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Showing content with the highest reputation on 04/01/2018 in all areas

  1. i miss the generic rule set approach of HQ2. I love HQG, but in my opinion we should have a wide range of genre booka for other settings as well. Given how simple HQ2 is and how it can portray narrative/fictional gaming settings, it really should be taking a page out of the book by Evil Hat's approach to FATE rpg and present itself as a nifty set of mechanics that can be used for various settings. Well HQ2 initially did this, but the idea seemed to have been steamrolled over by HQG. I would have hoped to see a range of genres/settings such as Pulp Adventure, Crime Noir, Murder Mystery, Space Adventure, cheesy Action Flick. Or anything really, I think it could be a great generic system but it needs to be presented as such. I really like HQG, and am not unhappy with that as a setting. However I have always preferred Glorantha through the eyes of the BRP system, so RQG will probably be how I play it. Given this, I really would like to see HQ with a wide range of other settings. Anything from Agatha Christie's Mysteries, Indiana Jones, Tolkien's Middle-Earth, The A-Team, Bosch, Fast & Furious, even Star Wars. Not those actual licences, but genres along those lines could be easily handled by HQ.
    2 points
  2. She's wearing the Fertility Rune on all three four versions: Earlier 13G version of the image: Note also, Vasana's distinguishing scar:
    2 points
  3. If you don't remember, it didn't happen, Old Leg Humper Part 3 During the night the men's sleep was interrupted by screams and roars which seemed to come from the nearby mountain range the guard was doubled but after several hours the roars died down and finally, some men were able to get some much-needed sleep. It was a grey and sullen morning the next day the men were tired and troubled by the previous day's events and some of them needed a quiet word from the Sergeants before they would get up and ready. Ralph explained what the day's tasks were the pyres should have burnt down by now but the remains had to be disposed of the ash and bone and whatever corruption remained had to be buried the men were not happy but as Ralph explained the sooner it was done the sooner they could get off this thrice-damned island. The morning passed quietly the men wore soaked handkerchiefs as they first dug a long shallow trench and then used improvised gaff hooks to drag the bulk of the bone and ash into it a few men waded into the rapidly draining swamp to collect a couple of crystal children that seemed to have been missed in the previous days sweep and the bodies were dumped into the pit and quickly set alight it wouldn't be an enough to reduce the body to ash but it would have to do. By mid-afternoon, all was done the pit was filled in and the rest of the ash and burnt wood were scattered around. The area now had an eerie look that matched the feel of the place it truly now was a haunted, blasted heath. The Doctor was leaning on a shovel as one of the men came up to him and asked if he could have a quick word with him the Doctor picking up his sword belt nodded and indicated that he should walk with him. The Doctor leads the man into the jungle and finding a fallen tree sat down on it and gestured next to him "Take a seat friend it's been a grim task but it is behind us now so tell me what ails you" The soldier is nervous and keeps looking around him and tilting his head to one side as if hearing something he turns his worried face towards the Doctor "I...I can hear the men they are unsettled and worried. I can see their thoughts its as if my head is full of voices all shouting at the same time" the Doctor smiles a sad smile and reaches for his sleeping draught again "Nothing to worry about its just a reaction to this place, take a strong pull of this and it should stop the noise" The man grabs greedily at the bottle and drinks, the alcoholic mixture going down easily . The Soldier smiles "That's pretty powerful stuff Doc no wonder you're so jolly" the Doctor grins and tells him to finish the bottle and watches as the last of the tonic is consumed he then chats with the soldier and watches as he slowly falls unconscious I'm sorry son but this is for the best and leaning over he covers the mans mouth and then pinches the mans nose closed, the soldier jerks around a little and struggles but never wakes up, the Doctor waits a few minutes more and sadly stands up places a couple of pennies onto the mans eyes and walks back to the rest of the Group. Ralph and Sherfield meanwhile had organized a demolition group to collapse the Palace entranceway just in case it didn't sink beneath the swamp completely as the Doctor approached he saw Ralph leading another soldier to the one remaining tent that was used to store the powder and oil. Oddly enough the man wasn't seen again having disappeared in the jungle or so Ralph informed the Doctor when he inquired about it sometime later. Sherfield had set the charges with the last of the powder and played out a long length of match cord which with some fanfare was lit and fizzled into the Palace. There was a pause then an almighty explosion as the charges went off, everybody picked themselves off the ground where they had been knocked down onto by the force of the explosion and after making a few mwoop mwoop noises all glared at Sherfield and it looked bad for the Sergeant until he shrugged and with a wicked grin said "Well you didn't want to be carrying all that powder back to Yarmouth did you" there was a dangerous pause then Guilio started laughing "No Sergeant I did not those casks and barrels were far too heavy to carry much like your wife no?" the tension of the last few days were swept away with the explosion of laughter at this poor joke but it was enough and then Ralph and Sherfield gave the order to march for home, the much-releived men cheererd and within twenty minutes all was made ready and the march home began. During the march through the jungle, one further man had to be dealt with after reporting that his eyes felt funny and Ralph saw that the man's eyes now closed like a serpent. After Ralph returned to the column wiping something off his hands he seemed deep in thought and then called the Doctor over "I think I know what the cause of all this corruption is everyone affected was covered in the orange slime from the deep swamp" he looks down at his own stained clothing a strange look on his face "I guess we completed the mission but have been damned for it none the less" just then we break through the jungle and finally meet up with the men guarding the boats, Ralph looks at the clear water in front of him and suddenly shouts "You lot smell of shit and smoke, everyone strip and wash up I won't be taking a filthy rabble back to Yarmouth" seeing the stunned looks on the faces of the men he shouts again "I'm not fecking joking get in that water NOW!" he smiles but in a serious voice whispers to the Doctor whilst we are in the water I want you to burn any stained clothing we should be able to make good on th missing clothing by mixing and matching" he then strips off and with a loud whoop he runs into the cold waters and begins to splash around like a big kid. With some pushing and shoving from Wilhelm and Guilio, the rest of the men are soon in the water and horsing around with Ralph. After half an hour and several bars of soap later a pale, soggy body of men was assembled on the shore in a bizarre mix of clothing and looking at the Doctor who was in front of a bonfire "We thought it would be funny but it got a little out of hand.......you know how Italians are" The journey back was uneventful and it was a much-relieved band of men who marched back into the N.M.A compound the men were debriefed given enough scrip to buy several jugs of Old Leg Humper and a knee trembler or two if so inclined whilst the C.L.U.Ber's had a less fun reward and instead had to report to Zeal for the Lord Harrison on what had happened during the mission and why so many men were missing. The Debrief was a painful affair but Zeal nodded and congratulated the C.L.U.ber's on a nasty job done well he steepled his hands and softly started to talk "Well Gentleman it's time we left Yarmouth the ice is melting and soon the ships will be fishing again bringing in much-needed food. The disparate groups are now working with one purpose and I will be leaving the Charity and a company or two of the Clockwork regiment here as well to make sure everyone remembers whose really in charge of things now" Wilhelm asks about the island he mentions the loud roaring they had heard coming from the mountains Zeal shakes his head and tells him not to worry and that another group will deal with that. Seeing the C.L.U.Ber's shocked looks he smiles a thin tight smile "You didn't think you were the only special group employed by Ireton and myself did you" we fade to black with the sound of Zeals laughter echoing in the falling darkness.
    1 point
  4. I do miss NPC stats... not for your everyday goon, but for characters on a comparable (or higher) competence, and possibly to toss in as spare characters if someone drops in and doesn't want to retrofit a new person into the narrative. They do convey some idea what the author of a scenario or campaign thinks the characters should look like. And while the consumer is free to ignore them when he makes a scenario or setting his own, at least the author has a way to communicate how he envisioned the scene when he wrote it. But that's just simulationist old me.
    1 point
  5. Ignoring all editions except HQ2, as it’s my favourite system. It lacks expansions in the form of accessible genre packs. I don’t mean full sourcebooks like mythic Russia, HeroQuest Glorantha or nameless streets. But much more simple write ups much like the style of games for Hillfolk and DramaSystem. Two sides of A4 at most and a website to host them.
    1 point
  6. Having a QuickStart version of any system serves two very core purposes: 1. It is a low risk, low expense way to try the system. For someone new to the system, or even roleplaying in general, splashing out $50 (for example) on a core rulebook is a big leap. Alternatively, spending maybe $10 on the QuickStart (or just grabbing a FREE PDF) is a very low risk, low cost way to tempt them to TRY the game. 2. We want the game to be very approachable. If we can present the core concepts of the game, get them creating a character, and playing it via a 64 page (or less) product, that very much demonstrates that the game does NOT have a high learning curve. In the end, we need to give people no easy reasons to not give the system a try, and the too biggest hurdles are price and time. The QuickStart solves/answers both of those concerns. As the sales maxim goes: give them no reason to say no.
    1 point
  7. Until the end of May, at Cakebread & Walton we're selling our core Renaissance d100 range at 25% off for individual titles! This includes the award winning Clockwork and Chivalry 2nd Edition Core Rulebook and the brand new Heydelberg Horror adventure, as well as the first two omnibus volumes of the epic Kingdom & Commonwealth Campaign. http://www.drivethrurpg.com/browse/pub/4595/Cakebread--Walton?src=dtrpgsaleguide There is a Bundle also available of these products and more at a whopping 50% off! Half price - but only until the end of May! http://www.drivethrurpg.com/product/115406/Renaissance-D100-Complete-BUNDLE Get 'em while they're hot, they're lovely! All the best, Your Friends at Cakebread & Walton Towers
    1 point
  8. I liked that monograph as well... and had renewed interest in running a campaign with it after watching the recent series Penny Dreadful. It's also a bit reminiscent of 'League of Extraordinary Gentlemen'... which I think was the main inspiration for AotC. It would be great if it could be expanded/enhanced into a fuller setting ala Dark Streets.
    1 point
  9. I've just finished a OneDice World War One game. Here is the blurb: "OneDice WW1 is a role-playing game set against the backdrop of the Great War of 1914-18. A global conflict, costing millions of lives, the war involved the mobilisation and shattering of the mightiest of armies ever assembled. It was fought on a previously unimaginable industrial scale. Whether you want to play as one of the front-line combatants in the mighty conflict or as a civilian, spy, medic or journalist, all the rules you need are in this book. There are additional “skins” for adding Occultish Horror and Endless War twists to the world, along with a bunch of adventure seeds to get you started playing quickly. Whether an enthusiastic recruit, a jaded veteran, or a non-combatant on a special mission – it’s time to enter the grim and dangerous world of OneDice WW1." Would there be any love for a D100 Renaissance version?
    1 point
  10. The first two adventures of the epic Kingdom & Commonwealth Campaign, fully revised and updated for the Renaissance rules for Clockwork & Chivalry 2nd Edition: Volume I: The Alchemist’s Wife - January 1646, and the land is in the grip of an icy winter. From Prince Rupert’s capital of Oxford, the Adventurers set out on a quest for the missing wife of a high-ranking Alchemist. Ahead of them, a ruthless Parliamentarian agent leaves a trail of destruction; behind them, a mysterious figure dogs their footsteps. They are bound for the tainted lands around Naseby, where the magickal aftermath of alchemical warfare blights the countryside. Beyond lie the clockwork weapon-shops of Cambridge and a deadly climax which could re-ignite the smouldering embers of Civil War. Volume II: Thou Shalt Not Suffer - There are those who claim that witches don’t exist! They also claim that tales of curses and crop blights, of midnight sabbats and dark conspiracies, are the fevered imaginings of fanatical witch finders. Those people have never been to Cornwall. In that wild and sea-girt land, the Witch Queen rules through sorcery and fear, and the Royalist majority seem to be in thrall to her evil will. The Adventurers are sent on a mission to this bleak, remote and sinister place, where they must struggle through a maze of witches, wreckers and pirates, miners, fanatics and superstitious peasants, to find the truth behind a growing evil which could swallow up the whole of England. By Pete Cakebread and Ken Walton. 180 pages. Published April 2012 by Cakebread & Walton.
    1 point
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