[Runequest] Using RQ rules for a sheetless game
Peter Maranci
pmaranci at gmail.com
Tue Jul 15 17:18:14 UTC 2008
I'm in the process of writing an article for my RQ site about sheetless
roleplaying; that's a variant form of traditional roleplaying in which
players don't get character sheets. Instead, the GM handles all the
mechanics. For groups that really like to get into character, the result can
be a VERY immersive and intense campaign.
I've run such games using RuneQuest III rules. But the problem is that a
sheetless game puts a *huge* burden on the GM. It's definitely a lot more
work! There's also the issue of giving players control (and as importantly,
the *feeling* of control) over their actions. In my experience, allowing
players to make d100 rolls for combat usually works out pretty well.
But the system has to be simplified. So I've been thinking of using this
mechanism:
Attack/Defense are combined into a single percentile skill. At the beginning
of each round the player may choose one of the following options:
- All-out attack - attack % is doubled, no defense possible
- Aggresive - attack % is increased x 1.5 (i.e. it gets a 50% bonus),
defense halved
- Neutral stance - attack and defend as normal
- Defensive - attack % halved, defense % x 1.5
- All-out defense - Defense % doubled, no attack
What do you think, sirs? Obviously there are a number of other ramifications
that would need to be addressed. There would be bonuses for intelligent use
of terrain and other circumstances, for one thing. Use of an unfamiliar
weapon or method of defense would result in a penalty to the skill. Etc.,
etc.
->Peter
--
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
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