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Sunlord Thalachos

@stroVal's page

730 posts. 2 reviews. No lists. No wishlists. 1 alias.


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I am a huge fan of Blue Planet v2(where the rulesystem originates from) but its been around eight years since I last tried it.

I remember thinking its the best scifi game I 'd ever seen..With a system well suited for the genre/world.

Does this hold true for its fantasy version?


All of the options mentioned are great.

That said, if you want a system that is story-driven, cinematic and light; may I propose Atomic Highway by Radioactive Ape Designs?

All the rules you ll need for a Rage/Mad Max style setting are in the core book and there is an upcoming supplement with rules for: Retro Tech, cybernetics and zombies called Gunmetal Road.


ZDPhoenix wrote:
I really enjoyed Parsec.

Could you tell us more about it?

I saw the kickstarter (almost two years ago now?) but I haven't seen a single review since then


Everything I mentioned in previous threads, plus Mini Six(distilled D6 system) if you want a quick lite game.

I have yet to run anything with it .


Wintergreen wrote:

Last month I actually ran a game of Cyberpunk in 2013 - the year that the first edition of Cyberpunk was set in!

I actually ran the scenario as a prequel to my Cyberpunk game (so set a few years before the campaign started) and had one of the players dramatically start the Cyberpunk movement with a wonderfully dramatic performance!

:) Which version of the system did you use?


Bluenose wrote:
I've never quite understood the emphasis on "medieval European" settings in RPGs. It sometimes seems like an odd choice to me, when the periods immediately before and after could well be considered either more interesting or potentially more suitable for PC groups.

Agreed.There are many beautiful cultures and historical periods to use as inspiration and countless new and alien things to experiment with.


Bluenose wrote:
@stroVal wrote:

Thanks Bluenose :)

So long as they don't produce yet another Sword and Sorcery setting.How many of those do we need for the d100 family? I think its time to take it towards another direction. I believe the system can do more

There's several D100 games either in existence or in the past that weren't Sword and Sorcery - not even fantasy in some cases. I do think that D100 systems work in a way that suits a Sword & Sorcery setting, which probably explains why there are several. At the same time, Pendragon could be converted to D100 quite trivially (multiply all numbers on the character sheet by 5, roll D100 instead of D20), and it certainly isn't a S&S game.

@stroVal wrote:

Byzantium is such a great and underrated part of history. It spanned a thousand years and underwent many changes bridging West and East. Their mythical lore was very rich too(by the end basically Greek myths evolving for Medieval times etc) As far as I know Dark Elves and Gnomes came from that culture. I should note that there are several settings under development from a variety of companies that I'm aware of, including some that to my knowledge aren't really S&S.

I am more interested in something like that, instead of seing yet another fantasy version of Britain(which has now come to mean Fantasy in general for some reason)

The Byzantine Empire design was done well in Studio Ghibli's 'Tales from Earthsea' (even though the film had nothing to do with Leguin's actual books)

I've never quite understood the emphasis on "medieval European" settings in RPGs. It sometimes seems like an odd choice to me, when the periods immediately before and after could well be considered either more interesting or potentially more suitable for PC groups. As far as I'm aware, Mythic Byzantium will only be the second RPG book on the subject (do not ask me to recall the first, please).

And incidentally, I was wrong about MYthic Britain beign Celtic. It's actually a Dark Age setting, presumably King...

I vaguely remember a few but there are less than a handful, compared to the many S&S settings still being produced...*Sigh* oh well.

Oh maybe you are referring to
this
d20 supplement?

Its the only Byzantine setting I'm aware of.

Hmm the blurb sites Vlad the impaler as one of the Sultan's allies, even though he fought the Ottomans. Its either very fantastical/alternate history or very badly done ;p


Byzantium is such a great and underrated part of history. It spanned a thousand years and underwent many changes bridging West and East. Their mythical lore was very rich too(by the end basically Greek myths evolving for Medieval times etc) As far as I know Dark Elves and Gnomes came from that culture.

I am more interested in something like that, instead of seing yet another fantasy version of Britain(which has now come to mean Fantasy in general for some reason)

The Byzantine Empire design was done well in Studio Ghibli's 'Tales from Earthsea' (even though the film had nothing to do with Leguin's actual books)


Bluenose wrote:
@stroVal wrote:

The presentation is indeed better from what I ve seen so far.

I have a feeling though that Legend Combat is better?

The rest of the stuff seem as similar as the first versions of Pathfinder was to 3.5 or maybe more..

And as I ve said before the default Greek setting intrigues me.

It looks like the board ate my original reply.

RQ6 and Legend are indeed very similar (imo more similar than PF/D&D 3.5), and both also very similar to Mongoose RQ2. I haven't gone through combat word by word, but I think RQ6 is slightly more generous in terms of Special Combat Effects and that tends to mean that combat is a bit more deadly.

I wouldn't expect to see much more of the setting, at least for a while. Though TDM do seem interested in pseudo-historical settings, the first two they're workign on are Mythic Britain (a celtic Britain with magic version) and mythic Constantinople (magical Byzantine empire, I assume). Some of the scenarios in Book of Quests seem to give hints about things elsewhere in the rulebook setting, but nothing certain.

Thanks Bluenose :)

So long as they don't produce yet another Sword and Sorcery setting.How many of those do we need for the d100 family? I think its time to take it towards another direction. I believe the system can do more


Doomed Hero wrote:
@stroVal wrote:
Doomed Hero wrote:

Dogs in the Vineyard.

Hands down, flat out best. The systems in place for creating tension and drama turn every game into an exploration of morality, and the lengths people will go to when given the authority to judge others.

The best action comes when players can't agree on something and initiate a Contest with each other. Some amazing roleplay will ensue. If you have people in your group who are "hate to lose" types, it can get really precarious when the only available outcome to keep from losing a Social challenge is to draw a gun.

It is brilliant.

Isn't that where you play a type of Mormon Inquisition?

I find the system and roleplaying intriguing but the setting highly unappealing

That's the basic idea, yes. It's a fantasy-version of old west utah. It isn't actually Mormonism, but it's an analogue. The setting is just there to set up the conflicts. It could really be set anywhere as long as the characters are investigators with the authority to mete out some kind of justice or punishment.

I played a game of Dogs that was set in Megacity, the Judge Dredd setting. It worked perfectly.

I see. Does it have a duel/showdown mechanic?


BigNorseWolf wrote:
@stroVal wrote:
BigNorseWolf wrote:

Deadlands. Old school, or get off my mechmule!

I ve heard a lot of people say they prefer the original ruleset to Reloaded.Something about the later game losing the flavor...
Definitely. In old school deadlands the mechanics and flavor are as integrated as its possible to get: multiple card decks , chips, poker hands, and cards literally up your sleve are all part of the mechanics.

Btw didn't the original have two editions?

Which one do you use?


Doomed Hero wrote:

Dogs in the Vineyard.

Hands down, flat out best. The systems in place for creating tension and drama turn every game into an exploration of morality, and the lengths people will go to when given the authority to judge others.

The best action comes when players can't agree on something and initiate a Contest with each other. Some amazing roleplay will ensue. If you have people in your group who are "hate to lose" types, it can get really precarious when the only available outcome to keep from losing a Social challenge is to draw a gun.

It is brilliant.

Isn't that where you play a type of Mormon Inquisition?

I find the system and roleplaying intriguing but the setting highly unappealing


dropping this site for future reference.


BigNorseWolf wrote:

Deadlands. Old school, or get off my mechmule!

I ve heard a lot of people say they prefer the original ruleset to Reloaded.Something about the later game losing the flavor...


Haladir wrote:

I'll second GURPS for a straight-up Western game.

I played in a "cowboy horror" tournament using Call of Cthulhu rules about a decade ago. It went very well.

It appears quite a few of you have mixed CoC with Westerns. I believe there's also a BRP western book out there?


Digitalelf wrote:
Haladir wrote:
I played in a "cowboy horror" tournament using Call of Cthulhu rules about a decade ago.
Back in 2005, the short-lived Call of Cthulhu magazine, "Worlds of Cthulhu", published rules for "Wild West Call of Cthulhu"... I never played in or used those rules myself, but it looked like it would be fun to play.

I'll let my gf know, shes the Lovecraft fan


Joshua Goudreau wrote:
@stroVal wrote:
Johnico wrote:
For western stuff, I loves me some Deadlands.
Which version? :)
The d20 version was quite well done.

Jushua if you like d20 and fantasy westerns you might also like Horizon; Spellslinger by FFG


TheLoneCleric wrote:

Ummm.

http://rpg.drivethrustuff.com/product_info.php?products_id=93252&it=1

I have't picked it up, but check out In Flames. It's mini 6 I believe.

Interesting.I might check it out in the future..Worst case scenario: its bad as a setting but there are usefull stats for spaceships etc to use in Alternity...


Bluenose wrote:
@stroVal wrote:

Looking into the whole Legend vs RQ6 thing and still, the only people fully convinced they are fairly different and that RQ6 is the better product, seem to be ones that have worked on it.

Don't get me wrong some of the minor changes I've read about on the net seem interesting but with such a high price on the pdf and me having already invested in the Legend line...I don't know...

Any people who have tried both here, willing to discuss?

I prefer Runequest 6, but I'm perfectly willing to admit that this is in large part because I prefer the presentation. Legend is a bit "cramped", and I'm fairly old with eyesight that could be better. There is extra content in RQ6 compared to Legend, some of which is important to the settings I play in. I also think RQ6 has better play examples. None of that makes me think the games are particularly different, in fact I think they're both closer to MRQ2 (and each other) than D&D 3.5 was to D&D 3.0. I wouldn't hesitate to use material from the two together, or expect to find problems doing that.

The presentation is indeed better from what I ve seen so far.

I have a feeling though that Legend Combat is better?

The rest of the stuff seem as similar as the first versions of Pathfinder was to 3.5 or maybe more..

And as I ve said before the default Greek setting intrigues me.


Johnico wrote:
For western stuff, I loves me some Deadlands.

Which version? :)


I ve had the free pdf for years now,but life got into the way of testing it.
Last night I ordered a physical copy of the book from Lulu.com
Two initial ideas in settings to run with it:

Replace the Alternity ruleset for Star*Drive(not sure how that will work)
Run a more mature version of Saber Rider & the Star Sheriffs setting (I think this will work great with minisix)

Are there any people around here who still use the system? (I seem to remember a few from discussions back in 2010-2011)

What sort of settings do you prefer to run with Mini Six?


CourtFool wrote:
I have run a Western in G.U.R.P.S. and in Hero. In my biased opinion, both work superbly. I am also considering running one in Mutants & Masterminds 2e. There will be serious restrictions on Powers and I have toyed with tinkering with Initiative.

Makes sense all well respected systems...

How did they handle the fast gritty showdowns though?


:)


Matt Thomason wrote:
@stroVal wrote:

So I mentioned OpenQuest. From what I 've seen I don't think the changes from MQ SRD/Stormbringer -and whatever else they used to make OQ- are my cup of tea.

But..I would like to know how different the Magic System is compared to Legend.
Its the only part of Opequest that I haven't found info about online.
Do we have any players here?
I've got a copy of the OpenQuest Developer's Kit (which doesn't appear to be available from their website any longer) which is basically an SRD in .doc format for the whole system. PM me if you'd like it, it's 100% OGL so I can email you a copy without any issues.

Thank you, I appreciate it. But since that post I found an OQ Developer's Kit on the net, I'm in the process of going through it.

Just to be sure: your version has 12 chapters?


We use Atomic Highway by Radioactive Ape Designs! for all our Post Apocalyptic needs.


Looking into the whole Legend vs RQ6 thing and still, the only people fully convinced they are fairly different and that RQ6 is the better product, seem to be ones that have worked on it.

Don't get me wrong some of the minor changes I've read about on the net seem interesting but with such a high price on the pdf and me having already invested in the Legend line...I don't know...

Any people who have tried both here, willing to discuss?


Somebody mentioned using the Werewolf Wild West rules for mortals...Is that even practical I wonder?


TheLoneCleric wrote:
Oh. Second vote for Interface Zero 2.0. I'm liking thre revamp. Fixes quite a few issues with the early versions.

I'm curious why the second version? What sort of issues where there?


Anyone whos tried
this?


Taliesin Hoyle wrote:
Kenzer never really did anything I was interested in, but Aces n Eights is awesome.

Just had a look at a review of A&8. Seems really interesting/well thought...but heavy on the preparation.


Calex wrote:
Dot!

Damage Over Time?


Been playing this gem here and it got me back into my western game mood.

I'm working my own version based on Atomic Highway(with a few tweaks here and there).

But it also got me thinking: what is your favorite western rpg? Your go to system..it doesn't have to be one of the famous ones.
And while we re at it, is there a ruleset that takes Steampunk also into the mix that you like?


Cheers :)


Thanks a lot!

what sort of games do you run with it?

For instance my group has Atomic Highway for Postapocalyptic games

possibly Legend for our Fantasy needs and we still haven't decided on a standard scifi system(but are flirting with Void for at least the Horror Scifi genre) ...


Savage Worlds Deluxe Explorers edition. Have you tried it?

Is it worth getting?


baalbamoth wrote:
Eclipse Phase, hands down best sci if game I've bought in the last 10 years, if you've read Richard K Morgan's altered carbon aka the Takashi Kovacs novels the setting is extremely similar. I've been running an EP game for the past three months, setting is incredible and the players are having an awesome time, and all the books are available as PDFs for free. Can't praise it enough.

The hard scifi premise sounds brilliant.I am willing to buy it just to support the setting.

That said as far as the system goes: I 've heard the rules are a mess and very crunchy..any truth to that?


So I mentioned OpenQuest. From what I 've seen I don't think the changes from MQ SRD/Stormbringer -and whatever else they used to make OQ- are my cup of tea.
But..I would like to know how different the Magic System is compared to Legend.
Its the only part of Opequest that I haven't found info about online.
Do we have any players here?


Ι want to thank Bluenose and everyone else for their response.
In the months after my first posts I have gained more understadning about the system and eagerly await Christmas time when we will get together to run our first session. :)

Btw: would you happen to know of any Legend to d20 conversion guides?

I have a few theories on how to convert D&D/Pathfinder modules but if there is a fan guide I would love to have a look.


I am looking for extra rulesets for FGII; specifically a Legend rpg one.
I checked on the official shop but couldn't find anything.
Are there any fan made ones out there?


As in the title:

Does anyone know of alternity(Star*Drive campaign)to Fate conversions by fans?


Matt Thomason wrote:

The big positive of Mongoose's RQ versions and Legend for me is that they're released under the OGL, so that's "just about close enough" compatibility with Call of Cthulhu and other BRP variants.

If I wanted to write a full standalone system, I'd be torn between basing it on Legend (or possibly OpenQuest which itself is based on Legend) or trying to graft its percentile skill system into Pathfinder along with a rewrite of how hit points work to remove the abstraction. Which of those I like the sound of the most tends to change almost daily.

I would propose basing it on Legend.The system needs to be more popular


Yes, I thought of that too but they mention on the site that they used CoC specifically


So I found this fan made Dark Tower Rpg and I think it will make the perfect gift for someone in my group whos a fan of the books.
(I will print it and have it bound I'm not that cheap to consider linking to a site a gift! ;p)

But I realized it doesn't contain actual rules.

The guy will need a rulebook but which one?
I was considering the Call of Cthulhu QSR that Chaosium put out some while back,but will that suffice?

Cheers


TheLoneCleric wrote:
I looked it over. It's not bad, but honestly I think I can run better games using GURPS Dungeon Fantasy.

I 've always wanted to try that. Care to elaborate on why you think its better? :)

PS: I thought Dungeon Fantasy was meant as a GURPS d20 sort of thing

and that GURPS fantasy was a different beast(hence more comparable to Legend)


Thanks :)

I already got it for him so we'll see when he finishes it and we can play..I'll probably need to GM first


Kertuffle wrote:
In the Starships book there are many ships that can be crewed by 2 and there are rules for undercrewing. Ie a two person ship can be crewed by only one, but in serious situations like combat, he won't be able to navigate and say for instance, fire the weapons. Also there are rules for letting an A.I. crew the ship or even a robot. So you could have a two crew ship with an A.I. be effectively a 1 crew ship.

Hello, thank you for the reply.

I actually found a one man fighter craft in one of the rulebooks.(will have to check again for the details if anyone wants them)

So hopefully the GM will let me use it. We 'll see; the session hasn't materialized yet as we are still finishing the Void QSR.


I never liked Doctor Who. At first I was indifferent (I mean seeing as to how it doesn't take itself seriously I can see the appeal,but meh)
Also as a scifi nut I hated how it was labelled as such even though in its core it's not(its a kitchen-sink, it even has magic)

It was annoying living in the UK but now that it has somehow won 'the other side of the pond'(also hate that phrase) I fraking hate it.

Off course saying this won't get you shunned in most gaming communities..

But the next time I hear a girl or a guy say ''I can quote every episode of Doctor Who, I'm such a nerd'' I will off them in some appropriate way

Oh and what is it with european hipster girls and this show?


Okay I am not sure if this is the right part of the messageboards to post this(feel free to move accordingly please):

I am desperately looking for cyberpunk themed dice.

The closest -to what I have in mind-that I've seen are the cyber dice from q-workshop(not in production anymore)

Would anyone here know of a place to get some of those or anything similar?

PS: I know there are actually some cyber dice left on sale here but I don't like the colour scheme on them.


Great.I hope the game stays this time around.
Maybe it will do well enough to warrant novels? Not unlike its White Wolf cousins or its 'rival' Alternity :)


CunningMongoose wrote:

Dont know if it has been mentionned before, but Technoir is a surprisingly simple, complete and fun system for the Cyberpunk Genre.

Finally bought it the other day. Can't wait to read and play it :)

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