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Everything posted by Archivist

  1. Reading the SRD gave me the impression that (1) you don't roll much and (2) when you do you're resolving a very large-scale story obstacle. So this makes it seem like most adventures would be over very quickly. e.g., characters are vampires that want to take over the city. Player wants to roll "Ventrue political prodigy". Character rolls and succeeds. What normally would have been 10 sessions of interesting and tense intrigue, discussion, negotiation happens in a few minutes. This can't possibly be how the game works. I think I've misunderstood something.
  2. Thanks! My general comment is i think that what's Revolutionary about Revolution D100 isn't the crunchy parts, but the many freeform and narrative aspects about it which are brilliant (the contests, traits, etc.). So of course I'm looking for stuff in a companion that details how to leverage that (as much as creating more detailed armor types). Antagonist Creation: I have a copy somewhere translated from the French COC 6e - I've also seen this approach in Ubiquity and Fate, where when you make an NPC/antagonist you first pick importance - e.g., mook, important, full. Maybe for
  3. Some ideas (that have been posted before). And remember Revolution guys, just because its obvious TO YOU doesn't mean the average person reading the Core Book gets how to use it. 1. Simplified NPC / Antagonist Creation Several different options for creating NPC / Creatures quickly, maybe with 3 different levels of detail 2. More simplification options / alternatives 3. More stuff on non-cafeteria menu power construction. I think the system supports a very free-form approach to this kind of thing 4. More stuff for playing supernatural / weird creatures
  4. Post the kinds of things you might want to see in the eventual Companion!
  5. Will the International Rules have new stuff in it, or is it waiting for the companion. I have a list of stuff I would like in companion.
  6. I already love how many things you used from different HQ books. Good job.
  7. Just curious. CoC 7e doesn't use a resistance table, but I see that in the SRD. Why is that? Is CoC 7e a different thing?
  8. I bought it and it's excellent. I'd love to see it as a full setting or campaign book.
  9. How does Dynamic D100 differ from the core game?
  10. Could someone write this up as a rules add on we can put in the downloads section? JonL do you have a more detailed description of how these rules would work?
  11. I think the best thing about OpenQuest is to encourage people to make stuff with HeroQuest, because after Robin Law's brilliant innovations the best things have come from licences - chained contests, flaws as heropoint generators. I think there's more cool ways to leverage the rules and make new rules widgets that we're not even aware of yet.
  12. Great! I'm fine w/ the stuff in supplements.
  13. Revolution D100 Rules for Spirit Combat, Spiritual Entities, Etc. - Yes, I realize this is in Mythras. But I doubt that I understand Revolution D100 let alone Mythras enough to do a good job at this. Spirit Combat, Travel, etc. is definitely a thing in multiple Genres - Gloranthan Animism, Enochian Magic, Werewolf the Forsaken / Apocalypse Simplified Antagonist Creation Rules for how to quickly "stat out" some kind of NPC ior creature without going through all of the character creation rules.
  14. Just to clarify RosenMcStern, does Conspiracy Theory or the new International Edition include new rules or rules clarifications? Will the international edition be in english?
  15. When is new openquest coming?
  16. Why should a player ' use anything other than their highest rated attribute? I understand if you have a keyward /attribute thatgives you a specific supernatural power that isn't your highest rated then that makes sense, but otherwise you would always just use the highest. As a GM you cant use the technique of asking players to describe what they're doing and then call for the "skill", since there is no standard skill list .
  17. I don't think, though, it would be the worst thing in the world if HQ 2.5 or 3 had more robust rules for extended contest with more options and decision making. This thread has a whole bunch of things that could be used or scavenged from older ruleset.
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