phase are also percentile systems, yet they are completely different systems and certainly not compatible with BRP (nor are they intended to be).

If Revolution D100 is BRP Compatible, then I assume it will have a similar list of Characteristics (ie: STR, CON, DEX, etc), although I suppose skill lists may be a bit different here and there. I am interested in some of the mechanics you have suggested within these posts, and would like to see them in print for adapting to the BRP system.

Also, if it is part of the BRP Family, will it be more compatible with the BGB, or more compatible with the MRQ D100 SRD derivatives? (I prefer the later, but either is good with me, I pillage from both sources)

I am assuming that your system will be a BRP compatible game, otherwise you would not have been discussing it here on BRP Central. I also assume it is available in English. 

Sorry if I am asking the obvious, but I just wanted to be sure :-)

 

Edited by Mankcam

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The answer is basically "yes" to all of your questions, and it will resemble RQ more than BRP (but only slightly). But I suspect you have already found you answers. Thank you for your support.

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Yes you are too quick in your responses Paolo

I actually just popped back here to delete my post, as I have indeed just found all these answers and you beat me to the punch. And as you know, I also have now opened an Ulule account and jumped aboard your project!

Fingers crossed that this gets across the line :-)

Edited by Mankcam

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Is there some sort of preview/overview available so we can discuss how stats and such work? For instance has the scale for STR, SIZ, etc. been worked out yt? I've got a few ideas that might be helpful for vehicles, mecha and monster stats, but it kinda depends on knowing what approach has been worked out. 

 

For example, I've got a few ideas on stat progression that might help in handling mecha. 

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The SRD will go public in some weeks. At the moment only backers have it. Make inquiries as you wish, we will try to reply.

SIZ does not exist. It is replaced by SIZ class. Toughness (the equivalent of RQ chest Hit points) is the SIZ class multiplied by two, so a normal human of SIZ Class 3 has Toughness 6, a very strong or resilient one has Toughness 7 or 8.

STR is a creature's Strength in relation to its mass. A troll of STR 10 is the equivalent of a human of STR 20.

So far, this has really simplified the process of designing monsters, and of course it helps a lot with vehicles, too.

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Okay, here are some inquiries.

 

1) Is SIZ class based on height, volume, or mass?

2) What is the progression? Is is linear, or some sort of formulaic progression. I hope the progression isn't strictly linerar, as that makes it much harder to handle really big stuff. For instance, a Showa-era Gojira would be around SIZ 2204 in BRP/CoC! As opposed to a much more user friendly SIZ 156 in Superworld.

3) if a human is SIZ class 3, what sort of SIZ class would a BRP SIZ Class 3 Mech be?

4) If STR is relative to mass, how does that work in game terms. Do you add/multiply/modify the STR by SIZ class to get the value that gets compared. I.e. A STR 20 SIZ 3 human goes up against a STR 10, SIZ 6 troll and so it is 60 vs. 60?

 

 

Oh, and just in case it helps, I know a little about how the physics end of things work out for real world vehicles and got a LOT of real world vehicle data that I could submit to help out if you'd like. 

 

For instance, I know that the relationship between power and speed is is cubic (that means you need 8 times the power to go twice as fast), which would mean +24 POW in BRP terms. The relationship between thrust and speed is square (so you need four times the thrust (i.e. STR) to go twice as fast), which means +16 STR in BRP terms. Which makes it very easy to bypass doing roots and power equations using the old SIZ table.  

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1 hour ago, Atgxtg said:

Okay, here are some inquiries.

 

1) Is SIZ class based on height, volume, or mass?

Just badassery.

Joking. Mainly mass. Each class is roughly twice as big as the inferior one. This is not strictly true for classes 0-2, in order to maintainin compatibility with earlier D100 or D20 editions.

1 hour ago, Atgxtg said:

2) What is the progression? Is is linear, or some sort of formulaic progression. I hope the progression isn't strictly linerar, as that makes it much harder to handle really big stuff. For instance, a Showa-era Gojira would be around SIZ 2204 in BRP/CoC! As opposed to a much more user friendly SIZ 156 in Superworld.

See above.

1 hour ago, Atgxtg said:

3) if a human is SIZ class 3, what sort of SIZ class would a BRP SIZ Class 3 Mech be?

We'll work it out when the time comes. It might be necessary to add more granularity to the simple classes presented in BRP Mecha.

1 hour ago, Atgxtg said:

4) If STR is relative to mass, how does that work in game terms. Do you add/multiply/modify the STR by SIZ class to get the value that gets compared. I.e. A STR 20 SIZ 3 human goes up against a STR 10, SIZ 6 troll and so it is 60 vs. 60?

Is it really necessary to compare STR between creatures so different in size?

A STR 18 Size class 3 human definitely has some chances to overcome a STR 10 Size class 4 troll (Size class 6 would be a giant, not a troll). This would be a 18 vs 20, and a PC can win such a challenge.

Size class 3 vs Size class 6 is human vs. elephant, and I see no point in evaluating the chances of the human succeeding. Better tell the player to find another way to overcome the challenge.

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56 minutes ago, RosenMcStern said:

Just badassery.

Joking. Mainly mass. Each class is roughly twice as big as the inferior one. This is not strictly true for classes 0-2, in order to maintainin compatibility with earlier D100 or D20 editions.

 

Then shouldn't a Dwarf be Size class 3 like a human ?

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1 hour ago, RosenMcStern said:

Just badassery.

Joking. Mainly mass. Each class is roughly twice as big as the inferior one. This is not strictly true for classes 0-2, in order to maintainin compatibility with earlier D100 or D20 editions.

So by "twice as big" you mean twice the mass. Okay. 

 

By compatibility, do you mean with previous editions of D100 RPGS like BRP and RQ3, or with some other RPG? I'm not familiar with Revolution. The reason why I I ask is that the old Superworld RPG boxed set used a doubling SIZ progression that would be more compatible with what you are doing than the table in BRP/CoC. The Superworld SIZ table is also the basis for the SIZ table used in RQ3, CoC, and BRP, but without the errors that crept into the latter editions. 

What might help is that in Superworld (and RQ3, BRP)each doubling of mass is equal to +8 SIZ. So you could easily convert any SIZ to a SIZ class by dividing by 8. 

 

1 hour ago, RosenMcStern said:

Is it really necessary to compare STR between creatures so different in size?

A STR 18 Size class 3 human definitely has some chances to overcome a STR 10 Size class 4 troll (Size class 6 would be a giant, not a troll). This would be a 18 vs 20, and a PC can win such a challenge.

Size class 3 vs Size class 6 is human vs. elephant, and I see no point in evaluating the chances of the human succeeding. Better tell the player to find another way to overcome the challenge.

Possibly. It depends on the setting. A superhero setting would need to., as might a fantasy world where a hero could get his STR magically boosted. A modern or high tech setting might also need to, since with gears, servos and things like exoskeletons a person or vehicle might be more powerful than a troll or elephant.

For example, and only for example (I don't want to tick off the ASPCA), let's say you attach chains to a Ferrari and a Elephant and have them do a tug of war. 

 

Realistically, STR probably wouldn't vary from SIZ by all that much. Maybe +/-4 points or so. Probably anything more than, say 1 SIZ class difference would be too much to overcome.

 

BTW, not sure if you want this but, going with the square-cube law and a doubling mass, each SIZ Class would be about 26% taller/wider/longer than the previous class. I could table that up with mass to see how it would look. That would also help to solve the fine granulity issue if you think you needed it, since the math would work for fractional SIZ classes. 

 

 

 

 

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One thing I could do up, if you'd like, would be a SIZ table where SIZ increases by 10 points per doubling of mass instead of 8. That would make conversion into SIZ Class and Mecha scale much easier. With some slight tweaking of the old SIZ formula the values for the human SIZ range would be about the same. Something along the lines of:

SIZ (BRP) Mass(s)   SIZ (10 point) Mass(s)
8 48-52 kg   8 52-56 kg
9 52-57 kg   9 56-60 kg
10 57-62 kg   10 60-64 kg
11 62-68 kg   11 64-69 kg
12 68-74 kg   12 69-74 kg
13 74-81 kg   13 74-79 kg
14 81-88 kg   14 79-85 kg
15 88-96 kg   15 85-91 kg
16 96-104 kg   16 91-97 kg
17 104-114 kg   17 97-104 kg
18 114-124 kg   18 104-112 kg

 

 

 

 

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12 hours ago, Zit said:

Then shouldn't a Dwarf be Size class 3 like a human ?

Dwarfs are treated a bit differently than most other creatures. They have all the "yes or no" disadvantages connected to the inferior size class (slower movement, penalty to SR, inability to use extremely long weapons...), but in fact are as strong and durable as a human. This is represented by giving them Size Class S and bringing their Might and Toughness back to Size Class M level with Innate Powers. Doing the reverse would be more complicate.

That said, Size Class is "mostly" mass. Linear dimensions count, too.

12 hours ago, Atgxtg said:

What might help is that in Superworld (and RQ3, BRP)each doubling of mass is equal to +8 SIZ. So you could easily convert any SIZ to a SIZ class by dividing by 8. 

In Revolution, it will be more akin to "each doubling of mass equals +10 points of STR/SIZ". However, this does not apply to SIZ Classes XS to S, where it is more akin to "one class is 5 STR points".

Quote

For example, and only for example (I don't want to tick off the ASPCA), let's say you attach chains to a Ferrari and a Elephant and have them do a tug of war. 

This is one case that may happen, but I doubt it is so frequent as to recommend modeling the game variables around it. It is still perfectly doable in Revolution by assigning +10 to STR per each Size Class of difference. There will be some sort of imprecision due to the need of eyeballing on the GM part, but with something that is likely to happen not more than once a year in a normal campaign, I do not consider it an issue.

 

Quote

Realistically, STR probably wouldn't vary from SIZ by all that much. Maybe +/-4 points or so. Probably anything more than, say 1 SIZ class difference would be too much to overcome.

12 hours ago, Zit said:

 

It is more akin to -8/+8. The individual variation in Strength/Mass within a size class is represented by STR, and it can range between 3 and 18 in most creatures. Some are larger/stronger than the average for their Size class, and this is represented by rolling more than three dice to determine STR.

12 hours ago, Atgxtg said:

BTW, not sure if you want this but, going with the square-cube law and a doubling mass, each SIZ Class would be about 26% taller/wider/longer than the previous class. I could table that up with mass to see how it would look. That would also help to solve the fine granulity issue if you think you needed it, since the math would work for fractional SIZ classes.

This is mostly unimportant for the settings we are working on at the moment. When we re-design Mecha, we will decide whether such a table is really needed.

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On 5/25/2016 at 5:46 AM, RosenMcStern said:

 

In Revolution, it will be more akin to "each doubling of mass equals +10 points of STR/SIZ". However, this does not apply to SIZ Classes XS to S, where it is more akin to "one class is 5 STR points".

 

+10 per SIZ/STR is nice, since it would mean that each 2 points of SIZ Class would be worth and extra d6 to db. Something like this might be useful down the road:

 

SIZ (10 point) Mass(s)
1 32-34 kg
2 34-37 kg
3 37-40 kg
4 40-42 kg
5 42-45 kg
6 45-49 kg
7 49-52 kg
8 52-56 kg
9 56-60 kg
10 60-64 kg
11 64-69 kg
12 69-74 kg
13 74-79 kg
14 79-85 kg
15 85-91 kg
16 91-97 kg
17 97-104 kg
18 104-112 kg
19 112-120 kg
20 120-128 kg
21 128-138 kg
22 138-147 kg
23 147-158 kg
24 158-169 kg
25 169-182 kg
26 182-195 kg
27 195-209 kg
28 209-224 kg
29 224-240 kg
30 240-257 kg
31 257-275 kg
32 275-295 kg
33 295-316 kg
34 316-339 kg
35 339-363 kg
36 363-389 kg
37 389-417 kg
38 417-447 kg
39 447-479 kg
40 479-513 kg
41 513-550 kg
42 550-590 kg
43 590-632 kg
44 632-678 kg
45 678-726 kg
46 726-778 kg
47 778-834 kg
48 834-894 kg
49 894-958 kg
50 0.96-1.03 mt
51 1.03-1.1 mt
52 1.1-1.18 mt
53 1.18-1.26 mt
54 1.26-1.36 mt
55 1.36-1.45 mt
56 1.45-1.56 mt
57 1.56-1.67 mt
58 1.67-1.79 mt
59 1.79-1.92 mt
60 1.92-2.05 mt
61 2.05-2.2 mt
62 2.2-2.36 mt
63 2.36-2.53 mt
64 2.53-2.71 mt
65 2.71-2.9 mt
66 2.9-3.11 mt
67 3.11-3.34 mt
68 3.34-3.58 mt
69 3.58-3.83 mt
70 3.83-4.11 mt
71 4.11-4.4 mt
72 4.4-4.72 mt
73 4.72-5.06 mt
74 5.06-5.42 mt
75 5.42-5.81 mt
76 5.81-6.23 mt
77 6.23-6.67 mt
78 6.67-7.15 mt
79 7.15-7.67 mt
80 7.67-8.22 mt
81 8.22-8.81 mt
82 8.81-9.44 mt
83 9.44-10.11 mt
84 10.11-10.84 mt
85 10.84-11.62 mt
86 11.62-12.45 mt
87 12.45-13.35 mt
88 13.35-14.3 mt
89 14.3-15.33 mt
90 15.33-16.43 mt
91 16.43-17.61 mt
92 17.61-18.88 mt
93 18.88-20.23 mt
94 20.23-21.68 mt
95 21.68-23.24 mt
96 23.24-24.91 mt
97 24.91-26.69 mt
98 26.69-28.61 mt
99 28.61-30.66 mt
100 30.66-32.86 mt
101 32.86-35.22 mt
102 35.22-37.75 mt
103 37.75-40.46 mt
104 40.46-43.36 mt
105 43.36-46.48 mt
106 46.48-49.81 mt
107 49.81-53.39 mt
108 53.39-57.22 mt
109 57.22-61.33 mt
110 61.33-65.73 mt
111 65.73-70.44 mt
112 70.44-75.5 mt
113 75.5-80.92 mt
114 80.92-86.73 mt
115 86.73-92.95 mt
116 92.95-99.62 mt
117 99.62-106.77 mt
118 106.77-114.44 mt
119 114.44-122.65 mt
120 122.65-131.45 mt
121 131.45-140.89 mt
122 140.89-151 mt
123 151-161.84 mt
124 161.84-173.45 mt
125 173.45-185.9 mt
126 185.9-199.25 mt
127 199.25-213.55 mt
128 213.55-228.87 mt
129 228.87-245.3 mt
130 245.3-262.91 mt
131 262.91-281.78 mt
132 281.78-302 mt
133 302-323.68 mt
134 323.68-346.91 mt
135 346.91-371.81 mt
136 371.81-398.49 mt
137 398.49-427.09 mt
138 427.09-457.75 mt
139 457.75-490.6 mt
140 490.6-525.82 mt
141 525.82-563.55 mt
142 563.55-604 mt
143 604-647.35 mt
144 647.35-693.82 mt
145 693.82-743.61 mt
146 743.61-796.99 mt
147 796.99-854.19 mt
148 854.19-915.5 mt
149 915.5-981.21 mt
150 981.21-1051.63 mt
151 1051.63-1127.11 mt
152 1127.11-1208.01 mt
153 1208.01-1294.71 mt
154 1294.71-1387.63 mt
155 1387.63-1487.23 mt
156 1487.23-1593.97 mt
157 1593.97-1708.38 mt
158 1708.38-1830.99 mt
159 1830.99-1962.41 mt
160 1962.41-2103.26 mt
161 2103.26-2254.22 mt
162 2254.22-2416.01 mt
163 2416.01-2589.42 mt
164 2589.42-2775.27 mt
165 2775.27-2974.46 mt
166 2974.46-3187.95 mt
167 3187.95-3416.76 mt
168 3416.76-3661.99 mt
169 3661.99-3924.82 mt
170 3924.82-4206.52 mt
171 4206.52-4508.44 mt
172 4508.44-4832.02 mt
173 4832.02-5178.84 mt
174 5178.84-5550.54 mt
175 5550.54-5948.92 mt
176 5948.92-6375.89 mt
177 6375.89-6833.51 mt
178 6833.51-7323.98 mt
179 7323.98-7849.65 mt
180 7849.65-8413.04 mt

 

 

 

 

Edited by Atgxtg

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Yes, HeroQuest 2. I have discussed the subject with several of my co-authors and with the head staff of Moon Design itself, and we all agree that HeroQuest suits the genre much better than any system that focuses on gritty, material details.

For those who like "detailed supers" there is still Superworld available, and the old-but-gold "Marvel Superheroes" is free to download and has a Creative Commons retroclone for those who wish to publis their stuff, so I do not see any real need to tackle that niche with Revolution. Not that it cannot be done, but we do not feel the need to do it ourselves.

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On 5/24/2016 at 4:44 PM, RosenMcStern said:

The SRD will go public in some weeks. At the moment only backers have it. Make inquiries as you wish, we will try to reply.

:huh: How could I have missed the crowdfunding for this game. It seems right up my alley :)

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From what I have seen regarding Revolution, there would be no reason why it couldn't support pulp action heroes. I think if you wanted to portray Alan Quartermaine, Sherlock Holmes, Sam Spade, Indiana Jones, The Rocketeer, The A Team, Macgyver, Magnum PI, John Mclane/Die  Hard, Burn Notice, Harry Bosch, The Expendables, etc you could easily do it.  

Takng it up a notch further to low-level Supers such as Batman, Watchmen, Deadpol, Punisher etc, should also be quite doable, just like any BRP game. I reckon you could easily go as far as many of the X Men Mutants with no problems.

Higher-level Supers like The Avengers, The Fantastic Four, Superman etc could possibly work, although as suggested there are more broad / cinematic systems available for this that come to mind ( such as HeroQuest, OpenD6, FATE, Savage Worlds, Ambiquity, One-Roll, etc).

But obviously just because it isn't supported in Revolution doesn't mean you can't do it. I think that one of the great ideas about Revolution is that it is a toolkit of BRP rules that a GM can tinker with.

Given how the skills and other character facets are structured, I think it will handle low to mid level Supers much better than BRP Superworld did.

With a bit of tweaking it could work for higher level Supers, but I suspect to do this well it require further streamlining of the rules and character portrayal. 

Possibly something to consider at a later date however. Many people do want to play Supers using BRP, so there may be a niche to look at there.

Edited by Mankcam

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Nope, don't need it to be able to do High-Level Supers - that's completely it's own game and I get that. However, people w/ cool powers I would like. I'd love to be able to convert stuff from Chronicles / World of Darkness.

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Yeah I agree that it could work well at that level. BTW the main system that I run outside of the BRP system tends to be the Storyteller system. Some great settings there :)

Edited by Mankcam

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20 hours ago, Archivist said:

It's too bad about not supporting at least street level supers. I'm no fan of Heroquest, and Superworld is pretty old, Marvel Superheroes is a d100 system.

 I am still convinced that Fate or HeroQuest (not my favorite systems, incidentally) are the only effective way to go if you want to play Justice League or the Avengers, that is mixing Batman and Superman or Thor and Black Widow. That said, and as Cameron already stated, street level supers are supported. I have provided stats for Robocop, and he is a street level superhero, in fact. Statting the original X-Men of the 60s would be absolutely trivial, the only one that requires a minimum of creativity is Iceman.

With regard to the old MSH (now retrocloned as 4Colors), I direct your attention on the fact that the Fate system in Revolution is modeled, under some aspects, on the Karma system in MSH, rather than the Fate/Aspect mechanics in FATE. The way you gain Fate Points is more important, for the creation of an appropriate narrative, than the way you spend them.

19 hours ago, Mankcam said:

Given how the skills and other character facets are structured, I think it will handle low to mid level Supers much better than BRP Superworld did.

Thank you for the appreciation Cameron. A comparison with something written by Steve Perrin himself is a great compliment.

Quote

With a bit of tweaking it could work for higher level Supers, but I suspect to do this well it require further streamlining of the rules and character portrayal. 

Possibly something to consider at a later date however. Many people do want to play Supers using BRP, so there may be a niche to look at there.

A genre book requires a bit more than a simple list of advanced powers. It needs clear guidelines about how to create a plot appropriate to the genre, and mechanics that support said guidelines. As I already have a genre book ready for Mecha anime, that one will take precedence on american-style supers. I cannot rule out a SupersD100 book at some point, though.

However, you have just given me an idea. Much like I have "re-imagined" a famous group of RuneQuest NPCs in one of the latest Ulule updates, I think I can give you a taste of how Rd100 can be tweaked to play supers. Stay tuned...

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Sounds great. I just can't stand arguing about Declarations and Aspects, so I'm not a big fan of Fate though I agree both it and HeroQuest II are the best systems for playing superheroes with widely different levels of powers. However, it would be cool to see genre packs that support Supernaturals a la WoD, after the Vampire Wars, Dresden Files, along with "people with powers but not really superheroes."

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7 hours ago, RosenMcStern said:

 Thank you for the appreciation Cameron. A comparison with something written by Steve Perrin himself is a great compliment.

I like to give credit where it is due.

I think Steve Perin was so revolutionary in his approach to game mechanics at a time when almost everyone else (except Marc Miller) were basically just revamping D&D and repackaging it as their own system. 

I think RQ was great for an ancient or medieval setting, however in hindsight  BRP needed a bit more reworking to be used for a genre like Supers.

I think at this stage Revolution D100 may be shaping up to be my go-to system for a generic BRP rule set. I will happily play CRQ4 and CoC 7E, but I still like having a tool kit that I can adjust for a wide range of genres. For a few years I toyed between GURPS and Savage Worlds, but the BGB drew me back to BRP, as my favourite systems had always been RQ2/3 and CoC.

So these days I either run White Wolf Storyteller or some form of BRP. The BGB was a good idea, but I felt it needed a revision and to be freshened up somewhat.

It doesn't look like that may happen, at least not to the extent I would want, so Revolution D100 is probably looking to fill that gap for me in many ways. It's not just because it is a generic BRP rule set, it is also because I can see a lot of planning going into the actual game mechanics. It feels very smooth and fresh, a modern BRP game, yet crunchy enough in places. The modular aspect of the rules also makes it quite attractive from a GM tinkerer perspective.

So whilst I will likely be a big supporter of CoC 7E and RQ, it is looking like Revolution D100 will do the trick for me as a generic BRP rule set I can use for other settings.

Okay all that's needed now is the finished product Paolo! Heh heh

Edited by Mankcam

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