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Everything posted by MatteoN

  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. Thank you! Actually I'm quite familiar with BRP, I just never played a game set in Glorantha.
  4. 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. Thanks a lot, folks, you're being VERY helpful!
  6. 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
  14. I'm far from knowledgeable on this subject, and not very interested in its minutiae. However I cited wikipedia (my main font of information on the matter ) mentioning fighters in "heavy armor" precisely because I had in mind the difference between rigid and flexible armor. I don't know GURPS's special rules on weapons and armor, but as far as I remember the main difference between concussive weapons and slashing/piercing weapons in that game is that the latter do nastier wounds (as the amount of damage that bypasses armor is multiplied) while the former do on average more damage, so are a bit more likely to bypass armor. Then firearms do a lot more damage, being "armor piercing" weapons par excellence. In fact, if I'm not wrong, in making firearms particularly good against low tech armor the game precisely treats them as very powerful concussive weapons!
  15. According to wikipedia, it seems the best weapon combo in a melee between heavily armored knights would have been made of a mace/hammer (or polearm; but were polearms usable in close combat?) and a dagger with a triangular or diamond shaped blade (such as a misericorde, rondel dagger or stiletto) to finish a wounded enemy stabbing them through chainmail or the openings of plate armor.
  16. Here's a brief description the setting by its author: http://forum.rpg.net/showthread.php?742428-Sorcerers-of-Ur-Turuk-a-D6-Troupe-Style-Persian-S-amp-S-RPG&p=18497416#post18497416
  17. By the way, this supplement's author goes - I believe - by the nickname Zit on this forum. He's also the author of a supplement on the nomads of the steppe north of China (Mongols and pre-mongol peoples) that should soon be published in English by Alephtar games; so I wonder if Alephtar might be interested also in publishing Uruk...
  18. This is based neither on BRP nor on real world history, but it might interest you nonetheless: https://www.kickstarter.com/projects/2036759092/sorcerers-of-ur-turuk
  19. if you read French, there's this extensive supplement: http://www.basicrps.com/uruk/Uruk_V4.0.pdf
  20. For me it's even worse when a large part of the text is composed of supposedly inspirational "fluff" (in my experience often just awful prose) and accounts of what must happen in my game, according to someone who is neither the GM nor a player in my game.
  21. I don't know anything about this anime, but it seems something that at rpg.net you would be advised to run using Fate. In Fate a player can "invoke" aspects (descriptors) of things and places to gain positive modifiers to rolls. I think you might try to do something similar with BRP. In MRQII (and therefore also in Legend and RQ6, I believe) sometimes you can be allowed to use a skill to increase your chance of success with another skill by the 10% of the first skill rating. I think you might want to riff on that idea. For example, the game master disseminates "useful clues" in their adventures. Characters investigate places and people using their skills, and the GM takes note when what they discover is a "useful clue" (depending on both what the players chose to investigate, and if they rolled well). At any moment (?), a player is allowed to try to use a clue they previously discovered, in order to overcome a somehow related obstacle or threat. If it turns out that the clue they had discovered was a useful one, they get to add 10% of the skill they used to find it out to one (or more, depending on how realistic/heroic you want the game to be) skill(s) they are going to use against the obstacle or threat, for one (or more) roll(s). Perhaps a player shouldn't be allowed to use the same clue more than once, or more than once per play session, but might use multiple clues against the same obstacle or threat. Probably character sheets should consist also of a page where players take note of the clues they have found and the skills they used to find the clues.
  22. Your description of what characters do in the show is too vague, tell us more details. First of all, is it a shonen anime (cartoon for kids)? Shonen anime are all about character growth, to the point that often anyone/anything that poses a challenge/threat for (one of) the main character(s) becomes an underling immediately after the challenge/threat has been overcome, as the point generally is not if the character will rise to the challenge, but what self-discovery or new power will make them rise to the challenge. This is a very hard thing to simulate in a traditional RPG, but possibly a level-based system might be more suited to the task?
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