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Newt last won the day on April 6 2018

Newt had the most liked content!

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About Newt

  • Rank
    Senior Member


  • RPG Biography
    D100 fan, adventure writer, GM, Techie, Father
  • Current games
    OpenQuest, RuneQuest, Call of Cthulhu, River of Heaven, The Company, Mythras, HeroQuest, Fate + 101 other things :)
  • Location
    Oldham, UK
  • Blurb
    Benevolent Dictator of D101 Games

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  1. What Simon said about licence compatibility is bang on the money. Very early on during the RQ6 days I had the idea of doing setting/adventure material with combined stats (a bit like Pelinore in old Imagine magazine mixed Basic D&D with AD&D stat blocks) and Loz gently raised the incompatibility of licences. There's also an issue that duel stating also adds an extra step of production and quality checking. Sometimes the systems work differently in subtle ways that are not immediately obvious, which need to taken into consideration. Finally I want this to be about OpenQuest and build up a body of work that supports the system. If you want Mythras support from me, I've long had a Mythras Gateway licence and I'm planning something I'll be bringing to Kickstarter later this year
  2. One of the biggest things that came out of the recent quick consultation here with people about what they wanted to see from me with respect to OpenQuest 3rd Edition, was new adventures. In fact, somebody said, get OQ 3 out of the way as quickly as possible and get on with releasing new adventures. It crops up every time I ask what do you want me to do next with OQ - MORE ADVENTURES! So to give me a kick up the arse and some funds to lessen the risk of me spending time creating and publishing adventures for OpenQuest, I've started a Patreon to support this: OpenQuest Adventures on Patreon Obviously, the initial focus will be adventures that come out and support the OpenQuest 3rd edition, and when I release them they will come bundled with the latest playtest version of OpenQuest 3, but the patreon will go on beyond the release of OpenQuest 3 (which will get its own Kickstarter later in the year). Also if I get enough support I will commission other authors to write adventures. I've already got Paul Mitchener (Crucible of Dragons, Age of Arthur, Liminal) lined up to do an updated version of “Non Semper Erit Aestas”, his adventure set in the Roman Empire just after the death of Nero as well as some adventures set in his Clockwork Palace setting.
  3. OK apologies for the delay in getting back to everyone. I'll be sorting out players and contacting people next week. As well as here I did recruitment on Twitter and on Tom Zunder's Tavern (gamingtavern.eu), so I've got more than enough potential players.
  4. Newt

    Empire of Gatan

    My current thinking is that there will be a short Gatan chapter in the main rulebook. This will be an updated version of the chapter that appeared in QpenQuest 2. Then there will be an expanded setting book with adventures called "From Darkness to the Light". Green Hell will be its own release and wil be a sandbox type adventure.
  5. Speicalist magicians are there, because some folk are going to be wanting to start as The Wizard, The Shaman etc. its any easy one, they don't get any skill points when generating combat skills (which therefore start at their bases) and in return get to spend those skill points on magic skills, and pick extra spells from a spell list that other starting characters Other specialists, such as the Theif and D&D Monks, for example, will be shown via ready-made concepts, which are a lot more robust in this edition (more like ready-made characters than lists of typical skills and spells). There will also be explanatory text for newcomers, especially those coming from Class based games.
  6. Slowly but surely plans are being laid and turned into action to bring OpenQuest back to life. A Kickstarted new edition of the rules, and an ongoing Patreon to support the release of new and revised adventures. I’m currently working on OpenQuest 3rd Edition, in preparation of a Kickstarter to be launched in Aug/Sept to tie in with its 10 year anniversary. It’s not as a radical revision of the system that I thought it would be at one stage but its enough to call it 3rd Edition. Highlights so far: Combat now has systems for Social (new) and Magic (revised spirit combat) Combat order now based on highest modified skill. Magic just one system (Sorcerers and Priests just become specialist caster types, but everyone uses one common magic list, spend magic points). New rules for Organisations which replaces the cult rules and extend to guilds and less magical organisation. I want a system that can support lots of new funky fantasy adventures (and other genres) that’s simple yet mega-fun to play but has a few more modern standards built into it. As well as the Kickstarter there will be an ongoing Patreon called OpenQuest Adventures, to fund what fans really want ADVENTURES without me having to point out that these are quite risky releases for D100 systems, When I get enough support for the Patreon I will commission other authors to write adventures. I’m putting the pieces in place of this to launch at the beginning of May, and the first release will come bundled with a playtest version of OpenQuest 3rd Ed. The last thing on my current roadmap is playtesting, which opens up next week. I’ve already done a fair bit of playtesting, the social combat rules got a good run out a couple of months ago at one shot game at Go Play Manchester for example, but this will be the first time I’ve put everything together and see how it flows. A call for open playtesting will happen sometime in early June. So OpenQuest 3rd edition dates for your diary: Now: internal playtest begins, watch out for actual play-reports. Early May: OpenQuest Adventures Patreon opens. Early June, Public playtest. Aug/Sept: OpenQuest 3rd Edition Kickstarter to coincide with the 10th Anniversary of the game’s original release.
  7. Ok, its time to take OpenQuest 3 to playtest on Google Hangouts. Looking for 4 players, one day a week 8-10pm BST. If you are up for it comment below with favoured days (given levels of interest I may run two groups). The aim is going to be to playtest the new rules and highlight any weakness in them or the current rules. So this will be a mini-campaign of about 5 seasons initially.
  8. Double booking is another niggle with it. For the con games I run, I've got around it by having all the character's feats with the explanatory text on their character sheet, a handy thing of cutting and pasting info from pdf of 13th Age G and the 13th Age SRD. I found then the game sings with players of varying familiarity with the system and/or setting. The organisation of the 13th Age Rule book, however, is more like a colour coded well-formatted collection of Rob's notes of his Hack of 13th Age (with occasional comments/input by Jonathan Tweet). As long as I bear that in mind while decodng it I'm good Being posistive its a collection of rules-hacks/notes that covers a fearsome amount of Gloranthan ground and once put together with the base game produces a Maximum Fun Game
  9. This is one of my niggles with it. For my first run of Heights of Orlanth, a simple convention scenario for 2nd level, I ran it using my mate Guy Milner's set of 5 pre-gens. These are published in Hearts in Glorantha #7 (plug, plug) and are pretty straightforward - Guy's avoided the classes that are highlighted in the rulebook as being complex (the Berserkers, the Hell Mother class etc). I needed a sixth pc, so naively I set about creating a Humakti, which on the face of it should be a fighter with a few feats regarding Swords. Turns out that while the other characters can be summarised in one page, so all the necessary info is there so the player doesn't need to refer to the rulebook in play, the Humakti takes up two pages. Turns out that they like Swords a lot :
  10. I would suggest kicking off forum posts here, because the forum exists and has the eyes of Gloranthafans and Chaosium :)
  11. What a lovely way of making the classic RQ 2 sources available to the new generation of RQ players and the essential starting sources of the Gloranthan Sourcebook and King of Sartar. Nice one Chaosium
  12. Ha, Ha You'll be able to tell directly because you won the D101 Newsletter monthly prize draw for March and you asked for OpenQuest Deluxe as your prize The main difference is that Magic World is the old venerable Chaosium Basic Roleplaying system in its Fantasy form based on the Stormbringer rules of the 90s. Its a complete game, with a small bestiary and setting. OpenQuest is based upon Mongoose's take on Runequest from the 2000s, using the MRQ 1 SRD, with bits inspired by RQ2/RQ3 and Stormbringer and my own preferences with d100 gaming, some of which are informed by modern rules standards. The Deluxe version, which is the big 260+ page version, is a slightly less crunchy d100 system, with a bestiary.
  13. Newt


    No, it's not as dramatic as that. I've gone with the small tweaks here and there approach for OpenQuest 3. More tightening things up than rewriting the rules. I'll do a full summary when I'm further down the road with it.
  14. Newt


    Its on hold for the moment while I do OQ3 (eta this coming Summer/Autumn) because it became obvious as I did started writing it that a new lean OQ system is what it needs. But it will be back and will be OQ based
  15. I've recently had the Joy of running 13th Age Glorantha at my local gaming meetup (Go Play Manchester), and I've posted my immediate thoughts over on the Hearts in Glorantha blog. 13th Age Glorantha, My Verdict
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