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jongjom

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Posts posted by jongjom

  1. 9 minutes ago, Runeblogger said:

    Oh, and another thing: there should be a cap to the amount of POW that a PC of a certain level (lay/initiate/runeleve/priest) can sacrifice for RPs.

    Maybe. A cap adds complexity, and doesn't solve the problem of building up enough Rune Spells (Points) to qualify for Rune Level.

  2. At first look this appears to be elegant and intuitive. Let's hope it plays well as it looks, and that the rules obey the KISS principle (Keep It Simple Stupid!).

    One question about the rules: what happens about the other Runes (e.g. Plant, Dragonewt, Spirit, Chaos, and the Condition Runes: Mastery, Infinity, Magic)?

  3. 9 hours ago, Atgxtg said:

    It would be if this were actually decades of work by said authors. Frankly, Greg, Steve and the rest have been doing other things for those decades. it's not like they've been toiling away on a new edition of RQ all those years, but couldn't get it finished, or published. Most they people haven't even been working for Chaosium in the last decade. Heck, how many of them have even played RQ (or any other RPG) together in the last decade?

    And Greg and Steve were both involved in MRQ. So just having their names attached to this at this stage doesn't assure quality. Although, at least this time, I doubt anybody involved is going to tell Mr. Perrin that he doesn't know how to write an RPG.

    I agree this has not been a long term project solely aimed at the new incarnation of RQ. Rather individuals in the team has played a lot of RQ and have a lot of experience with game design.

    From what has been written about MRQ's development it would not be beyond the ability of Chaosium/Moon Design's to involve Greg and Steve (and the rest of the team) in a better and more productive way. Notably MRQI didn't have Steve's name in it, and only a 'Special Thanks' for Greg.

    • Like 1
  4. 3 hours ago, Atgxtg said:

    Frankly, I'm getting very skeptical about this. It looks more and more like the MRQ fiasco all over again. Relying on the RQ brand name and bring back some of the orginal designers so as to tap the fan base for another quick buck. I hope I'm wrong and that the new RQ will be a good RPG that actually improves upon RQ2 (rather than just changing stuff for change shake), but I really doubt it.

    Maybe a bit harsh to say that decades of work and game play from Greg Stafford, Sandy Petersen, Ken Rolston, Jeff Richard, Steve Perrin and others is the same as the rush job by Matt Sprang? Maybe just a tad harsh? Possibly?

    • Like 6
    • Thanks 1
  5. 2 minutes ago, jux said:

    Then I would ask, why RQ6 was an option in the first place :P

    It just seems very chaotic way of doing things, that just this Kickstarter is the basis of big design decisions. And also it is strange how fast they plan to finish this product. In few months, right? Does not look like they have correctly planned it out. 

    It can be debated how much of a success D&D5 really is, but how they did the development really shows how they did it right. No rush, open discussion with fanbase, free testing releases. I have assumption the 5e is very solid release and fans of the game are generally happy with it. I think Chaosium could learn from them. Also, as the devs are not working together, but are separated and meet only online, is something I am doubtful.

    They played the hand that fate dealt them. They made decisions on information they had at the time. We're now looking back with the power of hindsight after major events (Moon Design now steering Chaosium and with an extra staff (2.5 FTE fulltime equivalent) now working; Design Mechanism realising the different direction they wanted to go; Kickstarter showing there is demand - it has currently raised over $250K along with Backerkit). They've allowed themselves to respond to changing circumstances. Kudos to them.

    As to the speed of finishing the product. Allegedly it was started after last GenCon and has on board a phenomenal team (Sandy, Ken, Steve, as well as MD) tapping on decades of Greg's notes and experiences as well as their own considerable knowledge. They describe meeting up in person but in the new world online communication has come of age. They have begun discussing what they are doing, started testing the game and will no doubt spread the net further when needed. Yes, it's hard to keep up with them!

    • Like 1
  6. 16 minutes ago, jux said:

    My question is, why you even reprinted RQ2? I understand it was additional cash-grab, but it clearly backfired as now the overall strategy for the new RQ product line had to be re-worked.

    To expand a bit, it is also chance for people to buy hard-to-get and otherwise expensive publications, as well as a trip down memory lane. A case of a business sensibly meeting demand.

    Hardly a backfire: if so it's a lucky one. RQ6 would have crashed meeting opposing goals: satisfying the current RQ6 product range and the demands of making a Rune-Quest set in Glorantha. Now RuneQuest has already 15 or so supplements and TheGameThatWasFormallyRuneQuest keeps its product range. Both will be better for the decision made.

    • Like 5
  7. I'm also a bit surprised that RQ6 is not mentioned. However he did not say "not causing too much discomfort to RQ2 veterans" but rather that RQ2 is the base. To which is added things that RQ3 did better, as well as rules from Arcane LordsEpic and Glorantha the Game.  He also said "And so on." where I hoped he might of given a nod to RQ6, if true.

    But I am more interested in a game works well internally not a Frankenstein's Monster of games cobbled together.

    And at the end of the day I agree that RQ is easily house ruled (which I guess happens a lot) so bit that you like can be added on / substituted in.

  8. 5 hours ago, Steve said:

     

    Also, Jonathan Geere posted the following on G+, though I can't find the BGG source for this:

    "Update also from BoardGameGeek:
    Q) Are you still on track for an April Kickstarter for Glorantha: The Gods' War?
    Sandy – we just bumped it to a final firm date of May 9th, to ensure all of our ducks are in that row."

     

    The link to the source (which took me a while to find again!) is at the end of the page:

    https://boardgamegeek.com/thread/1477780/ask-sandy-8/page/8

    • Like 1
  9. Not a typo as such but the Time Line For The Lunar Empire and Dragon Pass Regions (page 7) has been extended to 1627. Many RQ2 products are set before that date. It sets RQ2 in the present-present for Glorantha i.e. the same timeline for HQG and 13th Age.

    Keep it retro! 

  10. 12 hours ago, MOB said:

    We have no plans to publish new scenarios for RuneQuest 2nd Edition (RQ Classic Edition). However, the new Glorantha-based edition of RuneQuest is currently in development, and that edition will require new scenarios.

    Hope there will also be short / basic scenarios along the likes of Snake Pipe Hollow for new comers to prove that you don't need in-depth Gloranthan knowledge and still get hooked.

    • Like 2
  11. 7 hours ago, Akrasia said:

    Well AiG was written for RQ6.  Do we have any reason to think that AiG "didn't work"?  I don't follow Glorantha myself, but my impression (from others) is quite the opposite. (I know that Loz ran a RQ6 campaign set in Glorantha. My understanding is that that campaign 'worked' just fine.)

    So I'm sceptical of the notion that a new version of RQ (a fourth version in less than 10 years), a version with some kind of Glorantha special sauce, is absolutely essential.

    Not that AiG works or not. Rather that trying to create a game that both best suits a specific world and yet is also an open toolbox for any world would probably not work.

    The new Chaosium RuneQuest will be the first d100 game designed for Glorantha since RQ2 days. Pretty cool if you want a crunch game set in Glorantha, not so important if you don't (although still might be worth mining for new ideas).

  12. 22 minutes ago, Akrasia said:

    Chaosium abruptly changed directions concerning RQ. So they may have a 'plan' now, but it's a different 'plan' than the one they had only a couple of months ago. 

    And the new plan:

    a. Introduces a fourth version of RQ in less than a decade (and so squanders any 'momentum' that the game and brand might have acquired under the DM).

    b. Throws fans of RQ who are not fans of Glorantha under the bus (because Moon Design apparently cannot comprehend the possibility that there may be fans of the system but not the setting).

    I had high hopes for the 'new' Chaosium a couple of months ago. But now I have no interest in their future RQ products.  

    Or

    b). Realise that RQ6 and Glorantha RQ will not work. So instead TDM are free to publish RQ6 rules (with a name change) and continue to publish their awesome supplements. Chaosium are free to have an updated RQ that works for Glorantha.

    Pulling the game in different directions probably would not of made everyone happy.

    • Like 1
  13. 15 minutes ago, Mankcam said:

    Isn't this already in contemporary publication, compiled alongside Cults of Terror under one cover, the Cult Compedium, in the Gloranthan Classics line?

    The material is excellent, but I thought it was all still in print

    All and more is contained in the Cults Compendium. The main value of having physical copies of the RQ2 cults books will be having the cool cover art and the ease of actually holding the blooming item.

    Also the CC always felt a bit cobbled together rather one organised, balanced whole book. We're waiting on Moon Design's Gods of Glorantha for that.

  14. 12 minutes ago, Rick Meints said:

    The top backers are getting a special "thank you" reward for their generous patronage. That backer level isn't just about the value of each specific item, it's about their belief in the project and their support of what we are trying to do.

    The chart below is not official just yet, as we are making sure it has no typos or mistakes. If you spot any, please let me know.

    Screen Shot 2015-12-05 at 9.59.02 AM.png

    Does this mean the top tier gets copies of both the Hardback and Leatherette books - or a typo?

  15. 3 minutes ago, MOB said:

    Please note, when you buy the PDF of any stretch goal book you also get that amount credited towards the purchase of the printed book. For example, the "Plunder" PDF is $5. If you purchase the PDF you will get a $5 credit you can use towards the purchase of the printed Plunder book from Chaosium when it is printed later in 2016. Thus, if it ends up having a retail price of $15, you'll be able to purchase the printed book from Chaosium for $10.

    Does this hold true for the top tiers? So, in this example, a High Priest will only pay $10 for Plunder from Chaosium?

  16. On ‎28‎/‎11‎/‎2015‎ ‎12‎:‎27‎:‎49, General Panic said:

    I've never done a kickstarter before and will back this one. But as I don't really put a value on pdf's (I like physical), I'm a bit unsure what the implications are - looks like for printed product the top tiers effectively don't offer you anything more than rune-lord priest at $250 - so the volumes of collected unpublished material are effectively being priced at $800. Is that right or am I missing something?

    In effect you are paying $750 - $800 more than the Rune Lord-Priest for two to three hardback books of unpublished material. I take it by inference that this is also an unspoken way of supporting Chaosium / Moon Design by giving funds for their RQ revival / attempt at world domination.

  17. 1 hour ago, tedopon said:

    My understanding from the Kickstarter's verbiage regarding the stretch goals is that the "unlocking" is only the promise that they will later reprint the old supplements at a later date. Is this correct? 

    Partly. As it stands all backers getting PDFs will also get Fangs, Apple Lane, and Snakepipe Hollow as a free PDF. All backers will be able to buy Runemasters, Plunder, and the RQ Companion as a PDF except the very top tiers (High Priest, Rune-Priest Lord) who get all unlocked PDF goals for free.

    In 2016 Chaosium are to print the unlocked goals, and then we all have the chance to buy them. At that stage I imagine they're no longer part of the Kickstarter process.

  18. 4 hours ago, g33k said:

    waitwaitWHAT?

    I thought this was coming out under the "Chaosium" lable?  But it's MD instead?   :huh:

    I mean, I realize the whole Chaosium/MoonDesign/DesignMechanism triumvirate is becoming so convoluted and intertwined as to be closer to a single entity... but... 

    Well the book has the Chaosium Logo on it...

  19. Great news! With the start being so soon, and only a 3 1/2 week campaign it looks like we'll need to get the word around as soon as possible.

    Anyway, I'm pretty stoked about this. Looking forward to the start.

    • Like 1
  20. Safelster is an interesting area - the Invisible God is widely acknowledged (by one name or another) as the Creator, and Malkioni sorcery widely used, but for most purposes people call upon the aid of greater gods (such as Orlanth, Ernalda, Humakt, Ehilm, Zorak Zoran, etc) or lesser gods (such as the local Horse God(dess), various heroes or ancestors). Arkat is revered, but inaccessible (so much so that the various movements claim wildly contradictory aspects to him and fight bitterly). Ian Cooper and I have both spoken of our desire to one day write a campaign set there. You have decadent civilization, secret societies, tribal barbarians, trolls, elves, and even dwarves. An awesome place for a good sword and sorcery campaign.

    Absolutely agree. Safelster is an area screaming out for a sword and sorcery campaign. It feels it's an area that would suit all forms of game: HQ:G, Chaosium RQ, and 13th Age Glorantha. Maybe even a board game.

    It is on the top of my list to fund someone to write it: I just have to win the lottery first!

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