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It was a full colour, gorgeous looking book - with very high quality paper, and good writing. It did, however have a slightly quirky inverted dice-pool system ("granular") which was a bit fiddly in applications to combat, particularly. It also made heavy reference to follow on supplements (especially details on Arrakis) that never happenned. At the time, there were plans to release a new D20 edition, which would have worked well truth be told, but the licence was snapped away from them, by a grumpy Herbert estate that simply wanted more money, I think. It was a shame, because Dune is the best sci-fi novel of the 20th century, and possibly the most prescient too if you consider the spice as a metaphor for oil in the Middle East. It's as highly gameable a world(s) setting as Middle Earth. Last edited by TrippyHippy; March 17th, 2008 at 21:00. |
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Arrakis, Iraq. Spice, Oil. Fremen, Insurgents. Harkonnen, American. ![]()
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Berlin '61: The only RPG proven to make your mother love you more! (26/420) |
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Just a quick FYI that pdf copies of both "The Dune Encyclopedia" and Last Unicorn Games "Dune" RPG are readily available on file sharing services such as Limewire, etc.
They are a wealth of information. |
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I suspect that there may be another RPG on the horizon, as Paramount Pictures has just announced a new adaptation of Dune, to be directed by Peter Berg (Very Bad Things, The Rundown, Friday Night Lights, The Kingdom, and the upcoming Hancock).
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1/420 ||| Rocket Séance (my blog) |
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I just hope for once they dont get some blah acting pretty boy to play Paul.
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Berlin '61: The only RPG proven to make your mother love you more! (26/420) |
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Rod
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3/420 Chaos & Catacombs: Because if you're not playing it you're playing something else. |
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Well....
The first question is "Am I trying to run a game set in the Imperium, or is it an Arrakis game?" There's a fundamental difference in the amount of prep you'd need to do, and the focus there. I'd come up with some cultural modifiers to represent the different major Houses of the Landsraad. Languages, customs, appearance, skills, weapons of choice, etc. I'd narrow the existing list of professions to Artist, Assassin, Athlete, Doctor, Engineer, Entertainer, Explorer, Gambler, Hunter, Merchant, Noble, Pilot, Politician, Priest, Sailor, Scholar, Scientist, Servant, Shaman, Slave, Soldier, Spy, Student, Teacher, Technician, Thief, Tribesman, and Warrior. Some Houses might not have all of these available. I'd come up with some "organizations" like the Suk School, Swordmasters of Ginaz, Mentat training, etc. that would serve like professions, but would include boosts to skills and offer training. Like an old RQ cult. Characters would all be on the "highly trained" side of the spectrum. Rolling 2d6+6 for characteristics. I'd give players the option of how old they'd like to be, and have them figure out what House roles they'd like to fill before doing much more character generation. Lots of skill points available. I'd use psychic and super powers to represent stuff like Mentat and Bene Geserit training. Other training could be handled through super powers like Super Skills, Super Characteristics, Super Senses, etc. Clairvoyance is a Water of Life thing Danger Sense seems like a Mentat thing Dead Calm is Mentat training Eidetic Memory, the same Emotion Control is a Bene Geserit power Mind Control is a technique of the Voice Precognition is a power sought by the Bene Geserit etc. I'd throw together rules for body shields that properly represent the ones from Dune, and would cobble together some of the basic bits of tech/weaponry specific to the world. I'd stat out ornithopters and the like, as well. The Holtzman Effect would simply a huge explosion. Sandworms would be so large as to defy stats (or I could just steal the stats for Dholes from Call of Cthulhu, if for some reason I decided I wanted to have sandworms in my game). It doesn't seem that difficult, actually. I can imagine that it would take a chunk of time (maybe a week or so of prep, spending an hour or two a day), but otherwise I'd readily jump into it. At its heart, Dune isn't a science-fiction story about spaceships and explosions and weird experiments... it's about people dealing with enormous metaphysical issues colliding with their religion, and grappling with political issues, all taking place in a sprawling setting inspired by ecological and economic issues.
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1/420 ||| Rocket Séance (my blog) |
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Last edited by TrippyHippy; March 19th, 2008 at 14:14. |
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I think it also says boatloads about the ease with which BRP can handle a huge variety of settings. It's almost formulaic - stat up critters, powers, equipment, "special organisations" (cults, guilds, etc), and any chargen specifics - and then the rest is actually background.The implications of this are quite cool - with relatively little work you can adapt any existing setting to BRP. I guess we all knew/know this, but actually speccing out the work done makes you realise how "little" work would be required to run, say, Greyhawk, Gamma World, Traveller, using BRP. The game system is very "thin client" indeed! I'm still looking for my all-time perfect SF setting: Dune doesn't quite cut it for me cos I love space-fighter dogfights and trade-based tramp-freighter campaigns. Star Wars... well, maybe. A bit toonish of late with weirdo rubber monsters popping up too often losing some what little hard edge it had left. Traveller - well, space isn't flat. Nuff said. Something Stainless Steel Rattish, maybe...Cheers, Sarah |
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