Jump to content

MatteoN

Members
  • Content Count

    214
  • Joined

  • Last visited

  • Days Won

    1

MatteoN last won the day on August 7 2014

MatteoN had the most liked content!

Community Reputation

17 Good

About MatteoN

  • Rank
    Senior Member

Converted

  • Location
    Rome, Italy

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi all! Any chance of a version of Mark Galeotti's outstanding HeroQuest-based Mythic Russia for the RuneQuest Fantasy Earth line?
  2. Mr. Ziviani, would you like to comment on these rumors:
  3. MatteoN

    Glorantha 101

    Thank you! Actually I'm quite familiar with BRP, I just never played a game set in Glorantha.
  4. MatteoN

    Glorantha 101

    Yes, but I guess in RQ (as opposed to HQ) you necessarily have to resort to magic to raise to to the setting's less mundane challenges?
  5. MatteoN

    Glorantha 101

    Thanks a lot, folks, you're being VERY helpful!
  6. MatteoN

    Glorantha 101

    Hi all, I've only recently found out there will be a new edition of RuneQuest by Chaosium, that'll bring the game back to its original setting, Glorantha. Fact is, I've never played any version of RQ or HeroQuest, and all I got in the past from reading a few forum threads on the subject is that Glorantha is a bronze age fantasy setting where everybody belongs to a (religious?) "cult", there are elves and dwarves, although different from the familiar Tolkienian archetypes, there are ducks (instead of hobbit/halflings?) ecc. I get the setting is huge and has a long history. What I'd like to know are a few basic facts that help me figure out what playing RQ is like. First of all, how would you define Glorantha, as a setting for RuneQuest? Gritty high fantasy? I can combine those words, but I'm not sure I can really imagine what it looks and feels like. Second, what role do cults play in the game? Should I necessarily play some sort of zealot or pious person? Third, what are the main factions in Glorantha, and what do characters (at least NPCs) belonging to each faction typically do in the game? I expect all these questions have already been answered before, so I'd be grateful if you could even just point me to the relevant threads. Thank you!
  7. There's a solution (I call it "roll under and add") that doesn't seem to hold much general appeal: compare the result to the skill rating. If R>S, R is your final result (proceed to compare it to the action's target number); if R<=S, your final result is R+100. Basically your best possible roll is R=S, that yields a final result of S+100, and your worst possible roll is R=S+1, that yields a final result of S+1.
  8. Hey, I've just found out there currently is a TV show about Marco Polo on Netflix. The stars might be right! (Or not, the show's reviews aren't exactly enthusiastic.)
  9. Any chance Alephtar might consider publishing adventure modules or full length campaigns based on the settings already covered, like one based on the Silk Road (something I've always desired to be able play/run) where characters could be either Europeans or Arabs travelling eastwards or Chinese etc. travelling westwards, or both, meeting halfway and getting involved in adventures together?
  10. Interesting! I'd like the system to remain as simple as possible without being devoid of any tactical depth (which as it is now is mostly related to choosing where to hit your opponent - based on whether they're wearing armor, what type of armor they have on different body parts, whether they're wearing a shield, and what type of shield they're wearing). Also, the system uses 3d6 because that was a mechanics that the OP of the thread at rpg.net wanted to mantain, but I'm quite fond of it. So, since the system uses both cards and dice, I think I want the cards playing element to remain quite simple. As it is now, - the number of pip cards you draw determines the number of dodges you can make in the round, and of other movements you can make in your turn (when you make a dodge or a movement, you have to discard your highest pip card); - the number on the highest pip card you have in your hand determines when you can attack (if you dodge before being entitled to attack, your attack will probably be delayed) and if you have the upper hand on the defender (if you have to move towards the defender to be able to attack them, you have a smaller chance of then having the upper hand on them); - the suit of your highest pip card determines if you're more brash or more cautious than your opponent, when you two have the same initiative score (the brasher fighter attacks first, but the more cautious fighter can choose between sustaining the opponent's attack without defending and then counterattacking, and forfeiting their attack in order to block or dodge the opponent's attack).
  11. I was thinking of using pip cards only to determine initiative score (which I think would be of paramount importance in that system) and the number of dodges a character can make, and suits only in case characters have the same initiative score (see the section on sustaining attacks).
  12. By the way, I think in that system I'd give all characters a fixed amount of non-localized hit points. Armor protection plus protection bonus would be subtracted from weapon damage plus damage bonus, and the amount of damage that bypassed armor (if any) incremented by a fixed amount based of the body part hit by the attack.
  13. Hey, I've tried to implement your idea in this draft of a melee system: http://www.therpgsite.com/showthread.php?t=31122
×
×
  • Create New...