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creativehum last won the day on November 7 2018

creativehum had the most liked content!

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About creativehum

  • Rank
    Senior Member


  • RPG Biography
    I was given a copy of D&D. I bought a copy of Traveller back in 1977. I wrote for FASA, TSR, Mayfair Games, West End Games.
  • Current games
    Playing Unknown Armies 3rd
    Forbidden Lands
  • Location
    Los Angeles CA. USA
  • Blurb
    I'm a screenwriter and director. Creator of "The Booth at the End"

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  1. I just realized, perhaps, a better way to ask what I'm looking for. If there were to be a KAP 6th edtion, what rules/adjustments would be incorporated into the 6th edition that alter the game in the most minimal way? That is, what is tweaked or altered already in the core rules, rather than wholesale added? Requiring Child Survival rolls only for the first 7 years (rather than 14) is a tweak to existing rules. It is not a new set of rules added. Atgxtg, thank you for your reply.
  2. The Book of Records bumps the Trait total need for the Chivalry Bonus to 96. I recently read that the Book of the Estate alters the child survival rolls from the first 14 years of a child's life to the first seven. (A big change!) Is there any compilation of rules adjustments to the core rules anywhere? Or at least an index of such rules so people who wanted to find certain adjustments/improvements could know what thought had been put into the game since the last printing of the core rules? I'm not talking about whole new sets of rules that replace other rules. So, of course Book of the Estate replaces the economics of the core rules, and Book of Battle has a whole new battle system. I'm talking about tweaks the rules as could be found and used in the core rules that improve them in some way or reflect later thought in design for the core rules. The key for me is keeping the game as simple as possible, focusing on the adventures. Getting too deep into history or estate management isn't my thing. But if a consensus has built about how to improve the core game experience (better survival rates for children seems to be a thing everyone talks about) then I am interested in that. Thanks!
  3. Awesome! Thanks! Does BoW rework the Marriate Tables and such to alter this distribution? That is, does it have tables to replace tables in KAP to reflect this change?
  4. Thanks for the reply! I understand there might a thread or threads in the archive I can go look up, and if you want say "Go find them," I completely understand. But if you don't mind one more question, this clause makes me curious: "a change due to vassal knights being rarer than they were in earlier editions." I don't remember previous editions getting too deep into the woods about how many vassal knights there were. I am assuming this is an issue that arose from books like Book of the Warlord and people digging into history and create numbers for types of knights? (I don't own BoW.) The text and structure of the rules of each edition of the core rules of KAP really hasn't changed much over the years, so I'm curious about the idea that there was a set number of vassal knight before that could have changed. Again... thanks!
  5. What was the reasoning from shifting the Glory from 50 to 200. It's been 50 for years. Not arguing against the change. Simply curious what the discussion/logic was.
  6. Can you point me to which rules/text you are drawing from for this reading? Thanks!
  7. I was asking about "initiates" last year. It still confuses me. Given the quotes and questions MMan posted above I'm still not seeing a clear answer to the matter in the posts that followed. The text in RQG suggests that being an initiate means having a position of authority within the cult. And further that most members of a cult do not have this authority and are lay members. And lay members do not posses Rune Magic. And yet a a lot of the support material for Glornatha suggests many, if not most, NPCs are in fact initiates, and/or even if they are not initiates they still have Rune Magic. Or something. If anyone has a clear way of squaring these details into a clear post I know I'd really appreciate it.
  8. Good to hear! I wasn't sure how it would play. But with your success I'll run it this way when I get a chance to run the game.
  9. For anyone who wants to read the thread it is here. nothing was really resolved on the matter. But as Atgxtg states ther is a list of reasons why it was 80 and why Greg wanted it to be 96. All sorts of things are discussed in the threat: the fact that Pagan Knights will have a harder time of becoming Chivalrous at 96; that the orginal bonus for being Chivalrous in KAP 1sst ed was simply Glory with no magical bonus (thus making Chivalry more important starting with KAP3; that Greg was thinking about all sorts of ideas for Chivalry, how to attain the bonus, what the bonus meant, but none of those were sorted out; that the random creation of early editions (as Atgxtg pointed out) made it harder to gain Chivalry out of the gate than the point buy systems of later editions; that using BoKL made it even easier to get it than KAP 5.x (and not everyone uses -- or should use -- BoKL, so it gets kind of complicated using it as a standard). In other words, changing the method of Chivalry bonus has several implications for anyone's game, and those implications weren't settled. You can grab a bunch of ideas and thoughts floated in the thread. And after that, as I said above, every GM will have to make their own decisions.
  10. Greg wanted being a Chivalrous Knight to be A Big Deal. With the numbers set as they are in the various editions of King Arthur Pendragon a knight can probably become Chivalrous at values of 13 or 14 in some of the Traits. For some folks that doesn't feel right. Ultimately it is switch for how you want your game to play -- easier or harder to become Chivalrous. The rules say one thing, a supplement says another thing, and a single post from Greg years ago says he wanted to change the rules but never did. Pick what works best for you.
  11. If your instinct is to stick with Loyalty you should probably do that. As I've noted elsewhere King Arthur Pendragon and The Great Pendragon Campaign work great as is. and KAP has worked great as is literally for decades. the additional bells and whistles can certainly be appealing. And for some who has played or run the game before the novelty of new rules and ideas certainly makes sense. But they are not needed. And in the best case the GM will pick and choose among all the new baubles for the items that make the most sense and which excite him. KAP already has so much going on with it's amazing rules as is. Try it out of the box for a while and see what happens.
  12. I suspect I am in the minority around these parts, but I advise is to get King Arthur Pendragon 5.2, the Great Pendragon Campaign, and then stop buying for a while. Take the time to read through these books. Get a sense of what the game is, what you want to do with it, what excites you about it. Then ask yourself: "Is there anything else I really need to play this game? Do I feel like anything is missing?" Because the fact is, out of the gate all you really need is KAP. Seriously. I cannot stress this enough. KAP is a brilliantly designed piece of RPG design and it has all you need. Then, if you want some support (and it is good support!) grab GPC and you'll have a trove of advice and ideas for play. These two books alone get get you going and give you months, if not years of play. All the other books, while great, can swamp you. They put a microscope to certain details of the setting or history or mechanics... and if you are not interested focusing or expanding on all those details they can gum up the works for a game that works elegantly out of the box. But if you ask yourself "Do I feel like anything is missing to be able to run this for my friends?" then you'll most like find a resource in one of the supplements. Here is a link to a post someone wrote about The Essential List of King Arthur Pendragon Roleplaying Books. I am linking it because I happen to agree with it.
  13. I think you might be wrong on this point. I say think only because I have found the writing of the RQG rules slippery, and I might be misunderstanding what you are saying. With that in mind: I asked Jason in the Big Thread of Rules Clarification how many physical attack a character may make in a round, and unless one is splitting the attack, the answer is 1. The lower striker rank lets you attack earlier, which could be very helpful and important. But it doesn't allow you a chance to cram more attacks in with that weapon.
  14. Hello @Ian Cooper, I listened to your interview on the Grognard Files yesterday. Thanks, I really enjoyed it! One thing caught my attention: You mentioned that when your group first played Traveller (your first RPG!) you had a great time rolling up characters... and then didn't quite know what you were supposed to do with the game. But then, after playing games like Call of Cthulhu and others, you were able to go back and play it successfully. Could you list some of the qualities, tools, techniques that you brought to Classic Traveller that let you play it on your second go-around? I'd really like to hear about this! Thanks!
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