[wait list] RuneQuest 1 Glorantha campaign
Posted: Thu Oct 11, 2018 10:55 pm
At this point, consider this full, but feel free to post that you are interested and if a slot opens we'll fit you in.
I have long been considering running an RQ1 campaign. I started playing RQ when it first came out in 1978. When RQ2 came out 2 years later, I looked at it, thought that it didn't add that much and decided to stick with RQ1 (while borrowing the few things from RQ2 I liked). While there are some extensive differences, they actually are minor, so if you are interested and have RQ2 but not RQ1 (and don't feel like dropping 10 bucks for the RQ1 PDF), that's fine, I'll help you through things.
I often start my campaigns in Sartar with The Rainbow Mounds from Apple Lane, however, seeing as I'm running that live in my Roll20 campaign, maybe I'll resolve to start somewhere else. Another good choice would be a Pavis based campaign. Balazar is an interesting choice, but I feel like the cult choices in Balazar are more limiting.
My biggest issue with RQ play by post is the tactical combat system, which if not used, renders some of the choices that come out of cults moot. What I would like to try is come up with ways to put combats on a bit of autopilot so I can handle multiple rounds of "attack, parried" or "attack, hit, fail to penetrate armor" in a single go. Players willing to give me a bit of autonomy (like "if I'm hit but only for a few points of damage, keep on going") would help speed things up.
To keep from going crazy running combat, I think I'd like to limit to 3-6 players, maybe with a preference for no more than 4, and I'd like players who can be fairly responsive so we don't wait for days before running one more round of combat.
Unlike my Roll20 campaign where characters were rolled straight 3d6, I think I'll go for 4d6 keep 3 with some attributes for some races being other die combinations, but pretty much always roll N+1 dice and keep N. I specify as keep N rather than best or highest N because sometimes (usually for SIZ) a player might choose to take a lower or middle value.
The Cults of Prax supplement is probably required for play, there are a few cult descriptions in the RQ books (more extensive in RQ2), but they are still missing bits.
Frank
I have long been considering running an RQ1 campaign. I started playing RQ when it first came out in 1978. When RQ2 came out 2 years later, I looked at it, thought that it didn't add that much and decided to stick with RQ1 (while borrowing the few things from RQ2 I liked). While there are some extensive differences, they actually are minor, so if you are interested and have RQ2 but not RQ1 (and don't feel like dropping 10 bucks for the RQ1 PDF), that's fine, I'll help you through things.
I often start my campaigns in Sartar with The Rainbow Mounds from Apple Lane, however, seeing as I'm running that live in my Roll20 campaign, maybe I'll resolve to start somewhere else. Another good choice would be a Pavis based campaign. Balazar is an interesting choice, but I feel like the cult choices in Balazar are more limiting.
My biggest issue with RQ play by post is the tactical combat system, which if not used, renders some of the choices that come out of cults moot. What I would like to try is come up with ways to put combats on a bit of autopilot so I can handle multiple rounds of "attack, parried" or "attack, hit, fail to penetrate armor" in a single go. Players willing to give me a bit of autonomy (like "if I'm hit but only for a few points of damage, keep on going") would help speed things up.
To keep from going crazy running combat, I think I'd like to limit to 3-6 players, maybe with a preference for no more than 4, and I'd like players who can be fairly responsive so we don't wait for days before running one more round of combat.
Unlike my Roll20 campaign where characters were rolled straight 3d6, I think I'll go for 4d6 keep 3 with some attributes for some races being other die combinations, but pretty much always roll N+1 dice and keep N. I specify as keep N rather than best or highest N because sometimes (usually for SIZ) a player might choose to take a lower or middle value.
The Cults of Prax supplement is probably required for play, there are a few cult descriptions in the RQ books (more extensive in RQ2), but they are still missing bits.
Frank