Art; size; pain; specials

From: David Dunham (ddunham@radiomail.net)
Date: Fri 04 Feb 1994 - 21:17:16 EET


Loren, Guy:
I like the idea of having non-combat art, featuring a woman. The
possibilities are endless: Kallyr Starbrow addressing a Lightbringer's
Council, a female shaman summoning the clan's ancestors, a Lunar guard
inspecting a Sartarite's paper, etc.

Boris:
> If you look at the game market now, those games which are successful
> contain a game world that is well, if not fully, described in the basic
> rule set; Shadowrun, Vampire/Werewolf/Mage, Cyberpunk. And all of these
> weigh in at or around the 300 page range, or more. This does not seem
> to cost them sales, and I don't think mere size will cost RQAG sales.

Shadowrun is 208 pages. CyberPunk 2020 is 240. Pendragon 4th edition, which
I haven't seen at any store (I had to special order), is 352. Seems to me
that the shorter the game, the more successful. I find reading 352 pages
too much like work. (Pendragon might be a counterargument -- that splitting
the game didn't work and they had to rejoin Pendragon 3rd Edition and
Knights Adventerous -- but it may also simply point out that you have to
split the right stuff.)

Guy:
>I think that there should be some sort of rule to represent the momentary pain
>of being injured, similar to STUN damage in the Hero system.

I think this would introduce way too much complexity. With RQ:AiG, I can
manage to make a single combat drag on all night without even using any
optional rules (except a Fatigue roll).

I remember GURPS had something like this, but I never had to GM it. I would
hate to have to keep track of which NPCs were temporarily inconvenienced by
pain.

Loren:
I really like RQ:AiG, where all specials do the same thing. I can remember
that. And (as GM) I don't have to keep track of bleeding or impaled
weapons. And nobody has to slow down, find the resistance table, and make
extra rolls.

As for tactics, sounds good in principle.

0,,


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