From: Curtis Shenton (curtiss@netcom.com)
Date: Thu 17 Jun 1993 - 07:29:11 EEST
>
> >>=Loren
>
> >>Announcing the RQ Lite project for core RQ rules. Let's >>brainstorm the
> simplest possible version of RQ.
> I think this is a great idea! RQ can be a complex game. A "basic"
> version will help attract new users and let people play RQ who maybe don't
> wanna use *all* the rules.
I'll second that. I always liked Stormbringer since it was sort of a
simplified set of RQ mechanics. I'd liek to see something along the
lines of GURPS with a Basic and advanced combat section.
>
> >>STATS
> (Stuff deleted)
> >> Cha - determines discounts and base for interpersonal skills,
> >> reaction roll
> Unlike a lot of people on this list apparently, I think there is a very
> great need for a "force of personality" Stat (call it what you will), and
> Loren shows the good uses of it: some people are not born actors! Many
> players know how their character would react in social situations, but don't
> know how or are clumsy at expressing it in "roleplay." In one of my old
> campaigns, I had a player who stuttered. It would have been mean of me to
> say to him that, since he couldn't speak elegantly, he fails at convincing
> the merchant to give him a discount. The Charisma score in that game system
> gave him a chance to pretend he could do something normally impossible for
> him. (And what else is roleplay for??) I like Loren's use of Charisma in
> RQLite and I cannot stress too strongly how important I believe it to be to
> keep some sort of "personality mechanics" in the game.
When I read this soemthing clicked and I've figured out what my big
objection to charisma is. I hate tossing in appearance as well as all
the other social interaction stuff. I would have no objection to CHA if
appearance was seperate(maybe an APP skill as menioned earlier, with
different types per culture? What's attractive to a troll is not what
appeals to an elf) I like having a way to judge how socially skilled a
PC is, I just hate CHA being a catchall name for all the factors. And I
still think discounts should be based on how high your bargain skill is.
:)
>
> {Much deleted}
>
> >>COMBAT RULES
> >>Keep
> >>SR (I like them)
> I can't agree -- if this is to be a simple version, just use DEX order
> in the combat round. When I started playing RQ, strike rank was the hardest
> thing for me to get straight
Yup, SR are not what I like about RQ. A very simple system, ala
Stormbringer is what is need for RQ Lite.
>
> >>SORCERY
> >>None
> >>Eventually publish a D&D style sorcery system, with zillions of
> >>spells of different levels.
> Why exclude sorcery? With this new version that's being bruited-about
> on the net, we should be able to find a Lite version to include. I like the
> 2nd part (regarding lotsa flashy-cool spells) though.
Again I agree with Anthony here. I see no reason it should be any harder
to produce a Sorcery Lite than a Spirit magic or Divine magic Lite
section.
>
> In general, I really like the idea of having an RQLite. I think it'll
> help give the game broader appeal.
> --Anthony
> ecz5rar@mvs.oac.ucla.edu
> IrishSpy@aol.com
> Rune Chia Pet of Ernalda
>
-- Curtis Shenton curtiss@netcom.com internet & 4@3091 WWIVnet "At the GM's option, strategic nuclear weapons may be considered 'magical'"-From the CyberCthulhu rules in Interface 0,,
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