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About commandercrud

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  1. This is, in my opinion, the best game for just one player. I generally don't change anything. If the adventure is particularly brutal for one, let them use Pulp rules.
  2. Getting the starter set out there ASAP is a good idea.
  3. Describe it differently each time.
  4. I thought the same thing about the chase rules at first. But they play much better than they read. I don't miss the resistance table.
  5. My group is experienced with D&D and Call of Cthulhu, but we've never played RuneQuest. Which of these two adventure books would be the better choice for players new to RuneQuest?
  6. Hand them all 6 and let the players pick which ones they want to play.
  7. Guns are pretty much point and click. Not much skill required.
  8. Pretty much in the same boat here. I'm willing to give play by post a try.
  9. The new Cthulhu Invictus is very cool. I'd recommend using that.
  10. A Time to Harvest was a great campaign and not humongous. Took our group about 8 sessions.
  11. The dice are a tool to help direct the story, instead of it just being a GM/Player story hour. If you're ignoring the dice, you might as well just sit around a campfire and talk. The dice make it a game. You don't have to have a "video game" or "win" mentality to respect the role the dice play. As a Keeper, I can direct the story however I want, but if I decide to roll the dice, I'm going to use their result. If I'm going to just ignore what they say, then why bother rolling?
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