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Adding some MRQ elements to BRP

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  #1 (permalink)  
Old 3 Weeks Ago
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Default Adding some MRQ elements to BRP

I realize I'm probably treading on dangerous grounds here, considering the general dislike for MRQ, but I was wondering about the possibility of including some of its mechanics (tweaked) into BRP when I get it.

I'm not looking for comments about how much MRQ sucks or whatever. I already realize its not as good as BRP, but it is widely supported and some of the newer rules appeal to me.

One of the big things I'm thinking of using with BRP once I get it is using both the Allegiance system, as well as the Pow sacrifice system in the MRQ version of Elric. I really like the idea of dedicating pow to one's god and being rewarded for bits of your soul, but I also like the idea of one's actions reflecting one's leanings. It suits my campaign world very well. I'm just wondering about the balance aspect (especially the ability that gives you a flat 100% in a Cult Skill).

I'm also interested in some of the magic systems from MRQ, mostly the sorcery with the Glorantha 2nd Age material added in, wherein magic becomes more 'blasty'. It would need to be altered to fit a system that doesn't use Hit Locations, of course, but otherwise, could they work together?

I suppose it has a lot to do with how the two base magic systems work and whether they fulfill my campaign's magic needs I suppose. Since I don't really have a clear idea of how the two systems work, I don't yet if they'll do it for me.

Has anyone else considered this?
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Old 3 Weeks Ago
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Go for it!

Many of the MRQ authors (like Lawrence Whitaker) know BRP very well and the systems are very interchangeable.

I liked MRQ RuneMagic, and having looked at RQ Slaine I like the EarthPower magic.

In reverse if you like MRQ and yet want to use the magic systems from the Unknown East for Elric, go for it.

As for hit locations, well they are in the BRP rulebook (as an option I think) so then you could simply use the BRP hit locations, or even port the MRQ version over into your new mix and match game.

Personally I'd try and do it the other way (I've grow out of hit locations).

I know that any BRP games I run personally will probably be a mix and match between MRQ and BRP.. it's great tha there is so much d100 based gaming stuff out there.. even if it may have stolen Chaosium's thunder.

Worth noting is that this summer an OGL game will come out called SimpleQuest which may well be a simpler and refined system to hang your gaming off, whilst staying within the fold of the d100 trope.

SQ is from Newt Newport and will be 100% OGL.
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Old 3 Weeks Ago
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The Pact system from Elric is highly portable to BRP, but it is designed to reflect specifically the Elric saga, so you might want to tone down some elements, like the 100% cult skill raise, or Eternal Life, to reflect the realities of your own campaign. But that's very easily done, and there's no reason why mechanics like this shouldn't be used in BRP. The forthcoming 'Cults of the Young Kingdoms' book has dozens of cult gifts resulting from a Pact that are more subtle in their effects, so this could be a source of inspiration if that's how you want your campaign to go.

Personally I never like or used the Allegiance system from the Chaosium Elric! game, and find that Pacts, Gifts and Compulsions reflect the saga far more accurately, but its really a matter of preference. Allegiance is eminently usable and will suit certain kinds of settings and campaigns better than Pacts.
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Old 3 Weeks Ago
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I plan on using the preliminary experience (background/profession/free points) part of MRQ in my next BRP session, with significantly higher base %iles.

I also adopted the "high roll wins" resolution method.

As for the magic systems, I already have my own system, based on a simplified version of Sandy Petersen's Sorcery and Enchantment rules.
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Old 3 Weeks Ago
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Do not forget Hero Points. They are a worthy addition that MRQ applied to D100, stealing the idea from HeroQuest or Mythic Russia. You may not like Legendary Abilities, which are covered by Powers in BRP, but Hero Point usage in combat makes a game better.
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Quote:
Originally Posted by RosenMcStern View Post
Do not forget Hero Points. They are a worthy addition that MRQ applied to D100, stealing the idea from HeroQuest or Mythic Russia. You may not like Legendary Abilities, which are covered by Powers in BRP, but Hero Point usage in combat makes a game better.
Actually, I love Hero Points. I simply didn't mention them because I thought that was a hot button issue for many fans of BRP, so I was trying to not start a fight.

I also like Heroic Abilities. You say that they are covered in Powers by BRP, but I thought the BRP Powers section just contained things like magic and psionics and mutations. Does it have special abilities that represent Feats of tremendous skill or some such? Because that would be awesome if they did!

How would you use HP in BRP to reduce damage since there are no hit locations?
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Old 3 Weeks Ago
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Quote:
Originally Posted by tzunder View Post
SQ is from Newt Newport and will be 100% OGL.
So Tom what is he hoping to do with SQ that isnt available in GORE?

Also are you making Continuum this year? It would be nice to put a face to a name
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Old 3 Weeks Ago
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Quote:
Originally Posted by Tywyll View Post
Actually, I love Hero Points. I simply didn't mention them because I thought that was a hot button issue for many fans of BRP, so I was trying to not start a fight.
Since my SR is way higher - no, wait, wrong forum, this is BRP - er, lower than the others', and my skill is higher, I am not afraid of fights. On forums, at least.

Quote:
I also like Heroic Abilities. You say that they are covered in Powers by BRP, but I thought the BRP Powers section just contained things like magic and psionics and mutations. Does it have special abilities that represent Feats of tremendous skill or some such? Because that would be awesome if they did!
Why not? Some Heroic Abilities in MRQ seem rather silly to me (wall-leaping, decapitating strike), but having Powers that represents "excellence in skill" may be interestin. Certainly I would not like a feat-ridden system like That Other Game version 3.5+.

Quote:
How would you use HP in BRP to reduce damage since there are no hit locations?
HPs in MRQ do not reduce damage, they downgrade the wound severity. Damage is reduced as a side effect. The effect would be to negate a Major Wound, for instance.
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Old 3 Weeks Ago
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Quote:
Originally Posted by RosenMcStern View Post
Do not forget Hero Points. They are a worthy addition that MRQ applied to D100, stealing the idea from HeroQuest or Mythic Russia.
There is a fate point mechanic in BRP (page 176 of BRP 0).

Quote:
You may not like Legendary Abilities, which are covered by Powers in BRP, but Hero Point usage in combat makes a game better.
(my emphasis)

My experience of such systems (not just in BRP/RQ but in a number of other games) is that they are intrusive, breaking "the fourth wall" in a fashion that is detrimental to the atmosphere and flow of the game. Some groups love them - but equally, some groups don't...

Quote:
I also like Heroic Abilities. You say that they are covered in Powers by BRP, but I thought the BRP Powers section just contained things like magic and psionics and mutations. Does it have special abilities that represent Feats of tremendous skill or some such?
How else would you describe a skill of 250%? "tremendous skill" is just that: tremendous skill.

Quote:
Because that would be awesome if they did!
Elements of the Super Powers system can be used to model exceptional / superhuman talents (e.g. Superhearing will let a character hear frequencies other humans cannot), and setting the campaign "level" suitably high will allow very high skill levels.

Quote:
How would you use HP in BRP to reduce damage since there are no hit locations?
Err, Hit Lcoations are an optional system in BRP. The Fate Point system I mentioned allows a Character to "soak" one point of damage at the cost of three "power points" (what we known in previous BRP games as magic points), as well as offering various options to affect the outcome of percentile rolls that could reduce damage suffered in combat.

Cheers,

Nick Middleton
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Quote:
Originally Posted by RosenMcStern View Post
Since my SR is way higher - no, wait, wrong forum, this is BRP - er, lower than the others', and my skill is higher, I am not afraid of fights. On forums, at least.


Quote:
Why not? Some Heroic Abilities in MRQ seem rather silly to me (wall-leaping, decapitating strike), but having Powers that represents "excellence in skill" may be interestin. Certainly I would not like a feat-ridden system like That Other Game version 3.5+.
I don't like decapitating strike or death touch, simply as I don't really like 'save or die' effects. However, Wall Crawler or Lore master or some of the other ones, even fencer, I think are good ways to show focus or mastery of a specific techniques.

Quote:
HPs in MRQ do not reduce damage, they downgrade the wound severity. Damage is reduced as a side effect. The effect would be to negate a Major Wound, for instance.
I think that's arguing semantics. The point is you could take 100 hps of damage to the head and still you can reduce it to nothing or almost nothing. That's pretty awesome and it does reduce damage. Are you suggesting by 'negate a Major Wound' that all the damage from such would go away as well?
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