[RQ-Rules] Re: Plots, Defense in RQII, Unifying Knockback and Falling Damage

Simon Phipp soltakss at yahoo.com
Sun Apr 27 18:05:16 UTC 2003


Bjorn Stolen:

> Actually, my experience is that Agatha Cristie -like plots are far to
> difficult for players to think out, and those games ends up with a
> frustrated GM having to hand over clues increasingly more obvious. -or just
> let the evil dudes win...(This is specially the case with LARP's) 

We used the "Big Fluorescent Arrows" techniques whenever players were
struggling with a complex (or even simple) plot. Basically, the GM dropped
massive hints, left behind a piece of paper when he went to the bar (which
players never, ever read, oh no) or had NPCs pop up and drop hints.

> The plots that have worked best for me, is the ones inspired by sope
> opera episodes, or plain drama film plots...

Best to keep it simple. If I wanted a detective RPG then I would play one.

Alain:

> Could someone remind me how was calculated and used in combat the Defense 
> stats in RQII ?



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