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Let's Talk Blue Rose
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<blockquote data-quote="The_Warlock" data-source="post: 2038555" data-attributes="member: 21215"><p>How do...So I've been reading Blue Rose, and I've been reading this board. I'm not going to get into the setting, it's great for a framework for simple/identifiable evil setting, and the concept of defending a utopia (real or perceived) is a good one for beginners, and sometimes for jaded elders, but I'm not here to convince anyone to like what they don't like for setting, as I believe that's impossible in a venue such as this (or at all, since it does seem to get a little bickersome after awhile - though at least EN World makes it moderately entertaining Victorian england bicker). But I digress...</p><p></p><p>Arkham618, I agree the baseline system seems perfect for Star Wars, replace corruption with the dark side, and make a feat or two to connect the psychic weapon abilities to physical/energy weapons for Jedi and light sabers.</p><p></p><p>I am blown away by the simplicity and flexibility of the basic role classes and feat system to replicate most of the core classes of D&D. If I hadn't just done a MASSIVE house rule rewrite for my home FR campaign, I would've jumped on this system. That said, the underlying system I can see being just the kind of flexible you need with alternates feats/arcana to do modern psychic investigators, as well as standard medieval fantasy and far future psi-war-esque things. I am thrilled with the system, and can see a great ability to simple add and subtract arcana/feats to tweak this to any genre very easily. </p><p></p><p>Here's the thought though that really kicked me in the brain - I also just finished reading HARP by ICE. One of the things they have are training packages - groups of related skills that you can get at a discount price. I can see a concept like that applied lightly to Blue Rose. Under each of the 3 core roles they list basic applications of skills and feats to make "bards", "rogues", "rangers", etc, etc. What I would want to do with this system is come up with packages like they have suggested which have fewer skill/feat choices as you progress (ie already mostly chosen), but give such packaged roles an extra bonus every few levels, while retaining the ultimately customizable core roles for people who wanting to be raging roguing telekinetic psychics...my initial thought is to take say, an AU magister and see how I could make him in Blue Rose to test it.</p><p></p><p>As for NPC creation - it actually looks fairly easy for the average folks, just choose one of the predefined role concepts listed under a role, and max their level, and whammo, skill and many feat choices are somewhat preset. Any major NPC would require more time, much like any other system, but with the mostly pre-maxed system it's really just the feat choice that can slow you down from what I've read so far. I hope to get through combat and such today at lunch.</p><p></p><p>Anyone have any other interesting ways they think they could use/re-interpret the rules?</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 2038555, member: 21215"] How do...So I've been reading Blue Rose, and I've been reading this board. I'm not going to get into the setting, it's great for a framework for simple/identifiable evil setting, and the concept of defending a utopia (real or perceived) is a good one for beginners, and sometimes for jaded elders, but I'm not here to convince anyone to like what they don't like for setting, as I believe that's impossible in a venue such as this (or at all, since it does seem to get a little bickersome after awhile - though at least EN World makes it moderately entertaining Victorian england bicker). But I digress... Arkham618, I agree the baseline system seems perfect for Star Wars, replace corruption with the dark side, and make a feat or two to connect the psychic weapon abilities to physical/energy weapons for Jedi and light sabers. I am blown away by the simplicity and flexibility of the basic role classes and feat system to replicate most of the core classes of D&D. If I hadn't just done a MASSIVE house rule rewrite for my home FR campaign, I would've jumped on this system. That said, the underlying system I can see being just the kind of flexible you need with alternates feats/arcana to do modern psychic investigators, as well as standard medieval fantasy and far future psi-war-esque things. I am thrilled with the system, and can see a great ability to simple add and subtract arcana/feats to tweak this to any genre very easily. Here's the thought though that really kicked me in the brain - I also just finished reading HARP by ICE. One of the things they have are training packages - groups of related skills that you can get at a discount price. I can see a concept like that applied lightly to Blue Rose. Under each of the 3 core roles they list basic applications of skills and feats to make "bards", "rogues", "rangers", etc, etc. What I would want to do with this system is come up with packages like they have suggested which have fewer skill/feat choices as you progress (ie already mostly chosen), but give such packaged roles an extra bonus every few levels, while retaining the ultimately customizable core roles for people who wanting to be raging roguing telekinetic psychics...my initial thought is to take say, an AU magister and see how I could make him in Blue Rose to test it. As for NPC creation - it actually looks fairly easy for the average folks, just choose one of the predefined role concepts listed under a role, and max their level, and whammo, skill and many feat choices are somewhat preset. Any major NPC would require more time, much like any other system, but with the mostly pre-maxed system it's really just the feat choice that can slow you down from what I've read so far. I hope to get through combat and such today at lunch. Anyone have any other interesting ways they think they could use/re-interpret the rules? [/QUOTE]
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