andakitty said:To what non-Glorantha uses can the new system be put? Especially how well will it go with Lankhmar? And will it be a good system for homebrew games?
Utgardloki said:We've had a number of threads here about using Runequest instead of other RPGS. Most of these threads turn into an argument about Runequest vs D&D.
atgxtg said:In the past I've found it realtively easyt to covert thing to RQ. Converting from RQ can bit a bit more problematic.
andakitty said:I am thinking of *maybe* trying to use it for Tekumel. Or my homebrew. It looks as though it may have the feeling of desparation in combat I like. So the sorcery rules and how magic integrates into the combat system will probably be the determining factor for me. Otherwise, I may use it instead of something I already know because it could possibly be easier to attract new players. So they won't say 'eww, that was written by somebodies grandpa!'. And maybe give the new game a try.
Utgardloki said:I guess one question I will have for the new rules is whether or not they scale up very well for a high-powered campaign like Planescape.
Enpeze said:atgxtg said:In the past I've found it realtively easyt to covert thing to RQ. Converting from RQ can bit a bit more problematic.
Why would one want to do this.
atgxtg - 1)Because you can lead some gamers to RQ, but you can't make them play. I know a lot of gamers who are (and maybe should be) committed-to D&D. One way to wean them off of D&D and into RQ was to convert some stuff over. In one "crossover" storyline that I ran, the D&Ders got ahold of a Speeddart Maxtrix and one guy learned a Fireblade spell. Both definately intrigued the players to discover more about RQ.
Enpeze said:Oh yes I remember this fine box. The generation system for superheroes has been great. Its sad that this box doesnt sell well. Included was a functional "sorcery" system. (but without many spells) It was similar to that in RQ3 but much simpler. A rather odd thing was the fact that the monsters didnt have STR in their stat-set. AFAIK SIZ was the same as STR for monsters. A tribute to minimalism, I suppose.
atgxtg said:Uh, depends on which version. THere was a "Superworld" book for WOlrds of Wonder, and then an expanded Superworld boxed set.
atgxtg said:It works, but it is clunky. On the positive side, it was that weirld mix of realsim and superpowers that led to the game insiring the Wildcards series of books, and , ironically, a GURPS spplement.
andakitty said:I have WoW on my shelf. It's tan and shows an icon type character on the cover for each genre. Which is weird, 'cause before I picked it up at Noble Knight last year I remembered it like you describe.
Since I don't play superhero, I can't speak for Superworld, but Magic World and Future World work great and make excellent foundations for fully developed campaigns. Just add RQ or SB, stir, and simmer.
andakitty said:Oi, really? I always used to wonder why there were two fantasy types. (It had been a while since I looked at the actual box, good gotcha). I just pulled it off the bookshelf and looked closer.
They are sparse but good, creative stuff. Esp. Magic World. I hoped many, many years for an expansion of it like Superworld got. Finally I just did it myself, with stuff from Stormbringer and other similar systems. It was bunches of fun. It's strange that the closest things that will probably ever get done are over 20 years later, and then two in one year(MRQ and the D100 System book, aka Delux BRP). Such is life.