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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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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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Playing: Traveller - "Thought Experiments" Running: modern Call of Cthulhu - "Hidden Fires" Writing: BRP callings for the cultures of Greyhawk / collecting notes for a new near-future setting 296/420 |
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Sorry I took so long getting back to the forum, been busy.
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"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:
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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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:
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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3/420 Chaos & Catacombs: Because if you're not playing it you're playing something else. |
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280/420 |
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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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3/420 Chaos & Catacombs: Because if you're not playing it you're playing something else. Last edited by threedeesix; June 4th, 2008 at 17:53. |
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