Erm, I wont be shelling out for a copy if its that much of a problem, one thing I loath is not knowing where to find related rules while in the middle of a session.
I noticed these page xx problems in teh pdf preview but assumed that they would be dealt with. Thats not good at all.
Settings wise I prefer the earlier stuff that allowed for wackier adventures rather than prolonged campeighns but if we get a solid enough pocket rulebook (I know I would love a big hardback but its not practicle) and support the product then other settings and a Horned God campeighn could be...
I like a lot of these ideas! I like the thought of having a big book but tbh just to bring it up to date with the new rules that seems a bit much.
I would favour a re-dux of the old book with some other artwork (not just langleys) in a smaller volume with a horned God Campeighn separate...
I love the idea of expantion boxes for different setting but weather its feasable for a company like Mongoose to produce (it sounds more like something fantasy flight would do) is doubtfull. Even my idea for special dice would probably be pushing production costs. I think box sets would be great...
I just bagged the lot for Xmas, I do love em.
I think GOMC1 did what it set out to do, it was gang warfare in MC1, no wrongs there. However I would like to see a new game feature more in the way of Judges, famouse Perps (imagine tracking Mean Machine thru the cursed earth) and other...
Sector 13 and its blocks have featured in dredd strips a few times. I think once during the apocolypse war and once during block war at least (these are story titles btw) They are available in the judge dredd case files as are many many other ideas for this game.
I was just looking at Slain when I noticed the RQII news. Sort of gutted that I missed it 1st time round but would deffinitely be interested if it were re-worked for RQII!
As for artwork, Ive always loved B+W Inks, the strontium dog book really hit the spot for me even if art was a bit sparse...
Thanks, I think I may fudge it a bit for now to fit how we play, its not a bad system at all, it made good sense but I just prefer to play it out.
It was just instances like this in other games where there was a different system for every eventuality that spoilt them for me. I like that...
I wanted to clarify the process you go through according to these rules. Problem is I like how loose the traveller system is as it lend itself more to roleplaying than dice rolling. It just has an efficient system to work out most problems (roll 2d6 and beat 8)
When I got to this part of the SD...
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