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RosenMcStern

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Posts posted by RosenMcStern

  1. On 3/6/2019 at 5:20 AM, Roko Joko said:

    I can't believe nobody else thought of naming the book that would be known as RuneQuest: Glorantha "ReQuest" instead.  Missed opportunity.

    Is this a new game "Request, Advtures in Glortha"?

  2. If you want an "open the book and play" experience, the answer is clear.

    Mythras does work with Glorantha, and I have used its ancestors MRQ2 and RQ6 in plenty of Gloranthan adventures for years - and I mean literally. Many people still use it with great success to adventure in Glorantha. 

    However, neither Mythras nor RQ6 are designed to do Glorantha "out of the box' , while RQG does. You will need to do some adaptations, produce suitable background entries for Gloranthan cultures, revise the way cults work (they provide common magic, too in Glorantha) and rebalance many spells and magical effects. This is all work that is perfectly doable, and depending on your personal tastes it might produce a result that is more satisfactory than RQG for your group. But it is also work that you would be completely spared if you use RQG.

     

  3. It is now time to reveal our programs for 2019. This year Alephtar Games will focus totally on Revolution D100, and the big news is that 2019 is the year when the game becomes multi-language.

    We have been listening attentively to user feedback since 2016, when the game was launched, and the two most frequent observations have been “When will it be available in my language?” and “Some parts of the rules required two or more readings before I figured them out”. We reached the conclusion that the best way to address both of these issues was the production of an International Edition of Revolution D100. The IE will include the Italian, French and Spanish translations, and a revised English edition which aims at rephrasing those parts that someone found hard to read and simplifying some of the crunchy bits. However, the core of the game remains unchanged, and a mini-update for those who do not wish to repurchase the core book will be available at a token price for the English edition. We will also update and translate the SRD.

    Alephtar Games will be in charge of the English, French and Italian editions, while HT Publishers will produce the Spanish version, as disclosed two years ago. Around May 2019 we intend to launch a crowdfunding campaign which will encompass all four localized versions of the International Edition, with all four of them scheduled for delivery in 2019. The SRD will be available in all four languages before the campaign, at least partially, as we already have several chapters of the translations ready.

    The International edition will be a 256-page hardcover book in full colour on glossy paper, with most of the graphic identity of the original edition unchanged. By splitting the financial burden of commissioning new colour plates among four editions, we plan to optimize expenses and to give Revolution D100 the treatment it deserves. A new printing of the combat cards, a utility pack with pull-out charts and other goodies, like a combat tracker, will be part of the crowdfunding and complete the core package of the game.

    But we must not forget that people want settings for their games, too.  The second big news of 2019 is the birth of an entire line of fantasy historical products focusing on Europe, the Mediterranean and the Middle East between the 10th and the 14th Century. The name of the game line is Medievalia D100, and its first member is of course our existing supplement, Merrie England: Robyn Hode. A republishing of our previous medieval books such as Stupor Mundi and Wind on the Steppes will follow, possibly followed by Crusaders of the Amber Coast or Merrie England: the Age of Eleanor. But new Medievalia are in the making, too. Authors Mauro Longo and Davide Mana, who contributed to acclaimed products like Ultima Forsan for Savage Worlds and Extraordinary Renditions for Delta Green, are already at work on a creepy dungeon crawl setting called Irem, city of 10,000 pillars which will send shivers down your spine. Please note that the term dungeon crawl does not just mean that your adventurers crawl through dungeons, but also that things crawl out of dungeons in search of your adventurers.

    And last but not least, work on the already crowdfunded fantasy steampunk setting based on Rose Loughran’s Red Moon Rising web comics continues, although at a slower rate than anticipated. We have already released some bits and pieces of the book. We hope to have all work on the supplement finished – and hopefully printed – by the end of 2019.

    • Like 17
    • Thanks 1
  4. ...is definitely part of the fun :)

    Go attend one of Gregory's painting sessions at the Kraken, and you will see. You do not know what "gorgeous" means until you have painted Cthulhu or Nyarlathotep with him (the huge ones which come in the Cthulhu Wars box, I mean).

  5. 53 minutes ago, Tywyll said:

    I've tried to wrap my head around the power system in Revolution d100 but I haven't been able to. Is there a post or anything where someone breaks it down in how to use it, it's limits, and benefits? Also, could it be ported into more traditional BRP mechanics games?

    We are working on some streamlining. On the other hand, the system is designed to mix well only with OpenQuest and Legend / Mythras. Using it with classic BRP may require more tweaking.

  6. Rd100 arcane magic is specifically designed to allow spellcasters to function like D&D or Diablo wizards, if you wish. A powerful PC mage can fire blasts of 8d6 elemental energy within a reasonable range. And long-duration spells are easy to manage.

    You can find a sample magician who can use effective lightning blasts in the Conspiracy Theory free scenario. 

    https://www.drivethrurpg.com/product/224824/The-Conspiracy-Theory

  7. It is true that the cap is an artificial limit, but very high level spirit magic can easily overshadow non-stacking rune magic, and give some players the temptation to go for the one-trick-pony character. For instance, Bladesharp 10 is just too good a spell to have now (you do more extra damage than you would with Truesword on average, you are almost sure to subtract something from your opponent's Parry, and you damage magic creatures). It changes a competent warrior into a killing machine who fears only being outnumbered, so a competitive player may want to do anything to obtain it. Yes, it is not easy to obtain it, but it is worth it.

    Personally, I am in favour of the cap, removing it only for particular kinds of characters (shamans, monks, etc.). In Glorantha, where Rune Magic is supposed to be supreme, unlimited spirit magic makes sense only for shamans, IMO. And YGWV.

    • Like 1
  8. I found this thread on rpg.net and had one pleasant surprise: Revolution D100 was quoted by many (i would say most) contributors as the most credible contender to the excellent Mythras system in terms of rule elegance. I have not chimed in the discussion in order to keep the thread as it is, a collection of user remarks free of author input, but I wish to thank all who have suggested Rd100 as "a game to try" on that thread. At a moment when we have little opportunities for promoting the game (but this is going to change soon), user support is precious. Thank you people.

    I just wish to address the concerns that somebody has reiterated about the clarity of some parts of the rules. We *do* have a plan to rephrase the core rules and polish some parts, it is just that we do not have an ETA to announce for the event, and the actual rewriting is still in its inception phase - i.e. bullet list. At the moment, finishing Red Moon Rising and other yet unannounced supplements is a greater priority. But a streamlined version of the rules will appear in the not-so-far future.

     

    • Like 5
  9. These are not exactly "limitations" if the character you wish to play is a woman who solves all problems by chopping heads off. Which is perhaps a mono-dimensional character concept, but a perfectly valid, and fun, one.

    But YBGWV :)

  10. I know. It seems to me that he has (correctly) prioritized answering his "backlog" of official questions over reading these discussions. Reading all of our blahblah posted here could have changed his POV when replying to that old question, though.

    • Like 2
  11. Perhaps someone could have invited Jason to read this thread before addressing the subject of skill reduction? He complained about lack of time, I doubt he has had the chance to read all of these threads during the last weeks.

     

  12. So let us summarize. The big problem is the combination of the following "new additions" to RQ:

    1. Attack and Parry combined into a single skill
    2. Scores over 100% subtracting from the opposing score in all contested rolls
    3. Multiple parries per round at a cumulative -20% penalty
    4. Reusable Rune spells easily available to initiates 

    All of the above are good, solid rules already tested in other variants of BRP (1 is in BGB, OpenQuest, Legend, Mythras and Revolution, 2 is in Legend and Mythras, 3 is in the BGB and somehow optional in Revolution, 4 is in OpenQuest, Legend, Mythras and Revolution).  However, when combined together, the result is

    • Very high skilled characters (200+) become killing machines in melee, able to overcome even a mob - which is quite heroic, and thus more a feature than a bug. Harrek is supposed to stand over a pile of dead bodies, after all.
    • Death Rune cult initiates, even rookie ones, can obtain the same result by expending one single Rune point and the equivalent of a common matrix in Magic Points. Well, maybe this is a bit questionable, instead. Too easy a shortcut to Harrek-level melee effectiveness.

    I dunno, once you put all the facts in line, the point which might benefit from a small tweak becomes quite obvious, IMO. 

    • Like 3
  13. On 1/22/2019 at 12:53 AM, pansophy said:

    Hello Forum,

    I need a bit of help. Just yesterday I looked at the Armour Creation rules (p.158) and I can follow all the examples until I hit page 162. These are the issues I have with the examples:

    1) the text for the helmet does not seem to match the example. The Plating seems to cover all slots of 5+. Then there is a Visor added at a slot 4.

    It is a mistake, there is also an unnecessary "will" in the text. Probably already spotted by Zit in one of his Holmes-like investigation of the text, but thanks for spotting it. Replace "6+ will" with "5+".

     

     

     

    Quote

    2) why does the Plating for the Head have 5/0+ and 8/5+ ? From what I see it should be 5/0+ and 8/4+. But then the text at the bottom left reads: Head: 5/0+, 8/0+

    2a) if that is because of the added Plating Joints, why even bother covering the slots 5, 6, 7 & 8 with Plating, and not instead add the Plating Joints in slot 8? It would have the same mechanical effect (8/0+) and would not cost as much.

    2b) the slot 0 for the Head Padding layer should be 'Mail Joints', not just 'Mail', as Padding starts at slot 1 - and slot 0 can only be covered by Joints.

    Yes, it should be 5/0+, 8/4+.

    The Joints placed in slot 4 should in fact be in slot "0", but that would over-complicate the table 8/0+, 5/1+, 8/5+, so it is changed into 5/0+, 8/4+ which is statistically equivalent but simpler.

     

    Quote

    3) Arms and Legs: the Total values for the Armour/Covering ratings are wrong. They should be as in the text on the left: Arms: 1/0+, 5/2+ & Legs: 1/0+, 5/3+

     

    My biggest issue is this: a Plate armour for the Body. This could be true, if the Head example on page 162 is correct:

    Layer     0      1      2      3      4      5      6      7      8      9      Total

    Padding   ---    ---    ---    ---    ---    ---    ---    ---    ---    ---    ---
    Plating   n/a    n/a    ---    ---    ---    ---    ---    ---    Plate  Iron   8/0+
                                                                      Joint  Plate

     

    But I suppose the example for the Head should be more along this:

    Layer     0      1      2      3      4      5      6      7      8      9      Total

    Padding   (Mail  (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) 5/0+
              Joint)
    Plating   Plate  Plate  Plate  Iron   Iron   Iron   Iron   Iron   Iron   Iron   8/0+
              Joint  Joint  Joint  Plate  Plate  Plate  Plate  Plate  Plate  Plate  

     

    Am I correct - or am I not getting something? ;) 

    True, there is a series of mistakes. Probably introduced in layout, but I did not spot them.

    The head should be :

    Layer     0      1      2      3      4      5      6      7      8      9      Total

    Padding          Mail   Mail   Mail   Mail   (Mail) (Mail) (Mail) (Mail) (Mail) 5/0+
              
    Plating   Plate                              Iron   Iron   Iron   Iron   Iron   8/4+
              Joint                              Plate  Plate  Plate  Plate  Plate  

     

     

  14. 13 hours ago, soltakss said:

    They are Marmite in many ways (You love them or hate them), but they can be useful when you want to design realistic armour. I'd have preferred them to be in a Revolution Companion, to be honest, but when writing some RD100 SciFi rules, it soon became apparent that the Making Armour rules just worked, even for technologically advanced materials. 

    This is probably what we will do in the future: put them in a companion. However, this means that for the system to remain truly generic we will have to include a good three pages of armour representing the various ages of history (or future history). For this first edition of the rules, I preferred to include the building procedure - which can look scary to someone.

    Quote

    Personally, and this is no reflection on the excellent RD100 rules, I don't bother with armour coverage when playing Revolution, it just doesn't seem important to me. So, the making Armour rules for Armour Coverage don't help me that much.

    Depending on the setting, it can be more or less important. But certain armour types are poorly represented by rules which do not include armour coverage. Armours that cover only the front of a target are impossible to represent properly, yet they are the most popular of all when you expect to face mostly ranged attacks.

  15. 16 minutes ago, Joerg said:

    What is the convention about multiple parries on a single strike rank? Personally, I would give hefty situational maluses on the second and third parry on the same strike rank, reflecting the supernatural speed you need to deflect more than one incoming attack in much less than a breath's time.

    This is sensible, but as many other sensible suggestions posted here, it is a ruling and not the official rule. Again, it is the GM trying to "tone down" a very powerful ability that the entranced character has. The supposition that the spell is overpowered has some merit.

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