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Found 203 results

  1. MOB posted this to the Glorantha list, but this really should be here in the RuneQuest Gateway folder! Plenty of info here! ----------- In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium’s new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 editions of game, was a natural fit that harkens back to the genius and originality of RuneQuest", said Rick Meints, President of Chaosium. In late 2015 Moon Design Publications and Chaosium successfully Kickstarted the RuneQuest Classic Edition campaign, a triumphant reissue of the iconic 2nd Edition of the RuneQuest rules and the supplements produced for it: Cults of Prax, Pavis, Big Rubble, Griffin Mountain, TrollPak and many others. “We want to usher in the newest exploration of Glorantha with a tribute to the masterpiece opus of work that has come before. Part of Steve's role is to help insure that this edition contains the best possible game mechanics while maintaining backwards compatibility with RuneQuest 2", said Jeff Richard, creative director at Chaosium. The new version of RuneQuest maintains backwards compatibility with earlier editions, while also containing a number of unique innovations that resonate with Glorantha, Greg Stafford's mythical campaign setting where RuneQuest started and to which it returns. This new edition incorporates Runes directly into both your character and the magic system you use, including their passions and motivations. "The rules reinforce immersion in the setting even more than the original RuneQuest rules did, and ideas experimentally brought forth in Griffin Mountain reach their fruition", said Richard. Seizing this unique chance to get this right, Chaosium has brought in a team of notable game designers to support Chaosium’s rebirth of RuneQuest, including Sandy Petersen (Call of Cthulhu), Ken Rolston (Paranoia, Elder Scrolls, RQ3), Chris Klug (James Bond 007 RPG, DragonQuest) and Jason Durral (BRP, Conan). A special pre-release version of the new rules will be revealed at Gen Con later this year, along with introductory scenario sessions. A wealth of all-new campaign material and supplements for the new edition will follow.
  2. As the new Director of Organized Play, I would like to introduce myself and invite you to join me at the game table this year. My name is Todd Gardiner and I am tasked with getting more people to have their first experience with Chaosium games and making more opportunity for existing players to play more in our worlds.Whether it is Call of Cthulhu, Heroquest, or any of our other great games, these games are top notch experiences and we want more people to have a chance to play them. To do that, we need more GMs running sessions. Both demos and full game sessions. It is our goal to support that effort by GMs. The first step is getting a pool of people who are interested. As our first push in recruitment this year, we would like existing GMs who plan to go to any conventions this year to fill out this survey: Chaosium GM Info Form We hope to hugely boost the number of games being run in 2016. In particular at GenCon. Feedback from this huge event says that literally hundreds of players would have played Call of Cthulhu at GenCon if they could have found an event listing that wasn't full. We need far more GMs to meet the needs of GenCon, and likely, every other event this year. We want to hear where you are going to attend, what support would be best to get you running games, and what systems you are comfortable running. And we want to remind you that Chaosium already has an incentive program. For each event you run, we offer a $3 discount on the Chaosium website after that completed event is registered with us. Your survey response can help us build on that. Be aware that this recruitment push is also matched by efforts on our end to get to more conventions, to run quick demos on Call of Cthulhu and other games, to have game designers present for seminars and conversations. While we can't reach everywhere, we do want to expand our presence and stand side-by-side with you at these conventions. Join us this year in sending mighty heroes on great quests, in blasting the sanity of unsuspecting investigators, or in introducing your own worlds built on our systems to new players. See you at the table! --Todd Gardiner Director of Organized Play and Event Coordinator Chaosium Inc.
  3. So. I've already got MRQ Pirates. . With that in mind, sell me on Blood Tide What does this new d100 Pirate book offer me that my current one does not (besides a prettier cover )?
  4. Surprised that nobody has posted this yet. https://plus.google.com/106190330912720100528/posts/Rko8yFqyWBw
  5. Version 1.0.0

    152 downloads

    The Hanging Garden, Issue No.4
  6. RuneQuest is one of two foundational documents for pretty much every fantasy RPG. AD&D and RQ2. There are level-based games and skill-based games, the X and the Y axis of game design, if you will. From the interplay between those two sets of rules you get just about every game, which generally fall into two camps: d20 (D&D and its many successors) and d100 (RQ, the many variants of Chaosium's Basic Roleplaying system, and beyond). When it first appeared on the scene in 1978 RuneQuest was quickly recognized as revolutionary. Using a skill-based percentile dice system, it cast aside many of the approaches most other games took: no character classes, no experience points, no levels, and far fewer restrictions on how weapons, armor, and spells could be used. As Steve Perrin says in his essay about the original development of the game, "characters could do anything". Distinctively, RuneQuest also had a rich, internally-consistent and stunningly original fantasy setting built right into the rules, Greg Stafford's mythic world of Glorantha. RuneQuest directly influenced (or was even the progenitor) of many other games, including Call of Cthulhu, 3rd Edition D&D, GURPS, World of Darkness, the Morrowwind and King of Dragon Pass computer games, Pendragon, Ars Magic, and many more. Jeff and I talk about this and more in the this week's episode of the Tales of Mythic Adventure podcast: http://www.glorantha.com/tales-of-mythic-adventure-episode-17-a-foundational-document-for-rpgs
  7. I was just on TDM's website and found out that their last copy of Adventures in Glorantha was put up on e-bay. While its already gone past what I can afford, I thought I would bring it to everyone's attention. Call your gaming group, pool your money, get it while you can. http://www.ebay.ca/itm/-/252210510161?ssPageName=ADME:L:LCA:CA:1123 Rod
  8. With the RQ2 Kickstarter going well, how are Loz and Pete coming along with RQ6 Glorantha ruleset? I don't see any news on the designmechanism website since the GenCon stuff, so hoping that they or Jeff or Rick can give us some idea of how it goes.
  9. Hey gang - you might be interested in reading the interview Aethercon did with MOB, Mike, and myself concerning Chaosium, Cthulhu, RuneQuest and other sundries: http://storytellersjem.blogspot.com.au/2015/10/aethercon-interview-2015-interview-2.html?view=classic
  10. p_clapham

    D&D Edges

    I've finished my collection of Fantasy edges. It is an expansion on my original edge file, with feats converted from Dungeons and Dragons.
  11. Version 2.0

    146 downloads

    This is a collection of Edges suitable for any fantasy RPG. They are special abilities a character can purchase once they have reached a certain skill level. Some of the edges are converted feats or character abilities from Dungeons and Dragons, some are converted Common Magic, and some are brand new. The edges were designed with either Runequest or Legend in mind, but with a little work they could be used for Magic World or Basic Roleplaying too. I've uploaded a expanded file with more combat and magic edges.
  12. I've got a couple of ideas on how I want to do the Power Attack edge, and was looking for some feedback on it. I've got two ideas, which more or less do the same thing (trading accuracy for power), but go about it in different ways. Power attack Any Close Combat Style or Unarmed 50% Self, Instant The character is able to sacrifice accuracy for power in close combat. As a free action the character can activate this edge as part of a close combat attack. For every -10% the character takes in penalty to hit, they add +1 to the weapon damage, to a maximum of -50% to hit. The power attack weapon damage cannot exceed the maximum damage die of the weapon. So a short sword with +3 points of power attack damage will deal 4-6 points of damage. This edge may be taken a second time when the character reaches 100% in their relevant skill. The bonus damage from this edge may now exceed the damage die of the weapon. So a short sword with +3 points of power attack damage will deal 4-9 points of damage. This upgrade costs five advancement points. Power attack Any Close Combat Style or Unarmed 50% Self, Instant The character is able to sacrifice accuracy for power in close combat. As a free action the character can activate this edge as part of a close combat attack. The character takes -20% to hit on this attack, but if they succeed they increase their damage die for their weapon by one step. So a short sword Power Attack would deal 1D8 damage. This edge may be taken a second time when the character reaches 100% in their relevant skill. The character now increases the damage die of both their weapon and damage bonus by one step. So if a character with a D2 damage bonus wielding a short sword uses this edge they would be dealing 1D8+1D4 on each successful hit. This upgrade costs five advancement points.
  13. I figured out one of my summer games. I'm going to run monster island, or a varient of it. Basically the island is a prison/ arena used for political dissidents, criminals, and prisoners of war. The poor souls are transported there through magical means, as the island is surrounded by a series of deadly reefs that make boating imposible. The "gladiators" are told that somewhere deep within the island lies a magic portal that leads to freedom. In addition the island contains a number of dungeons stocked with gear, monsters, and deadly traps. This is very useful as the characters are only allowed to bring one weapon of their choice to the island. They are otherwise unarmed, and unarmored.
  14. I'm putting together a possible fantasy world for this summer. Still not sure what system I'm going to go with, it might be D&D, Runequest, or Fate even. I wanted a little input on the project, as I'm currently stuck on the last three worlds. Here's the synopsis At one point the world was whole, then 100 years ago it shattered into ten shards, each shard world cut off from the others. When this happened these worlds were damaged, they each lost a quality or aspect. Each world also became connected to two different kinds of mana, as the flows of magic warped and changed. Now, 100 years later the worlds have come together once more, and there are difficulties. Certain worlds do not play well with others, and some are utterly revolted by their new neighbors. Here are seven of the ten worlds Therion, A world without transgression. Blue/White Therion is a highly sophisticated world, both technologically and magically, it also has some of the most complex laws found throughout the realm. This dates back to prior to the breaking where the ruling council of lawmages desired peace and stability at any cost. The breaking didn't change much, except reduce the amount of lawbreakers to zero. Now that the realms have joined the lawmages are panicking. They've had one hundred years of prosperity, and now the people are beginning to question their rule. Kush, a world without civilization. Red/Green Kush is a world full of steaming jungles, jagged mountains, and savage creatures. The people of Kush live in roving warbands, living off the land, never settling in one place. The technology level in Kush is very low, they have yet to discover metalworking. They are a people accustomed to conflict, every day in their world is a battle for survival. Magic is not unknown in Kush, each warlord is advised by one or more druids. Scyrth, a world without law and order. Black/Blue Scyrth is a collection of islands inhabited by thieves, pirates, and madmen. Law holds no sway on this world, yet somehow a semblance of civilization hold sway. A strange archaic society exists, under the iron grip of the pirate kings. Fell creatures are said to lurk in the deepest waters, things that are said to have caused the breaking. Skorge, a world without death. Black/White Skorge is a vast wasteland, dotted with areas of habitable land. In this world the dead rule the living. People don't die on Skorge, rather they rise as undead creatures upon their death. Thane, a world without seasons. Blue/Red Thane is a world locked into a eternal winter. The people of Thane are fierce warriors, and clever artificers living on a series of volcanic islands. The vents are their only source of warmth, and they are guarded jealously. Solace, a world without conflict. White/Green Solace is a land of rolling hills, lush forests, and golden fields. The people of Solace are simple, peaceful folk who don't understand the concept of violence. Rath, a world without peace. Red/White This world is a giant armed camp, with various warbands competing in deadly clashes. Everyone on Rath is a warrior of some kind. I've got three worlds left, not sure what direction I want to go with them entirely. I was hoping for some suggestions. Black/Red – Uncontrolled Ambition, a world without humility? Restraint? Black/Green – Some kind of dark forest. World without adults? Inhabitants all children? Green/Blue – a world without gender? This campaign idea is inspired by the Magic the Gathering game. The whole shard world comes from their Alara set, while I used the color identities of the guilds from Ravnica for the shard worlds.
  15. I'm running a campaign in Stormbringer 1e. So far we've had 2 sessions but one thing everyone seems to really dislike is the fact that every successful attack seems to be thwarted by a parry (I have had a lot of lucky rolls). It has made combat drag out way too long. I realize that the idea is to use multiple PCs on an opponent so that their parry percentage is decreased with each attack but when you have say 5 players and 5 or 6 opponents, that doesn't really work. I looked all the way through Stormbringer 4e so far and it doesn't look like they had changed the attack/parry rules any. I'm not sure if they changed them after this. One thing we have thought about doing is bringing in Action Points from RuneQuest. I'm not sure this really helps when a PC or opponent has 2+ APs and the number of attackers and opponents is equal. It seems like combat can still screech to a halt in this case. Any ideas? Anything you've used in your own game to make this better or is there a later rule I don't know about?
  16. So, when I last ran a BRP game (Mongoose's Legend), the players wanted to play a wide variety of different species (as is often the case with my group) and I indulged them (as is often the case in games I run). I believe we had an elf, a dwarf, a human, a viking (MRQII Vikings) and something else. Anyways, what came up in play was that races with specific attribute bonuses simply resulted in more powerful characters. IIRC, INT was the best stat long term, because it meant they got higher skill than everyone else when you leveled up. Short term, they wanted Dex (strike rank), followed by Siz for martial characters, and Pow for magic characters. Does this just not show up in other people's games? Are my experiences that elves are just better than humans anomalous? Do mixed-race parties just not come up in other people's campaigns? Does the power disparity exist and just not present itself as problematic? Addage: I came to BRP from a D&D3/3.5/Pathfinder background, wherein multispecies adventuring parties are the norm (and I tend to push it far in D&D, working in erinyes and minotaurs and lizardfolk and satyrs and gnolls as player options if they request them); if that just doesn't really work in BRP, that would be very unfortunate.
  17. Aside from my Concept Album of a setting (detailed over in RQ6) I am seriously considering working on a RuneQuest 6 game designed around a historical world of the very early 'dark ages' and the Middle Ages. I will make a list here of what I have accumulated so far, and would like to know if there are any good d100 sources I have missed. My goal here is not just to find stuff for my own game but to create a reference list for people who want to do historical European roleplaying without having to search Google as much as I did. This list would include everything from late Antiquity into the Renaissance, which is a thousand years, and focusing on BRP. BRP Crusaders of the Amber Coast Merrie England Mythic Iceland Pax Romana Rome: Life and Death of the Republic Witchcraft Val-du-Loup Cakebread & Walton Clockwork & Chivalry Diverse & Sundry Renaissance Deluxe Call of Cthulhu Cthulhu Dark Ages Cthulhu Invictus Legend Arms of Legend Gladiators of Legend Pirates of Legend Vikings of Legend MRQ Deus Vult & Ex Cathedra Empires Stupor Mundi Pendragon Beyond the Wall Book of Knights Lordly Domains Noble's Book Pagan Shore Pendragon 5th Edition Saxons! Time & Time Again: Holy Warriors Non-RQ Derived Systems Books I think are good enough depots of information that they could be used for a medieval game, despite being dissimilar in system to BRP. Burgs and Bailiffs AD&D 2e: Celts Campaign, Charlemagne's Paladins, the Crusades, the Glory of Rome, Viking Campaign Ars Magica 5th Edition: Core Rulebook, City & Guilds, Lords of Men Chivalry & Sorcery, especially the unofficial Redbook editions. Fief: A Look at Medieval Society from Its Lower Rungs d20: The Last Days of Constantinople GURPS 3rd Edition: Arabian Nights, Camelot, Celtic Myth, Middle Ages 1, Religion, Vikings GURPS 4th Edition Crusades, Hot Spots: Constantinople and Renaissance Florence, Low-Tech and Companions 1-3 Harn Manor HarnPlayer Player's Guide to HarnWorld High Medieval Maelstron, which, oddly enough, is based on the Advanced Fighting Fantasy roleplaying system. Magical Medieval City Guide and Magical Medieval Europe Timemaster: Sea Dogs of England and Temples of Blood Town: City Dweller's Look at 13th to 15th Century Europe
  18. Since we still lack a general d100/brp board, and instead only have boards for specific game lines, I had to pick somewhere to put this. Ghosts of Albion/Buffy the Vampire Slayer (Cinematic Unisystem) has an interesting magic system; basically: You know individual spells. Spells are designed following a set of rules, rather than pulled from a published list (In fact, IIRC the book doesn't include any pre-built spells) You make a skill roll to cast spells. More powerful spells are more difficult to cast Complete Failure: Nothing Happens Partial Failure: You fail to control/direct the magical energies conjured. Roll on a table of spell backfire effects, ranging from getting lucky and the spell still working, the spell happening late, to being less effective, to hitting the wrong target, to the caster getting burned in the process of casting the spell, to completely unintended magical effects. Casting (most kinds of) spells causes fatigue. Fatigue gives you penalties on future spellcasting rolls. Characters can have a Magic Threshold, which gives you a power level of spell you can just cast indefinitely without taking fatigue. There's a system for multiple casters collaborating. Magic spells often have longer casting times based on their power(multiple rounds), but those casting times can be incrementally reduced all the way down to a single action. The degree of success on a spellcasting roll can be used to apply metamagic effects (increase range, duration, etc) to your spell on the fly. You can do things to get situational modifiers (such as longer casting time) to make spellcasting easier. Theoretically anyone can cast spells (using the occult knowledge skill), albeit not with reduced casting times, or from memory. Is there a magic system anything like that in any variety of d100/brp? It's my favorite magic system, but I'm just not that big of a fan of the rest of unisystem these days; it's a bit too World of Darkness for me.
  19. So, I know that BRP has seen a wide number of magic systems over the past 35 years - and I know that many of those systems have been reprinted and updated in a variety of sources over the years as well. I've got a few BRP sources with magic systems in them; I was curious if there was an article which breaks down all of the magic systems available (and the most up to date source for that system) and compares them. I've got a few sources, but not the extensive collection that many folks on these boards seem to have. Obviously for magic systems there's RQ6 and MW and Call of Cthulhu. Beyond that I'm not sure what magic systems are in what books (and I'm not all that familiar with many of the magic systems in RQ6 either - I've read through it, and played it a bit, but nothing in depth/long-running. So, if one was looking for an exhaustive list of up-to-date versions of RQ magic systems, where would they find them, and what do these individual systems offer? Have you guys tried adding/removing different magic systems from your games? What effect did that have on the games themselves? And what are your opinions of the various magic systems? Which ones do you consider worth including? Which ones do you not?
  20. So, I recently finished a playthrough of the Witcher 1, and am about to start a Playthrough of the Witcher 2, and just saw the Trailers/Gameplay Presentation for the Witcher 3 https://www.youtube.com/watch?v=xx8kQ4s5hCY, which is scheduled for release in February. Needless to say, I'm pretty stoked about it. Looking forward to playing the game; probably going to pick up the novels (the ones that have been translated, at least), and planning on picking up This Book in combination with the Wiki as a setting guide, to possibly run a Witcher-Based tabletop game; either in RQ6 or MW. Does anyone else here have an interest in the Witcher? I think it would be pretty good with BRP. It might take a bit of adjusting to get the magic system/alchemy/signs to have the right feeling to it, and you might want to redo the races (plus add in a race for the Witchers, which are alchemy+magic mutated humans). And then some custom monsters as they come up. Disuss?
  21. It's Labour Day here in North America, and as a special Labour Day treat, we're delighted to share some preview pages of Mythic Britain. http://www.thedesignmechanism.com/resou ... iew%20.pdf The book is well on its way to completion and expect further news regarding production and release dates soon. We will also be releasing a scenario, Caves of the Circind, which previewed at GenCon 2014, for free very soon. Please spread the Mythic Britain news far and wide. Merlin demands it.
  22. My gaming group normally runs low fantasy, but during a recent session we were discussing other settings. Most of the players were RP virgins before joining, so a lot of this is new. Among the things that blew them away was the Shadowrun setting, since they hail from Seattle and had no idea it existed. So now that will be the next campaign. Thing is, I've never actually played it myself. I'm familiar with the setting via the videogames, and the consensus on rpg.net seems to be that the system is a bit shoddy. I have nabbed the 4th/20th anniversary core book and a handful of pdfs, but the reaction from my players is fairly strongly resistant to the d6. I think now that they get to use the weird dice they don't want to go back to the Monopoly ⚄. I have a healthy D100 library, BGB, RQ6, MRQII, CoC, etc, how difficult would it really be to swap it mechanically out for a BRP system? I don't think they'll want to give up the RQ6 combat. Also, they're not dying for the authentic hardcore canonical FASA experience, we can fudge elements if necessary, although it seems much of the futurist elements are somewhat underrepresented, at least in my library... Thanks for reading
  23. Typing the notes from last weekend I'm totally psyched out on our epic RuneQuest Dragon Age campaign and roleplaying in general. People who haven't tried this stuff sure are missing a lot! Having been a bit frustrated over all the political intrigue in the nation's capital, the GM decided to give us a little change of pace by sending us on a more traditional search and rescue adventure, in the course of which we, among other things, managed to save a barbarian village in the mountains from an evil horde of uncharacteristically intelligent darkspawn. (Think orcs etc.) It sure was good to be able to tell who was evil and who was not, things like this tend to get rather muddy in the mire of politics. The heroic defense at the Battle of Redhold sure was something to remember, but what was even more notorius is what I'll be typing next. On the way back to the city on the other side of the country was fought the much smaller but even more satisfying Siege of Tavistock. You see, this bastard of a highwayman had decided that he wanted to be a noble too, so he had started a campaign to seize some of the lands and loyalty of the freeholders from the domain of his half brother. Unfortunately for him, our four heroes were in good terms with said nobleman, so on the way back, when we noticed the ass had had some good men decapitated and their heads struck on the tips of long poles, we had enough. So my normally benevolent and cautious healer made up a plan, had to spend some time talking the others into it, but finally managed to sway them. We found a new tower fortification where we surmised the bandit was hiding, attacked it from four sides, killed some of the guards, a traitor mage who had joined up and seized the hapless upstart, who had spent months building his plan and support only to be foiled by a motley group of adventurers, who happened to pass through his newly conquered lands on the way back from a mission. Took about five minutes. Glorious!
  24. While impatiently waiting for the Guide to Glorantha to be finished, I need to go through all my accumulated material to satiate my hunger for more knowledge about the setting. I have decided to start reading HeroQuest – Roleplaying in Glorantha, that is HQ 1st edition (or Hero Wars 2nd ed. depending how you want to frame the issue.) HQ1 rather than HQ2 because the older edition is closely tied to the world of Glorantha and contains a lot of information about it. But I am also interested to learn more details about the system. The rather freeform narrativism does not really appeal to me overmuch; I'm much more into more crunchy, simulationist roleplaying games such as RuneQuest and HârnMaster, (Well, you can argue that HQ is simulationist, it just attempts to simulate literary and visual fiction rather that the cold cruel facts of Real Life™) although it is always good to keep an open mind and try to expand one's horizons. Still, I am mostly interested in questions such as what games like HeroQuest can teach and have taught to GMs and designers of different games like RuneQuest, etc. I posted this in the Glorantha forum because I'm mostly interested applying said teachings for roleplaying in that particular fantasy world, but more general discussion is also appreciated. I should point out that I have not played HeroQuest or any other game in the "Narrativist" school of roleplaying. It is not that I am against it, just haven't had an opportunity (don't go to conventions etc.) I have read quite extensively about the differences between the editions but am also interested in hearing what people think is good and what is not. I prefer the idea that a fantasy roleplaying setting is a living world that goes on whether or not the player characters make anything significant of themselves. That is why I'm not a big fan of the central theme of HQ that the player heroes are the focus of everything, which is, I believe, shown very well e.g. in the pass-fail-cycle mechanism of HQ2. Sure, the PCs are always the focus of an adventures and campaigns, but changing the level of challenges to fit them seems a bit like D&D with levels and such, which leads to all kinds of questions about setting ecology and so on. But I do understand why many people might like something like that. To each his own. One more thing: A question that intrigues me is why would a "freeform" (if that is the right expression) game be better for Glorantha than a more old school approach like RuneQuest. I mean, most of the societies in Glorantha are quite restrictive about how their members must behave and what they can do, so the "You can be anything you want!" -philosophy of HQ doesn't seem a perfect fit. I'm guessing it has something to do with the concept of Heroism: the Heroes of Glorantha are considered to be kind of like cosmic level comic book superheroes who can rise above the limitations of the mortal worlds. I on the other hand prefer the kind of view that heroes are people and as such have their weaknesses and limitations that they must, willingly or not, overcome to become and achieve all they can. So I think I will always find a system geared more towards a human level than a cosmic level preferable. Hope that wasn't too rambling and people will find some points to comment upon and share their ideas and experiences.
  25. smjn

    Promotional videos

    After seeing the two episodes of Tabletop, where Dragon Age pen and paper RPG creator Chris Pramas ran a game for Wil Wheaton and friends, I immediately thought it would've been so much cooler had it been one of The Design Mechanism people running a game of RuneQuest. The videos can be watched on Youtube: and http://www.youtube.com/watch?v=He4xdGizuww. Tabletop might not be willing to do an episode on another RPG, since because of the confines of the format the result would look pretty similar despite the differences in the game system, the adventure and the GM. I think, however, that a video like this, if done well, would be excellent promotion for a less known roleplaying game such as RuneQuest. Now I understand that The Desing Mechanism being essentially a two man shop with a lot of work in their hands might not be able to divert the resources for a professional quality video like this, useful though it might be. But since they will eventually be running games at conventions it would be great to have perhaps some of their fans to record and edit a session of Loz or Pete running e.g. the RQ GM Pack adventures. Of course a professionally produced video like the ones at Tabletop would be so much better, so if there is any chance of that kind of thing happening I would love to see it.
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