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Tschai has been one of my favourite worlds since the early 80s.  I did a fairly full BRP/RQ3 write up of it, if you like I'll dig it out for you.  I'm angling to run the campaign across the Lok Lu Steppe heading for Pera, a year or so after Reith left.  The party will be guided by an outcast Dirdirman (Naturally) since the only other player to have read the books demanded it on pain of spoilers.

I agree with the artwork, but I felt the Chasch weren't entirely right- they needed 'complicated nasal processes' IIRC which they almost have- I'd have preferred them to have noses like a complex horseshoe bat or something similar.

That would be great; I'd love to see another take on BRP Tschai.  Just PM me. 

As for the look of the Chasch, it depends on the artist in question and how they interpret the written descriptions.  For example, in the French Tschai comics, they clearly had their own ideas, or maybe just decided to take a more Barsoom approach to the Chasch. 



Of course, I should label the Green Chasch from the Blue Chasch and also there are the Old Chasch.  You could use the idea that it's all variety within a species, but yeah, a horsebat nose would work really well on a Chasch.  For my taste, the Dirdir art in the GURPS book is the one I'm least happy with, while the Pnume and Wanek are great and the Chash (both blue and green) are okay. 

BTW, there was a nice article in The Spacegamer magazine #40 about adventuring on Tschai.  Another art take on all the aliens too, but only the Dirdir looked good to me. 

Oh, there was a thread a while back on RPG dot net (I think it was there) about using the A-Team as the basis for a campaign.  Of course I had to write up something with Tschai in mind.

“Years ago an elite unit of mercenaries was sent to prison by an alien court for a crime they didn't commit. These mercenaries promptly escaped into the wastelands of Kislovan. Today, still wanted by the Dirdir Overlords, they survive as soldiers for hire. If you have a problem... if no one else can help... and if you can find them... maybe you can hire... The First Unit.”


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Cool.  Yes.
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Tschai has been one of my favourite worlds since the early 80s.  I did a fairly full BRP/RQ3 write up of it, if you like I'll dig it out for you.  I'm angling to run the campaign across the Lok Lu Steppe heading for Pera, a year or so after Reith left.  The party will be guided by an outcast Dirdirman (Naturally) since the only other player to have read the books demanded it on pain of spoilers.

I agree with the artwork, but I felt the Chasch weren't entirely right- they needed 'complicated nasal processes' IIRC which they almost have- I'd have preferred them to have noses like a complex horseshoe bat or something similar.
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Bureau 13 / Re: b13 sw jumpstart removed
« Last post by Enkeli on October 06, 2019, 02:12:23 PM »
The jumpstart is no longer available since the project was cancelled.
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Bureau 13 / Black Powder re-released in PoD
« Last post by Enkeli on October 06, 2019, 02:11:28 PM »
Black Powder has been converted to print on demand format and is available on our DriveThruRPG shop.  The shop is only offering the Print version as we sell the pdf on the home page and would rather not compete with ourselves.
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Homebrew Design & Conversions / Re: Tri Tac Revolution
« Last post by wasahbe on September 05, 2019, 02:41:10 AM »
7 action hero skillsets
7 skill monkey skillsets
7 social / smart / powers skillsets
1 catch-all for hobbies that don't fit anywhere else
1 game specific
 
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Homebrew Design & Conversions / Re: Tri Tac Revolution
« Last post by ORtrail on September 01, 2019, 04:34:50 PM »
Broad skills that get more specific as the skill increases?  I'm a fan of that. 

As for the character sheet, if you can get to a basic list of skills, you could include them on the character sheet and save the effort of having to write or type them in.  I still remember sitting down and staring at the long blank list of skills on the 1992 edition character sheet for Fringeworthy.  I figured it would have been a 4 hour process to create some pregen characters for Free RPG Day 2017, so I switched systems (Supers! Revised, which worked but human characters are very similar due to the system being geared to super heroes) and had them done in one hour. 
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Homebrew Design & Conversions / Re: Tri Tac Revolution
« Last post by wasahbe on August 31, 2019, 05:01:39 PM »
It was originally planned to move to a modern d100 system.  We found out there is a squabble going on as to whether the Mongoose sub-licenses we were planning to work with step on Chaosium's copyrights now that the main Mongoose license has expired.  So we backed off.

I will post the replacement for the Skilllists first.  The idea is that you get skills based on what you have done, and the categories are based on that.

So if you have Civilian Weaponry as a Competency you would be competent with any aspect of CW that is customary and common, have a chance at recognizing more unusual facets, and can buy more and better.  This is a compromise that Richard approved when his preferred skillsets playtested as still too fiddly.

The attachment is still in draft.

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Homebrew Design & Conversions / Re: Working on new Tri Tac Corebook
« Last post by Kedamono on August 31, 2019, 03:19:13 PM »
The best way to clarify things is that it's not a D100 system, it's a system that uses a d100. We're going to do out best and keep many of the TTGOR (Tri Tac Games Original Rules) mechanics in place, like the Roll Under system that Richard loved to use.

But, that being said, we are moving towards a modern generation of a rule system, so there will be a little "fudging" and "savaging" of existing characters.
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Homebrew Design & Conversions / Re: Tri Tac Revolution
« Last post by ORtrail on August 31, 2019, 03:03:25 PM »
I saw the post in the other thread, I thought it was about a switch between D100 systems.  A simplified version of the old Tri Tac system, even mostly just a simplified skill list would be easier to use.

Finding free time, and especially time needed to create characters and prep time for adventures/campaigns is one of the reasons many people can be reluctant to learn a new game system. 
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