andakitty said:
I'd like to play instead of run
Hmm. Sorry, but I do not get what you are aiming for here.
andakitty said:
, and I'd like to try spear and shield like a Greek hoplite.
That should by all rights be a superb choice, especially when in formation. Unfortunately, few RPGs allow this to be a good combination of weaponry and tactics.
andakitty said:
I hope they have nifty poison rules. We use to have all sorts of fun with the poison rules in SB1.
I foremost hope for somewhat realistic, but very simple poison rules. Something that allows for "mild effect", "moderate effect", "strong effect", but I doubt that will be so.
Same backstabbing player as mentioned before, also tend to use poisons, if the poison system is good enough. So I would appreciate intressting poisons as well in MRQ.
But then, I would also like to see intresting drugs, herbal concoctions, etc. in the game.
One of the most intresting characters and campaign I have ever GMed included a herbalist, which in the standard "fantasy fare" of published scenarios tend to be rather useless (not a fighter, not a sneak, and not a wizard). However, his personal goal to help those in need, in suffering, and struggling to produce new helpful drugs and medicines, became the highlight of the campaign.
When a daemon of Nurgle (this was WFRP) spread the disease Nurgle's Rot, he was the only character in the party that actually was brave enough to try to help those that had become afflicted, and through that, made a scenario that was basically a monster hunt, into something that was very intresting role-playing wise.