[Runequest] R: Re: Family Backgrounds in RuneQuest 7
takenegi at libero.it
takenegi at libero.it
Wed Jun 15 17:53:02 EST 2016
In my RuneQuest (II or III) campaign, I usually adopt a "pre-game" approach to char gen. That is, player roll stats, culture and parents' occupation, then he is allowed (with minimal die rolls) to change occupation and to get some perks. For example (hypothetical scenario) you roll a civilized farmer, but want to become a trader. Then I would say "OK you go to the city and try to become an apprentice to Kost the Tracker". You roll the dice to see if you are accepted as an initiate of Issaries... and fail. Then I would ask him to roll POWx5. If it's a success, "You end up living in the streets for a few days after exhausting your funds. You don't want to go back to the farm, but don't really know what to do. Finally you are approached by shady individual who offers you a warm meal and a job offer. Do you follow him?" If you do, then you are inducted in the Thieves' Guild and get the thief previous experience. Otherwise, you go back to your parents' farm as the prodigal son... or something like that.
Da: "David Crowell" <gpfdavid at twcny.rr.com>
Data: 14/06/2016 22.29
A: "RuneQuest Rules"<runequest at rpgreview.net>
Ogg: Re: [Runequest] Family Backgrounds in RuneQuest 7
The full family generation rules in Pendragon are (thankfully) both optional and not usually necessary after the first character in a campaign. I am not a fan of character generation for any game that takes an hour or more. Half an hour or under is definitely my preference.I also agree that if character generation is going to be an extended process game play needs to reward that effort. In Pendragon extended families and the history of a family passing from one character to his descendants is a big focus of game play. In RuneQuest while a character’s culture, and cult affiliations play a major role, in depth family history usually has not had the same immediate impact.Combat suitability is not the only metric by which I measure character viability, but RuneQuest combat can take down even the most well optimized character with one critical. It is hard to risk a character that I have substantial time investment in for any reason. When that time investment has been in character generation rather than play it does make it easier.cheers,DaveOn Jun 14, 2016, at 4:23 AM, Stephen McGinness <stephenmcg at blueyonder.co.uk> wrote:Lev has a point about gameplay. When a character takes five minutes to create it is less traumatic thinking you need to generate another.When it takes an hour and the investment of substantial creativity then that random slingshot to the head is quite a blow.Runequest combat is deadly, you can expect maimings and deaths. Unlike Heroquest there is no overarching narrative mechanic to help make PCs special.A move to greater investment of time in character creation needs to be accompanied by a mechanic that protects and nurtures that creativity.It is not enough to say particular archetypes should not get involved in combat unless you actually want to restrict the breadth of viable player characters.I have to say that I am intrigued by the direction the game is taking but it needs to deliver SO much. For us old'uns there is a need to capture the feel of RQ2, to really evoke that gameplay. It also needs to reflect 40 years of game design evolution to appeal to a gaming community that has come to expect more.How to be retro AND revolutionary AT THE SAME TIME, needs a work of nigh genius. I am waiting and watching for just that...From: Lev LafayetteSent: 13/06/2016 00:43To: runequest at rpgreview.netSubject: [Runequest] Family Backgrounds in RuneQuest 7Our friends at Chaosium just released another post on the next edition ofRuneQuest.http://www.chaosium.com/blog/designing-the-new-runequest-part-8Personally, I have a negative reaction to the proposal on the grounds thatit slows down chargen significantly (especially for a game where the firstcouple of rubble rats you encounter can turn you to mince) and it takesthe player's creative input out of their hands into random dice rolls.When generating a character if you know the culture, parent's occupation,and cult, that's enough for a starting character. If they survive a coupleof sessions then start filling in some of the blanks, and build fromthere.The chargen rules for family backgrounds in Pendragon (for example) orworse still, the generations in Nephilim, are not a good model to looktowards, and nor is the Lifepath for Cyberpunk.-- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (TechMngmnt) (Chifley)mobile: 0432 255 208RFC 1855 Netiquette Guidelineshttp://www.ietf.org/rfc/rfc1855.txthttp://www.quicksales.com.au/shop/RPG-Review.aspx_______________________________________________Runequest mailing listRunequest at rpgreview.nethttp://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net_______________________________________________Runequest mailing listRunequest at rpgreview.nethttp://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net
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