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No statistic has been as ill defined from the very beginning of role playing as the Charisma stat. I think this is true for most games. In some ways I imagine it derived from "leadership" scores that many units or generals have in table top war games. I do not know this for sure of course, but I surmise this was the case. No one seemed to use it correctly and at least early on among the games I played it lacked real emphasis in design. When I began playing Runequest and found that the role playing stat had been replaced with an appearance stat and now I could role play however I wanted, I was
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The following are some basic concepts of world building for Runed Worlds A Tale of Four Worlds & Infinite Stars There are four locations where much of the culture and conflict exist that will inspire play in Runed Worlds. Dhalvos Prime - A dead Runed World which once belonged to a race known as the Second Givers. It is barren and almost lifeless, with little atmosphere. However, the ruins of the SG litter the world and many factions have permanent bases on or above Dhalvos Prime. A place where science, exploration, and old mysteries thrive. Lolshelaton - A green and y
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So aside from seeing some work for Skae, Runed Worlds, and Q21 system in general, we are pleased to announce... Q2100 Adventures! These adventures will be generic fantasy set in no particular world or trope. Although they will use the Q21 d100 system, the adventures will be written to allow easy conversion to other d100 systems (or other fantasy systems) as players wish. Q2101 The Curse of Gharmanta Gharmanta is a prosperous trade town on the edge of a desert, the last stop before leaving the great southern kingdoms and heading into the northern forests. Kings once ruled m
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This month I am finishing up the Salt Mine Blues revision and the Q21 system revisions. Really that will be my month, except launching the website for the company. My own domain and everything! lol ~SMH
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Experience So I have been giving some thought on this and decided I wanted to shift slightly away from some of the traditional EXP gain roll models that various d100 games have knocked about. I have no idea if others have done this or not. It is not a huge difference. This clicked in my head based on ideas from Clint Staples' blog. https://d-infinity.net/game-content/runequest-thursday-136-alternate-rules-experience-checks#comment-3301521036 This is a first pass really Q21 Experience Gains When a character successfully uses a skill during a game session, he or she notes it
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So I will be talking a little bit about the second Q21 game I am working on, called Runed Worlds. I will have a small PDF that introdcuces the ideas of Runed Worlds up tomorrow. I will be giving it the same Free Intro and module treatment I gave Skaerune' with Salt Mine Blues. For now the best I can describe Runed Worlds is, a Heavy Metal / Lensman inspired dystopian Space Opera. With a ton of truly alien races to play.
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So everyone loves criticals and fumbles, I can appreciate this. I wanted to make changes that fit my own philosophy not just make changes for the sake of change. So here is how it looks right now. Skill Use 01-10 is always a success. 01-05 is always a critical success. There is no "special" success. 91-100 is always a failure. 96 - 100 is always a fumble. Critical Success on a non Combat Skill 04-05 - Next Use of this skill has an Easy modifier 02 - 03 - Next use of this skill has a Simple modifier 01 - Next use is Simple and you gain 2% to the skill Fum
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So I realize how much work goes into a game and I have to be patient. I want to be there RIGHT NOW lol. Progress is going well though and finding and participating here is helping me greatly just through osmosis. At least now everything seems to be falling into place.
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So the quick start rules are not ever close to being ready for running and playtesting and handing out. However, my cover artist sent an initial sketch of the Rakshasa who will be part of the cover and so, somewhat bored I went ahead and played around some with it. What do you folks think?
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Experience is pretty essential for life, right? We experience things and (hopefully) learn from our triumphs and mistakes. It works the same way in role playing games because you are a person (or robot) and people (and robots) grow through learning. Even if that learning takes place at the business end of a blaster. I mean, who doesn't watch Solo and Greedo and think "Yep, I am gonna shoot foist EVERY TIME!". I suspect that comes out of he grading system found in many war games. (Again, don't know that for sure.) I liked the experience system in d100 games, starting with Runequest when I
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This is just an introduction to the blog. I have been designing games since I was 10 when I decided D&D was good, but could be better. Once I was introduced to RuneQuest and BRP, I felt the system did a great job with what it was trying to do. It was only years later that I began thinking about what I would I change if given the chance. So here we are. I feel like this community will be invaluable for helping me achieve the kind of game I want to make. lL8R SMH