From: Loren J. Miller (MILLERL@wharton.upenn.edu)
Date: Tue 31 Aug 1993 - 08:34:09 EEST
burt@ptltd.com (Burton Choinski) writes:
> Loren J. Miller writes:
> %% First, RQLite would have rules modules, each of which could add
> %% complexity if desired. The basic game would be stripped down and
> %% intended for use in a universal setting, a lot like BRP. The rules
> %% modules would all be directly compatible with the basic game.
>
> Well, I agree it should be modular. I don't know if we should go "generic".
I think that modular has to be generic. If you include
Also, some people have been saying that RQLite is a lot like BRP or
Glorantha-specific information in the Lite rules then how can you
eventually use the Lite rules for Alternate Earth or Gateway or
Tekumel?
Magic World, and so what if it is similar? Is either one in print? Is
either one in print by AH? Doesn't AH need an easy to play FRP that
isn't as silly as the Floating Vagabond?
> %% difficulty would be handled by adding the base chance to the roll when
> %% rolling for skill increase, and skill check frenzy would be addressed
>
> I like the varying dice rolls. One 'nay' :)
I'm not sure if you understood me. I mean that you would have a base
chance for a skill that would depend on stat(s) and difficulty, and
when rolling percentiles to see if the skill goes up you add the base
chance. I like the one stat modifier idea, so let's say that base
chance for climb is based in STR, and since climb is pretty easy the
base chance is STRx2. You could have cultural modifiers that would add
to the multiplier for beginning skill level, but it would not modify
the base skill. Now when you use climb successfully and make an
experience roll you roll d100 and add the base chance, STRx2, to it,
and if the result is over your current skill then it goes up by 1d6.
Obviously you'd have to tell GMs to keep a tight rein on skill check
frenzy with this system, since it makes it easier to go up, though I
don't think it's easier than RQ2 was.
Of course you may have understood me and just like the different dice
rolls once you roll to fail, and if that's so then we'll have to agree
to disagree. I think the different dice are just extra rules for the
sake of rules. Imho, they're what game designers call "dirt."
> %% The magic system would cover spirit magic only, and would allow either
> %% the MPx5% chance of success or the auto-success rule to be used
> %% (options) with the note that in Glorantha you should use the MPx5%
> %% rule.
>
> Dropping Divine magic would be a BAD idea IMHO.
I don't think that you can do justice to divine magic in a Lite rules
> %% Character generation rules would be based around sample characters of
set. Just look at the RQ3 Magic book to see a really weak explanation
of divine magic. You're not going to have more space than the RQ3
divine magic section to explain divine magic within the Lite book. I
think you need a *lot* of space to explain divine magic as it works in
Glorantha. That's why I'd leave the whole thing to the Magic in
Glorantha book, which would also cover Sorcery and shamans. If you
want divine magic before the MoG book comes out, and you don't already
play RQ so you don't have the rules, then just improvise and say "it's
Divine power and you can't understand it."
<etc, delete>
>
> I LIKE the RQ4 character professions. When the RQ3 professions are
> converted it comes out pretty good and it's at least somewhat compatable.
I like them too, but they take too long to qualify as Lite. Thus I'd
hand out templates to players for their first characters and let them
work on things longer, later, if they wanted to. Also, remember the
full rules are always available in the Advanced rules.
> %% In addition to the rules modules mentioned above, there would be a
> %% rules module allowing you to run diceless RQ. This is a huge boon to
> %% live roleplaying groups and to those who want to get up from the table
> %% every once in a while.
>
> Hmmm. Sounds like a better idea for a TotRM article then trying to convince
> AH to spit out a suppliment.
It wouldn't be a whole supplement. It would be a short section in the
Advanced rules. Besides, do you really think that TotRM is something
that everybody who we might want to get playing RQ reads, or can
actually find? It would be very silly to put important rules like
diceless stuff in an obscure (sorry, but though I love Tales it
doesn't reach all that many people) magazine when live action events
are starting to get popular, and even live action RQ events are going
on like gangbusters.
whoah,
+++++++++++++++++++++++23
Loren Miller internet: MILLERL@wharton.upenn.edu
"Science" does not remove the terror of the gods.
0,,
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