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thom

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Everything posted by thom

  1. Now that's what I was originally thinkin' might happen; the PCs having a (more vague) Loyalty to the Old Kingdom they heard their elders always (wistfully) talking about. Sort of a general desire to be a part of regaining "the glory that was Rome". So characters with a Loyalty (Kingdom of Sartar) would be motivated to fight now for the chance to return to the Old Ways (whatever that might mean). But I didn't see a way to work with that in the rules until y'all made these points. I'm going to see what the group thinks about all this... thom
  2. Whoa! Thanks for all the great replies! Especially you Jeff, that's a fantastic amount of useful info for me to GM with! I want them to be native Sartarites, so I'm gonna tell my old-timers that they can go with Loyalty (Red Cow clan) since they are locals; or they can take Loyalty (Cinsina tribe) for a more distant relationship. I know they're trying to avoid a lot of commitments/ties since they aren't as comfortable with the whole Passions segment of RQG - but they know I'm on to them! 😈 Thanks again everyone for all the help; this is what makes the RQ community so great... thom
  3. All righty...talked with my players: after pointing out the excellent advice I got here, two of them are fine with being members of the Red Cow clan - since they're living in the clan HQ. So they'd have: Loyalty (family) 60% and Loyalty (craft guild) 60%, and Loyalty (Red Cow clan) 60%... But the other two want to be the (small?) percentage of town/village inhabitants who are not part of the clan!? However, I'm not sure that Loyalty (red cow village) 60% would work here, 'cuz I'm thinkin' that type of loyalty would be subsumed within the clan/tribe loyalty. After all, as the HQ of the clan, and the major village in the area that the Red Cow clan controls that should be the default. Which means I tell the 2 old-timers to "suck it up" and take the clan loyalty or - what? Any other ideas? Or am I overthinking the whole village vs. clan loyalty? BTW, thanks again for all your answers...being able to tell the group what other more experienced RQers think was very helpful! thom EDIT: to clarify, the last 2 players will have Loyalty (family) 60% and Loyalty (craft guild) 60%, since they live in Red Cow. What we're debating is what their 3rd Passion will be...
  4. Thanks Nick, that's what I'm gonna do. For my part (as GM) this sounds easier for me to work. Again, I'd rather work the city angle, but we'll see what my players think. Yep, I agree totally, which is why I'd prefer to have fewer loyalties. Thanks everyone for the great help! thom
  5. Ok Wisebeards, I've come for some advice... My 2 old-timers (i.e. 1979+ RQ2 players) convinced the 2 beginners to take the craftsmen background so they could all be townies (because we remember how much better the townsman background was compared to the peasant one BITD)😈. I (as GM) have decided they're living in Red Cow; so...my questions are: 1) As townsmen, could they/should they be members of the Red Cow clan, and the Cinsina tribe? I ask because the passion examples of craftsmen do not include clans. I can work with either way, but I'm curious how y'all handled this situation - if it even occurred in your games. 2) As townsmen, how would y'all have them participate in the Sacred Time rituals (especially if they're not clan members)? thanks for any help! thom
  6. Whew! Thanks everyone; I feel much better after reading all your replies! It's nice to know I'm not the only one dealing with this. G33K, yep I would start my PCs as lay members with no rune spells-let 'em earn their way to initiate! 😈 What we did in the past was to make it very clear to players that they were beginners, and give them missions/challenges according to their abilities. Ian Absentia, the verdict is still out for me on whether I fully like the new mechanics. Someone previously mentioned he wouldn't follow the 1 adventure/season mechanic, and would use the 1 week to ponder/experience rolls; and that's what got me thinking about running RQG with an "old school" style. And the "ragtag etc" campaign sounds perfect to me!😉
  7. I started playing RuneQuest in 1979 and through the 80s, so that probably explains why I feel this way. I remember reading one of the authors saying he hated the whole concept of "zero to hero", which is why they developed RQG the way they did. Which is why I''m wondering if it's worth it for me to try and run the new system, vs. modifying RQ classic with some of the new ideas. Has anyone else had this dilemma? If so, how did you work through it? thom
  8. This...it's been 30+ years, but I do recall that after everyone got fully used to the "move 1 yard per SR" (sorry, I'm unashamedly anti-metric) for unengaged characters, our battles flowed rather smoothly. Even when 4 PCs and 2 henchies were fighting 8 scorpion men and 4 broos with 2 shamans in the mix (now that was a fight)! I suggest you run several practice fights, slowly and steadily counting out SR 1 to 12, and letting PCs attempt all the various things they can do in 1 round, when engaged and unengaged, casting spells and moving in to attack, etc. Gradually it will become easier and you'll look forward to what we had when our GM spoke "SR 1": the cry of "Spell!" echoed through the party!
  9. I hear you, man. And what we finally ended up doing was to go Strike Rank by Strike Rank through the round, with unengaged characters moving 3 yards per SR until they were engaged, and then starting the "SR attack clock" from the point of engagement. This effectively put us back into the desired original state. Yes, it is the opposite of what the rules seemed to intend -- but it worked for us back then.
  10. As much as I agree with this, I remember from my old RQ2 days where the way to avoid the issue in bold was to move right up to one's foe and then stop 2 yards away, and wait until the next round to move into melee -- thus allowing you to be able to attack. And your foe ends up doing nothing at all that round (since he was waiting for you to attack)!
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