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Newt

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Everything posted by Newt

  1. OpenQuest doesn't support this sort of "weapon pedantry"
  2. Ok lets unpack this. First off ignore the Flex trait - without the STR/DEX requirements (which I dropped in OpenQuest Refreshed) its a typo that I'll remove. It also makes very little difference mechanically, its a hangover from the MRQ SRD (which had all sorts of inconsistencies). Then ignore the Set trait for all Spears. The Set trait is only used on the heading for Spears, and obviously doesn't apply to Short Spears (that are the short stabbing variety used by Zulus, that occasionally get thrown - hence the Range triat). Then all that applies to the Longspear is the LS trait, which now on its own should make sense. I'll mark removal of the Flex and Set traits down for the next issue of errata.
  3. I used to publish an advice on how to use OpenQuest in Glorantha in a book called OpenQuest Adventures, which is no longer available. There was an article in there called "Gloranthan Runes" by Simon Bray which was his take on converting the OpenQuest Magic rules to work within a Gloranthan context and a scenario called Tomb of the Empty Emperor by myself. Here's the summary I included in that book. Before you ask I'm not at liberty to pass on Simon's magic rules (which are basically some guidelines for Cult ranks and quick lists of spells by cults) and I'm keeping Tomb to myself One of the reasons why OpenQuest Adventures got pulled was that with RuneQuest coming back I didn't want support any OQ Gloranthan hack officially.
  4. Hi STR/DEX requirements where removed in the current version of the game, since I found that I never used them. Any reference to them should be ignored. This is an errata item, and I'll mark it as such.
  5. When it goes on general release it will be available via DriveThruRpg.com who print and ship from the US.
  6. Also Scott and Matt have expressed strong interest in doing articles for issue 7
  7. Ha, Ha, scooped again! Thanks for letting folk here know about this
  8. I'll reply in detail later (I'm about to do the school run, take the pup to the vets etc) but what Sunwolfe says is bang on the money I'll give you the developer's inside view once my family doesn't have me in a half-nelson
  9. As I've just posted elsewhere I'm having a Winter Hack and Slash sale over at my web store. Most things are 50% off, except the River of Heaven softcovers which are a whopping great 75% off at £5/£7 a copy. River of Heaven Softcover at £5/$7 at D101 Games web store. Reason why; When I ordered a bunch of copies for UK Games Expo the first time I went three years ago the printer sent me an extra box in error. So what I'm selling off cheap now is the last 2/3 of that box. Buy a copy and not only are you helping me reclaim space for new products (such as the upcoming River of Heaven Companion which is in final editorial now, with the aim of being out Feb/March) but also putting a bit of money in the art fund for upcoming OQ/RoH projects. Plus you are bagging yourself a bargain! Also, I've got a couple of copies of the hardcover version at 50% (but those are limited - so get in quick). Oh and did I mention you'll get a free complimentary pdf, and the whole book is full colour throughout - with illustrations by Peter Frain like this Kenturan Hegemony Noble all the way through.
  10. By Krum, I'm having a 50% off Winter Sale over at D101 Games!That means the following have had their cover price hacked and slashed: Crypts and Things, OpenQuest, The Hollow West, Hunters of Alexandria, Gloranthan Adventures, Hearts in Glorantha, River of Heaven, Project Darklight and their associated adventures/supplements.Seeing as I want to clear out some space for new stock, the large number of River of Heaven softcovers I have have been reduced to £5 ($7) each. Also its the end of the line for Project Darklight, so it’s your last chance to pick up one of the last five remaining copies of the game for £5.Free Postage to UK addresses for orders over £10.Visit the D101 Games web store (d101games.com/store) to go to the sale.Sale ends Jan 31st
  11. Furnace and 7 Hills, aka the Sheffield Garrison Conventions, have been a hotbed of OpenQuest activity since the early days of the game. They've also seen a fair bit of action on the River of Heaven, The Company and Renaissance (Cakebread and Walton's Early Modern History spin off) front too. The new Chronicle of Gamers website, as well as being a tool for games submission for upcoming conventions, holds games from previous conventions. This link summarises all the games run under OpenQuest (and spinoffs) for the last nine years or so OpenQuest Games from 2009 at The Chronicle of Games
  12. That's up there with Neil Gow's (author of Duty and Honour, Beat to the Quarters) tales of playing Basic D&D sat on coal sacks in a shed in the North East, for gritty rpg origin stories
  13. I'd like to say I was one of the cool kids and RQ2 was my favourite, but it is RuneQuest 3. Oh the fun me and my mates had with that game. It was like being allowed to breathe after all the Gygaxian directives in AD&D and the training wheels of Moldvay's Red Box (we had yet to learn to say "sod it, this is my game I'll run it the way I want"). Also I jumped in with Games Workshop version, dutifully buying the basic slim volume first which I loved, because it was quick up and at 'em although I knew enough about RQ to know that I wanted the Advanced book as soon as I had saved up my paper round money for Divine Magic and Sorcery if nothing else. The Monster Book was next, because that made sense in a world of AD&D's PHB/DMG/MM Land of Ninja and Griffin Island were picked up in the great Games Workshop sale where pretty much all their RPGs (except their own lines which if memories serves me well lasted another 3-5 years,) were dumped in the sale bin, as part of their move to focus solely on miniatures. I always regret that Vikings never got the GW hardcover colour plates treatment. Not having Glorantha available, I spent my formative years GMing in worlds of my own devising. So despite knowing better, my RQ is a Generic Fantasy system. I didn't get round to using Glorantha until a good five years later when I used a good chunk of my student loan to buy all the Avalon Hill boxsets. That led to another ten years of my home game. Which by the end of it had lead to the stripped down system that would be the prototype of OpenQuest years later. I wouldn't go back to playing RQ3, Mythras is a fine inheritor in my opinion of that branch of RQ (the realisation of which makes me love it even more) but when I was originally designing OQ it was RQ3 I used as a reference, nicking a bit of RQ2's coolness an simplicity here and there. If you want to read more of me waxing on nostalgic about RuneQuest, I wrote this post on my blog Sorcerer Under the Mountain, a couple of years ago: RuneQuest and Me .
  14. We’re going Cyberpunk and Sci-fi for our Cyber Monday 2017 sale here at the D101 Games Web Store. 50% off the usual price of our Sci-Fi games Project Darklight and River of Heaven in print with PDF. Project Darklight £7.5/$10 usually £15/$20. River of Heaven main rulebook in hardcover £15/$20 usually £30/$40. River of Heaven Main rulebook in softcover $10/$13 usually £20/$26. Free postage to UK Addresses, and Free PDF with all orders. Offer ends 12 midnight GMT! Project Darklight is a game of Cyberpunks in space, battling the megacorporations and the conspiracies behind them in the 23rd Century. River of Heaven is a D100 game using our popular OpenQuest rules, based in a near singularity setting in the Bright Age of the 28th Century.
  15. It mitigates it by the expectation that it keywords, should be firmly set up before play (not part of play as Other Worlds does ) and a very light way of quickly drawing a ton of background to draw on (if you are playing either Glorantha or rolling your own from an established piece of literature, say the Dune series). Also, HQ doesn't expect you to define abilities for every damn aspect of the setting, being the player's abilities or the reoccurring npcs. It crept up on me eventually after a good ten years of playing it rigorously though
  16. The main core book came out in 2011. To date, there have been none of the setting books that the author annouced. There's a G+ group that gives fan support.
  17. I ran a quick two session game during the playtest. It took the "define everything" idea of HeroQuest to the extreme, which I found very draining as Narrator. We worked up a very nice game of War of the World meets WW2 meets Transformers, i.e extreme mash-up, which I suppose was its strong point. However, the contest system fell down very badly when we came to the climactic struggle against the Alien War Machines. Overall it appeared inspired on paper, but it was too much work to have to come up with a whole narrative setting and then have to constantly be improvising details. Then to have the central mechanic fall down on us. Nope! That be said there's plenty of posts on Rpg.net if you go digging where people have run the game over several sessions and loved it to bits.
  18. Newt

    Careers

    That's very similar to what I'm doing, except I break it down into Techniques and Approches. Techniques are the groupings of individual spells, organised by Skill % So take Light for example. At lower than 25% you can only create a hovering globe of light that illuminates the immeadiate space around you, but cost zero magic points to cast. As the casters Light skill increases the can fill whole rooms with light, create light walls and at higher levels throw light balls that damage darkness creatures. Each of these effects cost mp which increases with level. Approaches are groupings of Techniques that a particular cult or school of magic knows. So for example you could have Necromancy 65% (Raise Dead, Hand of Death, Darkness). This is how I intend to model Cults, Shamans, Wizardry And any other grouping of Powers that the players want to take off the peg, and advance simply as a group.
  19. Newt

    Careers

    This is the current form of Rurik the Reckless (OQ example character) in the latest draft: Rurik the Reckless Gender: Male Culture: Empire of Gatan STR 15 CON 14 DEX 13 INT 12 POW 10 CHA 10 Hit Points 14 Magic Points 10 Confidence Points 10 Skills · Agility (DEX) 65% · Awareness (POW+CON/2) 55% · Force (STR) 65% · Culture (INT+CHA/2) 30% · Presence (POW+CHA/2) 40% · Linguist (INT) 35 % · Health (CON) 65% · Wealth (INT+CHA/2) 45% Fighting Skills Gatanese Sword and Shield 65% (STR+DEX/2, +3, 1d4, Long Sword (1d8), Shield (1d6), Dagger (1d4) ) Gatanese Crossbow 35% (Dex+Int/2, 0, 0, Light Crossbow (1d6, rate of fire 1 per 5 rounds)) Magic Skills Healing 45%, Weapon Enhance 65% [Rurik is not a member of any cult but knows a couple of techniques from his past history as a peasant warrior rising through the ranks). Gear Sword of my Grandmother (+25% to hit, superior crafted weapon, family heirloom gained through Life Events). Chainmail armour (1d8 Armour Points)
  20. Newt

    Careers

    They do indeed! Thanks, Mankcam and Rhialto the Marvellous for the positive feedback. My current aim with these OQ tinkerings is to do a short spinoff game, a dark fantasy RPG called Chronicles of Erun (sketchy details on linked webpage, along with the cover). Then if that's well received then I'll widen the scope and tackle the 200 + beast that is OQ (whose tenth birthday is next year - in its SimpleQuest form). I've spent a lot of navel gazing here. Mythras for me is the logical best-practice of the Mongoose RQ branch and RQ G (which I've been privileged to be granted a copy, preview coming up on the Hearts in Glorantha blog sometime soon) is the BRP/RQ2 branch tidied up. I'd play either in a heartbeat, given a willing group, and would merely simplify/house rule to taste. OQ historically is a mishmash of both branches, plus a few my own house rules. I really really want to make its own beast according to its philosophy (D100 made Easy). I've compromised in the past, to pander to loud voices in the audience. Ditching having a single approach to magic for OQ 1's release (which I now have in draft form) was a big one. OQ2 actually added bits of complexity in (Spirit combat rules for example) and bloated the system overall. OQ Refreshed was a small mini-step in the direction I ultimately want OQ to be (do you miss STR/DEX requirements for weapons for example) but I didn't have the time or to take that step further. Besides when I asked this forum people wanted to keep it as it was, in light of all the change that was going on with RQ and Mythras. Now the winds are blowing in the other direction - make OQ more of its own thing. This means taking a risk and breaking some of the compatibility/familiarity with BRP. I want it to be a game that I can happily run/design for my own time-limited circumstances (look I work for a living and take care of my family ), and suits my players (both home and convention) who can now pick and choose from various flavours of Fate, Powered by the Apocolypse, rules-lite D20 (thinking Black Hack specifically here) and other games that cut the fat and get down to business. Whose excitement wilts when presented with full-fat Mythras/BRP.
  21. Newt

    Careers

    SIZ has been dropped in this version. Apart from working out, Hit Points it's almost redundant in OQ. Remember the early days where I got people hassling me to quantify how big Siz was and to produce a table which gave heights and weight ranges by Siz? That's when I realised I wasn't interested in having OQ tied to any definite physical limits, that it was way more abstract than even say RQ3. And I'm ok with that because I get to keep the fun bits, without the nonsense navel gazing maths Humperk is a quick proof of concept. Base skills are obviously Characteristic x 3, and I'm not even sure I'd go with that now (because as soon as you hit the upper end you start getting ridiculous bases, eg 18 gives you 90%)
  22. I think the short answer to this one when someone decides to translate OpenQuest into Spanish. All the other translations that exist have been done by people picking up the SRD and translating themselves. Please note, you don't need my permission. Just make sure whatever you publish obeys the OGL and has a copy of the OpenQuest OGL in it somewhere, even if its a free download. More information on this page: http://d101games.com/openquest/openquest-developers-kit/
  23. Newt

    Careers

    I kept the MRQ skill names for backwards compatibility with MRQ/Other D100% games and familiarity to existing D100 players. These days I wouldn't be so precious. In fact for a draft D100# system I've got on my hard drive I completely recast skills, to be very much like you've just said. Meet Humperk, who's spent some time in the Thieves Guild, which gives him advanced training in all the things you'd expect from a Theif, before mending his ways and becoming a member of the Pope's Guard, which gives him his soldering skills. He's also learnt a bit of Darklander because he's spent some time on the Empire's border. At character Gen each player character gets a Primary Career, Secondary Career and a sort of interest/hobby skill. In this draft, the Characteristic Skills (in brackets) are the basic skills as well as being the base for the Trained Skills. So if you ask Humperk to break an iron bar, you'll be using his Str Base at 30%. But ask him to break down a door you'll be using his Pope's Guard skill because all Pope's guards are trained in this sort of thing, or if he gets the chance to pick the lock you can use the Thieve's Skill of 74%. I've playtested it once during a Con Game of River of Heaven, and once the players got used to working out that they had a higher Trained Skill than Base skill, they were cooking with gas But with all things I would give it some more playtesting before unleashing it on the wild. Humperk , Sergeant in the Pope’s Guard STR 10 (30%) CON 15 (45%) DEX 16 (48%) INT 20 (60%) POW 15 (45%) CHA 18 (54%) HP 15 MP 15 Armour Ringmail (1d6) Weapons: Pole Axe (1d10), Dagger (1d4) Trained Skills Thieves Skills Base (DEX) 48% + 27% Training= 75% Pope’s Guard Fighting Base (STR) 30+Training 30% = 60% Language (Darklander) Base (INT) 60%+ Training 14% = 74%
  24. I'm closing this topic....its been discussed thoroughly earlier in thread, and later replies are really not getting how skills work in OpenQuest at all
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