Since TSR's Basic Dungeons & Dragons with the Erol Otus cover in the magenta colored box was my first rpg purchase way back in 1981, it seems fitting my last purchase was the wonderful retro clone Basic Fantasy Role Playing Game.
With all the free material of quality available online, including Basic Fantasy in PDF format, I've forced myself to be real frugal with actual cash expenditure on rpg books. But Basic Fantasy did it right for me. A free PDF led to a Lulu purchase of the perfect bound, publish on demand copy of the game. The cost of the book was, like ridiculously low, and with a shipping discount being offered it was a no brainer.
The game gave me the house ruled tweaks I wish I had thought of while retaining all the flavor of the great game I first came to love.
I have further modified my Basic Fantasy with the best aspects I find from LotFP (also available for free in PDF format), and all those folks making cool character sheets, free adventures, Game Master aids, etc. just make this product one of the best rpg deals going.
Contact Information:
jay@vanishingtowerpress.com
Showing posts with label basic role playing. Show all posts
Showing posts with label basic role playing. Show all posts
Sunday, August 3
Saturday, September 22
Magic in OpenQuest for Non Magic Users
To fully enjoy OpenQuest d100 based RPG from d101 Games one must embrace the author's approach to magic for a fantasy role playing game.
There are three "schools" of magic in the core rules; Battle Magic, Divine Magic, and Sorcery. Unlike fantasy rpg's which limit the use of magic to a specific "class", OpenQuest allows any character at creation to be adapt in the magical arts. In fact every character at creation has to apply six points of magnitude towards the creation of spells whether they are interested in playing some type of magic wielding character or not.
Starting magic is selected by the expenditure of 6 points of magnitude. The player is free to spend them in any manner. A player may choose six individual spells all at 1 magnitude, or select one spell at magnitude 6. Or some variation in between. As stated above, selecting spells from the Divine Magic and Sorcery lists come with some restrictions. This is an attempt to simulate the commitment necessary to master these schools of magic by restricting the amount of character creation points allowed on other skills outside of magic.
But what if you are interested in playing a Barbarian, a Mercenary Knight, or even your traditional Thief? To leave those magic points on the table and not use them would make your starting character much weaker than other players who embrace the use of magic.How should the basic spell list found in Battle Magic be added?
This is where the aspect of "character concept" really shines for OpenQuest. For example I will use Jongo the thieving gnome. Through the character creation steps we've spent some points on attributes, many on the appropriate skills such as Athletics, Deception, Mechanisms, and Dodge. Now it is time to deal with those pesky magic points. Well, since we are playing a nonhuman race, one with a rich literary tradition of magical tricks and talents, it should not be too difficult. Probably the most useful Battle Magic spell for non spell users is Enhance Skill. What thieving gnome would not have an uncanny ability to disappear amongst the underbrush? Or surprising skill discovering hidden traps, or perhaps see normally invisible pixies and sprites?
This is an effective technique for giving your barbarian "berserker rage", or your martial artist a "killing strike". Want your archer to have an effective "called" shot, the enhanced skill spell is your ticket. Creating an elf warrior you may want to add the unusual ability to see in the infrared spectrum. Not a problem with the right application of Battle Magic.
Don't limit yourself to the initial skill list found in Newt's original rulebook. There is no reason why you can't come up with suitable spells which fit your character's concept. Any good Game Master will help you shape your ideas to fit well with the game. Anyone who has ever enjoyed Champions from Hero Games will be familiar with creating interesting effects and abilities from fairly general spell lists.
*OpenQuest uses the Mongoose Publishing RuneQuest System Resource Document.
There are three "schools" of magic in the core rules; Battle Magic, Divine Magic, and Sorcery. Unlike fantasy rpg's which limit the use of magic to a specific "class", OpenQuest allows any character at creation to be adapt in the magical arts. In fact every character at creation has to apply six points of magnitude towards the creation of spells whether they are interested in playing some type of magic wielding character or not.
Starting magic is selected by the expenditure of 6 points of magnitude. The player is free to spend them in any manner. A player may choose six individual spells all at 1 magnitude, or select one spell at magnitude 6. Or some variation in between. As stated above, selecting spells from the Divine Magic and Sorcery lists come with some restrictions. This is an attempt to simulate the commitment necessary to master these schools of magic by restricting the amount of character creation points allowed on other skills outside of magic.
But what if you are interested in playing a Barbarian, a Mercenary Knight, or even your traditional Thief? To leave those magic points on the table and not use them would make your starting character much weaker than other players who embrace the use of magic.How should the basic spell list found in Battle Magic be added?
This is where the aspect of "character concept" really shines for OpenQuest. For example I will use Jongo the thieving gnome. Through the character creation steps we've spent some points on attributes, many on the appropriate skills such as Athletics, Deception, Mechanisms, and Dodge. Now it is time to deal with those pesky magic points. Well, since we are playing a nonhuman race, one with a rich literary tradition of magical tricks and talents, it should not be too difficult. Probably the most useful Battle Magic spell for non spell users is Enhance Skill. What thieving gnome would not have an uncanny ability to disappear amongst the underbrush? Or surprising skill discovering hidden traps, or perhaps see normally invisible pixies and sprites?
This is an effective technique for giving your barbarian "berserker rage", or your martial artist a "killing strike". Want your archer to have an effective "called" shot, the enhanced skill spell is your ticket. Creating an elf warrior you may want to add the unusual ability to see in the infrared spectrum. Not a problem with the right application of Battle Magic.
Don't limit yourself to the initial skill list found in Newt's original rulebook. There is no reason why you can't come up with suitable spells which fit your character's concept. Any good Game Master will help you shape your ideas to fit well with the game. Anyone who has ever enjoyed Champions from Hero Games will be familiar with creating interesting effects and abilities from fairly general spell lists.
*OpenQuest uses the Mongoose Publishing RuneQuest System Resource Document.
Friday, August 17
Classic Fantasy vs OpenQuest
The short answer;
"Class" vs "Open"
The Long Answer (explained);
As Newt Newport mentions in his introduction to OpenQuest's rule set, the "Open" in OpenQuest refers to the ability to create fantasy settings and characters in a completely unrestricted manner. This is in distinct difference to Mr. Leary's approach to the genre with "Classic Fantasy", a Chaosium monogram. Classic Fantasy attempts to model Dungeons & Dragons directly to the Basic Role Playing D100 system.
Both authors accomplish their goals well and demonstrate how well Basic Role Playing (BRP) responds to "Homebrew" creation and game play.
Leary hews closely to the Dungeons & Dragons canon by first identifying the types of characters players are able to play. A characters "Class" is all enveloping in the world of Gygax, its game function mainly concerned with resolving the characters combat interactions and whether or not the character survives encounters. Each class has the requisite limitations which define these capabilities as compared to those of other classes. A players choice of race also carries the same net of limitations which further narrow the scope of capabilities, and therefore define the player character.
Newport's fantasy mash up, on the other hand, begins character creation with a brainstorming session, requesting each player to come up with a character concept. As the author explains; "A character concept is a one sentence summing up of what the character is all about." The rule set continues on as a guideline in how to translate the character concept into your fleshed out character sheet.
I love this type of game experience myself where the initial player character, while not all that powerful yet, is still a product of my imagination. This is the element I felt was always missing from D&D; the inability to play a character concept completely of ones own imaginings.
I was quickly able to come up with intriguing character concepts off the one sentence rule. It started to become a game of interest and brevity; Disturbed Wizard, Searching Sailor, Cashiered Ranger, Disgraced Warrior, Hunted Magician, Retired Gladiator, Etc... If you are manic about gaming all the best aspects of fantasy found in literature, or being open to new inspiration you can do this well with OpenQuest
I love this type of game experience myself where the initial player character, while not all that powerful yet, is still a product of my imagination. This is the element I felt was always missing from D&D; the inability to play a character concept completely of ones own imaginings.
I was quickly able to come up with intriguing character concepts off the one sentence rule. It started to become a game of interest and brevity; Disturbed Wizard, Searching Sailor, Cashiered Ranger, Disgraced Warrior, Hunted Magician, Retired Gladiator, Etc... If you are manic about gaming all the best aspects of fantasy found in literature, or being open to new inspiration you can do this well with OpenQuest
But if you are looking to go Gygaxian, you should go with Classic Fantasy because, well, Leary has already gone through the trouble of converting the standard classes, races, and spells. A lot of hard work, I assure you. Unlike Dungeons & Dragons retro-clones, launching a D&D campaign with BRP's Classic Fantasy does allow much more in personal customization of your character class, mostly do to the use of a skills list, and the players characters are more robust overall. Running some friends through TSR's B10 Night's Dark Terror proved Classic Fantasy characters can chop through goblins and minor undead well. Proper tactics assure swift death to surprised opponents. True to BRP form, once these tables are turned on players, swift death can ensue. All in all, Classic Fantasy will give you a great D&D game without the garbage mechanics of Old School, retro or otherwise. Those who do not like a d100 system should not even bother.
And that is why I use OpenQuest. If you are looking for a great system for your own fantasy creations, classic or otherwise, OpenQuest gives you the tools to go right at it! It does put more weight on the Game Master. The GM will have to be invested in the brainstorming session during character creation with the players. Or the GM can offer pregenerated characters. Either way, it means more hands on time by the GM.
For me, this takes the form of ripping off literary sources, as well as available game aids to create classic "styled" fantasy adventures based off of what the players come up with characters. In case the players come up with character concepts which suggest other genres it is good to have several flavors of opening adventures to plug them into. Like I said, OpenQuest will demand a great GM if the group is role playing complete homebrew campaigns. Otherwise you will be practicing the time worn tradition of converting published adventures to your game :)
For me, this takes the form of ripping off literary sources, as well as available game aids to create classic "styled" fantasy adventures based off of what the players come up with characters. In case the players come up with character concepts which suggest other genres it is good to have several flavors of opening adventures to plug them into. Like I said, OpenQuest will demand a great GM if the group is role playing complete homebrew campaigns. Otherwise you will be practicing the time worn tradition of converting published adventures to your game :)
Sunday, August 12
OpenQuest 2 now available for pre-order
Everyone should be well aware of D101 Games releasing OpenQuest 2 and you can pre-order the game at the company's web site here!
Get it, love it, play it!
Get it, love it, play it!
Here is a link to a review of OpenQuest from way back in 2009.
OpenQuest and why I'm using it...
My first gaming years were spent under the magic and poor game mechanics of AD&D. This led to the rest of the TSR line; Gamma World, Top Secret, Boot Hill, and GangBusters. While the different genres afforded great flights of fancy for my regular teen game group, there was always the nagging disappointment that I was unable to create a player character to my exact tastes.
This led first to Space Opera, Flashing Blades, and Pirates & Plunder. Then GURPS and Champions. The only thing which increased was complexity while game opportunities shrank and shrank. I eventually found my way to Chaosium and Elric! which introduced me to the D100 system for the first time. But by then it was too late. Gaming was now just an interesting shelf on my bookcase. Or instant death to dating if left out!
So this OSR is flaring up everywhere and my discriminating taste has landed on OpenQuest, from D101 Games.
This is the game which gets fantasy role playing right. It has won me over. It has resisted every attempt to tinker with the mechanics. When I mean resisted I mean after some reflection I would abandon the proposed fix which would pop into my opinionated GM head. Studying the rule set (as there is no one yet to play with) I could not help but feel I was being well cared for as a player. Hopefully this means the Game Master load should be very manageable, because I am positive I will have to shoulder this burden as I attempt to uncover RPG players in the rural Rockies.
It is an excellent introduction to role playing games for newcomers as well as the long dormant player. This is because of the simple entrance point provided by the insightful author by "Starting Character Generation with a
Character concept. A character concept is a one sentence summing up of
what the character is all about."
Anyone can do this!
The only issue I have yet to resolve is Literacy. A required eighty percent or higher is required to be literate in the specific language skill. This means many illiterate magicians with a maximum of 75% in any starting skill.
Otherwise I'm going with no House Rules!
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