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StephenMcG

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StephenMcG last won the day on October 29 2018

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About StephenMcG

  • Rank
    Advanced Member

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  • RPG Biography
    Playing since 1978 and currently gaming weekly online and fortnightly face to face.
  • Current games
    RuneQuest/HeroQuest hybrid; FFG Star Wars; Champions
  • Location
    London
  • Blurb
    50 something bloke who enjoys gaming with friends...

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  1. I have been using HeroQuest to run Heroquest for my RuneQuest players. Each character has a dual character sheet, one for his physical self and one for the Hero Plane.... It has worked pretty well and the change in mechanics really brings home the different dynamic.
  2. I have always (since RQ3) shied away from sorcery. It has never sat comfortably in my brain. I am determined that, in my current game, I am going to make it work. We are transition from a game that hybridised RQ2 and Heroquest into a hybrid of RQG and Heroquest. I have a Lankhor Mhy and a Flintnail cultist in the group and so the opportunity and motivation are there. My first question is the presentation of sorcerors as less emotional and not driven by their runes (like most rune cultists). Does this mean they do not access passions to give them augments, or seek to gain runic
  3. My group caught onto "Violence is ways an option" and "There is always another way" as the dynamic tension within Sartarite society. They treat these as the cult catchphrases if Orlanth and Ernalda respectively. What would be the catchphrases of the other major cults in Glorantha?
  4. That is an issue in Roll20. The GM is not facilitated to run a cast of thousands. There is nothing like the combat sheet holding a dozen NPC stat blocks like there was in RQ2. It would be amazing if there was a GM sheet for squads etc.
  5. Just to say, I have bought ALL of the token sets currently on DriveThru...
  6. Something Chaosium could do quite easily as an income stream is just put a few sets of tokens into the Roll20 store. It shouldnt be too much work (I would have thought) and it totally enhances playing the game. I would immediately buy an adventurer set - supplementary cults adventurers - chaos - trolls - elves - dwarves - praxian nomads - Lunars - Orlanthi and then I might start to think a bit more closely about whether I should be spending more money....
  7. OPriginal Pavis, the Big Rubble and TrollPak boxsets for £77 in total. https://www.ebay.co.uk/usr/maureewalke-1?_trksid=p2047675.l2559 Auction ending soon...
  8. Thought it might be worth showing an early character sheet... Gundrig - Ben.pdf
  9. I have been running a fusion RQ2/HQ game for my group. I intend to fold in the things I like about RQG. When I was (originally) creating character sheets I got creative and allocated the skills of the characters into keywords that described the characters - so one character had Rubble Runner, Citizen of the Real City and Follower of Flintnail (yes, he was a dwarf). I wanted the keywords to provide a baseline for skill level there and to permit players to come up with relevant colour skills (like Rubble legends and Tales of Dwarven Heroes) that could appear within the keyword and be
  10. I think I will adopt the approach of high roll wins within result type. When a comparison is necessary a critical beats a special which beats a success which beats a fail which beats a fumble. If the result types are the same then the highest roll wins (which is only odd in the case of a fumble versus a fumble where 00 would beat 96 if both were fumbles). When skills are above 100 I prefer equally reducing both opponents skills until one of them is 100 (with consequent reductions in the chance of specials and criticals for each of them). Stephen
  11. One of my big issues with games that have Hero Point style mechanics is the work the GM has to do to get the economy flowing. The games really only work if the players feel free to spend those points. In FATE style games the GM has to be pushing points at the players almost continually to get them either to spend or to engage with the plot/aspects of the session. In HQ style games (my first encounter with this was TORG) is that the GM has to encourage players to spend despite the fact that spending will hinder longer term growth. I do think that the game is better when points are spent
  12. This is a fascinating discussion. I dislike the character advancement mechanism as it makes the player choose between more efficacy now or longer term improvements when it is by accomplishing great things that is more likely to lead to greater efficacy and confidence. I am wondering whether you should only increase if you get a major success or better with a contest in which you use a Hero Point. I am now also wondering whether all abilities should scale within the party - Sven is the greatest axeman of our group while Brunhild is the best healer. All advancement would then be for improvin
  13. I used a mixture of simple and extended contests for the Cradle scenario under Hero Wars with, I think, some success. The players won the first few extended contests as waves of Lunars sought to board the cradle but suffered hurts from simple contests from the missile and magic preceding each wave, thus decreasing their abilities to face the next wave. The extended contests tied things together, are they really that bad in play?
  14. OK, I was on board with Hero Wars (kudos to Bruce Ferrie for running a intro session for my group) and ran a small campaign that ended using first edition HeroQuest. I am currently running a RuneQuest game and layering HQ over the top for crossing onto the Hero/God plane. As such I have been more closely reading the HQ rules and I am stumbling with the Rising Action stuff. I think I have a handle on it but I don’t think the rules make it clear. Would I be right in saying that during an adventure I can run everything unrelated as simple contests and use the consequences after each c
  15. I prefer to add everything up before deciding to split etc. I think that if you are saying the +10% is on the sword and effects both hits then the 10% could not apply as to whether the attack could be split at all - which should all be about the wielders skill and not the weapon being used. Personally, I think that the additional chance to hit is a bonus to the wielder of the weapon and that to double dip on chance to hit is to make the spell a bit too effective for what it is, you get the bonus to skill because the sword handles better and then it provides additional damage to everythin
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