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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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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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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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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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![]() 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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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:
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Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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