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Archivist

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  1. Hey JohnL. The SRD is up. Perfect time to write up your thoughts!
  2. I wasn't clear from the new SRD how exactly "damage" (states of adversity) worked. Is there any way to generate a temporary Flaw from a poor conflict outcome? It seems like this would be a fun optional rule. What do the penalties apply to. Just the abilities used in the conflict? All abilities? Just where it makes sense? How do you keep track of the states of adversity from multiple sources. If I get a sprain (narrative description of damage from conflict 2) then move one more track down (narrative description of damage from conflict 2) because I've seen something sanity blasting, do I need to write that down somewhere since they might affect different abilities or recover at different rates? or is recovery just an overall thing (regardless of source if you're at level X here's how long it takes to get back to normal)
  3. Good point. I noticed in the next section they give an example about jumping across something which is definitely a smaller context.
  4. 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.
  5. 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 the full level you build them as a character, but for the Mook and Important levels they only have a handful of statistics - where one stat serves multiple functions. e.g., Combat 50%, Social 50% or whatever. So you can generate for these guys a very short stat block. You only need a big full stat block for something you're going to be interacting with over the long term in a complex way. So the last three would be covered by things you have helped out before with on the list. One default way to create a setting where characters have special abilities (e.g., Vampires, Werewolves, Psychics) and interact with weird stuff (gates to other worlds, infrastructures) is the cafeteria-menu style, which is used in most superhero games. You have an explicit list of powers in the core game, then you just reskin them for your setting. This would certainly be okay for the companion - you could have a section (like they do in the new Cypher System Horror Tookit book), where you would talk about "here's how to set things up if everyone is a certain type of thing in your setting" (e.g., all vampires). However, I'd love to see something where you talk about using all of the cool abstract, narrative bits in Revolution D100 to achieve the same thing. I'd also like OPTIONAL rules for stuff like simplified armor / weapons.
  6. 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
  7. Post the kinds of things you might want to see in the eventual Companion!
  8. 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.
  9. I already love how many things you used from different HQ books. Good job.
  10. 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?
  11. I bought it and it's excellent. I'd love to see it as a full setting or campaign book.
  12. How does Dynamic D100 differ from the core game?
  13. 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?
  14. 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.
  15. Great! I'm fine w/ the stuff in supplements.
  16. 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.
  17. 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?
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