Showing posts with label Chaosium. Show all posts
Showing posts with label Chaosium. Show all posts

Wednesday, 20 May 2020

Terrible Campagn Ideas: 70s Doctor Who using Cthulhu



























So watching lots of 70s and early 80s SF and DrWho and I did have FASA DrWho RPG from 80s long ago. Occurred to me Call of Cthulhu with a few mods or BRP could work pretty well. I would fistly gear the sanity table to make people flee or feint mostly. Im not so interested in real depctions of mental health more the way it is used in fiction. In the Silurian a miner who saw cave lizard folk when mad and drew palaeolithic cave art on hospital walls plus others just die of fear. Other episodes had people go mad and hide. Certainly plenty of risk ignoring scientists out there. So some precedents for fear and sanity and include heart attacks more for NPSs. Heart failure might be an option for permanent insanity.

d12 Temporary Sanity

1 Flee and keep running until pass out exhausted
2 Flee and hide somewhere till it is safe
3 Flee screaming
4 Flee screaming, roll to avoid an accident or hazard in hysterical flight
5 Scream hysterically pointing and unable to act meaningfully
6 Paralysed with fear unable to move
7 Feint unconscious CON roll or lasts longer than temporary
8 Drop to floor or cover and curl into foetal position muttering or play dead
9 Cowardy panic and risk others in furious flight
10 Make heroic but possibly suicidal risk to attack or seek a weapon
11 Stagger away, blackout and remember nothing

12 Stunned and fall, get up and flee

d12 Permanent Insanity

1 Phobia related to trauma if triggered companion feels fear and discomfort
2 Surender and cooperate with evil everything will be fine
3 Ignore everything strange and get on with life, there is a rational explanation
4 Now eyes open see aliens and plots everywhere and obsessively document them
5 Deal with any lesser evil to get rid of the worse threat, win at any cost
6 Tell everyone your story every chance. People must know the truth!
7 Escape at all costs and prepare for possible horrors in the future
8 Take suicidal risks to destroy enemy by most destructive means or join an organisation
9 Dedicated to living a quiet ordinary adventure free life at home
10 Haunted by strange dreams and flashbacks in waking hours, real events?
11 Drug abuse and self-harm to cope with the horror
12
 Heart failure CON roll or fatal otherwise a d6 damage

So the first table is for characters and npcs who get shocked mostly by strange death and alien beings or psionic effects. The second is the sort of stuff that messes up NPCs for future prequel adventures. Some of these might reduce your lifespan or make it hard to have adventures without peers kidnapping you.

Don't really need a Cthulhu mythos score or SAN loss to be as common. Possibly recover from just rest/ It is mostly to torment mooks and npc's you meet and in all likelihood, they won't survive, especially in the gothic horror period who of Tom Baker. Possibly you might take min SAN loss from aliens after a while. 
I cant see books or san loss from information being relevant so SAN tables are mostly for seeing monsters or grisly mass murder.

Characters could all be timelords for the Celestial Intervention Agency or rebel timelords on the run with a tardis or one timelord a pc or npc and the rest mostly human assistants. The first Dr was a great NPC because he lied, tricked everyone just to see stuff and often was separated and spent hours in a palace while the companions had all the adventures and barley escaped and got Dr and tardis. I guess this is up to who runs it and what their idea of cannon is and the players. A UNIT campaign on Earth would be ok in a 70s version of the 80s that never were.

Types of Adventure

3rd Dr John Pertwee spent most adventures on earth at UNIT HQ trapped on earth and dealing with master making every adventure more complex and adding to episode count, It is a pretty sweet set up. Like X-Files but your get army guys who mostly just prove how hopeless humans are. UNIT does have good uses. Human science and madmen warmongering can make a story extend too. Alien invasion of the week is a good foundation. Possibly would dial blood up a bit to more Sam Peckinpah and rely on horror and investigation stories. I guess I would mostly feature scuffles, fistfights and some gun battles plus have mechanics to better facilitate those sneak up behind attacks that don't leave patients dealing with head trauma for life. Monsters need to KO people too so you can all wake up in prison in their base and hear all their plans.

Lots of visits to isolated utopias and locations with limited characters. Locals surviving and thriving is optional. Revisiting locations years later with new menace and descendants of last lot is good. Visiting someplace a few years or decades later with older friends is fun. At the end of an adventure, everybody left dead or unconscious is pretty cool too.

Quite a few adventures feature slimy tentacled things of course and revelations about the past and often use mythology rationalised in stories like classic mythos fiction. Image of the feudal is a favourite, creature in the pit (shoggoth), Metabelis psionic spiders, Power of Koll, Lots of aliens pushing cyborg and body replacement and mind control. I also like the biological tech of Axos and Xygons and many other races on the show have a history of using creepy looking organic machines and spaceships.

Obviously, you can have some fun with genre, locations and settings but I chose this era because it seemed more deadly and 3rd and 4th Doctors did feature fights, action, chases and mysteries so I might try one day. Possibly the SAN tables above could be used in a Hammer Horror type of setting also.

Anyway having first game with 3 players in meat space in 2 months and other game ppl still awol....of three games I was playing. So unlikely to try anything experimental or one-off in a hurry.

Tuesday, 3 March 2020

Vikings & Cthulhu


With a new Cthulhu Dark Ages book out time to look again at some of the stuff I used for my 3 generational Viking game. To be honest I like historic gaming but it can be a hard sell so Cthulhu brings the bacon and bums on seats in these various campaigns. Vikings were an easy sell in my club too. Not many people really get idea of Dark ages especially if fed on a dnd diet. Im hoping we get some adventures and this gets developed more.

Going through various products I used for Viking campaigns.
Oddly wearing armour, using swords and shields makes a viking more than a match for monsters and when they use Rune spells and high skills they do not feel as lame as most investigators.

In a Vikings game you need plenty of non mythos action too so any Viking adventure content is usable. Viking dreamlands could be the realms connected by Yggdrasil.

Viking Minis available in lots of scales too, i use 1/72 and a nice boat that scale available.

HARN Ivinia the Viking lands - has great weather and sea encounters (not sure of the exact book) the copy of tables in my folder since 80s as harn was very hard to find

TSR 2nd Ed dnd Vikings - ice maps, names, house diagrams some ok bits

Rolemaster Campaign Classics Vikings - lots of good stuff and some adventure ideas - had a character battle a woman to marry her and was a very very long fight inspired by this

GURPS Vikings pretty good and I like the job tables in older GURPS books which they seem to have dropped. Other GURPS books like Russia. Low Tech and Middle Ages handy.

RuneQuest3 Avalon Hill Vikings Box Set is a great core campaign and as it is BRP. Is a great start for a family of poor Vikings going on the first raid and good clan soap opera. I ran everything in here for the core of the first campaign. As time went on the clan settled Iceland. Mongoose Vikings book kind of had tacky art that did not suit the historic topic but had names and a few bits usable. RQ3 used dark ages Europe as the default setting. I added lots of RQ combat features like hit locations for a more complex portrayal of Melee.

BRP Iceland is one of the better RPG books ever. Very dense and content for a long period of play and full of detail. Has rune magic and good notes on viking gods.

The Ravenar Sagas monograph 0348 Chaosium for Call of Cthulhu has lots of good bits that played well. Layouts look like a word processor but at least readable and usable. I got to spread the scenarios out quite well so they were years apart. Spirits & Dreams of the Viking age monograph 0390 is not as good. The layout has lots of issues which affect readability and organisation.  Adventures revolve more around Viking supernaturalism and showcase monsters. Adventures are ok but I didn't use any of this book really.

Castles & Crusades Viking book worth a look. Have not read them all but they are well researched, dense and more modern than what most ppl know about mythology in other volumes of series.

Mythras have a great Byzantium book which could be handy for when your Vikings visit Byzantium. My guys spent a few years there and came back with awesome Varangian armour.

There are probably more and recent books I have not touched. As always osprey books are good for historic arms and armour. The World of the Ancient Slavs published by Orbis is handy. Kids books often good for daily life.  Read Icelandic Sagas. Best fantasy books were ever written and easier going than Tolkien. Elder Eddas especially.

So basically I used RQ3 for skills and magic (spirit and divine). I used mythos magic for cultists and the dark ages folk magic for common non-aligned magic. BRP Iceland religious mechanics on top of this worked well. I used elements of Ringworld RPG for skill groups too. I did have characters become runelord berserks, priests and shaman by the end. My character sheets in links below.

Multiple characters slept with supernatural beings and of course, such children grow faster in the faerie world and will hunt down their fathers wanting revenge. As we played 3 generations some later characters started with better choices of career (most started farmers in the first game). Some were born rich and some with non human blood of troll or elf or giant. I like to keep the human world gritty but the supernatural world of giants and faeries were reachable and pretty horrible. Lots of fog-shrouded seas with monsters too. Islands of deep one cults. Lots of isolated monasteries actually full of cultists too.

Any adventure for regular Cthulhu mentioning Vikings is an opportunity. I used trail of Tsathogua adventures in Greenland which were fantastic. When I ran them again later I put links to the Viking players in with the Viking ruins. As the temple scene in the novel derived from is set in ancient Hyperborea time change was not a big deal. As Brian Lumley (I thing in House of Cthulhu) his Hyperborean like lost world had sailors visit Relyeh I was happy to repeat it with my Viking players mostly straight from shadows of Yog Sothoth. Of course, half party died or went mad. One player jumped into Cthulhus open mouth axe in hand as he Prayed to Odin.

As travel a feature and my Vikings went to Americas, the Lost City of Irem, Egypt, Rome, Byzantium, Russia, Frankland, Germania plus a trip to Jotunhiem (dreamlands? you don't need to ever explain this stuff). Characters had lots of training time to improve skills and attributes. Kept a few poor literate monks as slaves to read books for them. Letting months or years go by was great and I used Pendragon to see if wives and children and horses lived. It is good to have at least one king out to get the party.

In the last section of game Christianity was replacing Viking magic and characters happy to move to Iceland. Different characters developed different links to various lands they visited.

The second game I didn't document as well and 3rd I didn't detail at all but a heap of links here on games and prep.

So Cthulhu has been a great way to have Magic in a historic setting where magic is mostly horrible and hard to get. You might want to consider changing insanity tables and obviously dead bodies won't bother Vikings much.

890 AD Vikings Game
http://elfmaidsandoctopi.blogspot.com.au/2014/02/prep-for-brp-viking-horror-fantasy-game.html

http://elfmaidsandoctopi.blogspot.com.au/2014/02/cthulhu-vikings-growing-up-norse.html
http://elfmaidsandoctopi.blogspot.com.au/2014/02/cthulhu-vikings-ragnorak-now.html
http://elfmaidsandoctopi.blogspot.com.au/2014/02/viking-log-final-brp-viking-pc-sheet.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-wolves-of-fenris.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-saga-cursed-land.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-thralls-brides-and-forbidden.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-to-iceland-and-jottenhiem.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/vikinglog-evil-orkneys-clan-and.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/vikinglog-kingdom-of-york-and-dreamlands.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/viking-log-sagas-of-tsathogua-and.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/viking-log-from-hyperborean-temple-of.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/viking-log-hrafns-battle-bride-wedding.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/vikinglog.html Byzantium
http://elfmaidsandoctopi.blogspot.com.au/2014/05/vikinglog-byzantium-to-bagdad.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/viking-log-city-of-irem-to-mecca-to.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-old-gods-hate-us.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-storming-iquathas-castle-in.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-giantland-and-cheating.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-cheating-and-killing-cthulhus.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/viking-interlude-hrafns-own-funeral-plan.html
http://elfmaidsandoctopi.blogspot.com.au/2014/07/the-last-vikings-sacking-of-rlyeh.html
Second Campaign featuring kids from first
- was meant to last a few weeks went for a few months

http://elfmaidsandoctopi.blogspot.com.au/2015/08/vikings2-brpcthulhu.html
http://elfmaidsandoctopi.blogspot.com.au/2015/10/vikings-2-campaign-updates.html
http://elfmaidsandoctopi.blogspot.com.au/2015/10/vikings2-ends-rome-begins.html

Tuesday, 7 May 2019

Berlin & Australia, Cthulhu Reviews and Extra Sources



Recently my gaming hobby has become sorta sustainable. My Patreon now buys me a book a month (buy more 3folds). Only took 6 years! Will be getting on Drivethru this month. Mostly at moment I'm catching up on all the Chaosium stuff which will keep me busy a few months. Still running Masks of Nyarlathotep in 3rd year of campaign after Shadows of Yog Sothoth. Will try and buy some more art later in year for some projects if things keep getting better. Anyway here are brief reviews of things I got of late. Plus some links to stuff I felt were absent in these works or could expand on them.

As I mostly play 2nd ed Coc and like mostly older briefer adventures and simpler rules with less skill points it colours my taste a bit. I prefer the history/culture stuff vs scenarios and lore. I quite like older 8 page adventures in Shadows of Yog Sothoth to huge amounts of text in newer ones. Hoping to get the last few 7th ed items out over next few months then RQ. Wishing there were sponsored events of Chaosium in Adelaide where I pretty much cant buy this stuff. Company told me I Should just mail order but I want to develop players and a culture here not just have another book i dont use. Plus extra 18 bucks a book when most bookstores free delivery. I have over a hundred Chaosium game products and more playtime than any other system. Be nice to see some more people in Adelaide get to play.

These are based on PDFs.
Quality is good as per current Chaosium standards.
Found both more concise than Masks campagn  books
Both books detail gender and sexual orientation which is good.

Terror Australis 2nd Ed
The first ed of this book was pretty exiting in Australia in 80s and is still worth getting for Scenarios and some more monster stats. So i was impressed that the 2nd one is totally redeveloped and has mostly new stuff.

Historic photo references are pretty good. Maps are nice. Bit mixed on illustrations and some styles but ok. The full page illos of investigators in mythos ruins are my favorites as are the graphics of the maps of these places.

Historic, cultural and city guides are good and much improved. The local cults of city bits possibly less interesting than historical reality.

The alcheringa stuff is quite developed and reminds me of Runequest hero quests.

Mythos chapter focusing on the Yithians was great stuff and will probably be used soon in my game. Pnakotus the ruined city of yithians stuff great even though I dislike giant crystals.

Sand dwellers stuff interesting too. Toad cult odd as true toads not introduced till 30s. Lots of good monsters, spirits and other culty stuff.

The Adventures (at a glance):

Long Way From Home I liked most as starts from my home town. Sandox with lots of elements. Not sure if i need long winded entry on non mythos bakery but good stuff.
Black Water White Death is a monster hunt set in Tasmania I haven't really got into yet. At least the detail is setting info and reusable.

Overall I'm pretty happy and will be able to use.
3 days later: The book arrived and feels more impressive.  



Berlin The Wicked CityI
I was pretty exited by this when I heard of it. My friend quite liked it and was interested in running it and he was "over Cthulhu" for years. Part of me wants to mix with the Zenith comic and superworld rpg or something strange. My Cthulhu Metroplois setting would overlap here too. I used the book Voluptuous Panic as a source for Berlin for years - links below.

Detailing a city rather than a whole continent is a more manageable project. I liked the vice elements including detail on prostitutes and possibility of guns and street violence. Lots of crime and politics. Drug rules follows a long tradition of games not impressing me and I will ignore but it was slightly better. Mythos chapter has cults and scenario seeds which is a good approach.

Scenarios:
More of this book is adventures. They are quite complex and form a campaign over long a period. Will take me longer to digest this bit. Terror Australis scenarios much more basic. The look interesting but I suspect I wont use them. Im more likley to use things based on my own readings & research. A film of the King in Yellow, the Thule Broderbund and other stuff come to min


Stuff Worth Looking At For Terror Australis
Having studied Archaeology, Aboriginal art and worked with museums and communities Im a bit pedantic on some of this stuff. Also the myths of nomadism/lack of building/lack of farming continually cited in current land grabs and squatters getting land over native title even in 90s and now. Generalizing about all the language group nations is a common problem too. Most Australians still willfully ignorant about Aboriginals and pop culture and newage culture get it wrong lots.

Im probably stricter on use of culture than many others. Even in some communities Id be seen as fussy about this but Ive worked with serious artists and cultural property and have been asked to be involved in projects reproducing entities from wrong regions nobody was entitled to depict which I declined.

Term boundry rider was used for people who used to hunt Aboriginals on properties. It is used in sports too. Some find it offensive. Aboriginals did fight back, did wage organised war and plenty of colonial graves mention "murdered by blacks". An essay on genocide and mass murders and the trade in native artifacts and corpses would have been good. In  my newspaper research several times people in NT believed there would be mass native unrest which didnt really happen.

Freemasonry huge but also Druids and other orders are very common.
Greeks and Italians and other groups have their own orders.
Tennis and lawn bowls big.

Northern Territory had more Japanese people into 30s than whites reflected in ancestry tables. Probably WW2 ended fishermen and pearl collectors coming

Some of the pronunciation guides seem odd to me. Pronunciations vary lots from state to state as does slang and names of food items.

This talks about the horrible aboriginal corpse trade operated from Adelaide
https://www.theguardian.com/world/2014/jun/14/aboriginal-bones-being-returned-australia

While in Adelaide - Arcadian Adelaide by Thostle Anderson 1905 is a hilarious shitbagging of adelaide and society.

Posts about Shields in Australia neglected in both eds of book
Odd as RQ and BRP and older CoC had shields
https://www.aboriginal-bark-paintings.com/aboriginal-shield/
https://www.abc.net.au/news/2016-03-24/aboriginal-shields-gallery-opens-in-adelaide/7272154
https://www.adelaidereview.com.au/arts/visual-arts/aboriginal-shields-power-protection/
https://www.pinterest.com.au/reecepsych/aboriginal-shield/?lp=true (not all australian but lots)

Also fire used in warfare and hunting in expert manner duriung wars of english occupation even skirmishes. Experts could predict effects of fire.

Some mention of regions the famous art styles from like dot paintings and xray art or digeridoo's might be nice. Most Australians have no idea.

Aboriginal Settlements debunking the nomad thesis used to deny they could own land
https://www.abc.net.au/catalyst/stories/s805459.htm
https://en.wikipedia.org/wiki/Indigenous_architecture good australian section
"As late as 1894, a group of around 500 people still lived in houses near Bessibelle that were constructed out of stone with sod cladding on a timber-framed dome. Nineteenth Century observers also reported flat slab slate-type stone housing in South Australia's north-east corner. These dome-shaped homes were built on heavy limbs and used clay to fill in the gaps. In New South Wales’ Warringah area, stone shelters were constructed in an elongated egg shape and packed with clay to keep the interior dry."

Aboriginal Agriculture
http://nationalunitygovernment.org/content/evidence-indigenous-australian-agriculture
https://www.abc.net.au/radionational/programs/archived/bushtelegraph/rethinking-indigenous-australias-agricultural-past/5452454
https://theconversation.com/the-biggest-estate-on-earth-how-aborigines-made-australia-3787
Also large millstones totally not for use by nomads as too big and heavy

More on false Nomad Story
https://anneliedevilliers.com/2017/06/25/know-about-indigenous-australia/

Good big map on regional languages. Generalizing about "all aboriginals did x" is often flawed. Art styles, use of digeridoos (yirdaki), shield styles all varied
https://www.ewb.org.au/images/uploads/misc/mapsforuse/Aboriginal_Australia_Map.jpg
https://en.wikipedia.org/wiki/Didgeridoo (variations of instruments for example)
Chart about dreamtime https://porcupinelounge.wordpress.com/2012/04/22/dreamtime-chart/

Film Jedda has flaws and is 1950s but has good scenes of traditional aboriginals in desert areas
exerpt
https://www.youtube.com/watch?v=PJMqIaGRfgo
full film here but you might need to log in - over 2000 on topic videos on subject
https://www.sbs.com.au/ondemand/video/612877891878/jedda
Educational doco from 50s
https://www.youtube.com/watch?v=ZNIPXa5USZE
Very good series first Australians
http://www.sbs.com.au/firstaustralians/

This is bizzaro stuff
https://www.yog-sothoth.com/forums/topic/23759-dr-gygax-and-the-remarkable-cave-australia-1854/

Several artworks in book by Arthur Streeton not specifically named, from 1890s
Full page colour artworks with artworks named but not credited. One of countries most loved artists who helped mythologise national identity.

Stuff Worth Looking At For Berlin The Wicked CityI recommend Louse Brooks Biographies, Essays and Autobiographies for Insiders guides to Berlin cinema world. Alfred Hitchcock bios good on this too. Surprised Leni Riefenstahl not mentioned in who's who as she was hanging around directors alot learning her "craft". Louise is fairly Scathing on her.

This Book is a must have for sex and nightlife life of Berlin
Has maps of many nightclubs. I used as a source book for years.
https://www.goodreads.com/book/show/65947.Voluptuous_Panic
Links here to more books on topic too

Film "Shadow of the Vampire" is a great period piece with a few seconds of depravity viewable through a trapdoor briefly that is awesome. https://www.youtube.com/watch?v=h8QO-2hTZFY

Babylon Berlin TV series might be worth a grab
https://en.wikipedia.org/wiki/Babylon_Berlin

Has some good maps
http://activehistory.ca/2018/07/24040/

Lots of good images and Berlin Zoo Maps and Images and more links
WW2 stuff is amazing and very sad
http://theelephantgate.weebly.com/berlin-zoo-and-surrounding-areas.html

I recommend the Dr Mabuse Films Too
Anything by Fritz Lang and Pabst interesting really
https://www.youtube.com/watch?v=9bLMRPpSToI

Tuesday, 16 April 2019

Masks Nyarlathotep So Far...






































Here she comes a oozin down the street
chantin' "Do wah diddy diddy dum diddy do"

Snappin' her tentacles and shufflin' her hoofs,

chantin' "Do wah diddy diddy dum diddy do"

The only mythos god that give you milk
Dedicated to recent thing that happened in tonights game.

The next best thing to killing a character,
driving them insane and into the clutches of Shub Niggurath.

So Almost done the New York chapter of the new edition of masks.

Like much of modern Chaosium it looks, good, is crammed pack and pretty high quality. Still the best company making RPG's to me (though dropped the ball a few years back). But it has lots of flaws. Im using fan made companion extra content and have found it helpful for fixing some flaws and expanding on ideas. I keep my second ed copy on hand because it has some great art and is often easier to find stuff and to work out what to focus on. Small print but density is not worst RPG crime but i often need to use glasses which is very rare for me.

I might be complaining a lot here but I do dream of buying more stuff and my wish list has over 20 old and new Chaosium products now, 2nd is a few TSR things I lost and want back. Ive complained about old vs new before so will avoid that trap. I guess trendy rules and possible simpler/less maths helps some ppl.

I never thought it was the best COC scenario. I always thought it Pulpy. Fungi From Yuggoth and Shadows of Yog Sothoth Ive run many times. Spawn of Azathoth I like and one of best case dreamlands adventure in a mythos plot. Normally I use dreamlands my own way not strictly cannon. Dunsanay opium frolics clash with Mythos too much. I always thought Masks was pulpier and the Game over editions became pulpier so i use 2nd Ed because it is meaner. A few good things in 7th ed but lots of stuff I would not bother with. I learned 3 systems in early 80s and used all my slots cos Im a brain damaged grogtard. Also Orient Express is terrible. I threw out most of the content from 1st edition but keep the railroad npc book close always.

Despite all this Im running Masks. Probably more like Lumley style than HPL or Pulp.
I see no problem with using tech available to criminals and in shops to kill real monsters.

Im finding it very over written and hard to find stuff

Half a page on a character you talk to in a bar.
Stats on character who is killed in the scene you meet them
Wish headings of section had NPC name instead of poetic headings
Im tempted to make my own flow chart with built in check list.
Sometimes only one player of 6 in room can read handouts.
They had white paper in ye old days. Not all paper was poor quality or sun damaged.
Sometimes repeats info many times in same scenario, even on same spread.
Miss 8 page scenario chapters in Shadows of Yog Sothoth.
Instead I get 32 pages instead making prep slower.
Tiny dark portraits that often are not helpful in book.
Pages on scenes that don't really help much.
Keep wishing next version fixes things.
Some of the added threads don't really gravitate the main story.
One chapter states local gun laws another does not - a format on counties might be good.
An "Atlas of Cthulhu" with local gun laws, police, health care, customs and stuff in a simple format might be nice.
They killed a villain never realising his significance but I guess they will eventually learn.
Some items with no warning destroy characters.
What if a character was driven mad with the vision mask and implored everyone to try it?
TPK is old hat TPM in COC is real. Total Party Madness.

Lots of loose ends in play so Im happy to have characters just kill some people with tommy guns or pay someone else to murder a bad guy. Happy they throw money at a lawyer get a mook out of death row so they can get on with meat of adventure. After killing cult and burning down HQ saving a mook seems a bit slow paced. A SAN reward might tempt them.

On the plus side some of these problems could be features to some.

I made a NPC live cos I liked her half page bio and thought it a waste to snuff her on first contact. She helped drive events on. I considered making her a love interest but the investigators are mostly damaged war vets and couldn't speak her language or too scruffy.

I realise some people need everything spelled out to give keeper lots of room and flexibility in case things come up but my players still ended up stepping outside the framework so I had to improvise any way or made my own tangents. If no amount of writing can prepare the GM maybe don't try. Encouraging improv and creativity is a dying art in all published big company works.

I was happy that the second New York session due to player absences only one player/character was on both games but the hand outs and me and that player filled them in well and the three previously missing players all said "wish I was there".

The companion adding details on snow in NYC 1925 helped lots to set mood.
I used the extra Mexico prequel which was great.
-beat crap out of fake drunk god
-all captured by well armed criminals with rifle skills they couldn't deal with
-a reminder "sane" humans are bad bad monsters

New Peru section was great despite above problems and players loved it.
This chapter took three sessions, was railroady but fun.
Except when they lost 90% of their stat points.
Being horribly crippled made a few go home after a fight in first city.
I like maiming or cursing characters rather than killing them.

Now I have London chapters and fan content to read.
Honestly it has reading requirements of a Uni subject with no credit.
Players might sail to London and I will try and use a Mauritainia scenario.
Or they will use Eihort's gate if they can spare the SAN.

So my campaign now on year three run since 1920 has been pretty fun.
Might discuss this later.

So far in Masks
Peru 3 sessions
Mexico 1 session
New York 2 sessions - still need to hear will and see erica
Im guessing London will be several weeks

Thursday, 31 May 2018

Cool of Cthulhu: International Order of Esoteric Gentlemen









































So after six months of this game and for one player 4 deaths, the oldest characters have semi retired while new recruits take the field. Some exposure to lesser books and some museum evidence then some shotgun lessons and recruits are ready to go. Two new players on team a catholic priest from a poor background and ex convince pus a alienist to replace the party semi retiring one whos player now has a boxer employed by Enzo to watch his Mamma. She is back from her rest but already regretting it after seeing monsters.

Arrive Hollywood and saw Fatty Arbuckle!
Recruit crazed actor to join them
Party in Devils Canyon
Exploring abandoned movie set
Nonna killed a celebrity gossip columnist (Why you gotta kill people Mamma?!)
Almost killed crazed movie star in ruined cliff pueblo
Stalked by invisible things on ruined film set
Broke two lenses that allowed you to see them
Car tyres slashed
To be continued....

This is what the international  International Order of Esoteric Gentlemen have so far....

Made lists for players to use resources better and to hothouse new characters and use allies better. Six months is a lot of mayhem in cthulhu to keep track of. I should list spells in each book. Note I found various versions of books from various editions of the game and some vary from book to book. 


Departments
Neophyte Field Agents
Veteran Field AgentsAdmin, coordinate organisation, agents and the board
Researchers, mind library and collection
Procurement, obtain goods, money and materials
Assassination, terminate cultists
Demolitions, destroy locations

Museum
-Serpent Man Head In Jar (0/1 SAN)
-Snakeman Skeleton 2000 years old  (0/1 SAN)
-Brood of Eihort in a jar  (0/1 SAN)
-Slime from a burrower beneath or cthonian in jar
-Shoggoth plasm and eye in jar  (0/1 SAN)
-13 sets of cult robes
-Photo of rat thing (0/1 SAN)
-Photo of Shoggoth  (0/1 SAN)
-Photo of Eihort  (0/1 SAN)
-Photo of Burrower Beneath  (0/1 SAN)
-Photos of rat thing and serpent man bones next to human for comparison
-Magical Brass Head that can talk, possibly dishonest and untrustworthy
-Strange Cube with chilling effect from deep one cave in safe in basement

Armoury
-Serpent Man Death rays 2 with 2 shots one with 6 shots
-Gold Disk of Relyeh
-Enchanted Broadsword d8+2
-Elder Sign
-Thompson Submachine gun two drums two stick mags violin case
-30 sticks of dynamite and fuses and plunger
-.45 Colt Pistol x4
-2000 rounds .45 ammo
-12 Gauge double barreled shotguns
-200 shells
-AK47 x4 8magazines +1000 rounds ammo
-Cultist daggers d6 x3
-Trench Knife d4+2 x4 with knuckle duster

Store Room

-Tents and camping gear
-Wet weather and winter and tropical clothes
-Cameras and dark room in a trunk
-Surgeons bag
-First aid kits
-Dozen Torches 50 batteries
-Helmets with lamps
-Climbing gear

Standard Library

Knights of the Silver Gate Manual of Silver Twilight KOTSG (+3% -d4 x1)
The Zanthu Tablets (+3% d6 x2)
Revelations of Glaaki Vol IV Eihort and his Brood (+3% -d6 x3)
People of the Monolith (+3% d3 x1)
Prodigies in the New England Canaan (+4% d6 x0)
Cultist Notes on sea creatures from Brockford House (1% -1) and (+d3% d8 x1)

Secret Collection

Revelations of Glaaki Vol XI - Ygolnac (+3% -d6 x3)
Knights of the Outer Void  Manual of Silver Twilight KOTOV (+5% -d6 x2)
True Magic (+6% d8 x3)
Cthulhu in the Necronomicon (+6% -d6 x3)
Liber Tenebrea The Book of Darkness in German (+8% d8 x3)
Nameless Cults (+9% 2d8 x3)
Cult of the Ghoul (+10% d10 x3)
The Necronomicon in Greek (+17% 2d10 x3)
Sons of Yog Sothoth  Manual of Silver Twilight KOSG one copy (unread)
Photo of Resurrection spell (x3 no recipe to create essential salts)
Making Gate Boxes by Carl Stanford  (x5)

Spells Who and What

-Black binding
-Call/Dismiss Nyagthoa
-Call/Dismiss ShubNiggurath
-Call/Dismiss Azathoth

-Voorish Sign
-Contact Cthulhu
-Contact Deep One
-Space Mead
-Resurrection
-Call/Dismiss Star Vampire
-Call/Dismiss Byakee
-Call/Dismiss Servitor of the Outer Gods
-Contact Ygolnac
-Contact Eihort
-Balk Brood
-Exile Eihort
-Enchant Gate Box
-Contact Ghoul
-Enchant Brazier
-Conjure Glass of Mortlan


Creatures Encountered
-Rat Thing d4 SAN horrible huge rat like things once human
-Ghoul d6 SAN horrible corpse eaters live in sewers
-Byakee d6 SAN space demoms can carry wizards to stars-Serpent men d6 SAN advanced wizard snake creatures
-Cthonian d20 SAN huge burrowing squid horrors with telepathy hard to hurt
-Shoggoth d20 SAN huge tentacled gibbering horror hard to hurt

Hypothetical Creatures
-Deep One fish men implied in books in Maine
-Space Vampire invisible horrors possible to summon but nobody has
-Servitor of the Outer Gods
 possible to summon but nobody has

Gods Encountered

-Eihort
-Ygolnac

Adventures
The Warren 1920
Silver Twilight Lodge 1920 1922
Look To the Future 1920
The Pale Gad 1921
Mauretainia 1921
The Coven at Canich 1921 1922
Mystery of Loch Feinn 1921
The Auction 1922
Devils Canyon 1922
Brockford House 1933

Other Shonkiness

-Using Eihorts maze to gate booze and guns across world
-Byakee used to bomb cultist lairs
-Been buying cult items at auctions
-Secret collection and museum and lab are behind a door with a elder sign they stole from the Silver Twilight summoning room Before setting fire to the whole lodge
-Using Frigid cosmic cube in cellar safe as freezer for meat in basement

Allies

-White Russian Mob contacts, know two counts
-Boston Italian Mob contacts-Austrian Occult Auction House
-History Professor Alvin Morley Paterson from Harvard 
(Mythos 39%)
-History Proffessor Felix Fuda from Miscatonic University (Mythos 52%) paranoid
-Hargrove Thorpe Felix's student 
(Mythos 52%) scholarly
-Richard Block
 Felix's student (Mythos 5%) athletic and large
-Dr Edward Call rescued from cult and very rich and grateful and vindictive
-Wentworth household butler (Mytgos 5%)
-Zebedee Silver Occultist and Hypnotist ally (Mythos 26%)
-Nelson "Happy" Caprossi with Boston Italian mob, provider of guns

New Recruits "Pawns"

-Dr Sergei Oszustwo - Parapsychologist (5%) 
-Butch Codidy 
- Fighter for boxing events and occasional crime
-Father Eliot Miller - Priest to poor Boston suburb (3%)
-Frank Worchester - rich doctor amateur opera recording artist idle rich (3%)
-Professor Alexander Botlerov, Chemist
-Wayne Ditcher - mechanic

Agents "Knights"
-Enzo Albero - Gangster (9%)

-John OShea - Hobo (7%)


Senior Board "Crowns"
-Angella Albero - Gangsters Mom (9%)

Dead 

-Doctor Bertie McMillan (9%)
-Joseph Freeman - Brush Salesman (6%)

These names i need to update as i didnt have access to some documents
I will update this page posibly

Saturday, 19 May 2018

Call of Cthulhu d100 Investigators strange experiences


Some past traumas for investigators or NPCs

d10 Quick types of experiences
1
Cultist exprience
2 Madman experience
3 Cryptofauna evidence
4 Personal trauma
5 Muthos events
6 Dreams
7 Hauntings
8 Survived madman
9 Family
10 Mythos contact

d100 Investigators strange past experiences
01 Found remains of a sacrifice once
02 Knew somebody murdered who feared a cult
03 Witnesses robed killers murdering someone
04 Witnessed robed cultists kidnap someone
05 Discovered a robed sect while travelling by accident
06 Witnessed a cover up from a cult murder
07 A conspiracy nut you knew got murdered
08 Someone you know joined a cult and vanished
09 Someone you know died at the hands of a cult
10 A cult is out to get you for knowing too much
11 Close older family member was a cultist and you dread them 
12 A lone madman kidnapped you once and authorities saved you
13 Someone has been following you obsesivley
14 A crazy ex lover or spouse is a cultist
15 A former teacher or mentor is a cultist
16 Escaped relative from a mental hospital once attacked you
17 Witnessed someone read mythos books and decline into madness
18 Encountered an outre artist or performer or scholar
19 Knew a older professional occultist growing up as a child 
20 Witnessed a medium or witch perform a strange unexplainable ritual
21 Found strange remains of some thing
22 Found strange foot prints in snow, on roof, in stone or somewhere
23 Saw something in a storm nobody believes
24 Found an object made from some strange creature remains
25 Heard some strange buzzing voices talk to you from the darkness
26 Saw something caught in fishing nets that was not meant to be
27 Saw something in the distance in the wilderness that was not human
28 Seen strange people speaking in unknown language
29 Found some remains of something long lost
30 Saw some photographs of something from a explorer
31 Survived a massacre from a madman
32 Whole family died from the war and disease
33 Survived crippling disease
34 Imprisoned in terrible conditions but escaped
35 Survived a horrible transport accident
36 Survived a natural disaster
37 Almost drowned
38 Survived a car accident
39 Survived assault
40 Survive workplace accident
41 Seen strange figures in graveyard by night
42 Found signs of grave diging
43 Seen hideous inbred redneck in the country
44 Seen people dive into sea and not come up
45 Chased by creepy men from some backward coastal town
46 Mysterious foreigner keeps trying to warn you about something 
47 Saw something through a telescope cant explain
48 Found something in a museum you wished you had not
49 Saw a terrible book when young
50 Saw a body killed by something that couldn't be human
51 Strange dreams after seeing an artwork or ancient relic

52 Dream of some past incarnation and tragic death in ancient times
53 Dream of being taken away by strange beings in the night
54 Dream of of strange otherworldly life in a unfamiliar body
55 Dream of strange life in other world
56 Dream of life in witch hunting age of 1600s
57 Dream of being sacrificed by cult to some horror, dreams getting longer
58 Dream of bizarre primitive tribal ritual but wake before something horrible comes
59 Dream of local murder and it came true a d4 times
60 Dream of strange voices talking to you in strange language
61 Seen poltergeist activity in a ritual
62 Seen a medium speak in a strange terrifying voice
63 Trapped in a storm in a haunted house
64 Seen someone possessed
65 Seen a phantom figure moving about
66 Felt intense panic in certain place you never want to return to
67 Feel a hostile house spirit presence
68 Seen someone turn crazy and try and kill everyone
69 Has strange dreams about past inhabitants of a house
70 Have hears angry noises and been shoved in hanted house
71
 Seen a madman set themselves on fire
72 Saw madman killed by authorities before your eyes
73 Saw madman sacrifice someone
74 Seen madman like they were possessed kill themselves
75 Seen madman trying to cast a spell but they were stopped
76 Saw madman try and summon something but someone killed them 
77 Know a man locked in a building disappeared somehow inside
78 Know a man who disappeared exploring something strange years ago
79 Knew someone died of strange unnatural medical condition that was covered up
80 Saw something strange and horrendous in trunk in uncles roof
81 Discover an ancestor was a sorcerer and was killed by the mob or the law
82 Discover had some sailors in the family of uncertain background
83 Discover family in backwoods country town of inbred hicks
84 Found family tried to cover up a serial killer in the clan
85 Has family in mental hospital and have visited many hospitals over life
86 Had a mad relative who had to be locked up after threatening you
87 Parents killed as a child and raised by creepy elders
88 Orphan abandoned as baby and adopted by kindly family
89 Adopted and mistreated until made own way out
90 Heard old family member tell strange nonsensical stories
91 Seen someone change their shape and blend in among others
92 Read a horrendous mythos book

93 Know someone who returned from the dead
94 Seen a non human creature in the darkness
95 Saw someone killed by something invisible

96 Killed a strange thing by accident and now someone following
97 Knew a teacher who taught about the mythos but disappeared
98 Know someone studying the mythos who went mad then disappeared
99 Someone died before your eyes completely unnaturally
100 Had dream sending from some slumbering horror imprisoned somewhere

Saturday, 25 November 2017

Women for Call Cthulhu

Two of my players playing old women reminded me I had been distracted by Bright Young Things and needed to do some more senior women. What a mysteriously prejudiced old grog I am.

Apologies for this delay, I had partly done but thought Id better finish...

Maybe a sheet of hobos...?

Possibly a 1890s set with cowboy stuff could be good

Sunday, 19 February 2017

Yet More Cthulhu Portraits




So I have a few more to do but will do later. If you haven't noticed they can be cut out and put on  boxes on some coc sheets. Someone asked me to do modern ones but my modern game is post apocalypse so not much help to me. Victorian would be easier to do and more likely. I run 3 games in early 2oth c including decopunk metropolis, cthulhu and weird war one and possibly gangbusters. Only had one latino so would be a good sheet to do with next batch. 


Even More Portraits For Cthulhu









































So here are some more portraits with some more variety in race and class.  Have 4 more sets to publish shortly. I have a few more to do too especially featuring more scary non glamorous women. I have a big week of moving this week. Have a mostly done table set for failed utopias.

Saturday, 18 February 2017

More Cthulhu Portraits

 









































Sadly the most popular post I did was a sheet of character pictures for Cthulhu so here are a bunch more plus the original. A bit honky will have to get some more d. Will try to find some more working class too and some older women as mysteriously my files dont have as many old women.

Thursday, 7 July 2016

BRP blues



Inspired by this think piece
https://realmsofchirak.blogspot.com.au/2016/06/runequest-6-vs-magic-world-comparison.html?showComment=1466987895534#c1316103490885798300

You can skip my complaining and goto the end is a guide to some of the magic system choices in BRP games. I started being meaner about this topic but then looked at books a bit more properly inspired by RQ2 arrival. I have got two new Cthulhu game items and seen new ed cthulhu game - which having seen it now I have a better feel for new edition. More on this later.

I have over 110 BRP products in my years of 33 years of gaming. Ive lost or destroyed more BRP books than I have purchased from any other company (I have regained 20 TSR things and 30 GURPS things, A few GDW, R Talasorian games, increasingly indy dominates purchases now).

I obviously filled my game system slots in my brain years ago because Im not really plastic enough to get into new systems. I have run very few systems straight. I had my own d10/d100 system in 80s I ended up converting to BRP as it was evolving closer to BRP anyhow.

I found rq6 to be a tough read and kept thinking omg how tedious - too many new things that I have to know and 30 years of brp systems and I found it unfamiliar - I felt sorry for my shop for getting in hardbacks when I knew system was expired. None of the RQ6 generic settings set me on fire. The monster Island book was most interesting read but I still have not dug deep.  I still will get Luther Arkwright and the Arthurian supplements and I did get PDFs of most of them. To be fair rq6 has lots of good spot rules and ideas. But one or BRP faults in complex stat lines for bad guys the GM needs to create or use mook rules to handle. So rq6 introduces several new stats and features, some I have to look up like combat styles and if I have say 5 villains with several different styles and equipment the complexity goes up. The simpler to adlib bx dnd stat blocks were a big part of me going back to dnd the last few years.

Rereading the new RQ2 it is a pleasant read. RQ3 is tougher but we stuck with it long enough to get it. When some of the last supplements came out there were stat blocks with very interesting uses of sorcery which the edition would have benefited more from. I liked on Griffin Island box set orcs were sorcerers.

In my stripped down rq3 games I managed to introduce new rules and add complexity, some players struggled constantly, a few got hang of and used to win. At it's simpler end BRP has most of what a player needs on the sheet. At more complex end with tactical rules you make mistakes and you suffer.  It is a problem for new players and trying to catch up with veterans. I'm reminded of differences between bx dnd and 4th ed dnd. Im also reminded of why I started playing DnD again after a 20 year break. Game systems developing new rules and copying each other and kind of morphing into each other is a bit sad. Everyone does a sanity system now.

Mongoose version made me get the duck book and some of the second age stuff like the Clanking city were great. They made lots of interesting 2nd age products but the system interested me less. I didn't like the spell system requiring crystals and runes and reduced damages on halberds and a few things upset me. Modern games have been reducing effect of pole arms. Ive seen pole axes chop through meat. I don't believe they are only slightly better than a one handed sword.  Mongoose had some cheesy art that didn't feel RQ. I'm dyslexic and If I can see typos there is a problem (magic world was a bit spotty too).

RQ is sorta highbrow. RQ cultures reflect old anthropology texts and Joseph Campbell mythography. It took mythology and history more seriously.

Current claims RQ magic only suited to Glorantha seems odd after playing rq3 dark ages, babylon, rome and other historic settings for 30 years

This expiring ed thing is my most hated element of gaming
I feel alienated from brp after playing since 84 as my main system
When people at clubs only want to play latest version is a bit sad
I usually use Cthulhu as a trojan horse in my historic games

I liked brp, magic world and rq3 rq2 is nice too

I scrapped strike ranks as it confused most players and used dex and used weapon stats as tie breaker - i scrapped stst skill mods and used ringworld bonus system - so a sword skill goes up to total of two stats then you specialize in types - i scrapped seperate att/parr as it meant less record keeping even though it was fun. I used rq3 skill lists for experience as suggestions for 8 professional skills. I used education stat.

I find with RQ it takes little time for a player to know what they can do from character sheets without books but nitty gritty magic and fighting is slower - my first few years I only used divine magic from rq3 (system ppl now saying was a problem but was used for ten years) then after being a player in rq2 i got spirit magic. It took a science graduate several years later to look at sorcery and get rest of us into it - I like the Sandy Petersen variant version was online lots in 90s. The min max maths players loved sorcery but most found very difficult and never got past basics. Choice of systems was interesting and I sometimes use an obscure BRP magic system in play.

I find basic spirit magic fastest for players to use. A player three times tried to be a shaman and they never quite got it and made shamanhood in last session of one campaign. Divine was tricky but most common to max out in with least amount of trouble. Once players got it they made requirements for priest quickly by the time I ran Rome. I expanded cult champion rules a bit - i used acolytes but i probably will not use again (although rq6 might be place to look). I like the vikings blue box covert possession spirits that can give renewable rune spells or at will spirit magic.

Id say some of the magic rules took several years to get hang of one or two magic systems. A good aspect is i could customise player magic use well with choices from many books including cthulhu.

I feel alienated by modern dnd and now feel like im being pushed into the past by RQ and BRP - Cthulhu 6th ed seems to be for ppl with poor maths skills. I might get it as it once again has some ok spot skills but as I rarely used the x5 multipliers in my games changing all stats to the x5 multiple and using quarters instead of 1/5ths is annoying as hell.  I cant say what a great recent Cthulhu product is and I have been disappointed by several for layouts and lack of density. Laundry stuff has been more consistent.

I made a brp universal table every player uses at my tables like marvel one - it streamlined all the maths. I was going to do a combat and magic cheat sheet too. Actually gaming has always helped my arithmetic, % and measurement skills. There are lots of games now using almost no maths. I don't feel they simulate action or risk so well.

I will probably talk through with my players

Had a good fued with friend about systems as he is a gumshoe cthulhu gamer and LARPer and story gamer who doesn't really like dice. Id say I like dice and a big number range like d100 as I feel it more gritty and tweeky and I can scare people better with off the chart power. We discussed idea of making a d100 roulette wheel. He says physics and elements should fit in setting so he doesnt like universal engines and says they bottleneck or wall off what you can do. I dislike gimic and low number range games that cannot handle wide variation and don't distinguish things well (but TOON works). He calls me a simulationist. I  think his games good for con one offs but unsuited to long campaign and I don't feel a sense of risk. Dice I feel better than phone apps for group drama. I like knowing where bullets go and estimating risk with game physics - my gun combat more complex than any official BRP system. I guess I remember role maser and pheonix command from 80s which to me over do simulation. I find Gumshoe linear, depressing and unsuited to long campaigns or on the fly sandboxing like say the Arkham county series. Possibly Im seeing generational differences in oldschool vs newschool a bit more clearly.

Just while I'm here ranting about RQ and BRP

Some of the ways of power

Spirit Magic and shamans
Divine Magic and priests
Sorcery and magus - sandy petersen sorcery rules makes even better weirder wizards
Enchant - all magicians have versions
Summon - all magicians have versions

Possibly RQ editions could be variant practices or for subtle differences in dimensions

Stormbringer has various versions for elementals, demons and gods
(but i didnt like the stormbringer ed using superworld with chaos points)
Balancing Stormbringer was not a great move in later versions
Gonzo crippled beggars adventuring with god summoners was half the fun

Mutation - i endorse using chaos to hothouse yourself, destroy your rivals even becoming a demon  (or a broo or a gorp when it fails).

Call of Cthulu has a magic system any one willing to go mad and study hard can get ok at. I use for corrupt evil cult magic of old gods in my settings it works fine.

Cthulhu Grimoire from dark ages also good for witchy stuff.

Laundry has a magic system good for occult but also good for techno magic

Land of Ninja Box set for RQ3 has a system for ki skills which I have allowed some masters an cultists to learn.

Gods of Glorantha has several other magic systems or variations such as Lunar magic a mix of sorcery and shamanism mixed. I like that philosophy of Glorantha makes magic schools hate each other and culturally limit crossing types. You cuold get branded a heretic.

Warlords of Alexander BRP game is free in a few places and has a music song magic system I used for bard types in several games. One player played several generations of viking bard in my game. Easy to adapt this to other settings.

Pendragon effects for virtues I used in a fantasy game with magic effects and bonuses are good and Pendragon magic system does awesome stuff but you might need to sleep for a hundred years. I think traits worked here and were more useful than stats in play.  Adding traits into more detailed combat games like rq6 is less successful. Shame never did a d20 simple BRP like this. Pendragon was the original story centered rpg. I guess prince valient d2 coin flip is a forgotten story game too. Glorantha works well with Pendragon rules.

Psionics and mental powers - in BRP and Ringworld has some good systems too, Laundry supplement does include some too.

Magic World system i haven't played much but it is different and looks interesting, has a advanced book and feel of lots of different systems from storm bringer.

Nephalim - had Enlightened magic system which was reprinted in 2015 it is ok but I don't know how it fits in my pre modern settings. Also I'm sick of golden dawn magic in games and comics.

Classic Fantasy BRP looks good adding dnd like magicians and has a new version

Anyone read BRP witchcraft magic book?

Superworld point system i found a bit anoying and grafted onto BRP. It was like having a BRP character and a champions character sheet at once. It was a odd uncomfortable hybrid system. Using the chaos point system of demon building in Stormbringer didn't feel very chaotic to me me when they ported the superworld rules over. Points would work better for Law. I will use a much simpler point system If I do this. Something like d6/5 stat points per point with starting 20 points max of ten on any thing.

Probably I Missed some but DM can tempt players with all kinds of systems that prove difficult and obscure to master. And If his character doesn't get it that incarnation what you learn will help your next character.

Gurps magic slots in pretty well with BRP, TORG had lots of interesting ideas.

Some cunning players some went for illumination but some went for becoming powerful without using spirit or divine or sorcery power. There are a few ways but one player - again a scientist just spent every coin and favour on getting magic tattoos full of armour, hp, spells and spirits - property and friends just get stolen or destroyed so only depend of you.

Some players in RQ dislike having to depend on communities and organisations. People who roleplay this stuff better do better mechanically and get more powerful. Some dumber players got frustrated by this. Race class and gender keep being handicaps in historic games too.

Someone should publish Ringworld RPG system as a Space World BRP just change setting into a more generic one. BRP makes good gritty SF like Aliens, Ringworld, 2300 even Traveller. Wells suited to space horror. Players at my clubs universally prefer star wars and science fantasy. Some interest in star trek which used to be a huge gaming presence in early 80s with RPG and several board game space battle and play by mail games of Starfleet Battles. Spaceworld had some fun innovative stuff like the tacpack defenses you could allocate power to resisting various attacks. Id like too run space BRP sometime.

Im sure I will play some version of BRP for a long time but one of the things I liked most was consistency and minimal changes. Those strengths have been weakened. I can see  any companies not wanting to make licenced product after the last year with whole product line cancellations. The new d100 systems and open licence versions of BRP are promising, at least I can enjoy some diversity if not consistency. I'm missing monograph editions, still plenty I would like even if quality varied.

As I said several Cthulhu review shortly.