[Runequest] Runequest Digest, Vol 52, Issue 10

alan richards alanjrichards at googlemail.com
Fri Jan 25 06:12:43 EST 2013


There is a discussion on the uk role players website (hopefully obvious but
it probably bears stating: one does not need to be in from or anything to
do with uk to visit read or post there) related to this very topic.


Al

On Thursday, 24 January 2013, wrote:

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> Today's Topics:
>
>    1. One-page intro to RQ? (Peter Maranci)
>    2. Re: RQ6 simulationist question (Kantor Rythmeiger)
>    3. Re: One-page intro to RQ? (Lawrence Whitaker)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 22 Jan 2013 23:57:26 -0500
> From: Peter Maranci <pmaranci at gmail.com <javascript:;>>
> To: RuneQuest Rules <runequest at rpgreview.net <javascript:;>>
> Subject: [Runequest] One-page intro to RQ?
> Message-ID:
>         <CAHk=
> cBA2jqUx1KgDcViQBKBMO4KzO_YPVnVVo+T+X-NQBhJ6GQ at mail.gmail.com<javascript:;>
> >
> Content-Type: text/plain; charset="iso-8859-1"
>
> Last weekend I ran a couple of one-shot introductory scenarios for
> RuneQuest at the Arisia convention in Boston. Rather than supply
> pregenerated characters as I have in the past, I made up customizable
> character sheets with very simplified rules; my goal was to convey the
> basic concepts behind RQ, without overwhelming new players.
>
> I'm going to make some tweaks based on what I learned over the weekend, but
> all in all it seems a very promising approach. The sheets were designed to
> print two-sided and be folded pamphlet-style, with a cover that blurbs the
> adventure, the inner left "page" giving a simplified version of the system,
> the inner-right page a simplified character sheet, and the back cover a
> brief explanation of the history of the system and its innovations, as well
> as (of course) a link to my RQ webpage. The sheets were generally met with
> a lot of interest, and I handed out a bunch of them at some of the panels I
> did, too. Altogether I distributed about 30 of them.
>
> Once I've adjusted them a bit, I'll probably post them to my site. They're
> not totally self-contained, of course; you have to consult the GM for
> information about specific weapons, armor, and magic items (I allowed each
> player the equivalent of a +2 magic item of some kind, or alternatively a
> 10-point magic point matrix).
>
> As for the simplification, I eliminated hit locations, some skills
> (retaining the most necessary ones), most spells (keeping only some spirit
> magic), Fatigue (of course), and quite a bit more. I kept all
> characteristics, but rather than have them be rolled, players were allowed
> to allot the numbers 12 through 18 between the stats, using each value
> once. I color-coded STR, INT, DEX, and APP, and color-coded applicable
> skills to match; each point above ten in the color-matched characteristic
> added one point to all the matching skills.
>
> As for the skills, players were given the following scores to allocate to
> their skills (including combat skills): 80x3, 70x3, 60x3, 50x3, and 40x3.
> All other skills were at 20%+. So they could, for example, have three
> skills with a value of 80% (plus the appropriate characteristic bonus, if
> any). The character creation process was relatively quick, much quicker
> than the standard RQ character creation.
>
> Combat was simplified into two actions per round, consisting of a choice of
> attack, defense, spell-casting, and/or movement. I eliminated special
> successes (retaining crits and fumbles) but that was a mistake; combat took
> too long that way. Still, players seemed really impressed with the logic of
> the system, and the opposed resolution roll in particular was easier to
> explain than I had originally expected. I may have made some converts!
>
> So has anyone else tried something like that?
>
> --
> Peter Maranci - pmaranci at gmail.com <javascript:;>
> Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
> The Diary of A Simple Man: http://bobquasit.livejournal.com/
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> ------------------------------
>
> Message: 2
> Date: Wed, 23 Jan 2013 11:44:41 +0000
> From: Kantor Rythmeiger <kantor_rythmeiger at yahoo.co.uk <javascript:;>>
> To: runequest at rpgreview.net <javascript:;>
> Subject: Re: [Runequest] RQ6 simulationist question
> Message-ID: <50FFCD29.9080100 at yahoo.co.uk <javascript:;>>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Again speaking to people who swing real metal for a hoby, no rpg is able
> to be simulationist and playable.
>  From them, RQ3 is simulationist but abstract, RQ6 is simulationist with
> a slightly higher level of tactics.
> Compared to FATE they're both hardcore simluations.
>
> It's all finessed, they're both simulationist games if you buy into the
> Game-Narrative-Simulationist idea. [Which I still do BTW]
>
>
>
>
>
> ------------------------------
>
> Message: 3
> Date: Wed, 23 Jan 2013 08:17:39 -0500
> From: Lawrence Whitaker <lawrence.whitaker at gmail.com <javascript:;>>
> To: RuneQuest Rules <runequest at rpgreview.net <javascript:;>>
> Subject: Re: [Runequest] One-page intro to RQ?
> Message-ID:
>         <CACDRA+7caKJzp6fd8qXP+BHCZ7oZifo3MOi=
> AvnpNeDqvp3n2w at mail.gmail.com <javascript:;>>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I've been doing a similar thing at conventions for years.
>
> If I'm running a demonstration game, as opposed to a full-on con game, I
> give the players a semi-completed character sheet with characteristics
> allotted, but then cart-blanche to allocate a set of skill % values as they
> wish, much as you've described. Magic, if being used, is kept simple with a
> full description of spells available on the character sheet or a separate
> cheat sheet.
>
> It gives players an investment in their characters, allows you to explain
> how the skill system works, and then to get into the game speedily.
>
> Its a good approach, Pete.
>
> On 22 January 2013 23:57, Peter Maranci <pmaranci at gmail.com <javascript:;>>
> wrote:
>
> > Last weekend I ran a couple of one-shot introductory scenarios for
> > RuneQuest at the Arisia convention in Boston. Rather than supply
> > pregenerated characters as I have in the past, I made up customizable
> > character sheets with very simplified rules; my goal was to convey the
> > basic concepts behind RQ, without overwhelming new players.
> >
> > I'm going to make some tweaks based on what I learned over the weekend,
> > but all in all it seems a very promising approach. The sheets were
> designed
> > to print two-sided and be folded pamphlet-style, with a cover that blurbs
> > the adventure, the inner left "page" giving a simplified version of the
> > system, the inner-right page a simplified character sheet, and the back
> > cover a brief explanation of the history of the system and its
> innovations,
> > as well as (of course) a link to my RQ webpage. The sheets were generally
> > met with a lot of interest, and I handed out a bunch of them at some of
> the
> > panels I did, too. Altogether I distributed about 30 of them.
> >
> > Once I've adjusted them a bit, I'll probably post them to my site.
> They're
> > not totally self-contained, of course; you have to consult the GM for
> > information about specific weapons, armor, and magic items (I allowed
> each
> > player the equivalent of a +2 magic item of some kind, or alternatively a
> > 10-point magic point matrix).
> >
> > As for the simplification, I eliminated hit locations, some skills
> > (retaining the most necessary ones), most spells (keeping only some
> spirit
> > magic), Fatigue (of course), and quite a bit more. I kept all
> > characteristics, but rather than have them be rolled, players were
> allowed
> > to allot the numbers 12 through 18 between the stats, using each value
> > once. I color-coded STR, INT, DEX, and APP, and color-coded applicable
> > skills to match; each point above ten in the color-matched characteristic
> > added one point to all the matching skills.
> >
> > As for the skills, players were given the following scores to allocate to
> > their skills (including combat skills): 80x3, 70x3, 60x3, 50x3, and 40x3.
> > All other skills were at 20%+. So they could, for example, have three
> > skills with a value of 80% (plus the appropriate characteristic bonus, if
> > any). The character creation process was relatively quick, much quicker
> > than the standard RQ character creation.
> >
> > Combat was simplified into two actions per round, consisting of a choice
> > of attack, defense, spell-casting, and/or movement. I eliminated special
> > successes (retaining crits and fumbles) but that was a mistake; combat
> took
> > too long that way. Still, players seemed really impressed with the logic
> of
> > the system, and the opposed resolution roll in particular was easier to
> > explain than I had originally expected. I may have made some converts!
> >
> > So has anyone else tried something like that?
> >
> > --
> > Peter Maranci - pmaranci at gmail.com <javascript:;>
> > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
> > The Diary of A Simple Man: http://bobquasit.livejournal.com/
> >
> > _______________________________________________
> > Runequest mailing list
> > Runequest at rpgreview.net <javascript:;>
> > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
> >
> >
>
>
> --
> Will there be time enough and World for me to sing that song?
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> End of Runequest Digest, Vol 52, Issue 10
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