Runequest 6 – First big play session

Somehow, I convinced a pack of my knuckleheads (and my brother, who has little choice) to try out Runequest 6 last week with good results.  To be self-critical from the outset, I fucked up a lot of the rules, but my only real fudging of the dice to favor a player (I play with a GM screen still…) was probably one out of 20 or so where I accidentally let the player’s off the hook when they should have been chopped meats.  Making life hard on myself with RPG experiments as I tend to do, I converted a Lamentations of the Flame Princess adventure (Thulian Echoes) to Runequest 6 — not the easiest thing.  In this adventure, the characters find a book that details some people going to an Island about 1000 years before, but instead of reading the book or giving them the information, the players actually play through the ‘diary’ as the original peoples.  They are absolutely encouraged to cheese it up as much as possible to help the future visitors (which maybe them… maybe not) to the island if they can.  Needless to say, the Island is a fucking meatgrinder for the poor peoples of 1000 years ago.

I set the original party in 1605 England (summer, before the 5th of November…), where they were non-liveried members of the Mercers guild (read: street thugs) and just happened upon the diary while doing some shopcrastin and the like. My plan was to start off easy to get the players some familiarity with the combat system, the skills system is so intuitive these days that it really does not need much explaining.  The first combat against a near set of mooks (though anyone can kill you in Runequest really) went well and things that are quite different from most RPG’s like weapon size, action points, differential rolls, special effects were pretty easily understood– I think.  The selfish thing is, as the GM, I have had a lot of fun running Runequest combat so far because every dice roll matters– much like Marvel Heroic Roleplaying.  There’s no D20/WFRP:  “CLATTER -oh, I missed again” going on.  The players picked some fairly varied character builds, one was a 2 Action point beefsteak and the others were mostly rat-faced snipes who were more likely to toss a brickbat and then run then fight face to face.

Yet the second combat, once they had their new characters 1000 years previous, was a doozy, which ended up unfortunately being the remainder of the session, and absolute beast to run.  Four player characters + friendly NPC’s vs twelve Animated Statues is not a combat a new GM or group to Runequest should try to run.  While the players may not have noticed, a lot was forgotten and missed by this hapless GM.  I forgot when people had been wounded, I forgot when enemies had been over-pressed, forgot that some of the statues had spears, some had swords, some had shields as well, and I forgot to take into account weapon reach.  Someone with a spear can hold off an opponent until they can close range.  Again being self-critical first and foremost , I don’t think the players noticed much and had a good time because the MEAT of Runequest 6 is the combat and damn if it wasn’t fun despite the fuck ups (I did get the nearly obligatory “Chris is trying to cheat math” note that is often given to any of our group’s GM’s though).  Both of the main fighters went down (one out, one down with a leg wound), the sorcerer ran out of magic points after 5-6 castings of wrack and ran off, and the Pict was nearly killed multiple times before they were able to drop the last statue–and nearly all had to spend all of their luck points to do it. Whew.  I was imagining while playing what the combat would have been like in LotFP– these were 3HD monsters– so at least 12hp each, likely 15+ and weapons do half damage.  12 of these is a LONG fight.

Why I like the RQ combat
In the D20’s, characters just roll a die and do hit points of damage.  It’s effective when hit points are low across the board, and is fundamentally a timing mechanism for how long something can stay in the fight, but it’s so abstracted the characters in combat don’t make many choices, everything is a medium attack to no specific location. This works when shit is getting cleaved to the ground quickly, but vs high HD monsters, players often want to try something other than a medium attack to no specific location.

Contrast to D20’s, in Exalted, Fate, Feng Shui, and games that focus on the narrative stunting, the players have to create an idea in their head for what they are trying to do before any dice hit the table.  It’s fine to say “I flip [there is always some sort of flip in stunting descriptions] over the table and straddle the first guard’s neck between my thighs and then slice off the top of the second guard’s head with my cestus before I fire out my poison vaginal dart onto the first guard’s neck,” but what if it fails? What if the subsequently rolled dice say that that stunt absolutely does not happen— what happens then?  Runequest solves both the ‘a medium attack to no specific location’ problem that many RPG’s (and all D20’s) have and the pre-‘Stunting before dice hit the table’ by making the player roll the dice first, then there is an opponent reaction (if possible) and the results are applied– from this the narrative can be derived.  How does the system do this?  First, hit locations.  Your character knows what part of the enemy they have hit, and what degree of damage.  This adds a ton to the visceral aspect of combat.  Second, special effects.  Combat special effects happen extremely often– rarely was there an attack/successful parry for no damage (though this did happen), usually either the attacker or the parry-er failed or rolled a critical and one of the various combat special effects were applied.  This not only drives the narrative, but has specific system effects.   Unlike the free-form ‘consequences’ in FATE and Marvel Heroic, these are codefied completely– so players that lack in the imagination department (whether through fatigue or drink) can let the dice do their work for them, pick a mechanical effect that best suits their needs and let the narrative be derived. As a GM, I think this is quite awesome.

I could go on and on about the game (and I will eventually) but suffice to say that Runequest 6 is really badass and after making about 9 characters for the session and converting a variety of NPC’s and beasties, I can make characters in a VERY short time– my biggest gripe about the system really is that you have to have your players spend 300 points(!?) on skills (just like Call of Cthulhu) before they can get to buying equipment.  I’d rather it be like WFRP where you choose a class (say, fighter) then roll what career you were before becoming that class, and take the skills from that career.  The magic system requires a lot of GM pre-work which I was not a fan of for this session, but a small quibble since RQ6 is a toolkit system after all.  Would I convert another LotFP module? Maybe one of the big campaigns yes, but for the 2-5 session ones, likely not except for one I will not mention since one of the players sees this blog– I think there’s definitely a place for both Runequest and LotFP (and 13th Age as well) and I don’t want to try to change any of them to be more like the other– such as setting 13th Age (gonzo D20) in pre-modern Europe or adding hit locations to LotFP.  I will probably write more posts about RQ, but likely I won’t get a chance to run a game for a long time.

Dead men walking
scuttling blood-bags

New Years Day Cosmic Encounter

For the second time in slightly more than two years, we’ve hosted a New Years Day Cosmic Encounter party– this involves recovering from hangovers by drinking and playing Cosmic Encounter as many times as possible.  In both cases, this year was no exception.

We had 11 people this year so split into two tables of 5 and 6.  One group played with a base set and one expansion (the one with the Hazards) and the second group played with nearly everything except tech and space ports.    We had some cracking games, but my first game was the very first time I’d seen the Entropy Beast in action– it devours planets based on number of ships and a draw of a special card from the destiny deck.  Once one player is down to 2 planets, the game is over and everyone loses.   In most games that are player vs player, the fact that the board would suddenly ‘win’ the game would normally be a bit shite, but in Cosmic Encounter it’s really just par for the course.

Cosmic, again, shows it’s mettle as the best multiplayer board game in existence.  We had at least three people that had never played before and they were able to jump right in among the mimosas.

Party like it's 20015!
Party like it’s 20015!

Steam sale – Dominions 4

I survived the steam Xmas sale  until this morning when I saw Dominions 4 on sale for 9$.  This is well worth the scratch if you like strategery.  I have not delved in to 4, but I have spend oodles and oodles of hours on 2 and 3.  It’s a super deep game, but what’s awesome is that the multiplayer ACTUALLY WORKS since it’s tick based rather than everyone sitting around on one machine like Matt and Steve and John on HOMM 3.

Don’t let the graphics fool you, this is an awesome game.

ENLARGE
BIGGER!

 

Mojang’s Scrolls is pretty cool

 

Scrollslogo

Mojang was sold to Microsoft for a lot of money recently and while that should be actually GOOD for Minecraft, what about this other game SCROLLS?  The one that caused such a dust up with Bethesda Software a year or so back (with the awesome challenge to settle LEGAL differences with Quake 3 Arena!!!). The game has been in beta for awhile (open like your sister’s legs) and last week it actually came out for everyone at FIVE BUCKS.

So this is a goddamn online CCG. You get a basic deck of cards and can ‘buy’ more with in-game gold that you earn by playing. It’s a typical model that everyone is using these days with all these fucking iOS FREE games and Blizzard’s Hearthstone. While the economic model for getting cards is sort of lame, really this isn’t different from any type of regular CCG like Netrunner, EXCEPT for the fact that you can get more cards by just playing the game. This means if you spend FIVE BUCKS and play, potentially you can get a ton of cards without spending any more. This is my plan.

The key thing here is if the game sucks balls and is just a semi-magic clone with +1 /-1 effects that are super boring. Since Magic itself has this same model of buying in game cards, if you really are going to play one of these games, you better play the best one. Since there isn’t one of these games out for NETRUNNER, I would say SCROLLS is probably one of the better games. I have not wasted money or time on Blizzard’s IP cash-in trash Hearthstone game but per Lord Lobo after 10 minutes in SCROLLS he mentioned it was “Way better” than Blizzard’s feeble offering.

scrolls1

Anyway, after about 7 games, this is what I think in BULLET LIST form.

  • I like the MAP a lot. It’s got this Heroes of Might and Magic vibe plus DREAMBLADE (which I’m waiting for my kids to get old enough to play). It puts context around playing cards instead of just this amorphous mass of cards on the table. Protecting a location is also very SHADOWFISTY, and that’s good.
  • The interface is quality. Mojang ain’t fucking around here. There were a couple things a bit wonky (like starting in windowed mode) but during the game it’s very nice.
  • Cards do interesting stuff. I really think the drive for GAME BALANCE has fucked up modern CCG’s a bit so the mechanics boil down to +1/-1 like Hearthstone. It’s sort of like how Diablo 3 didn’t take ANY chances with any powers PROC’ing because that would rely on some luck and not raw DPS. This made diablo 3 a really shitty and boring game (except for the sound effects).
  • The factions are generic, but the little miniatures on the board look cool. Each faction is named for a single word– GROWTH, etc. and the cards in each have pretty generic feel to them. When you’re used to JOHN FUCKING BLANCHE and ERIC SABEE art all over the place, it’s hard to get a woody about a faction that has some wolves and stuff in it. The ‘miniatures’ though are sweet.
  • I’m interested in the tactical depth possibilities. The main thing about a 2 player CCG is if it’s fun to play even if you are getting fucking schooled repeatedly (since this is how you learn). Netrunner is WONDERFUL in this way because it’s always a bit of a nailbiter at the end. Shadowfist is just nearly always fun to play regardless of who wins.

So that’s enough points for now. if you want to dip your toes in, there is a demo of the game, but at 5$– what the fuck. For the next two weeks or so (some of you know how my attention span is for games) I’ll be playing quite a bit. My username is: ajdghlkajhclkA. Not joking.  I had to try 3 times to find a name that wasn’t taken (littlemute? seriously??) and it became a random string of letters.

Numenera: this is pretty cool

numenra8I don’t play Numenera but I have read the Player’s Guide and have the (giant) rules PDF picked up on the cheap. The book is beautiful, but I’m not sure about the game– basically there’s probably only one or two people I know that would ever even consider the setting interesting. I talk to a guy on my bus that ran it for about a year and thought the system was OK but then he switched to Dungeon World which is just a flavor-of-the-day spoof.

Anyway, Numenera sets up character generation as a phrase, such as “I am an Adjective NOUN who VERBS” and this site delivers these randomly which, frankly, for a new player is probably the way to go.

My deal with RPG’s is that I always want to try new shit, which is both awesome in that I get exposed to all the new RPG tech out their (which there has been some great stuff recently — looking at you Marvel Heroic Roleplaying, Tenra Bansho and Lamentations of the Flame Princess), but the bad side is that SYSTEMS don’t hold my interest very long. Exalted  2nd edition probably had the longest run as an interesting system, but what a beautiful and terrible mess that is.

That said, In seconds I generated the following character.  Give it a whirl!

I am a Cruel Nano who Reforges Completely

Pools
Might (Edge: 0)
7 + –
Speed (Edge: 0)
18 + –
Intellect (Edge: 1)
14 + –

Skills
Trained in all tasks relating to deception, intimidation and persuasion when interacting with characters experiencing pain.
Inability at all tasks involving discerning motives, feelings or disposition.
Training in understanding and identifying numenera

Abilities
Cruelty: When inflicting damage, can inflict 2 points less to decrease difficulty to attack target next round
Practiced With Light Weapons
Two Esoteries from the following: Hedge Magic, Onslaught, Push, Scan, Ward, Aggression, Distortion, Erase Memories, Far Step, Machine Interface, Mental Link, Resonance Field, Sculpt Flesh
Rapid Reforging

Equipment
Valuable memento from last victim worth 10 shins
Clothing
One weapons
A book about the Numenera
Three cyphers (chosen for you by the GM)
One oddity (chosen for you by the GM)

Notes
Pick a non-varjellan PC. You never understand that character’s moods or emotions
Shins
You have 4 shins to spend.
Cyphers
You can bear up to 3 cyphers.
References
Cruel
Numenera Character Options, pg. 20
Nano
Numenera Rulebook pg. 32, Players Guide pg. 21, Numenera Character Options pg. 10
Reforges Completely
Numenera Character Options pg. 73

numenera-booty
And an excuse to post a sci fi booty picture (art by Phillip Kruse (http://philippkruse.artstation.com/)