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Marc

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  • RPG Biography
    Started playing RPG's in the early 80's. A friend ran an Original D&D campaign, I started 2nd Edition RuneQuest, and another friend ran Traveller. When the 3rd edition of RuneQuest came out, I started a campaign in the Harn universe. Things sat for many years after that. Just recently started a 3rd edition game set in Dragon Pass.
  • Current games
    I've been running a 3rd edition Runequest game, we're planning on switching to the new version when it comes out. Looking for the PDF's to start with
  • Location
    North Central Missouri, USA
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    Not much else I want to share

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  1. Hmm. I've never had that problem, and couldn't recreate it, so no idea of how to help with that. I can offer some PDF files I created for running one-shots. I've got a Discord server that I use for those, and I uploaded PDFs with the character handouts from the rules, descriptions of the spirit magic and cult specific spells each character has, descriptions of the 12 common Rune magic spells, and descriptions of the Runes. If you like, I'll send you an invite link to it. All the pinned files are in the #characterinfo text channel. Or, if you want to be able to edit them, I can zip up the Word documents for the description files and send them to you.
  2. I assume all of those require a Pro subscription. I'd thought about that awhile, but have decided not to go with it for now. Thanks for the suggestions, if I do end up with a Pro subscription, I'll look into them
  3. I tried this, and it works great, with one exception. If you try to add a second entry on the Turn Order for a token, it just replaced the one that was already there. An example where this would be used is a character that can shoot a bow multiple times in a round. Is there any way to add multiple entries for a single token?
  4. So, back to that original question. There were several players new to RQ, both in that initial group, and since then. In general, they did fairly well. One major benefit with the one-on-one sessions was that I could go into more detail for the new players on some of the consequences of various occupation and cult choices. For example, one person was considering Chalana Arroy, so I made sure he understood the requirement for the oath to never harm an intelligent creature, or needlessly cause pain to any living thing. He ended up making a different choice. In general, the one-on-one sessions took a couple of hours. I definitely think being able to spend the time talking about the rules, and mentioning things that could aid or hinder the advancement of their character was useful for new players. One thing I think I might have been able to do better at is talk about how the system works. That would be done via messages before a character generation session. A couple of examples. One player was VERY interested in Glorantha. He'd played the King of Dragon Pass video game, and really liked the setting. However, he ended up leaving the game because Runequest is too crunchy for him. I did suggest to him that he look into 13G or HQG, as my impression( I've never actually read the rules ), is that they are less crunchy. Another was the player that never really got the idea of the SoI, and whenever I asked him for his, he would tell me, and start rolling dice. He ended up leaving as well, but I think part of that was my game style. He'd created a light infantry spearman, and we'd had 2 or 3 sessions that didn't have any combat. If I had done a better job, before character generation, of explaining how the system worked, and what my style of play is( not actually sure I HAVE a single style ), they might have figured out sooner that the game( or at least, my version of it ) wasn't for them. No telling, really. Hope that helped some.
  5. I will say that, when I started my Roll20 game( 2 1/2 years ago, hard to believe! ) I had 6 players, and did a character generation session with all of them doing it together. 'Cause that's how I did the character generation in my original RQ2 campaign back in the early '80's. It was awful. Some of the players had the rules, some didn't. Of the ones that had the rules, some interpreted them the same way as I did, some didn't. I don't remember how long it took, but I do remember it was a chaotic CF! Never again. I now get on with a new( to my game ) player one-on-one, at some time other than the normal game time, and go through most of the character generation. I leave as a "homework assignment" spell selection, personal skill bonuses, etc. So far, that has seemed to work fairly well for me.
  6. I hadn't thought of trying that. I had them enter all that in the Events section of the Family tab. Since everyone looking at the "sheet" sees the same page, that doesn't allow the passions and skills to be entered at the same time. I'm going to try your method of putting the family history in the Bio&Info section next time
  7. I now have enough players. Thanks for the interest.
  8. I'm still interested in adding 1 more player to my game.
  9. Great! Thanks for that idea, I guess I was focused on each character having one token.
  10. I have a Plus account on Roll20, and make use of the Dynamic Lighting. Takes a bit of work to set up, and I don't use it for all maps, but for buildings/caves/etc. it works well, and the players can only see what is in line of sight of their tokens, automatically. However, it does mean I can't put something like a Strike Rank tracker on the map, because the players won't be able to see it
  11. I have found sometimes, I change the SR, and it doesn't work. Or, I add another entry for a player, and it replaces the existing one. Just a bunch of weird "stuff" that I got tired of dealing with. More trouble than it's worth, IMHO.
  12. So, part of it may be communication issues with the players. However, each player has the potential to have to add multiple entries. It's not unusual for archers to have 2 entries, occationally 3( DEX SR mod 0, weapon already prepared at the beginning of the round ). I know the sheet will add a weapon attack in, but sometimes you have to modify the strike rank( moving a bit before attacking, casting a Rune Spell, or maybe bladesharp first ). I just found that getting everyone entered in, correctly, usually required that I do it all( and the GM has enough to do, IMHO ), or the players taking a long time( subjectively ) to get it all in, especially with players new to RuneQuest. which I have had several of.
  13. That's interesting, and could be handy. Unfortunately, I do use dynamic lighting, and in the current situation my players are in, the space that they can "see" isn't big enough to use it. It would be nice if Roll20 would allow a second "map" to be open that the players could drop tokens on, but I don't think it does currently. I'm definitely going to keep this in mind for future maps, to try to set them up so that it could be used.
  14. How does the channel for Strike ranks work for you? I'm running a game on Roll20, and it's Turn Order function just doesn't work for me. I can see how it would be fine for a game like D&D where the order is the same every round, but with RuneQuest not so much.
  15. And me. I love the look of the maps, and they're great for getting a feel of the location, but they are less useful when a party starts moving around.
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