Running RQ: Game of Thrones

Deleriad said:
Another option (and one that slightly increases the power level of a campaign) is to add the character's base score in a skill to an improvement roll rather than adding just their INT.

E.g. If you have INT 13 and POW 8 then you add +21 to your improvement roll. This makes it slightly easier to increase skills over 100. E.g. if your POW is 16 then you would +32 to any roll to increase Persistence. This upgrades the influence of characteristics on skills quite noticeably over the medium term. It does decrease the importance of INT a little - which is maybe no bad thing seeing as it already influences CA and SR.

Given that in ASoIaF it's usually lack of awareness that's the major factor in getting you killed ("I see daggers all around you...", "whatever") then lacking POW for Insight can be kind of terminal.

I like this a lot. INT is a good enough stat as is. So it's not a big loss for you to get this, and it rewards players with high base stats so they aren't stumped faster than everybody else.

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On the POW issue: What if you are playing with Rolled stats that you don't assign? Lets then assume that a player rolls a 16 POW. But doesn't want to be a sorcerer. Doesn't that kindda suck? Untill this character gets heroic ability. All he is is a little luckier than the guy who rolled 6

It just seems like a waste to have 6 stats that are roughly equally important to each character, and then that last stat that is rarely used.

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Isn't insight also based on CHA? Since CHA increases your improvement modifier, doesn't this make CHA more important than POW, almost always.

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On limiting skills. Well, yeah I guess you could do that. But assuming most rolled characters has a rather low stat of ~8, wouldn't they suffer overly by only having a max of 40% in one stat.
The 5x POW for persistence rule, doesn't really stop POW from being a dump stat. It just makes sure everybody has at least 12 POW, but there isn't much reason to get much more.
It does make spells more powerful which seem fine in aSoFaI
 
Thanks everyone for the feedback. Regarding character generation I have decided to keep it simple, and went with it as is in the book. So far, I have the following in the group:

Player 1 Unknown
Player 2 An assassin of vague background named 'Odo'*
Player 3 A soldier of noble birth with House Stark (complete)
Player 4 'Lesser' Lannister Lord (complete)**
Player 5 Tyroshi Sellsword (incomplete)
Player 6 Unknown

*Going to ask the player to rename it in something more fitting with the book, as this name was used for a Star Trek character

**This character has quite a bit of money, and the player would like a Valyrian steel weapon. I was thinking of using the rules from the Hawkmoon first edition for adding traits, like crushing, or something.
 
Mage said:
*Going to ask the player to rename it in something more fitting with the book, as this name was used for a Star Trek character
I thought Odo sounded fitting, reminded me of Hodor.
 
I found that RQII Empires helped me with fleshing out kingdoms. I'm going to be running a game based in Mid-World ala the Dark Tower. One of the things I wanted to institute was a downtime mechanic where the players were responsible for running, or not running, their estates. Like a Pendragon Winter Phase.
Renown is a good tool to use. I plan to use it like a skill, with both positive and negative consequences. Passions would also be a good tool in an ASOIAF game.
Good luck! Go to the Concordance for minutiae!
http://www.westeros.org/Citadel/Concordance/
 
I plan to run a game Friday week.

One of the players changed their character from a Tyroshi Mercenary to a noble of a lesser branch of house bolton, and it came out very... interesting... at the end.
 
Mage said:
One of the players changed their character from a Tyroshi Mercenary to a noble of a lesser branch of house bolton, and it came out very... interesting... at the end.

Oh, those wacky Boltons, what a bunch of laughs they are!
 
We will be using runequest first ed. He went with a noble for his Bolton choosing a fighting style of two one handed swords, with slightly more experienced characters, his skill in it is 104 pc or something. He rolled very Hugh stats for it too, and picked the advanced skills lore (human anatomy) and craft (torture).
 
Enough fooling around, who of them makes an unsullied?

Unsullied are like the perfect Roleplaying characters, you shouldn't feel remorse, dread or anything, just kill things. Sadly you can't really loot.
 
That would be fun. If it was like a house guard that is allowed to eat he could loot to fund his eating habit.
 
Mixster said:
Unsullied are like the perfect Roleplaying characters, you shouldn't feel remorse, dread or anything, just kill things.
Most players don't want to play that level of absolute loyalty though.
 
PhilHibbs said:
Mixster said:
Unsullied are like the perfect Roleplaying characters, you shouldn't feel remorse, dread or anything, just kill things.
Most players don't want to play that level of absolute loyalty though.
Yeah it can't loot and it's extremely loyal. Apart from that it is the perfect munchkin character.
 
I would definitely pick up both Clockwork & Chivalry as well as Age of Treason. Both have new social classes, professions, and rules for Alchemy and a bunch of stuff that would be appropriate to a Game of Thrones campaign. :lol:
 
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