Kind of Missing the Point?

alex_greene said:
hanszurcher said:
Ah yes, ...If you don't play my way then you're just playing D&D
Ah, yes ... if you've got all these wild and wonderful other skills, but all your players are intent on doing is being "the team fighter," "the team cleric with her healing spells," "the team artillery guy with fireball," "the team thief with sneak attacks, spotting traps and picking locks," and using nothing but their Combat Styles to fight kobolds and orcs down in dungeons and taking the stuff off their corpses, then you're just playing D&D.

Sounds to me like you don't know what you're talking about or haven't gamed with a D&D group that plays to its full potential. Either way, I find you insistence on browbeating us with this pejoration of a great game both insulting and juvenile.
 
Mixster said:
You're not though, you are playing a much smoother, realistic and balanced system were fighting kobolds and orcs in dungeons is actually a challenge.

If you say screw combat and magic and just play with seduction are you really playing legend?

The non-combat rules in legend happen to work really well, while there are still a lot of wording issues with the combat rules. Hence there's more questions about the combat rules, and they are probably used more too.

Well said.
 
alex_greene said:
hanszurcher said:
Ah yes, ...If you don't play my way then you're just playing D&D
Ah, yes ... if you've got all these wild and wonderful other skills, but all your players are intent on doing is being "the team fighter," "the team cleric with her healing spells," "the team artillery guy with fireball," "the team thief with sneak attacks, spotting traps and picking locks," and using nothing but their Combat Styles to fight kobolds and orcs down in dungeons and taking the stuff off their corpses, then you're just playing D&D.
We don't all want to run non-combat games.

That doesn't mean the whole point is the D&D style of "kill it to take better and better stuff".

In my game the intro was a sort of PI mission. They managed to talk their way out of combat, and manipulated the people who hired them into paying them outrageous amounts of money. They got 15,000 silver in trade goods (or half that in cash). They're all getting the best upgrades theyre likely to get in the campaign, right at the beginning. One player is getting gold plated armor, just to show off and have a bonus to influence. They're buying a carriage. They're sending huge amounts of wealth to their families. Funny thing was that the only injury that happened was after they refused to drop the case and a peasant in a crowd pushed one of the players down a flight of stairs. (broken arm, twisted ankle, bump on the head). It was pretty funny.

However, after the intro mission, the game will likely involve more combat. The game is going to be about war, and they're an independent strike force (who will be loose cannons that will likely side with one army or another). The Combat rules are not irrelevant. But Unlike D&D they're not always going to be on a quest for better loot. Gear will break. etc. Most of the characters have a wide variety of abilities, including combat.

That doesn't make it D&D. It's more Song of Ice and Fire, with some Conan thrown in; to be honest. It's sword and sorcery, as opposed to D&D Fantasy. I thought that was EXACTLY the point.

I got interested in this system for the more realistic advancement style, the stunts in combat, and the Empire & Guild rules (RQII Empires, in Particular). I also like the non-exponentially scaling weapons to collect.

The other rules are good too so far; but that doesn't mean I have lots of questions to ask about them.

As for the system youre talking about in arms of legend? Its not in the core book. I haven't even had a chance to read it yet. Arms of Legend, so far I've only flipped through the equipment tables. So that explains why I haven't asked any questions about it. Can't be sure about other people. But I will say you can't assume everyone will own the equipment book. Some people may be making due with whats in the core rules. Others may be using an older Runequest Equipment book. And others (like myself) may not have had time to sit down and read that book cover to cover yet

In fact, I'm running Legend specifically because I was sick of D&D (Pathfinder). My options I was considering were Song of Ice and Fire RPG, Some Manner of RuneQuest (Legend or Elric! (1993)), or Ghosts of Albion, using a different assumed setting (and HARP/RM was my choice after that). SIFRPG had better intrigue rules. GoA had a magic system I liked better. Legend had better rules for combat, character progression, and factions/faction conflict. HARP/RM has all sorts of nice encounter tables, random weather tables, miscellaneous item tables, etc. which I'd like to figure out how to use.

So I picked up Legend knowing full well that I liked the magic system better in GoA and the Intrigue/Social Combat system better in SIFRPG, because for a sword and sorcery game, Legend was the better pick.

Legend is alot like D&D; without the superheroes and with cool rules for organizations. Can Legend do Intrigue? Sure, but not as well as SIFRPG, which is focused on it. GoA is largely about studying the supernatural and researching magic in an alt. history 19th century england. It handles things related to that better than legend does. Legend's strong suits (at least the ones I've noticed) are how it deals with "regular powered people" in a pre-industrial world, how it handles combat and injuries, and how it handles organizations (though I've noticed there isn't an Empires equivalent book for Legend yet, and the cults rules in the core book aren't detailed enough for my purposes, so we're using the one for RQII).
 
Out of curiosity, can you combine the Extended Task Rules with the rules for Opposed Rolls to have an Opposed Extended Tasks? That might one way to model social conflict.

Also, can you combine the rules for Opposed Rolls with the rules for Group Tests? That might be a way to simulate situations where a character attempts to sway an audience through oratory or a performance-based skill (such as Play Instrument or Dance).

Any other suggestions for new ways to use these mechanics?
 
Out of curiosity, can you combine the Extended Task Rules with the rules for Opposed Rolls to have an Opposed Extended Tasks? That might one way to model social conflict.

Yes. The basics of the system are unchanged from A&E/AoL. You have to score 100+, and how well you roll contributes to that score. The rolls can be standard (ie, against just you skill if a solo affair) or opposed, if meeting active resistance. A seduction is a good example of this.

Also, can you combine the rules for Opposed Rolls with the rules for Group Tests? That might be a way to simulate situations where a character attempts to sway an audience through oratory or a performance-based skill (such as Play Instrument or Dance).

Yep, its as flexible as you need it to be. Skills are skills. The core element is how well skill use contributes to an absolute goal requiring time and quality.

Any other suggestions for new ways to use these mechanics?

They're best suited to project and social based outcomes. But that's a wide remit, so there are tons of creative uses.
 
I note the lack of an explicit Intimidate skill - only Influence. Well, wielding a broadsword and hollering at the top of your lungs would count as Influence, if you intended the other guy's behaviour to be the sudden loss of bowel control.

Nonetheless ... Influence vs. Persistence, extended and opposed, one combat round task rounds, to represent the gradual wearing down of his resolve ... and for mutual intimidation, Influence vs. the other guy's Influence or CHA x 2 ... and you have a staredown contest.

I just got shivers up and down my back here. You could avoid so many unnecessary first encounter TPKs if the adventurers' leader just stares down the leader of the first kobold party they meet rather than just charge in with swords swinging, roll badly and get their heads handed to them.
 
alex_greene said:
I just got shivers up and down my back here. You could avoid so many unnecessary first encounter TPKs if the adventurers' leader just stares down the leader of the first kobold party they meet rather than just charge in with swords swinging, roll badly and get their heads handed to them.

I did this very thing in my Canadian Elric game, but using the character's Combat Style. Being eyed-up by a bunch of drunk sailors, the Half Melnibonean made a roll against his CS opposed by their Persistence, won, and they backed down simply by seeing that he'd be handy with his two blades, if he could be bothered to draw them.
 
:D This is where a game gets awesome.

Bad guy: "Hand over the money!"

Party leader [looks up, goes back to whetting his sword near the campfire]: "Go pester someone else."

Bad guy [nervously looks to his buddies]: "Boys, let's try blockading another road tonight ..."
 
Surely it goes more like.

Bad guy: "Hand over the money!"

Party leader: "Call that a knife? This is a knife." [while hauling out a kukri]."
 
I prefer...

Now, I know what you're thinking. Did he swing six times or only five. Well, in all this excitement I kinda lost count myself. Now, being this is a katana, the sharpest sword in the world, and will chop your head clean off, you gotta ask yourself a question: 'Do I feel lucky?'

Well, do ya, punk?


Or, best of all

My name is Inigo Montoya. You killed my father. Prepare to die.

All great uses of a Combat Style to threaten and intimidate...
 
To quote the favourite lines of one of the player characters:

"Do you know who I am and what I did ? - No ? - Good, I hate it
when they run away screaming before I can even draw my sword.
- So what was it again you wanted to make me angry with ? "
 
All those playstyles (Combat vs NON-combat) have their place in an RPG.
But more importantly NONE are better than the others and Legend (and other RPGs) can perform both functions very well.
 
FailTruck said:
If he is dead, why shouldnt I take all his money/goods/shiny diamond teeth?

Well, because it by law (depending on the setting) probably should be inherited by children or other family.
But the point is more, was the sole reason you killed him to get his stuff?

- Dan
 
danskmacabre said:
All those playstyles (Combat vs NON-combat) have their place in an RPG.
But more importantly NONE are better than the others and Legend (and other RPGs) can perform both functions very well.

Very true. I think the mix also depends on the genre/themes. Fantasy games at my table generally stress action and adventure. In Call of Cthulhu and Unknown Armies, at least in my games, combat is uncommon...pretty awesome when it does happen though. Our upcoming Eldritch Skies game looks like it'll be a even mix.

But I don't like using social mechanics for non-combat situations. I prefer role-play and improvisation, specially so in high action games.

FailTruck said:
If he is dead, why shouldnt I take all his money/goods/shiny diamond teeth?
There is only one good reason, if it's not fun don't do it.
 
I'm wondering if people have any thoughts on how to investigation-based adventures in Legend? Also, does anybody have any thoughts on how to use the skill system to perform an "investigation montage" as part of a larger adventure - in those situations where I don't want to play out every step of the investigation, I've been thinking of using a variant of the Extended Task rules where characters use different skills to contribute towards revealing clues - one character interviews the witnesses, another searches the 'crime scene", and a third hits the streets to pick up leads, etc. Does this sound reasonable?
 
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