I just found this very good review of Ron's game Sorcerer. It highlights how the core of the game goes back to The Fantasy Trip, and Wizard and some other game mechanical details I had missed. I especially like how the reviewer praises the initiative system for the kind of free wheeling action D&D was always intended for. Maybe something worth importing? Likewise, the GM advice in Sorcerer is definitely worth checking out, especially for someone of old school bent.
When I got my copy of the new Sorcerer books, I found the annotated edition a bit hard to read, as the flow of the text being interrupted by the annotations. This review, and the fact I got my copy of Ron's new game Circle of Hands, made me want to take it down and read it some more. Maybe I might even play it.
Wednesday, January 21, 2015
Thursday, January 15, 2015
DragonQuest Combat houserule
I got a comment on my last post, mentioning playing DragonQuest without a battle map. Personally I have nothing against miniatures with my rpg, unless it slows down play. If you count hexes or squares it will slow down play is my experience. Playing online I find it a bit fiddly. So, I always look if I can do without them.
Thinking a bit about DQ I realized that the big thing is if you are engaged or not, and if you can get engaged after doing a half move. With that in mind, and inspired by the classic Traveller rang band system for combat I present the following:
The dividing line down the middle is separating Team A from Team B, or Attackers from Defenders. Well, you get the idea.
All placed in the green fields are Engaged and play according to those rules for initiative and if you can Trip, Disarm and so on. If you are in the blue fields you are disengaged and far away. Here you can only do ranged attacks, and you need more than half of your TMR to engage. In the areas in between you only need to do a half move to be Engaged.
That sheet can be printed and laminated and you can write on it, or you can use actual pretty miniatures. But, you skip the analysis-paralysis of counting hexes.
I think this i how I would try to run DQ if I did run it online.
If you have any ideas or response, I'm all ears!
Thinking a bit about DQ I realized that the big thing is if you are engaged or not, and if you can get engaged after doing a half move. With that in mind, and inspired by the classic Traveller rang band system for combat I present the following:
The dividing line down the middle is separating Team A from Team B, or Attackers from Defenders. Well, you get the idea.
All placed in the green fields are Engaged and play according to those rules for initiative and if you can Trip, Disarm and so on. If you are in the blue fields you are disengaged and far away. Here you can only do ranged attacks, and you need more than half of your TMR to engage. In the areas in between you only need to do a half move to be Engaged.
That sheet can be printed and laminated and you can write on it, or you can use actual pretty miniatures. But, you skip the analysis-paralysis of counting hexes.
I think this i how I would try to run DQ if I did run it online.
If you have any ideas or response, I'm all ears!
Wednesday, January 7, 2015
I bet I could use these rules for...
Longtime readers of this blog knows I am a nutcase when it comes to collecting some games. I have multiple copies of the 2nd ed. DragonQuest rules in addition to the 3rd ed. copy I own. It's a very old school game, quirky and fiddly like the best of them. I have been charmed by it since I first read it, but have yet to play it. One reason for that is the fact it's designed to be played with a hex map for tactical combat, and that is a bit of a hassle in a Hangout session.
Now I caught the bug again, since I took down my Kingdoms of Kalamar books. KoK is a fantasy world that is a bit like Greyhawk in that it's medieval fantasy without any special twists. There's nothing to get "weirded out" by like in Tekumel och Glorantha. Just plain fantasy. For some a bit too plain, even.
What would be better pairing then than to play it in that world using the down to earth and deadly DragonQuest system? I have now spent some days thumbing through books and pondering how it could be done. God knows if I'll ever be able to convince anyone to try it, but it was fun to think about for a few days.
So, this got me thinking.
How often have you encountered a book, a film och a tv-series and felt it just had to be turned into a rpg? Quite a few times I'd guess.
How often have you taken down an old favourite game, like that less than loved rules set you love that don't get the love on the blogs and on g+, and felt it should be cool to use it for, that thing? For me it happens all the time. My version of the classic gaming ADD is strongly connected to that behaviour. Last time I counted I owned 103 different rules system (counting separate D&D editions as different games), so that could be why.
Maybe it's just me being odd...
Now I caught the bug again, since I took down my Kingdoms of Kalamar books. KoK is a fantasy world that is a bit like Greyhawk in that it's medieval fantasy without any special twists. There's nothing to get "weirded out" by like in Tekumel och Glorantha. Just plain fantasy. For some a bit too plain, even.
What would be better pairing then than to play it in that world using the down to earth and deadly DragonQuest system? I have now spent some days thumbing through books and pondering how it could be done. God knows if I'll ever be able to convince anyone to try it, but it was fun to think about for a few days.
So, this got me thinking.
How often have you encountered a book, a film och a tv-series and felt it just had to be turned into a rpg? Quite a few times I'd guess.
How often have you taken down an old favourite game, like that less than loved rules set you love that don't get the love on the blogs and on g+, and felt it should be cool to use it for, that thing? For me it happens all the time. My version of the classic gaming ADD is strongly connected to that behaviour. Last time I counted I owned 103 different rules system (counting separate D&D editions as different games), so that could be why.
Maybe it's just me being odd...
Subscribe to:
Posts (Atom)
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.