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RosenMcStern

Revised quickstart: The Conspiracy Theory

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I've taken a closer look at the rules segments of this, and it has rekindled my interest in RD100. I'm looking forward to the revised rules - I didn't really warm to the "first edition" (or however it should be called), but I still like a lot of the ideas behind the system.

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On 9/6/2019 at 5:35 AM, Jakob said:

I've taken a closer look at the rules segments of this, and it has rekindled my interest in RD100. I'm looking forward to the revised rules - I didn't really warm to the "first edition" (or however it should be called), but I still like a lot of the ideas behind the system.

Hi Jakob,

I am a newcomer to RD100 and instantly loved it! :D

I am curious as to how you saw the game then and how you see it now?!

For me I have this to say:
Negative: rule needs many reading (I guess once you mastered conflict and advanced combat you are mostly in business.. but simple combat still have a place, like for tavern brawling)
Mixed, but mostly positive: The skill / trait paradigm. It create a feeling of both general knowledge and specialisation. Also trait, like feats in D&D create user excitement, love it. It doesn't feel like you can specialise enough though, thinking I "might" introduced expertise stunts. Only played 1 game so far though.. so we shall see. But stunts are probably the way to go instead, no skill increase, but more special effect at your disposal.
Positive: Love the toughness attribute (never liked how easy it is to kill someone with a few punch in most D100 games) 
Positive: love how much easier it is to create a profession or a new character mostly by just using a few word (instead of tons of numbers)
Positive: love how it all ties up together (toughness in particular) to make creature design simple and meaning full as well. So good in fact that my beginners' GM mind came up with the same number that they did when I created the creature first and checked the manual second! 😮 
Kinda Positive: Most D100 variant have an horribly overpowered magic compared to .. (shudder) D&D and I am not entirely ashamed to admit I like the impact of D&D magic better. But RD100 close the gap. In the base rule casting a spell and overcoming the victim takes a while, I like how conflict replaced saving throw.
Positive: lots of good idea.
Positive: Advanced Combat. I gave up on Mythras it was too cumbersome. This version is very similar to Mythras in spirit, but more elegant / less cumbersome, I'd say.
Positive: love the free SRD, player can get it for free and print the few pages if interests! 

 

Edited by Lloyd Dupont
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2 hours ago, Lloyd Dupont said:

For me I have this to say:

Negative: rule needs many reading

 

To be honest, that's pretty much the extent of it for me ... I read some parts of the rules in earnest - basically everything up to advanced combat; and at some point, I just felt lost. I feel that I should not need to read a set of rules several times before understanding them well enough to give them a spin. Of course, if I play something for I while, I keep re-reading sections, but to be honest, when I try out a system (especially one based on a "school" I already know, like BRP), I normally expect to be able to run a first game (warts and all) based on reading about a third to half of the actual rules. Afte reading a while in RD100, it became clear to me that I'd probably have to work through the whole thing two times to get a grasp of the basics.

Something that especially stuck with them were the rules for Fate points - I just couldn't follow the text, I didn't understand what "activating" and "de-activating flaws" actually meant, and the whole thing just felt overwrought to me; however, I can't say if that is a problem with the actual rules or with their presentation.

On the other hand, I love the concept of traits, of advantage, I like the fast-and-easy character creation, I find it very interesting how armour works, and I think I like how strike ranks and hit points are basicall merged to interact (though I have some reservations about the bookkeeping).

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Hey thanks Jakob for your answer!

I didn't expect the .... rule confusion to have such an impact 😮 
No idea if it's better now.. Though they are absolutely working on it, wait a few month, according to the latest news, and a new SRD should be there soon as well.
But perusing The Conspiracy Theory it's indeed nice the way they introduce additional rule each combat step by step!

And yes, you are right, of all the D100 variation, this is the one with the steeper curve. Simple on the surface, but the depth of details can easily lose many! 😮 😕 

 

One thing I tell my players is that I still don't know the rule well.. so we'll learn as we go..
Particularly only have the pdf for now (waiting for print, Australia shipping is slow..) and I don't have a tablet / laptop... 😮

All I have in game is what I write down and a 12 page summary of the rule I printed...

Edited by Lloyd Dupont

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On 9/5/2019 at 9:35 PM, Jakob said:

I've taken a closer look at the rules segments of this, and it has rekindled my interest in RD100. I'm looking forward to the revised rules - I didn't really warm to the "first edition" (or however it should be called), but I still like a lot of the ideas behind the system.

Same here. The revised quickstart fixes a lot for me and I really can't wait for the international edition. The system is easy to grasp, once you wrap your head around what's trying to accomplish and the rules make sense.

For me, this is a perfect blend between traditional, with fixed characteristics and (not too many) skills, and modern, with traits and narrative options while retaining the simple intuitiveness of D100.

Oh, and I really, really like that it is in full colour now.

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