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Newt

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Posts posted by Newt

  1. Here's a very simple tripwire trap described, straight out of Life and Death one of the published adventures.

    The three metre wide stairs that lead down into a dusty room which is five metre wide by ten metre long and two metres high.

    Tripwire trap. Tarken’s men have trapped the stairs with tripwires.

    Difficulty to detect: Perception -25%.

    Difficulty to avoid: Normal Athletics.

    Result: Fall of 2D6 metres down the stairs.

  2. Please do take time to play it as written, bearing in mind:

    1. Its not meant to be a roll intensive game.

    2. The penalties/bonuses are there for "big moments" where the modifier really does give the character a clear disadvantage/advantage. One of the things I hated of RQ/D100 of old was the way that it was all about fiddly little modifiers and how the player's would whinge for the smallest of modifiers.

    Read the GMs advice sections on p30 and p33, in a way those two sections really under pin how the system works.

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  3. No formal "This is how you do Traps section", probably because I don't really play OQ as a dungeon bashing game. There's examples of the more living/dynamic traps I use in my games in the example adventure "The Road Less Travelled".

  4. Yes.

    There is a forum on openquestrpg.com but since I'm decommissioning the whole site soon - short version I'm spread thin so rolling it all up into d101games.com - I've pretty much abandoned it. Also if I don't answer a question here, you've got a good chance of someone else picking it up. Which is good since it often brings a different perspective to the table.

  5. I must admit I was tickled with the idea of doing a supplement or standalone OQ powered RPG after seeing John Carter (of Mars), but I've currently got no plans to do so.

    Doesn't stop any one else doing an OQ based one under the OGL ;)

  6. Yes the starting percentage for Culture (OWN) is correct. The thing to remember about skill rolls is that they are only made when the character is truly under pressure or in the case of knowledge trying to remember an obscure fact. The boxout on OQ2 p30 "Games Master's Advice: When to call for a skill test "

    If the overall result of asking for a skill test is that it will provide the player a success of minor import, such as a minor scrap of information on a Lore roll, just give the player the success without asking them to roll

    So for example when it comes to Culture (OWN) everyone knows what the main political institutions are, Emperor and his court and perhaps the Wizards College, but they would have to make a roll to know that its really the Emperor's mother who rules through manipulating her son, since that is not so well known (and of major import).

    Language is different because of the 50% fluency rule, so it seems artificially high in comparison to Culture or another base skill.

  7. Henra is a big and solid barman, who is handy with a club. He was not created with the idea of balance against the PC's abilities. It was more about creating a believable character for the players to interact with.

    Here's my rationale behind his stats. He's upper average (12) in everything except CHA & INT which relect his profession as a classical sociable barkeep. Everything else is upper average to make him a credible and experienced bar-room brawler who lumps barrels around for a living, but not too fierce (he's no warrior). Combat is punches and kicking and his trusty big stick behind the bar, but nothing else. Magic none ( I could have created some cheeky Brewing Related spell, or perhaps given him Enhance Influence to help him create that perfect bar room atmosphere but decided against it).

    Henra

    The jolly Landlord

    STR 12 DEX 12 CON 12 SIZ 12 INT 14 CHA 16

    POW 10

    Hit points 12 Major Wound 6 Damage Bonus 0 Magic

    Points 10

    Armour: Leather apron 1 AP

    Combat skills

    Close Combat 40% (Club 1D6)

    Unarmed 50% (Punch or Kick 1D3)

    Magic

    None

    Other skills

    Resilience 30%, Persistence 40%, Dodge 40%, Influence

    60% ,Trade 60%

    Equipment

    Wears a large leather apron, and has a club behind the bar.

    There's a section of boxed text on OpenQuest 2 p15 called "What are Beginning Characters like in OpenQuest?" which outlines how powerful starting characters are.

  8. The only type of spirit that you would bind,send out to attack and call back using the spirit magic ritual on page 114 is the Guardian Spirit, which is explained in the text.

    You could can use the spell to bind a Passion spirit into a Fetish, and break the fetish, to release the spirit at any enemy. In which case you don't need rules to rebind, because the outcome is either i. the target is now dominantly possessed by the spirit or ii) the spirit has been defeated and driven off back to the spirit world.

  9. Ok here's what's happening.

    I've made a fairly big mistake in that one of the maps has been printed twice. So I've halted sales for now. The map will be replaced with the correct one, and a few minor typos that have come to light will get fixed this weekend (so if you've spotted anything email me at newt@d101games.com).

    The pdf will be automatically updated, all you need do is redownload it from DriveThruRpg (if you ticked yes to getting updates from D101 Games you'll get an email notification when I've done it).

    If you bought a physical copy from DriveThru recently send me a copy of your receipt email and I will send you a replacement copy for FREE.

    If you are a backer of the IndieGoGo pre-order I will be resending the corrected book to you again at no extra charge.

    Sorry about this :(

  10. The revised version of the Savage North , the swords and sorcery setting/adventure for OpenQuest, is now available via DriveThru

    http://rpg.drivethrustuff.com/product/81108/The-Savage-North

    Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests.

    New lands and religions to explore and four adventures for OpenQuest. This book is also compatible with other D100 systems.

    "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..."

    Now in its revised re-release as "The Director's Cut" , which as well as another proofing pass and the removal of an extraneous meta-plot section, sees the addition of 26 pages of new content to give players and GMs more options and guidance on playing the adventures.

    Written by John Ossoway (author of Cthulhu Rising and River of Heaven) with setting info and cults by Newt Newport.

    Cover by Jon Hodgson

    SN-Directors-Cut-Front-Cover-web.jpg

  11. Hi

    Quick update.

    Crucible of Dragons has gone out to Demi-God preorders, and OpenQuest Basics print has gone out to Demi-God & Hero pre-orders, last month.

    Savage North has gone to proof again, because of a slight mistake with the cover. Hopefully it will come back end of next week and be sent out to Demi-Gods and Heroes.

    Life and Death is nearly finished. The new adventure has grown considerably, doubling in size, and I need one more self-editing session before I pass it over to my proof reader. I also need to do another editing pass and incorporate changes that my independent proofer has sent. But I'm looking at the end of May for this one to go to print proof.

    OpenQuest Adventures is currently being pulled together. Writing is about 75% done and Art has been commissioned.

    Not much to update you on the online SRD/Web parts of the campaign since I'm heads down getting the print parts of the campaign done and dusted.

    June is still my absolute end date with all of this.

    So in Summary

    May - Savage North

    June - Life and Death/OpenQuest Adventures

    Late June - Online SRD.

  12. Hi Miles

    No your order will go through, since the files were live and therefore could be sent to the printers immediately when you made the order.

    Anyone who has made an order for the print version now, with its imperfect cover and want the final version without the imperfection, please send me an email at newt@d101games.com and I'll sort it out :)

  13. Opps, no it isn't :(

    No idea how it came to be live, but Its not meant to be (there's a slight imperfection in the cover).

    Its now gone back behind closed doors until I've sorted it out + sent the Pre-orders out.

    Apologies.

  14. I've decided not to carry on with the members area in its current form, here's my reasoning from the latest OQ2 pre-order update:

    OpenQuestRpg.com. One thing I’ve learnt from doing all this is that I’m spread quite thin and need to work smarter in a few areas. One of them is my web presence. So probably in April I’ll be decommissioning OpenQuestRpg.com and redirecting it to D101Games.com . This is where I’ll host the Digital SRD and OpenQuest Developers kit and the Forum. I’m still thinking about whether I’m going to do Member’s area. One of the reasons why backers only got a year’s subscription was that it was a bit of an experiment and I’m not very happy with the amount of content I was able to put up in the area during its lifetime. If I was to do again on D101Games.com it would also have content from all my game lines, which would make it worthwhile. So for now the Member’s area expires March 25th, so copy any content you want from it before then. I will share previews of OQ Adventures material via an alternative route.
  15. Final Update from me now that the dust has settled, originally posted on Sunday to the KS backers.

    Good morning Glorious Backers (and curious onlookers),

    Well we've done it. The Core Rulebook is successfully funded, and the stretch goals that have been funded means that the book will be copiously illustrated in full colour :)

    In addition all backers will be getting the first adventure, The Last Witness, FREE in Pdf and at cost Print if you were a Print Backer :)

    Also the Campaign partially funds the starting development work on the River of Heaven Companion, where the Binary Deep Mini-Campaign will end up (so that's not lost in space because we didn't hit the stretch). If you were a Cryogenic Colonist or Guildmaster I'll be contacting you in a couple of weeks time about this.

    Honored Guildmasters again I'll be in touch in a couple of weeks to put you in touch with John start the process of immortalizing you in the rulebook :)

    Many thanks to all the backers, especially those who helped us get over the Colour Art Stretch Goal right at the last moment.

    What happens next?

    Kickstarter has now started collecting funds from you, a process that will take up to two weeks to see the money in my account. When this process is over I will send out the backer survey to check which add-ons you've paid for and issue any vouchers for first contact add ons and early access to Last Witness draft.

    If you missed out on the opportunity to add-on extra copies of the rule-books or wanted to upgrade your reward from Pdf to print to take advantage of the fact that print rewards now get The Last Witness in print, because really I did make the announcement about it at the 11th hour when most people would have been asleep, please paypal me the extra money to mrnewt@gmail.com with a note letting me know what its for. See Update 12 for details

    Other than that its heads down for me and the artist Peter Frain. I've already started on layout and I'll be talking to Peter in the next day or so about art direction, with the aim of getting the core rule book in your hands as quickly as possible.

    Maximum thanks to everyone who backed.

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