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  • #15432
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    Jeff Richard
    Keymaster

    The whole team will be there – myself, Greg, Sandy, Rick, Neil, MOB, Loz, an Pete!

    #15419
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    Jeff Richard
    Keymaster

    Actually not, it is because the Right Arm Islands were not a political entity prior to Belintar.

    #15418
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    Jeff Richard
    Keymaster

    I also fixed that section.

    #15412
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    Jeff Richard
    Keymaster

    Christoph –
    The Law Rune has already been added. Otherwise, every one of these comments are for style not stenographical errors.

    #15409
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    Jeff Richard
    Keymaster

    For what it is worth, the Holy Country is a confederation of five ancient kingdoms, but is divided into Sixths. Can anyone guess why?

    #15333
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    Jeff Richard
    Keymaster

    Valind is correct as Air and Stasis. He’s the cold air above the Glacier, that eventually will crush everyone underneath a mile of unchanging ice. But he’s not Darkness and thus not Cold per se (that’s his buddy Himile).

    #15292
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    Jeff Richard
    Keymaster

    I’d do it using that. I think the HQG rules are better written and clearer. But I am biased.

    #15286
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    Jeff Richard
    Keymaster

    Yes, the Vithelans classify Orlanth as an anti-god.

    #15025
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    Jeff Richard
    Keymaster

    You can pre-order at any point. Once the book has been printed, we’ll replace the pre-order with “order”. We just want to make it clear to folk that the book is being printed, thus any orders are actually pre-orders.

    #15008
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    Jeff Richard
    Keymaster

    A quick rule of thumb is to look at how good the top three abilities of the other characters are. If they all have abilities above 15W, you might want to give new players a few extra character creation points to effectively let them “catch up” a little.

    Alternatively you can just look at how much the Base Value number has gone up thanks to the number of sessions and raise the “base value” of their abilities by about that much.

    #14630
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    Jeff Richard
    Keymaster

    You are correct. Many, perhaps most, mercenary “regiments” are just collections of smaller bands under the (often temporary) leadership of a warlord, petty king, chief, or other figure. But for the sake of my sanity, I’ve generally limited myself to describing things at the regimental level.

    #14629
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    Jeff Richard
    Keymaster

    To deal with overly-broad abilities, I suggest the following:
    Remember to impose that Specific Ability Bonus. One player is using Tough to fight a single combat, when another player has Master Duelist? That’s -6 to Tough!
    Is this a Stretch? If it seems like a Stretch than it probably is. -6 to Tough!

    #14620
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    Jeff Richard
    Keymaster

    I understand the situation, but look at it as if it were a television show by Joss Whedon. The Humakti is the SWORD GUY. That’s his idiom. He’s Jane with Vera. Or a Jedi Knight amongst smugglers and princesses. If other players want to do the same, they aren’t going to shine the same way. If you’ve been playing the game long enough for one character to get to be nearly a full mastery better than the others, then that player has made it clear that is what they want as their defining schtick.
    But also look at this as if it were a television show by Joss Whedon. Yes, most episodes have a short gun-fight, during which half the characters have little to do. But sword fighting works only against a limited number of foes who are in your face – lightning bolts go further! Or the job of the Sword is to fight the Boss and try to defeat him before the minions do the real damage. Or whatever – yes, this is stage management, but no more or no less than any other game I’ve played or run requires (just of a different nature).
    And that’s just one scene. Presumably, there are other characters with other useful abilities. So when the characters heroquest, the Humakti is a one-trick pony. Or when the characters deal with clan, tribal, or city stuff, the Humakti is sitting on his hands and letting other characters shine.
    If the genre of your game is Destroyer! where combat is the primary arena on which the characters strut, then each player should pick out the “combat specialty” so that sometimes you get the Chaos Monster only the berserker can really fight, sometimes you fight against ambushing guerrillas only the ambushing guerrilla can really handle, etc, leaving the single-combat monster to be the Sword’s foe. But if combat is your primary arena, then maybe 13th Age or RuneQuest is a better system for your needs.

    #14594
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    Jeff Richard
    Keymaster

    David – I don’t actually see that as a harm. In genres where the hero can “fight anything” we typically get suspense in one of the two ways:
    1. Hero has to confront stuff that can’t be fought with swords (e.g., Conan getting into political intrigue or dealing with “strange magic”). Hero fails with this, and then the helpful GM gives him a chance to smack something with a sword to get out of the bad situation. Rinse and repeat. Good examples: R.E.H.’s Conan, Boromir, Cu Culainn, most comic book superheroes, etc.
    A variant of this is to occasionally throw an Unstoppable Fighter at the hero, someone who is Nearly Impossible to stand against. Like Harrek or Jar-eel.
    Another variant of this is to hit them consistently with the consequences of their violent approach to everything. Or to remind them that a big part of the purpose of Humakti is to die so that others might live.
    2. Hero just confronts stuff that can be fought. Although it is not my kettle of tea (I’m more of a coffee drinker), there’s a lot of people who like genres like the Destroyer. If your players have fun being Remo Williams, then go for it.

    #14549
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    Jeff Richard
    Keymaster

    The first question of course is, what’s the harm? If the character tries solve every problem with his Death+Sword skill, as a GM you get lots of abilities to play with that. First, what are the consequences? Second, ok he’s the best swordsman in the land – that means the ruler wants to appoint him to be a bodyguard – forcing the players to deal with court politics, or subtle magical plots, or even diplomacy and trade. And hey, that Death Rune is a two-edged sword! Treat it like an obstacle from time to time – so the Humakti came too close to the pregnant woman/sewn field, orchard, livestock, etc. Overcome his Death Rune with something or else he brings Death where there should be Life.
    And third, throw him an obstacle than can’t be overcome by sword skill. Send him to the Underworld, where the dead just re-forge themselves. Give him an enemy that can’t just be killed (“I’m a demigod. Did you really expect that sticking a sword through my heart would end me?”). And so on.

Viewing 15 posts - 16 through 30 (of 422 total)

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