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AndreasDavour

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  • RPG Biography
    Gamed for 30+ years
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    Mutant Year Zero
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    Just a game geek

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  1. When it comes to weapons and armour I'd suggest you keep them narrative only, unless they have a significant story impact. Then you can use the fractal to stat them out. I've found people often try to model things in Fate, which is not how Fate is intended to work. Fate models narratives, not stuff. That's also a reason I would suggest you stay away from the runes. Making rules front and center feels like dressing RQ up in a new coat of paint, and not playing Fate. YMMV.
  2. I know this is years later, but I wanted to let you know someone got the joke, and liked it a lot! That was great!!
  3. You might want to re-consider HQ/QW if you are thinking of Fate. They are not that different conceptually. But, let's talk Fate. So, I think you probably don't want to add too much extra game mechnics. If you are thinking about using stunts for magic, for example, you have to consider if the standard three stunts are enough for you. Either you step up the abstraction ladder and maybe use the runes instead, or you use whatever mechanics you already have, like Aspects. I'd suggest the latter. Let me talk through how I would do it. I'd probably say you should all have a High Concept and a Trouble as per Fate Core, and then I'd say that if not part of your High Concept, you have a mandated Cult and a mandated Culture Aspects. You probably then will use your Cult Aspect and a skill to do common magic for a lay member, and a initiate or a devotee spend some of their Stunts (if their High Concept allow it) on specific magic effects. You can then narratively decide how powerful magical effects a lay member or initiate can do by just boosting (common understanding of the term, not the Fate game mechanic) your skills with the Cult Aspect. Maybe limit an initiate to one magic stunt, or do it all according to they story. When a devotee Create an Advantage and they act out their cults belief and mythic stories as to hero form, you have an excellent opportunity for a Scene Aspect. I think Fate Core could work well in Glorantha that way. Oh, yeah, you might want to rename some of the skills...
  4. To add something to the conversation, I think you should not focus too much on illumination and chaos. I've always seen illumination as the sudden realization, a satori moment, that anything is possible. Arkat knew that he could do anything, if he could just twist and turn his perspective just right.
  5. Thanks. I'm always amazed about these small nuggets of information, that people seem to remember. I've read that book and clearly did not remember that part.
  6. I might as well add that I'm also interested in the questions Khaghan raise, if anyone knows anything more.
  7. If it was a couple of quid, yes. I'm sure it's worth what's is priced at, but I don't have that money to spend twice.
  8. I've read/played it the same that it's a "summed result is: +1 to the players" which mean they win the prize.
  9. Last time I looked, Chill 1st ed used percentile skills, so not much conversion needed. But, I seem to remember that you used the stats for most things, and the skills where few and mostly for your specials. It was decades ago since I played it.
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