Dune Rpg Chronicles Of The Imperium Pdf Writer
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As one might suspect, DUNE: CHRONICLES OF THE IMPERIUM is a role-playing game based on Frank Herbert's legendary series of DUNE novels (of which I have read the first two. I also really like the movie and kinda liked the miniseries, sorta.
Has anyone done anything with DUNE for a RPG setting? How would you handle the setting?
What special rules if any would you need? Would the wierding way be psionic or super power in nature? Would you need to develope in depth weapon listings, or is it a setting where light blaster, medium blaster, heavy blaster work just fine? Do they even use blasters or are they all projectiles? Basically what elements from the books (or films if you prefer) would you think would need to be adapted to game mechanics to allow the settings flavor through? Basically what elements from the books (or films if you prefer) would you think would need to be adapted to game mechanics to allow the settings flavor through? I was considering making the Wierding Way, Mentat recall, etc.
A group of separate skills, only available to those of a particular guild/social group. For Prescience, I'd use a simple rule of spend an extra power point, roll an extra set of dice for the skill check. Thus if you spent 2pp on a skill attempt you'd roll three sets of% dice, and then choose the best temporal 'path' by selecting the roll you preferred. Simple and elegant.
Most everything else is simply background, character professions and equipment; and the game itself should focus more on intrigue and politics, over gratuitous combat. (Crysknives, lasguns and poisons should make the already deadly BRP combat, more lethal still, encouraging more cerebral problem solving.).
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Pretty much all the 'magic powers' in Dune are actually just phenomenally well trained and integrated skills. The 'weirding way' is a superstitious Fremen description for Bene Gesserit prana-bindu based martial arts, 'the Voice' is clearly described as a technique of vocal modulation and pitching aimed at a specific individual. Even the truth saying thing is IIRC a matter of reading body language and vocal nuances. The only thing that's not a matter of training alone is the actual pre-gog.
So I'd say Pete's correct that most of it could be handled by some setting specific skills, an dother wise there would be no 'powers' at all. Appropriate equipment descriptions would be key - no energy weapons (apart from the banned lasguns.), eprsonal shields etc. The officially NOT cannon Dune Encyclopedia would make a good reference, especially if one were aiming at the 'classic' setting of the original three novels. Cheers, Nick Middleton. There was a Dune RPG developed by Last Unicorn Games and published by Wizards of the Coast in 1997. According to what I have been told, this RPG probably was quite good, but it is now very difficult to get a legal copy of it.
It was later than that. It was mooted to get published by Last Unicorn in 1999, but didn't come out till 2000, when Wizards published around the same time as D&D 3.0 Edition was coming out. It was a full colour, gorgeous looking book - with very high quality paper, and good writing. It did, however have a slightly quirky inverted dice-pool system ('granular') which was a bit fiddly in applications to combat, particularly. It also made heavy reference to follow on supplements (especially details on Arrakis) that never happenned. At the time, there were plans to release a new D20 edition, which would have worked well truth be told, but the licence was snapped away from them, by a grumpy Herbert estate that simply wanted more money, I think.