Showing posts with label Game: runequest. Show all posts
Showing posts with label Game: runequest. Show all posts

Saturday, April 17, 2021

DriveThruRPG Top 12 Review (17 Apr 2021)

 


There are a number of items here that catch my attention, while others -- well, my gaze & attention just slides off them.

ITEMS OF INTEREST

In the Number 01 spot, as expected, we see Dune: Adventures in the Imperium published by Modiphius. I have been eagerly awaiting this, though I'd probably have to dive into the novels once more to get back up to speed on the setting feel. Have picked it up and will review it when done reading.

In the Number 02 and Number 06 spots are Sine Nomine's offerings Worlds Without Number and Stars Without Number respectively. I already own Stars Without Number and started creating characters until I realized that did not actually have a gaming crew who'd play it. It's on the backburner while I wait for my current GM duties to slide back to a Neo-Clone (OSR) area of interest.

Speaking of current GM duties, that would by Cyberpunk RED by R. Talsorian. A former top of the lister, it has slid down to a respectable Number 04 on this list. Setting, Art, and overall rules are excellent -- streamlined for speed of play in this modern gaming culture. Though, tactically, it does raise eyebrows to this veteran of the Interlock & Hero Systems, including their mad, forgotten love child Fuzion.

Whitehack 3rd Edition is in the Number 09 spot, and I've also picked this one up -- and immediately afterwards I realized that this was a completionist impluse buy from my days of collecting these types of rulesets. Still, when I finish it, I'll see how it fares against the other F20 rulesets (modern & neo-clones) as I try to find my preferred one to run a Mystara campaign.

Number 11 is The Company of the Dragon for RuneQuest (Community Content) which hooks my interest only because I have yet to finish reading and creating a character for the latest edition. Someday, RuneQuest, someday!

Number 12 is Arc Dream Publishing's Delta Green: Impossible Landscapes. Which I am tempted to pick up once I pick up the new Delta Green set of rules and either choose to run it myself or find / convince a gaming group that wants to run it.


That's it for this week! Which ones caught your interest?

Thursday, June 14, 2018

On the Radar: Fictional Past, Present, and Future

Three RPG books that caught my eye on DriveThruRPG this week were the following:

RuneQuest

Oh, yes. The latest version, and crafted by the hands of Greg Stafford, Jeff Richard, Jason Durall, and Steve Perrin. Rules update, and a delightful dive into the world of Glorantha.

Here's the book pitch:

RuneQuest: Roleplaying in Glorantha is an all-new edition of one of the world’s most influential and acclaimed fantasy roleplaying games. First appearing almost 40 years ago, RuneQuest is as dynamic and vital as ever. This all-new, deluxe edition introduces RuneQuest and its setting of Glorantha to new players everywhere.

Try out a skill-based percentile system that balances experience-based progression with deadly combat!

The core rules of RuneQuest are essential for players and gamemasters, as they contain all the rules for character creation, starting homelands, background history, professions, skills, starting Runes and magic, and the cults and gods whose influence will define your character’s activities. Further, the rules for character advancement are contained here, for the times between adventures.

Torg: Eternity

I have fond memories of the original Torg rules and setting, and wanted to impact the outcome of the Possibility Wars during its heyday with other Storm Knights. Perhaps now, if I pick this up, I'll have that chance again!

The invasion of Earth told in previous tales of TORG took place on one version of our world. The High Lords there were successful for many years, but were eventually stopped by the planet's valiant Storm Knights.

But there are infinite versions of our world.

This is the tale of a different Earth, one where things did not go as well...

The Torg Eternity Core Rules include all the rules and setting information you need to create characters and play the game, including

  • Background on the Possibility Wars
  • World Laws and adversaries for Core Earth and the 7 invading Cosms
  • Creation and advancement rules with dozens of perks for all kinds of characters
  • Magic, Miracles, and Psionics rules
  • Gear for all tech levels

Star Trek Adventures: Command Division supplement

Last but not least, a supplement detailing what life is like for characters in the Command Division of Starfleet:

COMMAND A STARSHIP. A HUNDRED DECISIONS A DAY, HUNDREDS OF LIVES, STAKED ON YOU MAKING EVERY ONE OF THEM RIGHT.

The Command Division supplement provides Gamemasters and Players with a wealth of new material for use in Star Trek Adventures for characters in the command division. The Command Division supplement includes:

  • Detailed description of the command division, including its role in Starfleet, the various branches within the command division, the role of Fleet Operations, life as a command division cadet, and details on starship operations.
  • Expanded 2d20 Social Conflict rules, enhancing social encounters and galactic diplomacy.
  • An expanded list of Talents and Focuses for command and conn characters.
  • Over a dozen additional starships and support craft to command and pilot, including the NX, Nebula, Sovereign, and Steamrunner classes, as well as many shuttle types and the indomitable Work Bee!
  • Advice on creating command division focused plot components for your missions to test the mettle of your captain and flight controller. 
  • New rules on running Admiralty-level campaigns that let you command entire fleets, as well as information on commanding starbases.
  • Detailed descriptions and game statistics for a range of Command and Conn focused NPCs and Supporting Characters.

TM & © 2018 CBS Studios Inc. © 2018 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.


Sunday, February 17, 2013

"Not all that matters is monstrous..."

The rationale for many an adventure is that the party has discovered a rumor / been assigned a quest to some mysterious out-of-the-way place where terrible monsters guard a fabulous treasure, or perhaps to destroy an slowly stirring ancient evil.

But some adventures can start because the location itself is the target of the interest of the dominant civilization -- which might clash with the longtime residents.

Three ideas along these lines:

  • defending the borderlands;
  • there's gold in them thar borderlands;
  • oh, how lovely the borderlands are this time of year.

Defending the Borderlands

The forces that are assigned here (or happen upon it, or are rescued by it) are tasked with standing against any incursion of enemy forces. These could be hordes of rabid elves, barbarous halfling hordes, or even cunning, well-disciplined orc legions.

Short of actual mass combat, adventures here could be scouting sorties, raids into the wilderlands, or even assassination attempts on key leaders of the enemy.

There's Gold in them thar Borderlands

This is less about some underground complex, but a discovery that valuable resources -- like gold, or orichalcum, or hard-to-find magical reagents -- is located adjacent to the current country's land holdings in some unclaimed or contested area.

Adventures here could be about adventurers helping the country lay claim to the land, clearing out stubborn pockets of local residents or integrating them into the society, discovering the secret to the land's wealth, or claiming a small slice of the land for themselves or their patron.

Oh! How Lovely the Borderlands are this Time of Year!

In this scenario, the value of the land is its breathtaking vista. Perhaps there's a striking feature of the landscape that makes of a nice view, or an lovely old ruin from a past civilization (supposedly long cleaned out). There could be interesting restaurants with mouthwateringly good local cuisine that showcase the view, nice little trinkets (that came from the old ruin over there, completely safe). There could be festivals that re-enact old tribal rituals in more conqueror-friendly, tourist-friendly ways.

Adventurers of all alignments and all levels come to this new darling of the travel scene; what could possibly go wrong?

Saturday, October 6, 2012

System musings

Listening to the Ken And Robin Talk About Stuff podcasts triggered my fascination with game systems and how they impact gameplay.

And reminded me about systems I used to favor, systems I've only read, and systems I've only heard about. Here are some of them:
  • D6 - ghostbusters has been on the plus threads recently, which makes me happy. I ran it a lot, ripping off and tweaking adventures from Call of Cthulhu and Chill to add that humorous spin. Then Star Wars came round and I ran that a lot - and became the first system I messed with (badly) with house rules. Hope to go back to it again.
  • Amber diceless - there's a new game out which I hope to explore which is based on the Amber Diceless system. Never played it, fascination with diceless systems have always been there, and I like to see how gods are handled system-wise.
  • Mortal Coil - speaking of handling gods, one of the campaign frames for Mortal Coil does deal with gods. However, my main interest in this system is how it handles magic across multiple spell casting styles and systems.
  • Gumshoe - been looking at this damn system since Trail of Cthulhu, Esoterrorists, Mutant City Blues, and Ashen Stars. Need to run a game with this soon.
  • RuneQuest 6 - tried building a character for this already, but the multiple magical disciplines are different enough to constitute separate systems to learn.
  • FATE - Now that I'm able to appreciate the game system elements, thanks to the sideways entry through Cortex Plus's Marvel Heroic Roleplaying, I'm trying to pick the right game or setting to tackle this system with. 
Other systems out there are also creeping around the edges of my awareness, too many to reasonably attempt, but I can dream.

Monday, July 16, 2012

Enigmundia: Cantrips of the Faithful (RQ6)

In Enigmundia, the faithful followers of the Pio Familia (Holy Family) and the powerful Tres Hermanas (Three Sisters) faction in particular, were taught rote prayers that would aid them in their daily lives. While ostensibly calling on the power of the Tres Hermanas, they only seem to work easily (+25 to +05% to skill roll depending of the size and holiness of the relics that consecrate the locations) within a certain distance of a city or town or shrine consecrated to them.

Beyond that, it becomes more difficult to call upon these effects (standard roll), and in wilder areas less frequented by mortals, they do so at a penalty (-5% to -25%).

In RQ6 terms, this is a reskinned Folk Magic skill with the following prayers (spells) associated with the Pio Familia. The format: prayer name (RQ6 Folk Magic spell) -- other spell notes.
  • Prayer to the Watchers of the Threshold (Alarm) - a plea to the Watchers -- messengers of the Pio Familia set over a house or home -- to aid mortals who must guard doorways or homes.
  • Prayer against the Evil Eye (Avert) - a call to the power of the Tres Hermanas to banish curses.
  • Prayer for Peace (Calm) - an appeal to the Tres Hermanas for the triumph of reason over rage.
  • Prayer for a Watcher's Aid (Coordination, Might, or Mobility) - a plea to the Watchers to guide one's hand or enhance one's skill.
  • Prayer for a Watcher's Strength (Might) - a plea to the Watchers to lend a portion of their strength to mere mortals.
  • Prayer for a Watcher's Wings (Mobility) - a plea to the Watchers to lend a portion of their fleetness to mere mortals.
  • Prayer for Protection from Harm (Protection) - a plea to the Tres Hermanas to cloak the target in the safety of their robes.

Saturday, July 7, 2012

Armchair Reviews: RuneQuest 6th Edition

Click the image for more reviews on RPGNow!
This is the 6th Edition of RuneQuest, and it is something special -- a real thing of value. It's one of the few RPG books that have come out this year that I think should be enshrined as an example of good RPG writing.

This book will turn you into an expert on the game of RuneQuest, and I don't say that lightly. It talks not only about the system, but also about the history of RuneQuest -- its prior editions, its importance in the early industry, and its many twists and turns. But that's only a few pages. The bulk of this 456 page book is constructed with solid gaming goodness -- a complete Fantasy RPG to realize your favorite setting.

ON THE WRITING

The meat of the book (the rules, character creation, magic, and so on) is written with succinctness and systematic clarity. For example, the section on Characteristics and Attributes follows the following pattern in its paragraphs:

-- differentiation of Characteristics (basic stats) and Attributes (figured Stats)
-- name of Characteristic / Attribute
-- short explanation of what the Characteristic / Attribute represents
    -- general rationale for the stat
    -- what characters with high values in this stat are like (roleplaying-wise and mechanics-wise)
    -- what characters with low values in this stat are like (roleplaying-wise and mechanics-wise)
    -- what happens when the value is reduced to zero

This approach is emblematic of the writing style of the game: in only 5 short pages, you're presented the rules for Characteristics & Attributes, the general game design rationale for them, their implication in terms of story and mechanics -- which includes tables for the calculated values of Attributes and the formulas for the basic skills whose starting values come from these Characteristics and Attributes!

Added to these pages is a nice one-page excerpt of the character sheet with various callouts that display tables explaining how the information for each field is to be calculated or filled in.

Added to that is Anathaym's saga -- an example of a character (and, later on in the book, her adventuring party) and how the rules in game system shape her life.

It seems that the writing, organization, and layout of the game was really done with an eye to reducing page-flipping back and forth between sections (though there are really useful sidebars that identify other pages with related rules, an organized and surprisingly detailed 1 page Table of Contents in the front, and a lovely 9 page Index in the back to help you if you can't find something).

THE CONTENTS

RuneQuest is one of the earliest skill-based systems -- it's built around a character concept and random or limited resources to build that character concept. You can have a cantrip-casting warrior, a sword-swinging spirit talker, a martial artist wizard, and so on if you build it properly. This edition is no different, and in fact both streamlines and expands the options for character.

Chapter 1 breaks down the basics of Character Creation, tackling Characteristics, Attributes, and Basic Skills

Chapter 2 talks about Culture and Community, identifies different generic  fantasy cultures lists the Standard Skills, Professional Skills, Combat Styles, and Cultural Passions associated with each. It also has a table for unique background experiences in a character's life, a table for generating Allies and Enemies, and an explanation of what Passions are (an optional rule that gives bonuses and penalties to the characer based on their drives, their loves and hates, etc.).

Chapter 3 tackles Careers and Development, hitting you first with 70 example (!) professions and their related skills, with a nice table showing how they're grouped by cultural background. It then talks about the impact of Age, gives a broad view of Equipment and Magic (which have their own chapters) for finishing off your character.

Chapter 4 talks, again in a very organized and succinct fashion about the nitty-gritty of Skills in terms of the types of skills, the different types of skill rolls in the game including reattempted skill rolls, augmenting skills, and opposed skill rolls.

Chapter 5 goes through not just Equipment, but Economics as well. It covers not just things that adventurers might buy, but also income and social class, bargaining and bartering, food, clothing, and accommodations, vehicles, and siege weapons.

Chapter 6 is the Game Mechanics section and, for me, shows that the game philosophy for RuneQuest is broader than mere combat (which gets its own Chapter, thank you very much), because it tackles a lot of things here beyond the typical character improvement rules, suggesting rulings for things like Asphyxiation, Blood Loss, and Falling, tackling the use of game resources like Luck Points, and a very important discussion of Action, Time, and Movement.

Chapter 7 is about Combat, is grouped into headings and sub-headings tackling the various combat topics, including: Components of Combat, Combat Styles, Weapon Size and Reach, combat ranges, hit locations, and special effects.

Chapter 8 talks about Magic in general, which you should not skim through lightly. It talks about what magic is, how they're tied to runes, and sets the basis for understanding the various magical traditions available in RuneQuest 6, such as: Folk Magic (Chapter 9), Animism (Chapter 10), Mysticism (Chapter 11), Sorcery (Chapter 12), and Theism (Chapter 13). Each of these establishes these various magical traditions, describes the 'spells' of each, and explains the various additional rules that really differentiate them from one another in terms of philosophy and game mechanics and game options.

Chapter 14 tackles the Cults and Brotherhoods that explain the organizations and movements that can provide formalized instruction in the the magical disciplines tackled in other chapters. It really gives you a lot to create your own factions, old dinosaurs, movers and shakers, and up-and-comers in your own setting -- and what these mean for your players and their characters.

Chaper 15 tackles Creatures and Spirits in terms of story and mechanics. There are rules here designing your own creatures, and rules on being able to have Player Character Creatures as well.

Chapter 16 is focused on the GM and Games Mastery, including the "Petersen Rules of Good Gaming"  (from Sandy Petersen, of course) and lots of advice on running games, sticky situations for GMs, and different styles of play using the system.

Finally, we have a collection of Game Aids, including the character sheets, a series of tables for non-human hit locations, and a combat tracking sheet.

THE TECHNOLOGY

Just one last thing here: I purchased the PDF and was so intrigued by the system and the writing that I began to highlight and annotate my PDF using the default Acrobat Reader. I was surprised when I was asked to save the file -- and it asked me if I wanted to save it under another file name. When I did so, it began saving a lighter version of the file (optimzed for web browsing it said) that weighed in at around 40 MB, much reduced from the 104 MB filesize. I get to have a pristine version of my PDF & a highlighted / annotated version! Sorry, geek moment.

Also, the hyperlinking is very useful in the PDF, and makes the whole thing easier to navigate through and read.

OVERALL RECOMMENDATION


I heartily recommend this book for Fantasy RPG enthusiasts looking for a detailed, but customizable system to help your create and realize your own setting! I'm almost sold on using this for my own Enigmundia project, with all my Mystara work firmly in the realm of D&D goodness.




Wednesday, July 4, 2012

On the Radar: RuneQuest 6E is out


Okay, just to let you all know... RuneQuest 6th Edition is out!

You may want to pick it up to see what new material is out in this massive tome. To find out what modifications to the ruleset have been made!

Wednesday, January 25, 2012

More Glorantha

As a result of my earlier post on The Design Mechanism, RuneQuest, and the $1 sourcebook sale, I visited the Moon Design site. Now I'm looking for my HeroQuest PDF, and contemplating picking up both the Sartar: Kingdom of Heroes and the upcoming Pavis: Gateway to Adventure books from them.

Sunday, January 22, 2012

Runequest, The Design Mechanism, and $1 Sourcebooks

This is not about Legend, but about Runequest. But I'll talk briefly about Legend first.

As you may know, Legend is Mongoose's current open ruleset that is pretty much their current take on the original Runequest rules (they had two prior takes on it in the past), but separated from the Runequest name and setting. Perhaps due to its $1 price, it has remained at the top of the RPGNow bestseller list for a couple of months and was mentioned favorably in Mongoose's end-of-year public wrap up report known as "State of the Mongoose".

So what happened to Runequest and the Glorantha setting?


Apparently, a company known as The Design Mechanism has picked up the IP and is having their own $1 sale. Just look at some of the products currently available at that price:
That's just half of them, I think. And there are some pretty sweet bundles there too. It kinda makes you wonder what they'll be coming out with this year. According to their site:
  • "The Design Mechanism will be producing the sixth published edition of RQ for an early 2012 release."
  • "We will be publishing the core rules and all future supplements in partnership with Moon Design. This allows us to call upon their resources for a wide range of things that would be too costly for us to develop singly."
  • "Working with Moon we also have access to Glorantha, meaning that RuneQuest material for both Second and Third Age Glorantha will be not just possible, but a reality."
Here's the cover artwork from their site for Runequest 6th Edition.


Looks awesome. Will try to find out more about this company.