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lawrence.whitaker

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Everything posted by lawrence.whitaker

  1. This idea has been raised before and while it's laudable, commercial, trademark and licensing complications mean that it's very unlikely to happen.
  2. More than likely because, although Corum is a supplement for Elric! it wasn't a Chaosium-published book. It was produced by Darcsyde, and would require separate permissions from Liam Routt and Geoff Gillan, the publisher and author respectively.
  3. I tested both Lulu and Drivethru/Lightning Press when we first got ready to publish RQ6. Lulu was fine, but didn't offer hardcover. Lightning Press offered hardcover, but the quality was shocking. No transparency on images and the binding on the HC completely broke within a year. This is why I don't offer DTRPG POD. But the recent Lulu books are printer-grade. Good, crisp detail and overall well worth the money. The set-up process is also much improved. I hope this continues. Plus, Lulu offer distribution into Amazon and Barnes and Noble, which DTRPG doesn't.
  4. RuneQuest Essentials and Hessaret's Treasure are now available as Print on Demand titles from our Lulu store. http://www.lulu.com/spotlight/RuneQuest The quality of POD titles from Lulu has impressed me recently and so I have decided to release a limited number of titles via Lulu as print on demand books. We've started with 'Hessaret's Treasure' and will be adding, in due course, 'RuneQuest Essentials', 'Secrets of Blood Rock' and 'The Taskan Empire'. When a current print title, such as 'Book of Quests', depletes its conventional print run, we'll migrate the title to Lulu so that it remains available in a print form. Smaller releases, such as scenarios or shorter books, will be offered in PDF on our store, at DrivethruRPG, and as POD via Lulu. Larger titles, such as 'Mythic Britain', 'Shores of Korantia', 'Adventures in Glorantha' and so on will remain as traditional print books available through us and FLGSs. Marketing our works in this way gives us extended presence. Previously, I haven't been overly impressed with POD books, but a couple of recent Lulu purchases have changed my mind and test runs of a couple of our own titles convinced me.
  5. I am currently getting the old Age of Treason material ready for PDF release. Watch this space.
  6. http://www.thedesignmechanism.com/products.php#!/RuneQuest-Deutsche-PDF-Only/c/11615132/offset=0&sort=normal Jetzt auch in Deutsch! RuneQuest 6 ist die neueste Ausgabe eines der klassischen Rollenspielsysteme. Das von Kritikern hoch gelobte RuneQuest 6 ist ein vollständiges Regelwerk in einem Band und bietet eine auf wenigen Grundtechniken beruhende Spielmechanik mit innovativen neuen Regeln für Kampf und Magie. RuneQuest lässt sich für die meisten Genres und Spielwelten verwenden; der Schwerpunkt liegt jedoch auf Fantasy. Man braucht nicht mehr als ein paar Freunde, Würfel und seine Vorstellungskraft, um in aufregenden Welten Abenteuer mit Helden und Magie zu erleben! Das 457 Seiten starke Buch behandelt: Charaktererschaffung: Wie die Eigenschaften und Attribute des Charakters ermittelt werden, wie er durch Kultur, Gemeinschaft, Beruf und Beziehungen geprägt wird und mit welcher Ausrüstung er, je nach seiner Sozialklasse, das Spiel beginnt. Fertigkeiten: Was sie sind und wie man sie in den verschiedenen Situationen anwendet (Schwierigkeitsgrade, kritische und verpatzte Würfe, Unterstützung, Widerstand, Würfe für Gruppen …). Wirtschaft und Ausrüstung: Waffen und Rüstungen, Werkzeuge, Kleidung, Unterkunft … alles, was der zukünftige Abenteurer braucht. Auch, wie man um den Preis feilscht und wie man die Dinge selbst herstellt. Kampf: Das einzigartige Kampfsystem von RuneQuest ist ebenso detailliert wie dynamisch. Würfelt man einen besseren Erfolg als der Gegner, kann man einen oder mehrere Zusatzeffekte wählen, die den Verlauf des Kampfes völlig verändern können. Magie: Fünf verschiedene Formen der Magie werden mit ihren Zaubern und Effekten erklärt. Was Magie ist und wie man sie an die Bedürfnisse der verschiedensten Spielwelten anpasst wird ausführlich dargestellt. Kulte und Bruderschaften: Religiöse, magische und weltliche Organisationen waren schon immer ein besonderer Aspekt von RuneQuest. Dieses Kapitel erklärt, wie eine solche Organisation aufgebaut ist, welche Rolle der Charakter dort einnimmt, welche Vorteile er genießt und welchen Einschränkungen er unterliegt. Vier Kulte werden ausführlich und nahezu fünfzig weitere in Kurzform beschrieben. Kreaturen: Über fünfzig Kreaturen werden im Detail vorgestellt, darunter auch zahlreiche Rassen, die sich als Spielercharaktere eignen. Das Kapitel gibt auch Hinweise, wie man diese Kreaturen im Spiel wirkungsvoll einsetzt und wie man eigene entwickeln kann. Spielleitung: Umfangreiche Hinweise und Ideen, wie man RuneQuest-Spiele leitet, welche Optionen existieren und wie man die vielen Möglichkeiten des Spiels nutzen kann. Anathayms Saga: Die Anwendung der Regeln wird anhand zahlreicher Beispiele um die Kriegerin Anathaym, die Priesterin Kara, den Mystiker Mju und den Zauberer Kratos illustriert.
  7. The Bundle goes live at 11am EST, 4pm GMT on Friday 5th December 2014.
  8. So, having said in March that we wouldn't be repeating the Bundle of Holding for quite a while, we find that the very nice people who run BoH have convinced us to repeat the deal in a bid to raise much needed funds for our charities in the run-up to Christmas. The Bundle of Holding Resurrection starts tomorrow, December 5th 2014, time to be advised. It will include RQ core rules, Book of Quests, Monster Island and Ships & Shield Walls. It will be a one-week offer and is a great opportunity to buy into RuneQuest at a ridiculously good price just in time for Christmas. Our charities are MacMillan Cancer Support and Electronic Frontiers Foundation. They will benefit directly from your generosity and support. Design Mechanism has also made a product donation to Toronto Sick Kids, this Christmas, and we're keen to give more to these excellent causes. Watch this space and the Bundle of Holding page http://bundleofholding.com for more details.
  9. Range is Touch by default; you increase range by using Shaping. To target a specific location you would need to gain a Special Effect using the Unarmed Skill (or unarmed Combat Style) and then Choose Location. It wouldn't be an automatic strike to a named location.
  10. In Legend (just found a copy of MRQ2) Damage Enhancement can be used on spells. Clearly we decided to (rightly) tone it down for RQ6.
  11. RQ6 doesn't permit the Damage Enhancement spell to work on magical damage. It expressly states that it affects physical weapons only. I don't have the Legend rules available so cannot check specifics but I wouldn't be surprised to find the same restrictions there. So whoever came up with this combo may have misinterpreted the rules. Would need to check exactly, though.
  12. Franks, Irish, Dal Riadans, Romans, Iberians, Moors, Byzantines... lots of exotic lands to choose from. One of our Mythic Britain campaign characters is a Roman exile seeking to avenge a great wrong done to his patrician family. Although Rome had evacuated Britain, it still dominated mainland Europe and there has high mobility across the continent for several centuries.
  13. You're certainly welcome to try, but I think it'll be quite a tough job for several reasons, and, perhaps, not really a necessary one. Here's why. 1. If you read the skill descriptions (page 57 onwards) you'll see that each has the Critical, Success and Fumble consequences outlined. These tend to generate their own kinds of special effects anyway, so a separate system isn't necessarily that important. 2. Special Effects in combat result from differential levels. Non combat skills often don't need a differential comparison (it's just a straight roll, or an opposed roll) - and what I've described in point 1 handles the different success grades very well. ​3. Diversity. All the skills are diverse, so you'd need to work out a HUGE list of effects. And the attendant mechanics. Some Special Effects rely on comparing dice results in an opposed roll to see if a particular effect is successful: how would you replicate that if a skill relies on a standard, unopposed, non-differential roll? 4. Use the Existing Combat Special Effects and tailor. I do this when running Spirit Combat sometimes, rewording the effect and its consequences to take into account the nature of the contest. You could do this for non-combat contests too. For example, two characters are in a debate using Influence and Willpower. The Influencer scores a critical success and the resister fails the Willpower roll. The Influencer chooses 'Blind' and 'Disarm'. The Blind simulates the Influencer completely dissembling the resister's arguments, and Disarm simulates completely rubbishing the resister's evidence or point of view so that there's no come-back. Not all Special Effects can be used in this way, and some or more useful than others, but there's no reason why you can't port across the SE mechanics for certain situations where effects and consequences would add value. I'm not trying to dissuade you from starting a thread on Special Effects for non-combat skills; I'm simply pointing out that a) it could be a very involved job and you actually already have some of the tools in the Combat chapter and all it takes is a little creativity tailored to the circumstances.
  14. The manuscript is almost complete and the editorial process will soon begin.
  15. And Clannad. Poor old Enya gets a bad rap. The mournful track she sings when Arwen and Aragorn part at Rivendell in Fellowship of the Rings is spine tinglingly sad and very evocative of the Mythic Britain mood.
  16. It's nothing like Pendragon... Pendragon is knights in shining armour riding through the cherry blossom to the strains of Orfe. Mythic Britain is warriors crawling from the ruin of a shield-wall, caked in blood, to a soundtrack by Enya and Clannad... But the Passions work brilliantly...
  17. None from me. RQ2 is still and excellent set of rules. And your friend was right: it's not the rules that make the game, but those who are using them. I agree with you 100%.
  18. Nothing, unfortunately. It's focused completely on Britain - hence the name of the book!
  19. The HC of Mythic Britain will be out in about 6 weeks.
  20. No, RQ6 and Legend use a level of success comparison. We call it a differential roll, because you're comparing the different outcomes, but it's not an opposed roll (which is roll under but high).
  21. Actually, it focuses a heck of a lot on combat - the Shield Wall rules, at least. What you're thinking of is our forthcoming supplement: Weavers and Knitting Circles, a guide to all things artisanal.
  22. It depends on the circumstances. If you're using Evade to get out of the way of a weapon that would otherwise hit you - like a ranged attack (which can only be parried with a shield), then you do end-up prone. If using it to close ground or get inside an opponent's weapon range, then you remain standing.
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