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Categories
Discussion
Main - Rune Quest
Large scale battles and magics
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Author:
Bjorn Are Stolen
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Time:
06.12.2002 18:16
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Text:
I have a problem you lot might have some cleaver remedy for.
This mail is relevant both for GÆA games and for Glorantha games.
In addition to play roleplaygames, I've been playing tactical games as well. But the ultimate game is to combine RP and strategy\tactical games! The way I do it, the GM runs one or both sides (at least one side unless the players are enemies in the RPG as well). This way you get the best from both worlds; detail and concrete rules to keep to, hindering the GM to cut corners for -or against the players in big battles and setting mood, foreplay from the RPG (you drop "buying" an army with equal points and just grind them together over some more or less uninteresting victory locations).
The roleplay\boardgame "Warhammer" is very adaptive in theese respects, having integrated rules, so you can skip scale from individualistic style to epic style. In the WH setting, magic is not as accessible to the common man as in RQ though. Some of the Reaching Moon dudes have made a battlesystem for RQ, ironically named "Warhamster". I think that system is much weaker than the original (WHstr appearing to mee as a bleak copy of WHmr), and they have rules for magic in their system, rules I think could be improved, an is not satisfied with. They just divide a unit's averidge available MP's by 10, and this is points you can use to alter other stats on the unit.
-SO HERE'S MY PROBLEM; WHAT KIND OF MAGIC RULES SHOULD I ADD TO THE WARHAMMER GAME WHEN I USE IT TO RULE THE OUTCOME OF EPIC RQ BATTLES? Have any of you any ideas?
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Message threads
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Bjorn Are Stolen
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06.12.2002 18:16
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07.01.2003 13:24
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