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Everything posted by klecser

  1. If "off the mark" means seeing the forest for the trees, then I'm happy where I am.
  2. I appreciate the quality of the art that Chaosium commissions and don't think there is any "danger" of this art style miscommunicating the game's flavor.
  3. I don't think its wrong to ask a player if their character even cares about family history either. But is that in the "spirit of Runequest?" I know YGWV is an answer. But that isn't the only answer either.
  4. This is a great question. The answer is that they are attracted to the concept of detailed family history during character creation. They know even less about "canon" than I do. So I can see an argument being made for "make it what you want" and calling it good. I'd like to challenge them to just write a character history that smells of "bronze age" and "mythology-focused" (as opposed to "high fantasy").
  5. Right now I have a prospective Green Elf and Duck. What might be some examples for them?
  6. In what ways would you alter the "Family History" step of character creation rules for Elder Races? Would you alter it at all? The Family History section seems to assume that players are human? Did Elder Races participate in conflicts like The Battle of Grizzly Peak?
  7. His content IS recommended in the Starter Set!
  8. Calling all Call of Cthulhu fans to show their support for ALL Chaosium-affiliated products! http://www.ennie-awards.com/vote/2019/
  9. Calling all RQ fans to show their support for ALL Chaosium-affiliated products! http://www.ennie-awards.com/vote/2019/
  10. I will update this post as new videos are released!
  11. This is pretty much where I am right now. I discovered Runequest back in April and I'm pretty psyched about it. This Board has been overwhelmingly helpful in addressing my concerns. But then things like this happen: I was trying to be helpful here. And people are essentially indicating that I've committed some sort of Board faux pas simply by asking a designer for insight? It makes me feel like attempts to help aren't welcome. It makes me feel like I'm not part of the "Club." I'm here on loan as a newbie or something, but I'll never really get my "cred" until I'm here for X years. 10 ye
  12. I read that more as an example of Keeper adaptation to a particular situation and preserving the spirit of "player acts" over "NPC acts." I'd encourage you to play it in whatever way makes sense in the moment. I think you may be seeking objectivity in a game that is intended to be deliberately more squishy. Call of Cthulhu is first and foremost about role-playing.
  13. So, clearly my comment above is considered "Sad" by people, and I don't understand why. I was just trying to be helpful. Why is it "Sad" to ask a designer to give insight on the design process? It's a rare privilege that we have from Chaosium designers. If you don't want me to be helpful here, I'll stop commenting.
  14. "Opposing skill/Difficulty level: When attempting to hide, the opponent’s Spot Hidden or Listen skill is used to set the difficulty level for the roll. Situational modifiers may also apply (e.g. darkness or loud noises)." Page 77 Rulebook. The NPC is trying to hide. The "opponent" is the Investigator, who sets the difficulty level. An investigator with a detection skill of 50 sets it to Hard.
  15. Everybody has different play styles. In an investigative game, having a tough obstacle can be a real tension builder. This could be both as an obstacle that the Keeper is keeping a monster behind, or as a chase/investigation obstacle for investigators. When exactly will the monster break through? Will the cultist get away in the time it took them to knock down the door? So, your perspective is one of a myriad of options for Keepers to consider. I do not think that advising any Keeper that there is only one right way to do something keeps people playing the game. This Board needs to be all
  16. The system has told me that I ran out of my react allowance for today. LOL. So, anyone who contributed, it is appreciated.
  17. It would depend upon the material that the door is made of and how thick it is. It also depends upon how crunchy you want to get. Crunchy: You could add increasing damage reduction to a door based upon its material. Steel and iron doors have greater DR than wooden doors. Oak better than pine. You could have hit points be based upon the thickness of the doors. Page 138, Chase rules: "Sample barriers hit points: Internal door or thin wooden fence: 5 hit points. Standard back door: 10 hit points. Strong domestic external door: 15 hit points. 9” brick wall: 2
  18. If I had the opportunity to play RQG, I would play a very interesting "serious" Duck that would stretch the lore to its furthest. Alas, I am the Forever GM of my group.
  19. Call of Cthulhu deliberately establishes skill breaks for expertise for certain skills. 50% is considered "Professional." By the time you have invested enough in a skill to have it at 50% or higher, you essentially are granted skill-specific "professional perks" with it. Once you hit 50 in Spot Hidden or Listen (two of the most critical skills in the game), it is just much, much harder for someone to sneak up on you. Another example would be the Other Language skill. Once you hit different milestones in numbers, you can execute certain communication abilities without making rolls. Example: At
  20. I can think of lots of advantages to playing a Duck: Access to potential allies of another culture, access to culturally unique magic, role-playing opportunities, underestimation as strategy/tactics. Creativity isn't a problem for me. It is for some role-players, ironically. But that is why a GM has to know a world well enough to be able to SUGGEST things. That's the point here. It isn't about what my players can/cannot do. It's me learning what I need to learn to model for them what might be possible.
  21. Bill, I don't have a problem with it personally. But I know a LOT of min-maxers. Like, a ton. I don't AGREE with it. But I've dealt with it enough that I now PREP for it for any game. An ounce of prevention...you know how the saying goes. I hate dealing with drama in playgroups and I like to anticipate it as quickly as possible so that I can cut it off, respectfully, right out of the gate. These questions are the questions people WILL ask. Somebody is going to say to me: "Why should I play a Duck when a Duck has X disadvantages?" That mentality is SAD, but it is real. If you play wi
  22. Season 3 felt especialy like a CoC investigation to me. I loved it.
  23. Thanks David. What I'm thinking of though: is it WISE to play a front line fighter, as a Duck? You can. I understand that. What I fear is that one of my players makes an uninformed choice and walks up and gets smacked when I can do pre work to help them recognize a pitfall.
  24. Thank you, everyone. Followup: There is nothing stopping me from telling a player that they can make a Duck that wears armor of the point values common to humans, correct? But at the same time, encumbrance is a significant aspect of RQ, and they would pretty much be making it impossible for them to swim. Followup: When you make a Duck adventurer, what do you do? Duck priest/magic combatant? How do you make a Duck "shine" in RQG?
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