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  #61 (permalink)  
Old May 26th, 2008
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I'm really looking forward to this game, even more so now that it's homage. The 'Let's Read the Monstrous Manual' thread over at rpgnet has got me in the mood for some old school flavor.

Is there any interest here in doing a support monograph? Four or five people could write up a single adventure? Then we could force threedeesix to format it...
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  #62 (permalink)  
Old May 26th, 2008
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Quote:
Originally Posted by Chaot View Post
I'm really looking forward to this game, even more so now that it's homage. The 'Let's Read the Monstrous Manual' thread over at rpgnet has got me in the mood for some old school flavor.

Is there any interest here in doing a support monograph? Four or five people could write up a single adventure? Then we could force threedeesix to format it...
I'd want to look at threedeesix's work first, but I'm game.
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  #63 (permalink)  
Old May 29th, 2008
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Originally Posted by threedeesix View Post
Big change number two. Parody is gone, Homage is in. After discussing it with Dustin we came to the conclusion that it will sell better as a homage to classic dungeon delves and frankly I think that’s great.
I believe that this will certainly help with the long-term viability of the setting. A parody piece will sell a monograph; an homage can sell future supplements as you address the different parts that people miss from years gone by.

With this re-organization/re-envisioning, you can neatly place a BRP derivative into the line of fire for people dissatisfied with the oncoming changes to D&D. Excellent planning!

This does, however, raise a couple of questions in my mind:

- How comprehensive will this initial release be?

- Are there tropes you're leaving out of the manuscript in hopes that there will be supplemental material to fill it? (Adventures / cultures living in underground catacombs, underwater fantasy setting, etc)

- Is this book going to be set on a concrete world unto itself? You could do a lot worse (from a marketing perspective) than setting a new world spinning...

Thanks for this book! I'll buy it for sure, and I'm thinking about how to push the concept further (or at least explore the niches it's progenitors did).
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  #64 (permalink)  
Old June 3rd, 2008
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Hi threedeesix, you've got a PM.
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  #65 (permalink)  
Old June 4th, 2008
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Have you thought about adding conversions from D&D so that people can use the old D&D supplements?
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  #66 (permalink)  
Old June 4th, 2008
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Sorry I took so long getting back to the forum, been busy.

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Originally Posted by GerallKahla View Post
I believe that this will certainly help with the long-term viability of the setting. A parody piece will sell a monograph; an homage can sell future supplements as you address the different parts that people miss from years gone by.
That was the deciding thought.

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Originally Posted by GerallKahla View Post
With this re-organization/re-envisioning, you can neatly place a BRP derivative into the line of fire for people dissatisfied with the oncoming changes to D&D. Excellent planning!
Yup, on the back of the book it's going to say, "We got your gnomes, right here".

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Originally Posted by GerallKahla View Post
This does, however, raise a couple of questions in my mind:

- How comprehensive will this initial release be?
I would say very comprehensive, so much in fact that I'm already looking at the possibility of having to trim some sections. I already have over 100 classic magic user spells in addition to those in BRP being written, and this isn't including those found in BRP already. I still have to finish the cleric, and druid spells after that.

Quote:
Originally Posted by GerallKahla View Post
- Are there tropes you're leaving out of the manuscript in hopes that there will be supplemental material to fill it? (Adventures / cultures living in underground catacombs, underwater fantasy setting, etc)
I'm going to try to make this totally self contained, though I'm using the old D&D red boxed set as a basis for what to include for this book. For now it will concentrate on the classic dungeon delve and abstract overland travel. Though there is plenty in the BRP core book to cover this if the GM wants to go into more detail. There will be random encounter tables of overland travel though. With that in mind, if it sells well I hope to come out with expansions and adventures down the road.

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Originally Posted by GerallKahla View Post
- Is this book going to be set on a concrete world unto itself? You could do a lot worse (from a marketing perspective) than setting a new world spinning...
This is totally beyond the scope of what I'm planning do to space limitations, but here is an excerpt on The Realm.

"The Realm: C&C assumes you are using your own setting or an established setting produced by some other company. There are a lot of fantastic settings out there, and the makers of C&C would never expect you to leave the worlds you’re already familiar with and have grown to love. With this in mind, C&C will refer to the game world in the generic form of, The Realm."

But Chapter 12: The Realm, will have some very "basic" information for players with no set game world that may be fleshed out by them. Think "Questworld" as an example.

Quote:
Originally Posted by GerallKahla View Post
Thanks for this book! I'll buy it for sure, and I'm thinking about how to push the concept further (or at least explore the niches it's progenitors did).
Thanks, I hope when it comes out, others will do the same.

Rod
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  #67 (permalink)  
Old June 4th, 2008
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Have you thought about adding conversions from D&D so that people can use the old D&D supplements?
I have thought about it, but with some things I didnt use conversion tables. Spells for instance. Instead, I wrote the spell to be compatable with BRP's existing spells and not exactly convert from D&D.

For example, in BRP, the spell Heal is esentually all the D&D spells rolled into one; cast it with one or two magic points, Cure Light Wounds, cast it with 3 or 4 magic points, Cure Serious Wounds, with enough magic points it can also Raise Dead.

With that in mind, here is my adaption of Bigby's 'various' Hand spells.

Quote:
Bigbee’s Interposing Hand
Class: Magic-User
Range: 2 squares (3 meters); can be moved.
Duration: 10 rounds
Magic Point Cost per level: 1
A large human shaped disembodied hand forms between the caster and a chosen opponent. This hand possesses 10 STR, 10 CON, 10 SIZ, and 10 Hit Points per spell level. The caster does not have to concentrate on this effect and no matter what the caster or the opponent does, the hand remains positioned between them, automatically blocking any successful attack from that opponent, with damage coming off that of the hand. The hand remains until its hit points are reduced to zero, or its duration runs out. Any creature trying to push past the hand must compare their STR to the hands SIZ on the Resistance Table. A failed roll prevents them from advancing, while a successful roll allows them to push through at ½ their MOV.

The caster has a number of additional actions he or she may take with the hand. If moving the hand, it possesses a MOV of 10. These actions require the casters concentration and sometimes the expenditure of additional magic points as follows.
• If the caster so chooses, he may move the hand as a Miscellaneous Action. This cost no additional magic points and allows the hand to still block attacks from one opponent. The caster may designate a new opponent at anytime.
• As an Attack Action, the caster can move the hand toward an opponent and push them back a number of squares equal to the remainder of its MOV, if it can beat their STR + SIZ with its STR + SIZ on the Resistance Table. This costs the magic-user 1 additional magic point.
• As an Attack Action, the caster can move the hand toward an opponent and grapple them, this attempt is automatic and on the opponent’s next action, he or she may attempt to break free as per the grapple rules in Basic Roleplaying pg. XX. This cost the magic-user 1 additional magic point. If the caster chooses, a grappled opponent may be crushed, this will do 1D6 damage per 3 additional magic points.
• Finally, as an Attack Action, the magic-user may cause the hand to strike opponent. This attack has a 100% chance to hit (96-00 always fails as usual) scoring 1D3+db (crushing) damage and armor protects normally. This cost 3 additional magic points.

Playtesters Note: This spell is an adaptation of Bigby’s Interposing Hand, Bigby’s Forceful Hand, Bigby’s Grasping Hand, Bigby’s Clenched Fist, and Bigby’s Crushing Hand.
As you can see, this spell now includes all the effects of the Bigby spells. Monsters are a similar situation, I started bu looking at the monster in 3rd ed, as it's the only one with complete attributes, and then modified it to be compatible with existing BRP creatures. The basilisk for example is described as about the size as a large crocodile, so I then modified those characteristics to be a little better than a croc.

But with that said, I don't think it will be that hard to do your own conversions based upon the existing adaptations. I did it for a year and a half during the BRP playtest, sometimes on the fly and my players never even realized all I had behind my screen was the Monster Manual. Shhhh.

Rod
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  #68 (permalink)  
Old June 4th, 2008
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Originally Posted by Chaot View Post
Hi threedeesix, you've got a PM.
Why yes I do, how did you know?

Done.
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  #69 (permalink)  
Old June 4th, 2008
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Originally Posted by Dredj View Post
Have you thought about adding conversions from D&D so that people can use the old D&D supplements?
This sort of thing came up recently in peterb's "d20 creature conversion" thread. He's converting from 3.x too. But perhaps you, like me, are interested in converting the OLD D&D stuff... (i.e. AD&D).
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  #70 (permalink)  
Old June 4th, 2008
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Originally Posted by frogspawner View Post
This sort of thing came up recently in peterb's "d20 creature conversion" thread. He's converting from 3.x too. But perhaps you, like me, are interested in converting the OLD D&D stuff... (i.e. AD&D).
As my core group of players know, my order of preference when converting to C&C is AD&D 1st edition first, if I cant find it in there, 2nd ed is a close second. I convert from 3rd ed only if the previous 2 editions don't have what I'm looking for and then only with a 'gun' to my head. Ok, the guns an exaggeration, but you get the picture.

By starting with 1st ed, we get some nice things D&D forgot through the years, for instance, in C&C, clerics and paladins still turn demons and devils as well as undead. It seems, when 2nd edition came around and TSR removed all references to demons and devils, the ability to turn them was lost, but when WOTC developed 3rd ed and added them back in to the core game, everyone forgot to give this ability back to clerics and paladins. Nice going WOTC.

Rod
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Last edited by threedeesix; June 4th, 2008 at 17:53.
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