| Bluenose |
It's as rules-light as other BRP/D100 rule systems. I prefer Runequest 6, but it's a perfectly good system. It is almost entirely compatible with material from other BRP games, such as Mongoose Runequest 2, so it's pretty easy find things to add to the rules. How well it would work for your homebrew depends rather on what your homebrew has in it.
| @stroVal |
It's as rules-light as other BRP/D100 rule systems. I prefer Runequest 6, but it's a perfectly good system. It is almost entirely compatible with material from other BRP games, such as Mongoose Runequest 2, so it's pretty easy find things to add to the rules. How well it would work for your homebrew depends rather on what your homebrew has in it.
Cheers, lets see..lots of non-traditional material in my World...
It would be better If I were to rephrase my previous question:
could it work as a generic toolkit? Can someone tinker with it out of the box?
I was going to use Fantasycraft for my Homebrew world, but its still a bit rules heavy for my current mood. If Legend covers the same bases as Fantasycraft , but remains at the same time lighter, its the system for me
| Bluenose |
I suppose the simplest thing to do would be to describe some of the basic concepts of Legend, which it shares with other BRP/D100 games.
Skills. Everything is resolved on percentile skills. If it's against an active opponent, then it's an opposed roll. This includes casting magic spells.
Characters. Your character has a background culture they come from. The ones in the book are Civilised, Barbarian, Nomad, and Primitive. They give you certain skills that a person from that background is going to know. It's very easy to create more. Careers are what you were doing before you became a PC. Again they give you some skills, and it's easy to create more of those.
Combat. Hit points start low, and stay low. It doesn't matter that your character is extremely experienced, they can die to a lucky hit in any combat. Survivability comes from increasing defensive skills rather than more hit points. This does mean that a lot of combat consists of swinging and being parried, so the 'whiff factor' is high compared to D&D style games where you hit and do damage frequently. On the other hand, hits tend to be more significant.
Magic. It can be quite ubiquitous - Glorantha works that way with nearly everyone having access to magic. It can also be very powerful, in the form of long rituals and some types of sorcery. However, common magic isn't generally very powerful, and powerful magic requires significant investment and isn't something you can use frequently. Burning down half-a-dozen enemies at once with sorcery magic is the sort of thing that you can repeat after a month or so.
Campaigns. Legend is close enough to the other BRP games that it's not hard to use material from them with it. That covers a huge range of options. English Civil War with clockwork golems and witchcraft, Glorantha in all it's bizareness, Elric, ancient Rome, and others. Sword and Sorcery or historical realism is probably what it's best at.
One thing I'll note. Legend is one dollar from DriveThruRPG/RPGNow. It's not too expensive to pick it up just to look at it.
| Bluenose |
Thank you all.I read the 10 page preview and
I am really satisfied with how the system covers most areas.In most aspects its ideal to what I want.
Magic is 0kay but I prefer a free-form system, is there a way to find a variant in some of the books or do I need to create it myself?
I have seen a system for generating magical effects as and when they're needed. I can't remember where it was, unfortunately. From what I remember it had many similarities to some systems used for Sorcery. There was a table for different effects, and you paid the associated cost in magic points to utilise them. I think the categories were something like:
Magnitude - how powerful is the effect?
Range - how far away does it take place?
Duration - how long does it last?
Area - how large an area is affected?
Precision - how much of that area are you affecting?
So to light a torch you were holding was a roll with your fire magic skill, as small an effect as you could get, touch range, instant duration, tiny area, not precise - 1 magic point. Opening a lock is roll of metal magic, but very precise and cost 4 points.
I don't think it would be too hard to make up such a system, even if you don't have better luck than me finding an existing one.
| @stroVal |
@stroVal wrote:
Thank you all.I read the 10 page preview and
I am really satisfied with how the system covers most areas.In most aspects its ideal to what I want.
Magic is 0kay but I prefer a free-form system, is there a way to find a variant in some of the books or do I need to create it myself?
I have seen a system for generating magical effects as and when they're needed. I can't remember where it was, unfortunately. From what I remember it had many similarities to some systems used for Sorcery. There was a table for different effects, and you paid the associated cost in magic points to utilise them. I think the categories were something like:
Magnitude - how powerful is the effect?
Range - how far away does it take place?
Duration - how long does it last?
Area - how large an area is affected?
Precision - how much of that area are you affecting?So to light a torch you were holding was a roll with your fire magic skill, as small an effect as you could get, touch range, instant duration, tiny area, not precise - 1 magic point. Opening a lock is roll of metal magic, but very precise and cost 4 points.
I don't think it would be too hard to make up such a system, even if you don't have better luck than me finding an existing one.
I was thinking of using the magic system from D6. I will need to get the book for that though
| @stroVal |
0kay I think I can work on the Magic. I bought the pdf and had a look at the book.Its along my lines of thought on most aspects,but:
1)It doesnt have non humans
2) no magical item creation
3)no nautical rules
there are three supplements I could get to cover those areas:
1)Monsters of Legend
2)Arms of Legend
3)Pirates of Legend
I am just wondering if its worth it to invest that much when Fantasycraft has everything in one book.
Off course Legend is ''lighter'' than FC and seems to be more of a breeze to work with,plus each supplement is really cheap and small compared to other systems...
| Bluenose |
Largely. It's technically a Mongoose Runequest 2 product, which is the direct ancestor of Legend (and Runequest 6). Here's the stat block for an Elf.
STR 2D6+3 10 1–3 Right Leg 2/5
CON 3D6 11 4–6 Left Leg 2/5
SIZ 2D6+6 13 7–9 Abdomen 2/6
INT 3D6+6 17 10–12 Chest 2/7
POW 2D6+6 13 13–15 Right Arm 2/4
DEX 3D6+6 17 16–18 Left Arm 2/4
CHA 3D6 11 19–20 Head 3/5
Combat Actions 3 Typical Armour: Leather (AP 2, –3 Strike Rank Penalty)
Damage Modifier +0
Magic Points 10 Traits: Life Sense, Night Sight
Movement 10m
Strike Rank +17 (+14 if armoured)
Skills: Acrobatics 56%, Athletics 46%, Evade 56%, First Aid 40%, Insight 45%, Lore (Regional) 80%, Perception 50%, Persistence 49%, Resilience 43%, Stealth 56%, Survival 55%, Tracking 30%
Magic: Common Magic 54%: Clear Path 2, Co-Ordination 2, Multi-Missile 2
Pact (Grower) 60% – 3 points of Dedicated POW; Lore (Grower) 60%: Alter
Target, Behold, Evergreen
Combat Styles
Longbow 80%, Spear 60%
Weapons
Type Size Reach Damage AP/HP Range
Longbow H — 1D8 4/7
Longspear L VL 1D10+1 4/10
The most likely thing you'll need to look at is the magic, as some of it isn't yet described in Legend.
| @stroVal |
Largely. It's technically a Mongoose Runequest 2 product, which is the direct ancestor of Legend (and Runequest 6). Here's the stat block for an Elf.
** spoiler omitted **
The most likely thing you'll need to look at is the magic, as some of it isn't yet described in Legend.
What sort of extra stuff are discussed there magic-wise?
| @stroVal |
There are spells that aren't mentioned in Legend that still appear in Mosnter Coliseum. I think - my copy of MC isn't available - that it also includes a type of magic that Legend doesn't mention, in the form of Spirit magic. It's not a major part, but it is there.
They released a free pdf of that for legend :)
| Bluenose |
The Design Mechanism web site, with previews and reviews of Runequest 6. Where Legend is a "stripped down" version on MOngoose Runequest 2, Runequest 6 is the version with extra material. It's arguably what Loz and Pete would have liked to do with MRQ 2 if they hadn't had page/word limits. 458 pages.
Quoting from the intro:
In designing RuneQuest Sixth edition we had several aims foremost in our minds:
҉҉To recapture the spirit and feel of the earlier editions of RuneQuest.
҉҉Provide a comprehensive fantasy roleplaying game that capitalises on Rune-Quest’s strengths.
҉҉Streamline the system, but also introduce new mechanics and systems that reflect what is happening in 21st Century roleplaying games.
҉҉Bring RuneQuest to a new audience, and continue to care for its old fans.
I could wish for more sample monsters and sample cults. Even if there are controversial bits, it's recognisably Runequest and very nicely done.
| @stroVal |
The Design Mechanism web site, with previews and reviews of Runequest 6. Where Legend is a "stripped down" version on MOngoose Runequest 2, Runequest 6 is the version with extra material. It's arguably what Loz and Pete would have liked to do with MRQ 2 if they hadn't had page/word limits. 458 pages.
Quoting from the intro:
In designing RuneQuest Sixth edition we had several aims foremost in our minds:
҉҉To recapture the spirit and feel of the earlier editions of RuneQuest.
҉҉Provide a comprehensive fantasy roleplaying game that capitalises on Rune-Quest’s strengths.
҉҉Streamline the system, but also introduce new mechanics and systems that reflect what is happening in 21st Century roleplaying games.
҉҉Bring RuneQuest to a new audience, and continue to care for its old fans.I could wish for more sample monsters and sample cults. Even if there are controversial bits, it's recognisably Runequest and very nicely done.
Could you compare Legend and RQ6 further?
Thanks| Bluenose |
There's not very much difference in the mechanics of the system. A few small changes in numbers, a few things with different names.
What you do have is extra material. There's more options in character creation, with background events, families, and social class. There are I think a few more careers as well. It also adds Passions, as an optional rule, things that the character is particularly emotional about, that can augment other skills or can be used by the GM to compel certain actions to be taken in accordance with that passion.
In addition to extra detail in character creation, there's more about several other things. Mysticism makes an appearance as a 'magic' system, for some rather wuxia abilities. Folk Magic, Animism, Sorcery and Theism are the other types. There's a larger selection of creatures, more GMing advice, more equipment, and extra material about environmental hazards.
It does not have nautical rules or magic item creation rules, though it does have several types of non-human that would be playable characters.
| @stroVal |
Mildly off topic:
I saw this thread and thought, 'oooo, a topic about Ridley Scott's cult fantasy classic. This should be fun.' But then I got in here and was disappointed.
Funny you mentioned that because two or three weeks ago I watched the film with my girlfriend and other people who hadn't seen it and they loved it.
Its on my top 5 of best Fantasy films of all time :)
| Bluenose |
Sings and Portents magazine from Mongoose is free on RPGNow/DriveThru. Any Runequest II material should be usable with Legend very easily - though their first version which takes more conversion. Runequest fan-sites around the web also have some, if you need URLs I'll have to get them on my home PC.
| @stroVal |
Sings and Portents magazine from Mongoose is free on RPGNow/DriveThru. Any Runequest II material should be usable with Legend very easily - though their first version which takes more conversion. Runequest fan-sites around the web also have some, if you need URLs I'll have to get them on my home PC.
Thank you...no just an issue number so I can dowload it from their site :)
| @stroVal |
Try number 89. That's got a scenario for new characters, "The Initiation", although it's very Gloranthan. Which isn't a bad thing, of course.
The other place you might try is here, specifically the Book of Quests: Caravan scenario. It's quite a lot longer, but also very good.
Cheers!
| @stroVal |
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)
| Bluenose |
Anyone know of solo adventures for Legend?
I've seen some for Runequest, that would probably adapt to Legend quite easily. The SoloQuest adventures were published for RQ2 back in the 1980s, but there's someone writing solo adventures and publishing them on RPGNow today. I suspect the latter would be easier to adapt.
| Matt Thomason |
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.
| @stroVal |
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
| @stroVal |
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.
TheLoneCleric
|
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)
Dungeon Fantasy is not a rule system in itself. It's a punchy rules guideline for the Existing GURPS rules to stream line it for Dungeon Crawling games. I call it the GURPS: Fantasy Trip primer myself. Think of it as a semi-campaign guideline. You get all the flexibility of GURPS but with a easy to use framework to build characters and monsters with.
ie. The series does all the Fantasy heavy lifting for you.
| Bluenose |
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 don't know if this is any help? It's an Eberron D20 to Legend conversion, with some discussion of how to convert characters/monsters/skills. I'm fairly sure there have been others, Darren Pearce has made several of D20 adventures into Legend adventures (Spider God's Bride, for example). It may be worth checking the Mongoose forums, as I think I've seen some conversion discussions from various D20 games to or from Legend.
And there have been several conversions from other BRP/D100 games to D20 and vice-versa - there's one in the D20 Call of Cthulhu book, and I think another in Stormbringer (the D20 version of Elric). Plus, again, forums (Basic Role PLaying) and at least one blog.