Showing posts with label d100. Show all posts
Showing posts with label d100. Show all posts

Saturday, May 5, 2012

Landing on OpenQuest

So why did I pick OpenQuest for my go to d100 gaming system over all the other competition?

1.  I ruled out the Mongoose Runequest and Legend systems due to their use of hit locations.  I really didn't like that option.  I thought it was unnecessary complexity.  They do have some really nice templates in their SRD that I think would be nice to show players of any of these fantasy d100 systems since the ideas are mostly transferrable.

2.  I actually pitched the use of the Stormbringer games to my players but none of them were familiar with the Moorcock's work and so I decided it wasn't really worth pushing the issue.  I'm also not really a fan of the Elric type magic system.  It is really great in the novels, but I'm not sure it would play out the same in a tabletop RPG.

3. I thought about starting from Chaoisium's BRP system and customizing it to what I wanted, but then I really read through the Open Quest rules and realized almost all the options they went with would be what I would probably try.

So that was how I navigated through about 9 very similar d100 systems and landed on Open Quest.

There are a few things I would add to Open Quest if I was to play it at the table (instead of over PBEM which is how I'm running my Greyhawk game).  I would definitely bring in the armor dice ruling from Stormbringer. The idea that your armor could fail you if your opponent finds the right spot is really neat to me.  Of course I would institute the same system for monsters.

In addition, the magic system in Open Quest seems to have a few small holes that if I played this game at the table I think would come up.  First of all, I would heavily restrict the use of Magic Point stores (maybe a wizard could only be "attuned" to perhaps 3 magic point stores at any one time?  And it would take ~ 1 week to attune yourself to a new one?  That would stop the obvious hole whereby a wizard with substantial $ resources could easily create tons of magic point stores that would give them 100+ magic points at their disposal...  I'm already planning to institute this rule for my PBEM game if anybody decides to try and "game" the system.


But that would be about it.  Otherwise, the Open Quest is a fully stripped down, fast and furious version of the game that allows for excellent PC customization, but also good "balance" in which most characters can do a bit of everything which is really good for small gaming groups where you don't have enough people to cover all the bases for a game requiring high levels of specialization.




Saturday, April 28, 2012

My Quest for the ultimate d100 Fantasy

Last year I was all about d100 gaming.  I was playing in a Call of Cthulhu game PBEM and having a great time of it.  In addition, I switched my PbP Greyhawk game over to Open Quest.  How did I decide on Open Quest...

First I purchased the following d100 books over the last two years:

1.  Chaosium Basic Roleplaying
2.  Stormbringer 4th ed
3.  Stormbringer 5th ed
4.  Elric Dark fantasy RPG
5.  Rolemaster Classic RM2.
6.  Open Quest.
7.  Legend System (Mongoose)
8.  Runequest SRD (Mongoose)

First of all, why did I need so many.  Each of these has points I like and points I don't like.  Open Quest was the one I finally settled on.  Unfortunately it was the last one i picked up...

In the next couple of posts on this site I'd like to discuss some of the differences between each edition and describe how I ended up picking Open Quest.


Wednesday, November 23, 2011

Hating on Upkeep

Let me begin by saying that this post mostly stems from me being a lazy GM.

I HATE spells, powers, and game mechanisms that have upkeep effects.

Goodberry, animal familiars, druid animal companions, etc...

The druid class has always been one of the worst offenders in AD&D. I really don't like to keep track of a bunch of little NPC's or keep track of how many semi-permanent good berries a character is holding on to.

The reason I brought this up is that I've been reading the Stormbringer 4th and 5th editions. I really like them both for different reasons, but I didn't really like the magic systems presented in either book. The 5th edition brought in Sorcery spells identical to those presented in the BRP system which are similar to sorcery spells from Runequest. These spells have a limited effect and cost ~1-4 MP. In the Stormbringer 4th edition, it is all about summoning and binding elementals and demons (which are really aliens and not demons of the traditional sense). I think this would make for a tremendous amount of book-keeping - which I find tedious and lame.

I've never read all of Moorcock's works, but I'm currently re-reading them to get in the spirit of this game system. The 4th edition spell system of Stormbringer is pretty close, but one thing I noticed is that Elric tends to summon things up pretty quickly in game terms.

I'm thinking about trying to conceive a magic system where you call on the immediate aid of chaos or elementals/ beastlords, etc... and the GM would arbitrate on the level of MP that would need to be sacrificed to induce the effect.

I would still keep the summoning/binding system - but make it so you need specific grimoires to make it easier to call up specific demons, otherwise it would take even longer and use even more power. Once a demon has been bound you could release it, and bring forth a magical effect. This would allow for demon bound magical armor and magical swords but maybe a little bit more limited versus the versions presented in the Stormbringer 4th and 5th.

Thursday, November 17, 2011

Riding the Storm Out





I recently picked up Stormbringer 4th and 5th editions.

I really like both of these games and I might spend a couple of posts discussing various topics related to them.

I think there are two primary aspects of the game that drew me to it:

1. There are no "character levels". I also like that in the BRP based 5th edition there are no "classes". I really like rolemaster but at the end of the day it is a D&D game with class and level and a huge number of options thrown in for crunch. The magic system and combat system have been changed and you have skills, but you still gain experience points for stuff and you still go up levels and have classes. I really wanted to see if you could play a fantsay RPG without the exp, class, and level systems.

2. The chaosium d100 system is similar to Rolemaster in that your character may grow more powerful, acquiring more magic and skills, but they still can be killed relatively easy with a single (or several) hit. The stormbringer setting brings in a random die for armor level into the runequest system and I think that is a brilliant piece that adds tension to the game. In addition the major wounds section brings realistic "critical" type hits to the game. I've tried adding critical hit tables with detailed wounds to D&D in the past. However, I always felt that it changed the game from being D&D to something else and my players always hated me for it.

I've read both the 4th and 5th editions over at least in part and there are things about each that I'm really loving and some things that I'm not sure would play out well in the type of RPG I'd like to GM.

Sunday, October 23, 2011

D100 Gaming

I've been pretty silent on this blog for about 1-2 months now. I had a wicked bout of migraine headaches that forced me to limit my computer usage. Since I'm not sure I'm completely over it I'll make this quick.

While I have been away from the computer I did get an amazon gift card a present... I made pretty good work of it scoring:

Rolemaster Express (love this book!)

Chaosium BRP hardcover
Stormbringer 4th Edition
Glorantha 2nd Age
Call of Cthulhu 5th Edition Rulebook

Yes that's right, lots of d100 gaming goodness!

I've been reading them over and when time permits I plan to review some of this stuff. The Chaosium skill based system has me the most interested. It really works for Call of Cthulhu - I've been playing the PBEM game with Daddy G, DungeonMum, and O4E for a while now and it runs smoothly for that style game. The question is can it correctly handle all the other genre that it advertises in the BRP book. I like that it has so many options that can be brought in and out of any campaign yet the core is straightforward and simple.

Well, that is all for now, hopefully my head will stop this nonsense and I can cover some of this game material in better detail.