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Author Topic: Bethorm rules general description
Talabardio
Nakomé (Clanless)
Posts: 16
Post Bethorm rules general description
on: December 13, 2012, 15:38

Hello,

Unless I'm missing something, there hasn't been a description of the game rules in a general sense; are they influenced by S&G, GURPS, Chaosium, all-or-none of the above?

Ron

jeffdee
Administrator
Posts: 427
Post Re: Bethorm rules general description
on: December 13, 2012, 16:00

There hasn't yet; thanks for starting the discussion!

Pocket Universe uses a 2d10 roll for task resolution. You're rolling against either a raw stat score or a skill score, applying any relevant modifiers to the target number. If you roll your target number or lower, you succeed. When you roll doubles, it's special: doubles that succeed are a critical success, while doubles that fail indicate a fumble.

The only other kind of die roll in Pocket Universe is a 1d10 roll for 'low' (1 or 2), 'medium' (3 through 8) or 'high' (9 or 10). That kind of roll is used primarily for weapon damage and initiative.

Stats are on a scale of roughly 7 to 13 for humans, with 10 being average. Unlike some other systems, every point of difference in a stat is very meaningful: a character with an 11 Physique is significantly hardier than a character whose Physique is only 10, for example.

That's a quick introduction. You might want to explore the Pocket Universe web page, where we've posted creature stats, character sheets, and bonus rules over the years (on the 'FREE STUFF' page): http://www.prismnet.com/unigames/pu

-Jeff

Talabardio
Nakomé (Clanless)
Posts: 16
Post Re: Bethorm rules general description
on: December 18, 2012, 22:52

Ok I bought the Pocket Universe. It looks, vaguely, like an extremely light system along the lines of GURPS or The Fantasy Trip (GURPS precursor), which isn't a bad thing.

I purchased the first Tekumel box set, and Swords & Glory, and the variant after it, and more recently the 'TriStat' system, which I didn't like very much. My favorite game systems have been GURPS and Basic Roleplaying, and Swords & Glory. I loved all of the early-era Tekumel art, so cool - I hope that yours will be along those lines.

I loved Swords & Glory, although it was amazingly dense and complex, perhaps too much so. I have been trying to develop a system that contains the elegant logic of Steve Jackson, S&G and Chaosium but is a bit more abstract and simplified. I hope that yours will be somewhat like that.

jeffdee
Administrator
Posts: 427
Post Re: Bethorm rules general description
on: December 19, 2012, 10:52

I think you'll find that to be the case. The version of PU that you downloaded is several years old, and we've been using an improved, as-yet unpublished 2nd edition in house for some time. That's the version that's going into Bethorm. You can get a glimpse of it here: http://www.prismnet.com/unigames/pu/pu_freebie/PU_addenda.pdf

-Jeff

jeffdee
Administrator
Posts: 427
Post Re: Bethorm rules general description
on: January 10, 2013, 11:39

There's a pretty good review of the Pocket Universe system here: http://www.geeknative.com/743/pocket-universe/

Talabardio
Nakomé (Clanless)
Posts: 16
Post Re: Bethorm rules general description
on: January 15, 2013, 09:54

That's an accurate review. I find myself longing for a more complete advantage/disadvantage list. I am very intrigued to see how this system develops in a Tekumel setting.

I was interested that the author really liked the page-frame and chess piece layout design, which I didn't care for, but being a graphic designer and publications layout guy I am notoriously picky. I liked the more spare design of S&G and Gardásiyal. The illustrations in those early books really define what Tekumel should look like for me, so I am also very interested in seeing how your stuff measures up to that standard when your book comes out!

On another note, the game system also reminds me of the early Steve Jackson 'The Fantasy Trip', which I always really liked.

jeffdee
Administrator
Posts: 427
Post Re: Bethorm rules general description
on: January 17, 2013, 00:13

Bethorm will use the as-yet unreleased 2nd edition Pocket Universe, which has greatly expanded advantage and disadvantage sections.

The layout on the PDF version of Pocket Universe was done by a volunteer with very little experience. I'll do the layout on Bethorm myself. I'm no great expert, but I think my stuff looks better than PU did. You can see my layout work in Quicksilver Light, as well as V&V 2.1 and Living Legends from Monkey House Games.

-Jeff

Talabardio
Nakomé (Clanless)
Posts: 16
Post Re: Bethorm rules general description
on: January 20, 2013, 01:15

It seems like a lot of RPG books use really ornate framing graphics now - GURPS is really loaded with them. I prefer a cleaner approach but then again, maybe that busier look appeals to a different demographic than middle-aged graphic designers.

Talabardio
Nakomé (Clanless)
Posts: 16
Post Re: Bethorm rules general description
on: February 16, 2013, 16:18

But anyways, back to the rules. I really like them. Logical and easy. Perhaps you can pique people's interest by releasing a tidbit such as a new advantage or such every month leading up to release.

jeffdee
Administrator
Posts: 427
Post Re: Bethorm rules general description
on: February 23, 2013, 15:08

Thanks Talabardio, that's a good idea...

-Jeff

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