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Lemnoc

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About Lemnoc

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  • RPG Biography
    RQ
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    RQ
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    RQ
  1. It feels like the old kings returned from exile are now brushing aside the Faithful—the ones who kept the torch burning and who generated a new guard and new armies—in some ill-advised pursuit of a new empire.
  2. I agree you're not going to get off more attacks with a single weapon than at its ROF. Where things get a little dicey is in applying Double Tap. The rules don't explicitly say so, but I assume a particular weapon has to have an ROF of at least 2 to Double Tap. If you choose to Double Tap, you get your shots immediately, but the second shot comes at a Skill penalty. If you choose to take your shots under the standard ROF rules, no penalty. At least that's how I read it.
  3. Seneschal delivers all the requisite elements. The murder weapon or means of murder should be characteristically Egyptian, of course--probably exotic poison. You probably need to devise some reason the suspects are all locked up in a parlor together for the inevitable denouement. GURPS Mysteries is actually fairly excellent in its advice for the typical Christie parlor drama. A neat twist would be to suggest some supernatural or magical cause that is, in instead, relatively prosaic. A mummy's curse, for example, as misdirection. One thing I think you'll need for RPG is flexibility to assign the murderer appropriate to the direction your PCs desire to take. A few red herrings are okay, but I don't think you want to cement to any particular culprit and instead allow your players to "write the story" a bit. No solution should hang on the discovery of any particular clue, otherwise your (often clueless) players may become mired, and there should be about three ways they can tumble to the solution (even if it comes down to the murderer holding them at gunpoint and telling them how it was all set up, evil mastermind style).
  4. Conversion of EP to BRP is a breeze, with most all the gadgets and conventions directly transferrable right out of the sourcebooks. If you don't convert the weapon stats, combat becomes fairly nonsurvivable. Given EP's assumptions of transhuman immortality, even that is not a game stopper. But you'd probably want to convert weapon stats to BRP. I don't think the "divide by 5" would work well for characteristics, given the differences in log values (a characteristic at 40 in EP would be like an 18 in BRP), but you should be able to eyeball it pretty easily. I'm also a backer of River of Heaven, and am thinking a mashup of the two would be excellent.
  5. Lemnoc

    How to get RQ6?

    Shane: Pick up RuneQuest Essentials. Has nearly everything you need to play the game for months and even years. Agree with the omnipresent problem of finding players to play the greatest RPG.
  6. Also: Cults can be an indispensable tool to give aid and support to characters—keep them alive—without access to magic, even when they are mundane guilds, brotherhoods or military associations. As you say, they could be the mechanisms through which you can introduce the concepts you wish to explore.
  7. I've run RQ6 in a low magic campaign. Works very well, but I think you have to make available a plethora of healing herbs, potions or healers (witches, perhaps) or risk a lot of downtime from combat. $0.02.
  8. No spoilers. I’m a backer and have looked over the early release PDF, and I find a very high quality product. Folks who haven’t backed this yet should consider doing so, as the game appears to be in an advanced state of development and the wait for a finished product should not be long. The writing is clear and rock solid, with a surprising amount of good advice for good gaming. I didn’t want to hijack Newt’s crowdfunding thread, but I thought I’d put my initial thoughts together, as I have been eager for the release of an SFRPG on the OQ engine for a long time. The generous difficulty modifiers, the simplified skills lists, and the fast-but-deadly combat that are hallmarks of OQ seem especially suited to a high-tech future campaign, where you have lots of gadgets and arcana to boost abilities, and weapons of sufficient deadliness it doesn’t really matter a heck of a lot where they strike you. I think OQ is the perfect engine for a SFRPG. I’m curious to know what others who have read the early release think. IMO, the Augmentations are handled with a graceful and very playable mechanic, and they are generic enough to simulate just about any tech boost. I should confess here that I was really looking for a BRP/OQ/d100 game system to bolt on to the gritty 2300AD universe, so perhaps some of my additional comments should be seen in that light. I hope my comments are constructive and perhaps some can get incorporated in some way into the final release of RoH. I was a tad disappointed to see there is no EDU characteristic, as this seems particularly suited IMO to a modern/future campaign. EDU models something a little different from INT, and seems to belong to the future as much as “Melee Combat” belongs to the past. CHA isn’t really given much to do in RoH, and while I recognize CHA has its roots sunk deep into RQ in all its forms and therefore sacrilege to remove it, I wonder if its basic functions couldn’t be shifted into POW. Most of the tech skills could be easily bolted on to an introduced EDU characteristic. Just 2¢. I really like the way Science is handled, in the kind of fast-&-loose Keep It Simple model that is a hallmark of OQ. If you bring in an EDU characteristic, you can introduce the Know roll from BRP to good effect. In this way you can simulate the Mr. Spocks and the Professor Bergmans (from Space:1999), eggheads who just seem to know everything. In a word filled with terabyte computers for assistance and eidetic memories at the tap, just knowing the scientific method alone should get you there. I think the biggest thing I see missing is the concept of Tech Levels for each of the RoH eras. This is a standard concept from GURPs and Traveller—easily lifted from the Trav SRD—and might assist GMs in both understanding the eras and easily ’porting over various gizmos and concepts from other sources. It’s a way of thinking about the future that’s become lingua franca for many gamers. For example, it is not immediately clear what equipment or Augs might be available in earlier eras of RoH, so while we’re assured the game is playable in eras other than the Bright Age, it is not immediately clear how to do so. Under Augs there's an introduction of "colony tech" without quite enough flesh on the bones. Maybe just a table. I hope my comments weren’t too critical. This game looks to be an excellent value, and I really support the Kickstarter! EDIT: https://www.kickstarter.com/projects/645319106/river-of-heaven-sf-rpg/
  9. Thanks, Loz. So if I understand this, you need to roll under the relevant Skill until you exceed 100%, and each roll equals a set amount of time (seconds, minutes, combat rounds, whatever appropriate). Yes? In BRP, the standard rubric for inanimate objects is, generally speaking, SIZ = HP, w/ AP determined by the materials from which the object is made. Does this work as a general rule of thumb, on-the-fly rule for RQ6?
  10. I love RQ6. But I've found the rules on breaking things with Brawn a little clunky. You can spend an infuriatingly long time and lots of rolls battering down a door, for example. Perhaps this is "realistic" but it also a bit tedious. I wonder if someone has a quick rule for how to handle the breaking of inanimate objects like doors, perhaps even a formula like 'X will break Y in Z rounds.'
  11. I've found OQ's slightly abstracted, broad-brush combat system and absence of hit locations works very well, very well for modern and futuristic combat. Let's face it, when the guns come out it's generally all over but the funerals, the hydrostatic shock takes you down whether it's in the chest or in the pinkie. OQ makes firefights such a quick and deadly sort of an affair I find players try to avoid them and focus instead on problem-solving and character interactions.
  12. About 600 words on Ithaqua, roughly a column and a half. Not the most extensive write-up (some are extensive indeed!) but seems fairly complete. MM is a great bestiary for BRP.
  13. Old School, this is what the random monster rolls were for, yes?—to keep things moving along and to keep players from mundanely and exhaustively searching every room for secret doors, etc. Seems to me you can reward good RPing, as when one curious PC carefully searches the painting and finds a hidden map or some other plot seed for a future adventure. And you can punish time-wasting and fiddling by having the cultists burst in, etc. If players understand each potential is possible, they'll keep things moving along. I GM'd one set of dimbulbs (very nice people really! ) and had to have a cultist hold them at gunpoint and patiently explain the entire plot to them, Q&A style, to get them to abandon their completely wrong, thickheaded hypothesis. EDIT: Loved, also, what seneschal had to say.
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