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Sean_RDP

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Everything posted by Sean_RDP

  1. I was going to aim for 5 players at this point
  2. This is what I am playing with right now. Both really minimize the Damage Modifier. If wanted to ramp up the damage, I would use Test 2 and divide by 4 instead of 8. Test 1 (STR+SIZ)/10 (round ) Modifier .6 to .9 0 1.0 to 1.9 1 or 1d2 2.0 to 2.9 3 or 1d4 3.0 to 3.9 4 or 1d6 Test 2 STR/8 Modifier 3 to 8 0 8 to 16 3 or 1d4 17 to 24 4 or 1d6 25 to 32 5 or 1d8
  3. Why do we still use negative modifiers? Why don't we start from ground "0" and move up? It is something I have been thinking about a lot myself.
  4. I will keep this updated so folks can ask questions and keep people generally informed. Runed Worlds FAQ 1. What is Runed Worlds? Runed Worlds is a space fantasy rpg that will use the Q21 system as it's base. Runed Worlds takes place in a Universe where humans have undergone a diaspora. In their travels they have come across other races that have also dispersed through the stars. Empires and Republics are amorphous things, often only useful for knowing who to pay your taxes too. The main setting takes place in the area of the galaxy known as Liminal Space as it is both a physical, quantum, and psychological place. 2. What is Liminal Space? A region of space encompassing 1000 LY in every direction (at least) that has a profound physical and psychological effect on sentient races and space itself. Liminal Space and the technology that manipulates it is responsible for (relatively) quick travel through space as well as a number of "experiences" both accidental and purposeful. Of course it has also been turned into a weapon by a number of factions. "Going Liminal" is a phrase used often to describe someone who is acting crazy, spacey, or abnormal in some way.
  5. A few things I am pondering: How important is it to have skills over 100%? How fast should a character improve their skills? The latter question is likely the most important. as it can affect how fact they get to an "end game". Should there even be an end goal based on skills? It has me re-thinking what a Master is and how they can be approached as something a character can aspire too.
  6. It means Sky Storm. "myr" derived from the Finnish word for storm (I think, assuming my source was right). The Kalevala is a big influence on the game and always has been. . It fits descriptively better as a "Storm" opens in the sky when a new city/culture is summoned to the world.
  7. I definitely want to see it in practice before I commit to the idea. I suspect this is just the beginning of something that does make an improvement on the old systems.
  8. I am doing my research for sure, immersing myself in art. Refining the Q21 system to better handle that. /shrug. I am fascinated by the idea and am eager to see where it goes and what kind of audience it finds.
  9. Yes indeed. Pitting the two against one another is the idea right now. Pockets of law in a sea of chaos in essence. I do a lot of making lists and scratching items off as I chisel through to the core of it. Some of the inspiration comes from the Lensman anime movie, but I definitely would want to tap into the stories themselves as inspiration.
  10. I am designing both Skaerune''(name change soon) and Runed Worlds based on OpenQuest and its SRD. Skaerune' is sword n sorcery and Runed Worlds science fantasy inspired by Heavy Metal and Lensman stories and art.
  11. So as I have been working on Skaerune' I started with some ideas firmly rooted in the history of BRP and influenced by OpenQuest and what has come before. Now, what two or three years in, I feel like I need to chisel away those aspects more. So a few things may change about Sjaerune' specifically and Q21 in general over the next month or so. Name Change. So Skaerune' means SKy Rune and really.. that aspect of the design just does not fit any more. So I am thinking Sky Weird or Skaewyrd or Sky Storm, Skaemyr. Have not decided yet. Magic: Magic is maybe too complex. I still want to add a Smithing magician style as well. I may Revamp Weird and Soul Magic into one style, keep Sorcery and add in Smithing/Crafting/Some name... And pairing down Skills some. Right now that is it. IT means reworking Salt Mine Blues, but that is okay. The feedback I am getting now is good. Any thoughts are appreciated.
  12. Experience So I have been giving some thought on this and decided I wanted to shift slightly away from some of the traditional EXP gain roll models that various d100 games have knocked about. I have no idea if others have done this or not. It is not a huge difference. This clicked in my head based on ideas from Clint Staples' blog. https://d-infinity.net/game-content/runequest-thursday-136-alternate-rules-experience-checks#comment-3301521036 This is a first pass really Q21 Experience Gains When a character successfully uses a skill during a game session, he or she notes it down. At the end of the session, for each such skill, the player makes a Intx(Y) roll. Succeeding means the character gains 1d6% OR 3% (the player chooses) Y = a multiplier based on the current level of the skill. Skill Level Roll 1 to 50 Intx5 51 to 75 Intx3 76 Intx2 Curious what folks think. This will be going into some playtest material I am working on.
  13. Sean_RDP

    Stress

    Writing up a proposal is a lot more stressful than I remember. lol
  14. Thanks everyone. I appreciate folks commenting and sharing their thoughts.
  15. So the v1.1 will actually be out THIS Thursday lol. I was waiting on some feedback from some folks before making any changes.
  16. I don't have the book, but is it possible that :rounds" in this case means the actual ammunition? i.e. 3 pieces of ammo in 5 seconds?
  17. So I saw the announcement by Chaosium today talking about submissions and such and thought "I'd love to write an adventure / campaign that was from Lunar perspective." I realize that is not the norm and default pov RQ has traditionally gone for and maybe that is why it has always intrigued me. So where would be the best books / sites / places to go to really understand the nuances of the Lunar mindset and history and paradigm? Even if I just end up running a Lunar campaign with the new RQG. Thanks in advance.
  18. I think there is a big difference between "Recapture Old Glory" vs. "Do it right this time". The latter seems to be what Chaosium is striving for. I suspect they could save time money and a few white hairs if RQG were a glorified vanity project. I suspect they would not have bothered at all. Is everyone going to like it OR agree with the design? Nope. But that is every game ever. Yes, the modern RPG audience is a challenge; game play has changed over the years and the real challenge will be getting new and younger converts to RQ. They won't do that by creating a game they don't believe in or only half believe in. As a note: RQ is one of the games that influenced a great deal of Indie Game theory and thought, which touches in some way many of the more 'modern' game designs. So I think it will fit in just fine with the newer gamers.
  19. Well more than just the legal issues, are the issues of respect. Maybe that is an old fashioned notion, I dunno, but as a game designer who is trying to do his own thing if I find something in Skaerune' that smells too much like I am just copying another game (as opposed to using the OGL the way it was meant), then I rip it out and find a different solution. In some ways I feel that it makes my designs better, more unique, or whatever language you choose to describe. The hard work of these people has inspired me and it would be ill service as a designer to just copy/paste or rely to heavily on the letter of the law so I have a clear conscience violating the spirit. But in the end all I can do is the best I can do in that regard.
  20. So not to derail the thread, with all opinions about the MRQ (pro and con) aside, would there ever be a time when the Second Age would get another chance? With new/revamped books and a zeitgeist more in line with what folks want from Glorantha. I am talking an official second chance, not just fan material. OR is that just a bad taste in folks mouths that it would never be revisited in our lifetimes.
  21. Lore is the key. CoC, RQ, Stormbringer all have a deep lore that players can immerse themselves into. I feel like the early days of BRP / d100 trained us to link that idea in our heads. So I think that is what a d100 audience looks for in their BRP family of games. However, there is a significant group of players that just take the bare bones BRP and morph it into whatever Lore they are using to run their games. I suspect that basic BRP no setting attached system will never go away, but in itself does not require more than say a single book or two for players to work with.
  22. That seems to make sense, even though in my mind that is a lot of penalties to keep track of. Still if you are using the system like that, then definitely the riposte (or a subsequent attack) should be reduced in effectiveness.
  23. The Riposte uses the weapon or shield that did not parry. In the example you give, if the character parried with their shield, they would riposte with the sword. Based on the wording, which makes it clear (ish) that this attack does not in any way affect or is affected by DEX SR etc.. I would suggest there is no reason to think that there is any penalty to the riposte attack. It is the reward for that critical parry.
  24. The bottom one has a bit of an Earthdawn feel to it, which is not a bad thing at all.
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