Discussion:
Quick play systems. Recommendations please?
(too old to reply)
Zenobia
2004-09-13 08:09:29 UTC
Permalink
I'm looking for a quick play system to adapt to a campaign.

It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.

The system mechanics don't have to be "simple" - but have to be
quick.

In a nutshell - I don't mind characters with lots of skills,
attributes, etc. but I want combat to be resolved quickly.

I looked at Over-The-Edge and that was too simple. Systems like
Exalted, Tri-stat, Fudge are genuine candidates but so are many
others.

What about games such as Dying Earth and Sorcerer? I've not read
them but may be prepared to splash out on the rule books
provided they suit my needs (can be adapted to the campaign I
outlined above). These games must have ultra-fast combat
resolution systems and cater for most characters NOT being
sorcerers.

Perhaps I'm looking for a system designed for PBM or PBEM, but
not necessarily. I definitely don't want a wargame-like
simulation unless it's able to resolve a combat realistically
within a few dice rolls.

I'd like to be able to have important mechanics summed up in a
few pages. 10 or 20 would be ideal, 50 would be pushing it but
would be OK if included all stats for magic and creatures as
well.

I would be happy provided we can finish a combat in a maximum
of, say 3 dice rolls. Eg. roll to hit, roll to defend, roll for
damage (or other result, eg. disarm, surrender, stalemate!,
dead, stunned, wounded & unable to fight on, etc.).

I don't even mind the idea of looking up tables - just so long
as it's only done once per combat.
Russell Wallace
2004-09-13 08:28:22 UTC
Permalink
On Mon, 13 Sep 2004 09:09:29 +0100, Zenobia
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
For fantasy, the system I'd recommend is Everway.
--
"Sore wa himitsu desu."
To reply by email, remove
the small snack from address.
Zenobia
2004-09-13 09:43:22 UTC
Permalink
Post by Russell Wallace
On Mon, 13 Sep 2004 09:09:29 +0100, Zenobia
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
For fantasy, the system I'd recommend is Everway.
Thanks Russell but no thanks, I can't use Everway. It's not
generic.

The system imposes the world upon the player-characters. For
instance, I took this from a review:

"Characters are described in the mechanics by their scores in
the 4 elements (Earth/Air/Fire/Water), as well as optional
scores in Powers and Magic. Each element governs its own set of
relevant character attributes, and takes a very abstract view of
character attribute division. For example, air is simultaneously
intellect, oratory and a rating of the character's knowledge."

"The Law of Karma allows the GM to let the character reap what
they've sown earlier in the game"

There is no way I could use that. It's possible that my players
could be described in, say 5, elements (not the 4 above) but
those elements don't necessarily relate to magic and I would
have a huge amount of work to do as GM.

There will be no law of Karma in my game. Devious PCs who can
get away with blue murder will do so.

I'm not really that keen on Tweet's storytelling approach to
gaming systems. Nor do I want a system that gives the GM scope
to make-up everything as he goes along! This GM likes to think
he's made things up beforehand and that, during the game, what's
been previously made up will come into play. Sometimes, if my
players put me under pressure I will defer (saying something
like - that information is not immediately available but you may
be able to get it in 2 days, or something like that).

In this fantasy world I'll be using magic that is highly
defined, characters may be defined by all sorts of attributes
and skills (definitely not by just 4), etc.

- - - - - -

I want a system with more meat on it (than Tweet's) but not a
system with long drawn-out combat. I see combats being quickly
decided with most of the participants fleeing or surrendering
quickly (as in real life). Only the fanatics (and PCs) fight to
the death. You know how PCs are - full of pride - "my character
fights on" - and other such bullshit. The big problem this GM is
likely to face is in capturing the PCs without making them feel
small (and leaving the game next week). I will need to do that
because the alternative to capture in a combat is killing or
maiming the enemy. I won't want to kill my PCs when they are
completely out-classed.

I'd also like a formal system to check morale before and during
combat - to see whether combat takes place at all. To make sure
that when the weak face the strong the weak just run or
surrender.
estarriol
2004-09-13 09:57:39 UTC
Permalink
Post by Russell Wallace
On Mon, 13 Sep 2004 09:09:29 +0100, Zenobia
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy,
Pendragon or Ars Magika would both fit this perfectly. Both are games in
which whole sessions can be polital intrigue and great fun.
--
estarriol
Russell Wallace
2004-09-13 10:20:54 UTC
Permalink
On Mon, 13 Sep 2004 10:43:22 +0100, Zenobia
Post by Zenobia
I want a system with more meat on it (than Tweet's)
[...]
Post by Zenobia
I'd also like a formal system to check morale before and during
combat - to see whether combat takes place at all. To make sure
that when the weak face the strong the weak just run or
surrender.
Ah! Okay, I don't have a recommendation for you then - our styles are
close to diametrically opposed :) - but hopefully someone whose style
is more like yours can come up with one.
--
"Sore wa himitsu desu."
To reply by email, remove
the small snack from address.
Marc L.
2004-09-13 10:12:54 UTC
Permalink
Post by Zenobia
There is no way I could use that. It's possible that my players
could be described in, say 5, elements (not the 4 above) but
those elements don't necessarily relate to magic and I would
have a huge amount of work to do as GM.
The four elements don't represent the four magical elements, they
represent the person. You need to learn more about it before rejecting
it. It works as a generic fantasy game.
Travis Casey
2004-09-13 13:00:46 UTC
Permalink
Zenobia wrote:

[snip]
Post by Zenobia
Post by Russell Wallace
For fantasy, the system I'd recommend is Everway.
Thanks Russell but no thanks, I can't use Everway. It's not
generic.
The system imposes the world upon the player-characters. For
"Characters are described in the mechanics by their scores in
the 4 elements (Earth/Air/Fire/Water), as well as optional
scores in Powers and Magic. Each element governs its own set of
relevant character attributes, and takes a very abstract view of
character attribute division. For example, air is simultaneously
intellect, oratory and a rating of the character's knowledge."
"The Law of Karma allows the GM to let the character reap what
they've sown earlier in the game"
The reviewer is talking out of his hat, and apparently has not actually
*read* the game. Here's the game's explanation of the Law of Karma:

First, the definition:

The Law of Karma: A hero's Elements, Specialties, Powers, Magic,
and tactics determine the outcome of that hero's action.

Now, the fuller explanation:

When applying the Law of Karma, you, as gamemaster, assess the
difficulty of the task, judge the capabilities of the hero making the
attempt, and rule on the result. The hero succeeds if, in your
judgment, the hero has the abilities necessary to meet the challenges
of the task. The hero fails if, in your judgment, the task is too
difficult for the hero's capabilities.

The "Law of Karma" is nothing more or less than what a GM is doing in any
system when/if he/she says something like "Okay, Joe has a bowyer skill of
12, so making a new bow is no problem, since you've got all day to do it."
Post by Zenobia
I want a system with more meat on it (than Tweet's) but not a
system with long drawn-out combat. I see combats being quickly
decided with most of the participants fleeing or surrendering
quickly (as in real life). Only the fanatics (and PCs) fight to
the death. You know how PCs are - full of pride - "my character
fights on" - and other such bullshit. The big problem this GM is
likely to face is in capturing the PCs without making them feel
small (and leaving the game next week). I will need to do that
because the alternative to capture in a combat is killing or
maiming the enemy. I won't want to kill my PCs when they are
completely out-classed.
I'd also like a formal system to check morale before and during
combat - to see whether combat takes place at all. To make sure
that when the weak face the strong the weak just run or
surrender.
It sounds like your main requirement is not to have long, drawn-out combat.
Have you considered simply taking a system you *do* like and replacing the
combat system? It'd probably be a lot faster and easier to do than
soliciting a ton of recommendations and then checking them all out.

Alternatively, of course, there's always making your own. I don't think
Sorcerer would make you happy, for example, since you seem to want
characters to have well-defined skill lists. However, Sorcerer's concept
of "rolling over" dice from one action result into another could help you
with achieving the combat results you want.

In Sorcerer, successes from a contest can be used as bonus dice for a
related contest... or even as penalties to an opponent, when it makes
sense. For example, if you check morale before each combat, then the
winning side could then use their successes from the morale contest as a
"pool" of extra dice to draw on in the combat itself. If you won (and the
PCs lost), then you could use your successes to give the PCs penalties on
their rolls in the combat.

Such a system would keep the players in control of their characters, but
make it a good idea to play in line with morale checks and such.

You could also borrow a concept from Theatrix -- that what would normally be
considered a "mental disadvantage" can be used as an advantage if the
character is acting in accordance with it -- and broaden it a bit. The
classic Theatrix example is that a character with Cowardice can use that to
get a bonus for running away instead of fighting. Applied to the above,
you could allow that *if* the players choose to run away instead of fight,
their "failures" on morale are now "successes" for the purpose of
*avoiding* combat. Thus, if they choose to run away, try to sneak past, or
do something else other than fight, they can help them!

Given a choice between going into a fight with four or five penalty dice
already stacked against them, or using their ingenuity to find a way around
fighting with four or five bonus dice to use, which do you think the
players are likely to do? But note again that this sort of system doesn't
*require* them to do anything based on the morale check -- it merely gives
them a mechanical encouragement.

These concepts can apply especially well to mechanically handling social and
political situations -- successes gained earlier in being charming towards
someone can be used later when their good graces or influence could be
useful... and on the flip side, failures in doing such things can be saved
by the GM to use as penalties later.

Donjon's system is a derivative of Sorcerer's, and adds another use for
successes -- stating facts. A player can use his/her character's successes
to state facts about things related to the matter that was resolved. The
GM still decides what happens, but the player's facts have to be worked
into it. For example, following a roll to "be charming", the player might
take three successes and state facts that (1) the charmed NPC will offer
the PC and a guest an invitation to an upcoming ball, (2) at that ball, the
charmed NPC will introduce the PC to someone who could be able to help the
PCs with their need to acquire a PlotDeviceus, and (3) ... well, I'll save
that success for later. Since you seem to like improvising against the
players, something like that might be quite fun for you and your group.

Since you're looking for quick combat, you might want to look at Story
Engine, for its scene-based resolution, where an entire scene is done in
one roll. Universalis has conflict-based resolution, where a single
conflict is resolved in one die roll. Universalis also has some other
ideas along the lines of "things to do with successes", but I won't try to
go into all of that.
--
ZZzz |\ _,,,---,,_ Travis S. Casey <***@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
Zenobia
2004-09-13 13:23:28 UTC
Permalink
On Mon, 13 Sep 2004 13:00:46 GMT, Travis Casey
Post by Travis Casey
[snip]
Post by Zenobia
Post by Russell Wallace
For fantasy, the system I'd recommend is Everway.
Thanks Russell but no thanks, I can't use Everway. It's not
generic.
The system imposes the world upon the player-characters. For
"Characters are described in the mechanics by their scores in
the 4 elements (Earth/Air/Fire/Water), as well as optional
scores in Powers and Magic. Each element governs its own set of
relevant character attributes, and takes a very abstract view of
character attribute division. For example, air is simultaneously
intellect, oratory and a rating of the character's knowledge."
"The Law of Karma allows the GM to let the character reap what
they've sown earlier in the game"
The reviewer is talking out of his hat, and apparently has not actually
*read* the game.
This was the review that put me off.

http://www.rpg.net/news+reviews/reviews/rev_54.html

I was inclined to accept it because I have other games by J
Tweet, such as Over The Edge and Ars Magica.

I can't convert OTE because the mechanics are too simple. Note
that doesn't mean I want something complex - just that I do want
rules - but rules with fast resolutions. I may be able to use
Ars Magica but I only have an old (2nd) edition.

Thanks for your suggestions. I snipped them because I have no
comments at this stage.
Torben Ægidius Mogensen
2004-09-13 11:58:44 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
...
I would be happy provided we can finish a combat in a maximum
of, say 3 dice rolls. Eg. roll to hit, roll to defend, roll for
damage (or other result, eg. disarm, surrender, stalemate!,
dead, stunned, wounded & unable to fight on, etc.).
You might be able to use the (pre-d20) Sovereign Stone rules. They
are simple and combat is fast. You can find unofficial copies of the
quickstart rules in various places, e.g., http://www.rebol.it/Valley/

The quickstart rules are from a pre-production version of the game,
but quite useable as they are. You might, however, want to modify the
damage system along the lines of the published version. In the
quickstart rules, you convert stuns to wounds when you run out of
boxes for stun damage, but that makes the game far too deadly.
Instead, excess stun are recorded outside the boxes.

Torben
DC
2004-09-13 14:18:03 UTC
Permalink
Fate is the way to go, its a specific incarnation of FUDGE and it works
beautifully.

www.faterpg.com
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
--
_______________________________________________

DC

"You can not reason a man out of a position he did not reach through reason"

"Don't use a big word where a diminutive one will suffice."

"A man with a watch knows what time it is. A man with two watches is
never sure." Segal's Law
Marc L.
2004-09-14 00:28:55 UTC
Permalink
Post by DC
www.faterpg.com
Looks good.
DC
2004-09-14 09:49:41 UTC
Permalink
Its Very good indeed, "Aspects" are a stroke of genius.
Post by Marc L.
Post by DC
www.faterpg.com
Looks good.
--
_______________________________________________

DC

"You can not reason a man out of a position he did not reach through reason"

"Don't use a big word where a diminutive one will suffice."

"A man with a watch knows what time it is. A man with two watches is
never sure." Segal's Law
Certic
2004-09-13 17:20:16 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
The system mechanics don't have to be "simple" - but have to be
quick.
In a nutshell - I don't mind characters with lots of skills,
attributes, etc. but I want combat to be resolved quickly.
I looked at Over-The-Edge and that was too simple. Systems like
Exalted, Tri-stat, Fudge are genuine candidates but so are many
others.
What about games such as Dying Earth and Sorcerer? I've not read
them but may be prepared to splash out on the rule books
provided they suit my needs (can be adapted to the campaign I
outlined above). These games must have ultra-fast combat
resolution systems and cater for most characters NOT being
sorcerers.
---------
Sorcerer is *not* a fantasy game - it's more a modern horror game a la White
Wolf. All the characters must be sorcerers.

--
You are Not entering Chapeltown.
We walk on two legs, the one abstract
the other surreal.
All important political action should be
aimed at persuading people of the
necessity of further sacrifices.
- Ardian Vehbiu, "Handbook for
Aspiring Stalinists"
--
Marc L.
2004-09-14 00:29:55 UTC
Permalink
Post by Certic
Sorcerer is *not* a fantasy game -
It does fall under the classification of fantasy. Remember,
fantasy does not mean swords and sorcery, but fantastic story.
Certic
2004-09-14 17:16:04 UTC
Permalink
Post by Marc L.
Post by Certic
Sorcerer is *not* a fantasy game -
It does fall under the classification of fantasy.
--------
I wasn't aware there was an official classification.

--
You are Not entering Chapeltown.
We walk on two legs, the one abstract
the other surreal.
All important political action should be
aimed at persuading people of the
necessity of further sacrifices.
- Ardian Vehbiu, "Handbook for
Aspiring Stalinists"
--
No 33 Secretary
2004-09-14 17:51:10 UTC
Permalink
Post by Certic
Post by Marc L.
Post by Certic
Sorcerer is *not* a fantasy game -
It does fall under the classification of fantasy.
--------
I wasn't aware there was an official classification.
Then how you can say Sorcerer isn't a fantasy game?
--
Terry Austin
www.hyperbooks.com
Campaign Cartographer now available
David Johnston
2004-09-16 05:06:11 UTC
Permalink
On Mon, 13 Sep 2004 18:20:16 +0100, "Certic"
Post by Certic
---------
Sorcerer is *not* a fantasy game -
Yeah it is. The subgenre of fantasy which takes place in the
modern day is known as "urban fantasy". And any system that
can handle it, can handle period fantasy.
Travis Casey
2004-09-16 11:21:21 UTC
Permalink
Post by David Johnston
Post by Certic
---------
Sorcerer is *not* a fantasy game -
Yeah it is. The subgenre of fantasy which takes place in the
modern day is known as "urban fantasy". And any system that
can handle it, can handle period fantasy.
Sorcerer even has a supplement, "Sorcerer & Sword", aimed at those who want
to use Sorcerer for "swords & sorcery"-type fantasy.

Of course, part of the problem is the way genres get talked about. People
often talk about them as if they were exclusive categories -- e.g., the
fact that something's "horror" means that it can't also be "fantasy". In
point of fact, Sorcerer is a fantasy game, a horror game, a modern game,
etc.
--
ZZzz |\ _,,,---,,_ Travis S. Casey <***@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
Marc L.
2004-09-16 22:46:36 UTC
Permalink
Post by Travis Casey
point of fact, Sorcerer is a fantasy game, a horror game, a modern
game, etc.
Point of fact, horror and "modern" games can both belong to the
set of Fantasy games. Depends on what elements belong to the game.
David Johnston
2004-09-17 14:46:29 UTC
Permalink
Post by Travis Casey
Post by David Johnston
Post by Certic
---------
Sorcerer is *not* a fantasy game -
Yeah it is. The subgenre of fantasy which takes place in the
modern day is known as "urban fantasy". And any system that
can handle it, can handle period fantasy.
Sorcerer even has a supplement, "Sorcerer & Sword", aimed at those who want
to use Sorcerer for "swords & sorcery"-type fantasy.
Of course, part of the problem is the way genres get talked about. People
often talk about them as if they were exclusive categories -- e.g., the
fact that something's "horror" means that it can't also be "fantasy". In
point of fact, Sorcerer is a fantasy game, a horror game,
Of course, odds are it isn't a horror game. In order to be a horror
game, you would have to have something like a group of utterly
overpowered PCs who the GM proceeds to kill one by one
until only one or two are left alive and sane. Then, having gained
enough knowledge to fight back the survivor manages some kind
of temporary partial victory.
Eric Tolle
2004-09-18 06:02:01 UTC
Permalink
Post by David Johnston
On Mon, 13 Sep 2004 18:20:16 +0100, "Certic"
Post by Certic
---------
Sorcerer is *not* a fantasy game -
Yeah it is. The subgenre of fantasy which takes place in the
modern day is known as "urban fantasy". And any system that
can handle it, can handle period fantasy.
Oddly enough, some people don't consider urban fantasy to actually
be fantasy.

For instance, I got into a debate with someone who insisted that
the World of Darkness wasn't a fantasy world- irrespective of the
assortment of vampires, mages, werewolves and other supernatural
creatures, inhabiting it, and the fact that the underlying
cosmology is very magical.

But if it has cars and electricity and stuff, I guess it can't
be fantasy ;'/
Marc L.
2004-09-18 13:59:39 UTC
Permalink
Post by Eric Tolle
Oddly enough, some people don't consider urban fantasy to actually
be fantasy.
Sucks to be them.
Brandon Cope
2004-09-13 17:17:48 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
Given other requirements, I would suggest using a system that can be
freely downloaded over the Internet. Of the systems mentioned, Fudge
would be my first choice (possibly using the Five Point Fudge rules
for character creation).

Brandon
David Meadows
2004-09-13 17:25:25 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
[...]
Stormbringer. It's a cut-down version of Runequest. I would have said
"Runequest" but you emphasised a fast combat resolution, and Stormbringer
streamlines the already-fast Runequest system by cutting out some of the
mechanics such as hit location. It uses the Runequest skill system, which is
trivial to expand to include any new spying or diplomacy skills you might
want. And although it's tired to a specific fantasy world, there's nothing
which makes it *essential* to use that world. There is very little PC magic
though there is plenty of scope for hugely powerful monsters and demons. And
if you want more PC magic, it's easy to tack the Runequest magic system back
on to it.
--
David Meadows
"We're like a poorly-oiled machine teetering on the brink
of a breakdown." -- Fred, Heroes #19
Heroes: a comic book www.heroes.force9.co.uk/scripts
Zenobia
2004-09-13 20:01:34 UTC
Permalink
On Mon, 13 Sep 2004 18:25:25 +0100, "David Meadows"
Post by David Meadows
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
[...]
Stormbringer. It's a cut-down version of Runequest. I would have said
"Runequest" but you emphasised a fast combat resolution, and Stormbringer
streamlines the already-fast Runequest system by cutting out some of the
mechanics such as hit location. It uses the Runequest skill system, which is
trivial to expand to include any new spying or diplomacy skills you might
want. And although it's tired to a specific fantasy world, there's nothing
which makes it *essential* to use that world. There is very little PC magic
though there is plenty of scope for hugely powerful monsters and demons. And
if you want more PC magic, it's easy to tack the Runequest magic system back
on to it.
I have the Games Workshop version of Stormbringer from decades
ago and I like it. I may even use it! Someone even wrote
Runequest rules which would be ideal for my campaign world.
(There are actually 3 separate RuneQuest rule adaptions for the
world I want to game in! - 2 available on the net and one on an
old gamer's PC (maybe) or perhaps I now have the only version of
his 3rd adaption?). So conversion would be easy. The only thing
that puts me off is the age of the system. It may turn players
away. [But I don't think so.] The other advantage of it is that
I already know how to play it.

My world has demons in it too but only a suicidal maniac would
attempt to bind one to some thing or task.

There's loads of potential PC magic in my world but it wouldn't
be a problem. I already have a full RuneQuest version of the
magic system.

To be honest I've been following up other suggestions given here
and I've come across a load of games I never knew existed. I'll
have to read them. Most systems are not too long so it's not too
onerous.
No 33 Secretary
2004-09-13 18:30:01 UTC
Permalink
Take a look at CORPS from BTRC. You can get a four page (IIRC) stripped
down version at http://www.btrc.net/html/downloads.html

There's an EABA summary there, too, but it's a little more complicated a
system.
--
Terry Austin
www.hyperbooks.com
Campaign Cartographer now available
Stephen McGinness
2004-09-13 18:39:39 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
The system mechanics don't have to be "simple" - but have to be
quick.
Have you considered HeroQuest. It is a quick narrative based system.
It allows you to run a combat over many rolls or to decide it in one
quick roll.

It also allows contests to be conducted on a social level rather than
a physical one.

I think you should definitely consider it. It is my current favourite
system.


Stephen
Zenobia
2004-09-13 20:31:09 UTC
Permalink
Post by Stephen McGinness
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
The system mechanics don't have to be "simple" - but have to be
quick.
Have you considered HeroQuest. It is a quick narrative based system.
It allows you to run a combat over many rolls or to decide it in one
quick roll.
It also allows contests to be conducted on a social level rather than
a physical one.
I think you should definitely consider it. It is my current favourite
system.
Stephen
It looks like an interesting game but there are quite a few
others ahead of it in the queue. I won't be splashing out that
kind of money unless I want to play it with its background world
which I'm not thinking of doing [Not as a GM anyway, maybe as a
player, if the opportunity arose].
Stephen McGinness
2004-09-15 07:58:45 UTC
Permalink
Post by Zenobia
It looks like an interesting game but there are quite a few
others ahead of it in the queue. I won't be splashing out that
kind of money unless I want to play it with its background world
which I'm not thinking of doing [Not as a GM anyway, maybe as a
player, if the opportunity arose].
I guess that the full panoply of Heroquest is quite a few books now.
If you weren't going to play in Glorantha then all you need really is
the HQ main book. Even £25 though is a lot if you don't think you'd
use it.
Dave Empey
2004-09-16 04:00:53 UTC
Permalink
Post by Zenobia
It looks like an interesting game but there are quite a few
others ahead of it in the queue. I won't be splashing out that
kind of money unless I want to play it with its background world
which I'm not thinking of doing [Not as a GM anyway, maybe as a
player, if the opportunity arose].
For what its worth, you can get the HeroQuest Rules Synopsis
for free online at issaries.com.
--
Dave Empey
Marc L.
2004-09-16 10:16:33 UTC
Permalink
Post by Dave Empey
For what its worth, you can get the HeroQuest Rules Synopsis
for free online at issaries.com.
Thank you for posting this.
Daniel Stanke
2004-09-17 09:14:37 UTC
Permalink
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
The system mechanics don't have to be "simple" - but have to be
quick.
There is (only ;-)) one _perfect choice_!:
Savage Worlds, Shane Lacy Hensley, Great White Games.
You can find the downloadable quick start rules at: www.peginc.com

Greets
Daniel
Zenobia
2004-09-17 20:05:45 UTC
Permalink
On Fri, 17 Sep 2004 11:14:37 +0200, Daniel Stanke
Post by Daniel Stanke
Post by Zenobia
I'm looking for a quick play system to adapt to a campaign.
It's a fantasy campaign which will not have powerful
player-characters although it may have powerful monsters and
demons in it. My ideal game has loads of political intrigue and
investigative work with players able to high-jack the 'plot' to
do what they will - should they fancy.
The system mechanics don't have to be "simple" - but have to be
quick.
Savage Worlds, Shane Lacy Hensley, Great White Games.
You can find the downloadable quick start rules at: www.peginc.com
Greets
Daniel
Interesting. This is a system I'd like to try but I think I'll
be going with Fudge / Fate for the time being.

Thanks for suggesting it. Maybe I'll try these rules next time.
Daniel Stanke
2004-09-19 14:08:49 UTC
Permalink
Hi!
Post by Zenobia
Interesting. This is a system I'd like to try but I think I'll
be going with Fudge / Fate for the time being.
Thanks for suggesting it. Maybe I'll try these rules next time.
I would really appreciate, if you do... and Shane would also, I guess... ;-)

You could also go to savageheroes.com !!
There you can find a whole lot of conversions and homebrew settings!
Great!!!

Greets
Daniel

Loading...