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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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AmazingOnionMan

The first Mongoose RuneQuest did cause some unrest as well.

But unless you're actively looking to pick a fight, the BRP-crowd is quite mellow.

Loz

QuoteI also wanted to thank you for your input--it's always cool to hear from a game's designer or author. That's something that guys like Brett, clash, Graham, and others here do very well, and I'm pleased to see this, too.

I appreciate the input. From what I've seen, RQ6 looks very comprehensive.

I'm obviously thrilled that you've chosen RQ6, but I will say this.

BRP, Magic World, OpenQuest, Cthulhu... every single one of these games has a common heritage, a common language and a common feel. Each is a brilliant game, and I've played all of them. Funnily enough, I know, and am friends with, all the guys behind each of these systems - even Cthulhu 7. We are one, big, community. I am sure that you will, in time, develop your d100 which takes elements from all over the places and meshes them seamlessly together.

There's a staggering amount of compatible material out there for you to choose from, which will convert, on the fly, as easily as drawing breath. Have fun with RQ, and have fun with d100. It will serve you very well, for a very long time.
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

Akrasia

Quote from: Loz;665326I'm obviously thrilled that you've chosen RQ6, but I will say this.

BRP, Magic World, OpenQuest, Cthulhu... every single one of these games has a common heritage, a common language and a common feel. Each is a brilliant game, and I've played all of them. Funnily enough, I know, and am friends with, all the guys behind each of these systems - even Cthulhu 7. We are one, big, community. I am sure that you will, in time, develop your d100 which takes elements from all over the places and meshes them seamlessly together.

There's a staggering amount of compatible material out there for you to choose from, which will convert, on the fly, as easily as drawing breath. Have fun with RQ, and have fun with d100. It will serve you very well, for a very long time.

And it helps, of course, to have an excellent GM! :D
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Warthur

Quote from: baragei;665314The first Mongoose RuneQuest did cause some unrest as well.
I remember that. I think that was a factor of some perceived D20isms (stuff which looked a lot like feats, in particular) on the one hand and people being kind of unhappy about a new RQ game coming out without Chaosium's involvement. (I believe there was also some unpleasantness when Steve Perrin popped up to point out some text in the MRQ book which he said was based on his own RQ work and which he hadn't been given any credit for.)

The first factor I think people have settled down about now - especially with the tweaks in MRQ2 to that idea - and the second factor I think people are more accepting of now that Design Mechanism seem to have won people over with RQ6, which respects the game's history so much the cover art is basically a remix of the RQ1/2 cover.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Kaiu Keiichi

I ran RQ6 briefly, and so far it has been a lot of fun. I used Glorantha as my setting. One of my players kind of complained about how heavy armor plus shields was mechanically superior to dodging, but he plays ninjas, and he conceded that it was a design choice that the game was being honest about. This is opposed to 3.5, which he feels (and I agree) is a trap laden mess.
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

LordVreeg

Quote from: Loz;665326I'm obviously thrilled that you've chosen RQ6, but I will say this.

BRP, Magic World, OpenQuest, Cthulhu... every single one of these games has a common heritage, a common language and a common feel. Each is a brilliant game, and I've played all of them. Funnily enough, I know, and am friends with, all the guys behind each of these systems - even Cthulhu 7. We are one, big, community. I am sure that you will, in time, develop your d100 which takes elements from all over the places and meshes them seamlessly together.

There's a staggering amount of compatible material out there for you to choose from, which will convert, on the fly, as easily as drawing breath. Have fun with RQ, and have fun with d100. It will serve you very well, for a very long time.

awesome answer, BTW.

I built my D100 back in the early 80s, though constantly tweaking and creating advanced vs normal rules.  Could not agree more.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
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Zachary The First

So I have the pdf (and the combat app), but not the print version yet (saving up my pennies for that!), and right now I’m going through the rules, emailing back and forth with some of my players. Combat is still intimidating a bit, especially with weapon length, etc., but I’m pleasantly surprised as to how common sense a lot of the moving pieces are. One of the guys is talking about playing an escaped slave-turned-mercenary, which seems absurdly simple per chargen.

I’m trying to decide what magic systems to use—I know magic needs to be limited (no folk magic for all, just for adepts ), but the gods are active, so I think Theism would definitely be in there. I just don't want to go crazy with magic that doesn't fit or is needlessly complex, given the confines of our setting. I have a lot more reading to do. Thankfully, I have some more sessions of our other game left before we start on this one.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

daniel_ream

I'm going to urinate in the pool now and ruin the vibe by saying I don't much care for Magic World at all.  I say this not to be a dick but more to provide an opposing POV you can do with as you will.

I bought the PDF of Magic World, but I assume nothing much was changed for the physical printing.

A minor quibble: I find the layout amateurish.  I'm not sure if the physical book is a digest or what, but the main body font is very large, the font size and kerning is wildly inconsistent in the section headings and by all the unholy gods of typography, celtic uncial is not a headline font.  The text flow seems to jump all over the place.  I found it surprisingly difficult just to read the book because the layout kept distracting me.

More generally: Magic World is just a collation of the old Elric!/Stormbringer 5th ed rules.  Now, most of the setting-specific mechanics from E!/S5 have already been folded in the BGB as Optional Rules.  I already have the BGB, and as a general rule competing with yourself isn't a good idea in a niche market.  So I don't understand why Magic World chose to include the E!/S5 specific mechanics that are mostly duplicated in the BGB already (Allegiance, basic magic types, total hit points, skills over 100%, etc.) but left out the things that made E!/S5 unique as a dark fantasy RPG (the demon summoning/binding/creation rules, Bronze Grimoire/Unknown East stuff, etc).  I can't help but think that given a choice between including the sailing material from Sailor on the Seas of Fate or the demon binding and advanced magic rules from the Bronze Grimoire, they really should have chosen the latter option.  BRP has too much of a problem already with reprinting the same magic systems over and over again.

I was unimpressed with the rationale for including the Allegiance system unmodified from E!/S5, as it's been lampshaded to Light vs. Dark instead of Law vs. Chaos.  The argument is that a lot of fantasy does draw clear distinctions between the Good Guys and the Bad Guys and so this is entirely appropriate, but that's really only true of the innumerable Tolkien-knockoff  Bloody Fantasy Trilogies.  Elric is explicitly Not That, so it seems odd to see that rationale applied to a setting-specific mechanic from a dark and morally ambiguous universe.  Mythic Iceland handled Allegiance to gods much, much better, and either following that lead or generalizing it would have been better, IMHO.

TL;DR: given the respective costs, I wish I'd ponied up for a used copy of S5 from Amazon instead of buying Magic World.
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daniel_ream

Quote from: Loz;665326BRP, Magic World, OpenQuest, Cthulhu... every single one of these games has a common heritage, a common language and a common feel. Each is a brilliant game, and I've played all of them.

Something that has frustrated me mightily as I delve into the d100 product space for the first time since college is that nowhere can I find a simple breakdown of the different available iterations of D100 and what the major gameplay-affecting differences are.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
~ Opaopajr

Zachary The First

Quote from: daniel_ream;665843Something that has frustrated me mightily as I delve into the d100 product space for the first time since college is that nowhere can I find a simple breakdown of the different available iterations of D100 and what the major gameplay-affecting differences are.

That would have been pretty neat to have when I was doing my research. Sort of like the OSR Handbook, I suppose.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

AmazingOnionMan

Quote from: daniel_ream;665843Something that has frustrated me mightily as I delve into the d100 product space for the first time since college is that nowhere can I find a simple breakdown of the different available iterations of D100 and what the major gameplay-affecting differences are.

As I see it, there are two d100-camps. The simple and the detailed. The differences between Chaosium's BRP (Stormbringer, Magic World, CoC, Goldbook), OpenQuest, Renaissance, GORE and what have you, are marginal at worst. Small differences in chargen, skill-lists, combat, magic etc. They all still play the same.
The detailed ones - MRQ, Legend and RQ6 play much the same, but are significantly crunchier.

Doing what Zachary did here - asking - is perhaps the best way of getting answers, as the d100-inflation is significant (not really a bad thing).

selfdeleteduser00001

I'd split it differently:

More complex d100: RQ3-6, full BRP
Less complex: Stormbringer (Chaosium), CoC, OQ, GORE, Renaissance, Age of Shadows
:-|

selfdeleteduser00001

The core resolution system being the same is kinda the good thing.

Magic and religions and creatures and passions and allegiances and demons, they vary between games.
:-|

Akrasia

Quote from: daniel_ream;665840...the main body font is very large, the font size and kerning is wildly inconsistent in the section headings and by all the unholy gods of typography, celtic uncial is not a headline font.  The text flow seems to jump all over the place.  I found it surprisingly difficult just to read the book because the layout kept distracting me.

Yeah, MW could have had half the page count with a proper font and better layout.

Quote from: daniel_ream;665840...So I don't understand why Magic World chose to include the E!/S5 specific mechanics that are mostly duplicated in the BGB already (Allegiance, basic magic types, total hit points, skills over 100%, etc.) but left out the things that made E!/S5 unique as a dark fantasy RPG (the demon summoning/binding/creation rules, Bronze Grimoire/Unknown East stuff, etc)...

I believe that Chaosium is planning to publish a separate book with all the cool additional magic stuff from E!/S5 (demon summoning, Bronze Grimoire, Unknown East, etc.), compatible with BRPGB.
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Warthur

What's with BGB/BRPGB? Big Something Book? BRP Something Book? I can't figure out what the "G" is.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.