Re: "The Rules Lawyer's Guide To RQ"

From: Curtis Shenton (curtiss@netcom.com)
Date: Fri 02 Jul 1993 - 22:24:13 EEST


>
>
> This is a blasphemous idea that I've shared with Oliver. I would like
> to post it here for us to kick around, criticize, praise, etc...
>
> * RQ4 comes out with a nice simple, elegant set of rules with lots of
> internal consistency and cultural (Gloranthan) relevance.
>
> * LATER, the "Rules Lawyer's Guide to RQ" (working title)
> is published.

I don't think these need to be seperate. Why not have a core set of
rules, like Loren's RQ Lite idea. And then expansion sections. Like
GURPS Basic and Advanced combat, each is a seperate chapter but the
transition from basic to advanced is quite smooth.
>
> Only in the RLGRQ are all these optional rules that we are so fond of
> kicking around actually published. Hell, we could publish _all_
> of them, for those who really salivate over rules minutae.
>
> I envision the following sections in the RLGRQ:
>
> 1) Suggested Rules
>
> Rules that didn't make it into the basic RQ4 book, because we wanted
> to keep it simple. But, we think they'll add a more distinct flavor
> to your game, and maybe even improve it.
>
> In this section goes: Fatigue, slash/crush (?), new/optional skills,
> and other simple things.

Strike Ranks? :)
>
> 2) Optional Rules
>
> Rules ideas that don't get enough endorsement to go in section 1.
> * Could even present several options for the same topic. *
>
> In this section potentially goes: Special combat tactics (Flurry,
> Weave, Mighty Blow, etc.), several Sorcery systems, DC's world-
> reknown/vilified Rune Power variant, skills like March, etc.

This is getting to spread out. Endless variants aren't really needed
IMHO.
>
> 3) Very Optional Rules
>
> Rules ideas that get even less acceptance, but where the author has
> enough clout to get them in the book in the first place.
>
> Things like: Martin Crim's Spirit Combat variant, Nick Brooke's
> "spontaneous Rune Magic," and other blasphemy.
>
> 4) Totally wacky stuff
>
> Rules to really placate the total Rules-Lawyer-Heads.
>
> Stuff like: Tables on how pregnancy affects the skill percentages of
> female characters (who remembers that Different Worlds actually published
> this?), the effect of muddy conditions on combat movement (down to
> increments of 1/10th of a metre), and how interracial matings affect
> the child's characteristics...
>
> Of course, these could be just sub-headings within major headings like:
>
> * Combat Rules
> * Magic Rules
> * Skill variants
> * Campaign-play Rules (like the Pregnancy stuff)
>
> Also, certain rules could be classified as "Glorantha-Friendly" and
> "Strictly Gateway."
>
>
> I may be sounding sarcastic at times here, but I am very serious about
> this idea. I honestly think it has merit. Please tell me/us if
> you agree, why, and how we could improve on the concept.
>
> -David Cheng
> (going off to write more of the RQ-Con pre-reg book now...)
>
>

Overall I'm not too fond of this idea. I'd like to see a simple core RQ
system and then optional rules that expand on it. Like a simple combat
system and then an advanced section that ads all the combat tatctics. I
don't want RQ to go down the road AD&D second edition has gone with
endless expansions coming out.

-- 
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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