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Found 3 results

  1. Hi, I've written a review of this ruleset in my runeblog. You can read it here. Although it's in Spanish, you can still translate it into your language using the Translation tool on the right margin (scroll down a little). I hope I haven't made any mistake or misunderstood anything. If you find anything that needs correcting, I'd appreciate you giving me a heads-up. All in all, I like this system (good thing I backed it). I still have to run it, and I think I won't use the rules for armour coverage, for instance, but I'm looking forward to try out conflicts.
  2. A relatively new review of Magic World is at rpg.net, FYI. Good vibes. http://www.rpg.net/reviews/archive/16/16300.phtml
  3. Elfquest may be the great-grandaddy of BRP psychic powers, but the despite the popularity of the comic book it was based on, the role-playing version doesn't seem to have gotten a lot of love: http://rpggeek.com/thread/687987/what-went-wrong-elfquest-one-authors-comments http://digitalorc.blogspot.com/2013/05/elfquest-official-roleplaying-game.html http://www.rpg.net/reviews/archive/classic/rev_5622.phtml I remember seeing it in game stores and comics shops but since the groups I played with never got into RuneQuest, Call of Cthulhu, or any of their sister games, I missed out. There are, however, a few copies around: http://www.amazon.com/Elfquest-The-Official-Roleplaying-Game/dp/B000BYSOPI http://www.amazon.com/Elf-War-Hubward-Adventures-Elfquest/dp/093363532X http://www.waynesbooks.com/elfquest.html Incidentally, at least one of the reviewers assumed the market for an Elfquest game would be pre-teen girls. As someone who bought and read the original WaRP Graphics origin issue back in the day, I can guarantee that a significant portion of EQ fans were male teens. It wasn't tweener girls ogling those back cover pinup posters of Cutter's curvaceous wife, Leetah. Also, despite the cute elves, the World of Two Moons was a rather grim and brutal place. Elfquest debuted at the beginning of the independent, "comics aren't just for kids anymore" movement, and its complex plot certainly wasn't Disney fare. Characters died messily (although the Pinis didn't rub it in the reader's face), the setting's history was one of remorseless racial war between elves and humans, and the elvish characters certainly weren't restrained by any sense of Victorian moral values (although, again, the authors kept it tasteful). Today, of course, young girls read Japanese manga that are far more brutal and graphic than Elfquest ever was, but it wasn't necessarily so in the late '70s. Apparently part of the problem with translating the comic into a game is that Chaosium got the license while authors Wendy and Richard Pini were still introducing the characters and the setting. It'd be like trying to create a Star Trek role-playing game based only on the first two or three episodes aired. As a result, Elfquest the game featured extensive rules derived from RuneQuest but didn't give potential players much to do with them.