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[RQ/BRP/d100 Stuff] Help!

Started by Zachary The First, June 19, 2013, 11:24:40 AM

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Zachary The First

OK, so I've messed around with BRP, read the Renaissance SRD, played with OpenQuest 1e, and downloaded Age of Shadow.

With all of these RuneQuest/BRP-derived systems (including the originals themselves), if I wanted to run a game that encompassed the following?:

-On the lighter side of rules-medium

-Restricted magic to only certain characters (such as practicing mages or alchemists)

-Will work for a traditional fantasy campaign (elves, dwarves, halflings, humans, etc.)

-Doesn't break combat into 27 different possible actions/reactions (more simplified; crits, wound tables, a few basic moves are ok, etc)

-Allows for some character customization

I've talked this over with plenty of folks, and the following suggestions have all been given:


-Wait for OpenQuest 2 (coming out soon)
-BRP with Classic Fantasy
-Mongoose Legend
-Basic Roleplaying With Classic Fantasy
-RuneQuest 6
-Age of Shadow
-Use the Renaissance SRD, strip out the black powder stuff.


Price is a bit of a concern, as I'd like my group to be able to get at least a somewhat cheap copy of the core rules. BRP has a Quick-Start, the Renaissance/Black Powder SRD is cheap/free, Legend costs $1, and Age of Shadow is free, but if something will work better, I think we'd consider a bit more cost.

Bear in mind unlike many of my UK pals, I didn't grow up on RQ, so type slowly and simply for me when discussing. :)
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K Peterson

The first thing that comes to mind is OpenQuest - or Age of Shadow, which is derived from OpenQuest. From what I recall, Age of Shadow attempts to emulate Lord of the Rings, so perhaps that would be closest to traditional fantasy?

You'd be dialing up the complexity of combat if you went with MRQ2, Legend, or RQ6. There is quite a bit of detail, and plenty of "actions/reactions", as you describe them.

Zachary The First

Quote from: K Peterson;663835The first thing that comes to mind is OpenQuest - or Age of Shadow, which is derived from OpenQuest. From what I recall, Age of Shadow attempts to emulate Lord of the Rings, so perhaps that would be closest to traditional fantasy?

You'd be dialing up the complexity of combat if you went with MRQ2, Legend, or RQ6. There is quite a bit of detail, and plenty of "actions/reactions", as you describe them.

Yeah, that's what I've heard. Nothing against those games, but I'm not sure they'd be a match for the "sweet spot" for our group. These guys have handled Savage Worlds to StarCluster 3 in the last year, but I think they're after something more rules-medium, erring on the side of lite.
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K Peterson

What form of character customization are you looking for? Strong fantasy archetypes (similar to classes, with class-like abilities), or just general variation between characters?

Any d100 system will produce varied characters, due to spending pools of free skill points, or points provided from templates, or professions. Do you need more customization?

elfandghost

Quote from: Zachary The First;663830-On the lighter side of rules-medium

-Restricted magic to only certain characters (such as practicing mages or alchemists)

-Will work for a traditional fantasy campaign (elves, dwarves, halflings, humans, etc.)

-Doesn't break combat into 27 different possible actions/reactions (more simplified; crits, wound tables, a few basic moves are ok, etc)

-Allows for some character customization

Well, I know it is unhelpful but that is pretty much all of the BRP/RuneQuest family! I don't really see that much difference between OpenQuest (which is meant to be lighter) against RuneQuest 6. RuneQuest 6 is pretty medium-light anyway, especially if you are restricting magic.

Magic is up to you, as magic is governed by the skill if you say "unless you are a mage, [or rather from X culture/career] you can't have it" then that is that. You might say all Elves start with Common (Folk) Magic at 20%, you might say all Humans from the Witch-Isle of Dread start off with Sorcery at 20%.

Character customization is equal with any version of BRP/RuneQuest. Roll Stats, often choose Race, Career and Culture, assign skills.

The beauty of RuneQuest is that in theory you can play any race, so Demi-humans are fully stated out and unlike D&D and such like there isn't much thought to balance. Balance is role-played, some races may well be better at certain things Or indeed everything! Although, demi-humans aren't actually that much different, Elves tend to have more POW (Magical energy and force of will)  for example, higher DEX as you would expect.
 
Personally, I find the Legend (MRQII) and therefore RuneQuest 6 simpler in combat as I dislike tables with numbers on them (BRP), and I also really like the combat maneuvers!

If you don't wish to spend too much cash I would by the RuneQuest 6 book and then tell the group to buy the Legend PDF. They are similar (although RQ6 is by far better) and you can just let the players know about the minor changes.
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Zachary The First

Quote from: K Peterson;663845What form of character customization are you looking for? Strong fantasy archetypes (similar to classes, with class-like abilities), or just general variation between characters?

Any d100 system will produce varied characters, due to spending pools of free skill points, or points provided from templates, or professions. Do you need more customization?

No, I think that would be sufficient. General variation is fine.
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K Peterson

Quote from: elfandghost;663848If you don't wish to spend too much cash I would by the RuneQuest 6 book...
. Sentence does not compute. The retail price of RQ6 is $62. It's a good book, but it is not cheap.

elfandghost

Quote from: K Peterson;663853. Sentence does not compute. The retail price of RQ6 is $62. It's a good book, but it is not cheap.

Yes! :) But I meant you could just by the one..and share?
Mythras * Call of Cthulhu * OD&Dn

Zachary The First

Quote from: elfandghost;663848Well, I know it is unhelpful but that is pretty much all of the BRP/RuneQuest family! I don't really see that much difference between OpenQuest (which is meant to be lighter) against RuneQuest 6. RuneQuest 6 is pretty medium-light anyway, especially if you are restricting magic.

Magic is up to you, as magic is governed by the skill if you say "unless you are a mage, [or rather from X culture/career] you can't have it" then that is that. You might say all Elves start with Common (Folk) Magic at 20%, you might say all Humans from the Witch-Isle of Dread start off with Sorcery at 20%.

Character customization is equal with any version of BRP/RuneQuest. Roll Stats, often choose Race, Career and Culture, assign skills.

The beauty of RuneQuest is that in theory you can play any race, so Demi-humans are fully stated out and unlike D&D and such like there isn't much thought to balance. Balance is role-played, some races may well be better at certain things Or indeed everything! Although, demi-humans aren't actually that much different, Elves tend to have more POW (Magical energy and force of will)  for example, higher DEX as you would expect.
 
Personally, I find the Legend (MRQII) and therefore RuneQuest 6 simpler in combat as I dislike tables with numbers on them (BRP), and I also really like the combat maneuvers!

If you don't wish to spend too much cash I would by the RuneQuest 6 book and then tell the group to buy the Legend PDF. They are similar (although RQ6 is by far better) and you can just let the players know about the minor changes.

No, that's the sort of opinion I'm looking for. I appreciate the feedback.

It's just it seemed as if Battle or Common Magic was a standard part of characters in most of what I read. No issues in cutting that out for a campaign?
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The Butcher

Quote from: Zachary The First;663855It's just it seemed as if Battle or Common Magic was a standard part of characters in most of what I read. No issues in cutting that out for a campaign?

Nope, very easy to cut out. RQ6 specifically makes provisions for "low-magic" and "high-magic" campaigns, as does Legend.

At a first glance, though, I'd say OpenQuest 2 is the closest to what you're describing.

But BRP (the Big Gold Book, a.k.a. BGB) is also a good choice. It allows you to dial complexity up and down, and in any case the "breaking down of combat into 27 possible actions" is a Legend/RQ6 thing (and doesn't really work that way but that's beside the point). I've never read Classic Fantasy but I did read Magic World and I think it's a pretty cool; it's got elves and dwarves and orcs and the kickass demon summoning rules from Stormbringer/Elric. Worth a look.

I love RQ6 (and Legend) to bits, but it's one of these games that can be overwhelming at first contact. You can certainly dial complexity up and down, but if you're not intent on hit locations, combat maneuvers and special effects (which I feel work more like crits actually), elaborate rules for factions and cults, etc. I feel OQ or BRP will serve you better.

Remember that, whichever you choose, BRP is very cross-compatible and for the most part it's OK to plug in stuff from one line into another.

Cheers and good gaming :)

elfandghost

Quote from: Zachary The First;663855It's just it seemed as if Battle or Common Magic was a standard part of characters in most of what I read. No issues in cutting that out for a campaign?

It is in Glorantha where characters all have 30% Common Magic. In RuneQuest 6 it is assumed that you don't and magic is only given to certain careers (i.e. Witch) and certain creatures (i.e. Fairies). Ask if you need specifics.
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Zachary The First

Really good stuff, guys. Thank you all for your input and clarifications.

I missed the OpenQuest 2 Kickstarter, so if we did want to go in that direction, I'd need to wait until it's released, and I'm not sure when that would be. Soon, I believe.

OK, here's another question—in the RQ/BRP family, any big pitfalls a potential GM should look out for, system-wise? Any sneaky player min/max tricks to look out for? :)
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Rincewind1

My main gripe with BRP's Golden Book is that the weapons tables are kind of odd and seem to have some internal logic problems. I much prefer RQ6 Weapon Tables.

Restricting magic is entirely possible - you just can say who can and who can't learn it, or who starts with it and who doesn't. I assume you will not have cultures who use magic on common basis.

And if you want the magic users to be powerful on the levels of Black Company/Malazan/EarthSea Wizards, might want to check a writeup I did once:

http://www.therpgsite.com/showthread.php?t=21604&highlight=powerful+magic&page=2

It's pretty chaotic, but it may be useful. Works with all BRP/RQ games, as far as mechanics go at least.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Brad

Quote from: Rincewind1;663873My main gripe with BRP's Golden Book is that the weapons tables are kind of odd and seem to have some internal logic problems. I much prefer RQ6 Weapon Tables.

My biggest gripe is that it tries to do everything, and instead does nothing. Flavorless. BRP is a great system, but I definitely prefer when it's implemented into a genre vs. used as a universal toolkit. Magic World, for instance, is pretty great. RQ6 is good, too.
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Rincewind1

Quote from: Brad;663874My biggest gripe is that it tries to do everything, and instead does nothing. Flavorless. BRP is a great system, but I definitely prefer when it's implemented into a genre vs. used as a universal toolkit. Magic World, for instance, is pretty great. RQ6 is good, too.

Well, I'm biased because the whole mechanics of RQ/BRP, after years of vain pursuit, became my "go to" mechanic, all their imperfection (and my various houserules) included. But I can see what you mean - I have no experience with GURPS, but it's supplement to add to the generic base certainly comes to mind when talking about BRP.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed