[Runequest] RuneQuest and H.P Lovecraft

Styopa styopa1 at gmail.com
Thu Jun 23 21:29:55 AEST 2016

If you enjoy the mechanic, there's a great game called Darkest Dungeon
http://store.steampowered.com/app/262060/ that uses it to good effect -
essentially your adventurers accumulate physical damage but also sanity
damage.  You have to continually attend to their mental health by giving
them time off for example in a church (to pray) or in a brothel (to ... not
pray).  Invariably, conditions will get so bad that your characters
accumulate quirks like kleptomania or germophobia up to outright insanity.

On Thu, Jun 23, 2016 at 12:48 AM, Vile Traveller <viletraveller at gmail.com>

> Coincidentally I came across a Sanity-like system in the Blake's 7 RPG -
> heavily RQ3 inspired - which I am running at the moment, called Stress. As
> you accumulate stress levels, your performance decreases by means of a
> blanket penalty to all skill rolls. It is very interesting in play, and
> reproduces some of the problems the characters had in the TV series quite
> nicely.
> It seems to have hit a chord with one of my players, who is also our D&D
> 5E referee, because he has now introduced a stress mechanism into his game.
> I will wait and see how well it works in a fantasy setting. It should
> integrate quite well because his game world is more WHFRP than Forgotten
> Realms, so not really a test of how well it meshes with a really gonzo or
> high fantasy game.
> --
> Michael Thomas
> https://dreamscapedesign.net/
> On 23 June 2016 at 10:00, <runequest-request at rpgreview.net> wrote:
>> Message: 4
>> Date: Thu, 23 Jun 2016 11:52:34 +1000
>> From: "Lev Lafayette" <lev at rpgreview.net>
>> To: "RuneQuest Rules" <runequest at rpgreview.net>
>> Subject: Re: [Runequest] RuneQuest and H.P Lovecraft
>> Message-ID:
>>         <dba00d98eedf0fdf1edd213e4a3f0ca8.squirrel at webmail.rpgreview.net>
>> Content-Type: text/plain;charset=iso-8859-1
>> Thanks everyone. What you all said is what I thought was the case but I
>> wanted to make sure just in case there was a strange component of
>> Gloranthan-lore that I was hitherto unaware of.
>> In an attempt to elaborate on the subject, has anyone experimented with
>> some of the Call of Cthulhu mechanics in RuneQuest? I am thinking in
>> particular the use of the SANity statistic.
>> I can imagine that fantasy characters would be resistant to odd beings as
>> part of their life (the first time a human Gloranthan child encounters an
>> Elf in the woods would be a but scary) and certainly they would have a
>> stronger reaction if encountering a Chaos monstrosity. Fantasy Earth
>> characters would probably be more prone to being spooked.
>> To give a genuine fantasy feel I believe that it would be best not to
>> simply transport CoC rules as writ to RQ. Perhaps instead that certain
>> creatures were able to cause a POW vs POW attack when perceived that could
>> cause (temporary, lasting, permanent) madness?
>> --
>> Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech
>> Mngmnt) (Chifley)
>> mobile:  0432 255 208
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>> End of Runequest Digest, Vol 78, Issue 6
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