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Wolfpack48

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About Wolfpack48

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  • RPG Biography
    Basic D&D, AD&D, 1st ed. Call of Cthulhu, 2nd and 3rd ed. RuneQuest, Harn, Morrow Project, Traveller, Superworld, Stormbringer, MERP, Rolemaster, HeroQuest, Fate, Star Wars
  • Current games
    The new RuneQuest, Call of Cthulhu, D&D 5e, Arkham Horror, Eldritch Horror
  • Blurb
    Started roleplaying in 1977 and a fan since.

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  1. That sounds like a good compromise, Gotchie. I've always been fine with a smaller area -- I usually just draw the bust so don't need a ton of room, and was thinking of a slight tweak to the location block, something like below. In any case, I like your treatment.
  2. One thing I notice on these is that you have the anatomical HP tracker as well as a block for tracking HP on the right. I wonder if you might do an "Option 2" that keeps the block tracker but replaces the anatomical space with space for a character sketch. One thing I've always noticed on RQ sheets (early D&D sheets had them) is that there is no place to draw your guy or gal, and I always thought that was a nice way to personalize your character. Outstanding job on these!
  3. These look nice. Maybe add an experience checkbox for POW gains?
  4. I think my preferred format would be campaign/region books that contain at least several scenarios. The old Big Rubble and Pavis campaigns were great in that they introduced GMs and players to the region and then followed up with a set series of scenarios that could be dropped Into a campaign. Ideally The supplement would also contain a series of scenario hooks that the GM could flesh out on their own as well.
  5. I'd think yes to the first, though I'd guess many would wait until it was fully in effect before wading into battle. I'd think you'd still be pumping healing thru SR 9?
  6. Seconded on MeWe. I think it's the closest in functionality to G+ -- been using it for awhile now and been very happy. Won't ever go back to Facebook, and Reddit is a hard pass for me.
  7. One quick question on the workaround -- mathematically, should we be "rounding up" using this method? So either a 9 (4.5) or 10 (5) is an Abdomen hit on a left leg roll, or just 10?
  8. Usually we are fighting humanoids as well, so the location die is great. But might be cool if they added a set of monster hit location dice. 4-legged, winged (2 and 4 legged), 6-legged, 8-legged just to capture the most frequently encountered types. Maybe they would be different colors to easily identify which monster type. It wouldn't cover everything, but it would be a great add.
  9. You aren't doing RuneQuest, Glorantha, or Chaosium any favors by responding this way. I've noticed more than a little snark directed at newcomers on these forums. If you really don't want to grow your base of players and do a good business, by all means, keep it up.
  10. How exactly will Rune Point recovery work? Is it a Ceremony or Rune roll on the holy day to recover all (vs none or some) points?
  11. I think the sooner the release the better -- our group is already pretty eager to convert over to the new Rune Point system and Rune mechanics in general, but we'll take whatever Chaosium is working on whenever they decide to deliver it. We always thought Griffin Mountain/Pavis/Big Rubble/Borderlands/Sun County/River of Cradles were excellent models for introducing a new area. "What everyone knows," then information for the GM, then many hooks and adventures featuring interesting sites. It was a sandboxy approach, but also had good pathways into expanding both within that area, and out to adjoining areas. If there were lead-ins to the other campaign packs. so much the better. All of the above, please! Dangit. Is it December yet?
  12. Plunder has 34 pages of magic items, which are excellent, and would be the kind of items I'd hope for in an RQG supplement. The DMG guide has 40 pages of rather generic magic items, a few of which are somewhat interesting (usually the artifacts). In neither case did the number of pages devoted have anything to do with expressing design intent. Now maybe you meant item presentation shows that items weren't given the careful thought that folks at Chaosium put into them. But to leap from that to saying that the design goal of D&D was to collect loot is a bit much. Certainly people interpreted it that way, but our group certainly did not -- we didn't suffer from Monty Haulism either, though we certainly watched with interest when it was discussed in other gaming groups. When we started playing RQ, we never tried to "D&Dify" RuneQuest -- the system reflected the way we were playing already. Since there's an excellent chance that I am older than you, I'm just rolling my eyes and moving on... Hey, you agree not to assume anyone who's interested in a variety of magic items isn't trying to turn RQ into D&D, and I'll knock off the rhetorical exaggeration. Items weren't the lynchpin of our old D&D (or RQ) games either. Actually, I think the lynchpin of D&D was the dungeon crawl. I understand you feel the focus on loading up on 'stuff' is bad (so do I), but being interested in magic items does not a Monty Hauler make. Okay. Truce.
  13. Now, this I can agree with. D&D definitely used a more generic model for its magic items, which lead to a certain blandness, and a feeling almost that these items were mass produced on an assembly line somewhere. That may be more the complaint than whether 'there are many magic items in the world.' In our later days of playing D&D, we tended to explain +1, +2 weapons as simply being well crafted, and not necessarily magic at all. RQ3 did an excellent job of explaining how an item might be created, simply binding in and combining spell effects to create an item that was more easily used. The strange thing is, we've all accepted and established that magic is prevalent in Glorantha, to the extent that all people have at least some basic magic, but that we can't accept that magic has been implanted in many objects around the world. So are we saying here that magic is everywhere -- except in items? Really?
  14. You could just as easily make the argument that 40 pages of magic items were added to create lots of variety, color and story hooks. Why would you assume that quantity equates with the designer's goal? We could also argue that the AD&D creators were secretly wanting us to do nothing but fight monsters when they created 3 Monster Manuals. It's a real fallacy to assume design intent based on your logic. I'll argue any day of the week that the Plunder guide (and the thread here -- thanks for that!) is a deeper, more creative and colorful way of describing magic items, and certainly provides more adventure hooks and ties with character background than D&D ever did. Glorantha is simply a better realized world all around, whereas D&D was the earliest take on roleplaying, and as such, had many flaws. But to say we shouldn't have a variety of magic items to draw inspiration from because there's some evil design intent to get us all to have hundreds of magic items on our characters sheets is, well, silly.
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