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AW: Ask RPGPundit [English only!]

the tools are build so that they can be modified for medival or S&S Fantasy?
E.G. the price to pay for S&S e.g. Corruption, madness..
How does the mix different magic systems f dark sorcery and medival wizardry mix?
How is the different styles maintained?


THX

The Magic system in FtA! works on "spell lists". An actual wizard will have 2 spell lists to choose from and may be able to get more over time. Each list has one spell from levels 1-10. A starting (level 1) wizard, will have a couple of spells.
To cast spells you have to make a spell casting check; failure means you can't handle the magical energies of the spell, and take damage (non-lethal). If your character fumbles his spell check (ie. rolls a 3 on 3d6), he ends up suffering a fumble result, which is some kind of corruption (the more powerful the spell he was attempting to cast a the time, the greater the corruption). Corruption might be physical, psychological, or energetic/magical.

I think that these magic rules are such that they do a good job of portraying both "tolkienesque" magic and Sword & Sorcery magic. If you want to go far more into the whitebread-D&D style then you can just remove the corruption effects. If you want to go more into the Sword & Sorcery there are some rules in FtA!GN! for Necromancy and Summoning.

The main thing is that FtA! is very much a toolbox, that you can add or remove elements from without seriously damaging the whole, and where many options are presented to you.
If you want swashbuckling stunting to be more important than plain combat, then put your stunts before Melee in the initiative order. If you don't want players doing acrobatic tricks or trying crazy moves every round, then put melee combat first.
If you want the game to be more Sword & Sorcery, then put more emphasis on those parts of the rules that are S&S in their style (corruption rules, the alignment rules, the elements of the setting material focusing on that side of things, etc). If you want it to be more standard fantasy, just don't focus on those areas.

RPGPundit
 
AW: Ask RPGPundit [English only!]

A (belated) thank you for answering my question.

cheers
Hasran
 
AW: Ask RPGPundit [English only!]

I'm going to ask this on behalf of Skar, who doesn't trust his English on this one...

In a German gaming magazine, there has been an article about gaming in Argentina.
In that article, Argentina has been described as a country with a more than healthy gaming culture. "Truco", a card bluffing game with mimical elements, even seems to play an important cultural role. Moreover, there seems to be a network of gaming stores, with a strong emphasis on Hasbro's products, as well as quite some scene for RPGs.
One trouble mentioned has been the bad quality of the gaming materials. The authour of that article compared the quality of his playing cards after playing with them once(!) with that of a subway ticket he found after one year in the pockets of his winter coat.

As you come originally from Canada and can thus compare first world and South American products: Is that rather due to Hasbro and other first world companies producing products in worse quality especially for the South American markets, or is that rather due to product plagiarism?
If product plagiarism is a problem in South America, how does that affect the distribution plans of FtA!?

Moreover, Skar voiced interest into kiosks as a distribution channel.
How would that work in general?
Is there a system of remaindering or stripping books and magazines that don't sell within a certain sales cycle, and how would that affect the plans?
 
AW: Ask RPGPundit [English only!]

I'm going to ask this on behalf of Skar, who doesn't trust his English on this one...

In a German gaming magazine, there has been an article about gaming in Argentina.
In that article, Argentina has been described as a country with a more than healthy gaming culture. "Truco", a card bluffing game with mimical elements, even seems to play an important cultural role.

Well, Truco is just a popular card game. Saying that this means there's a "healthy gaming culture" because of Truco could be like saying that there's a "Healthy gaming culture" in North America because of Poker. I'm not saying there isn't a healthy gaming culture, I think there pretty much is, but I don't think that its because of that reason.

Moreover, there seems to be a network of gaming stores, with a strong emphasis on Hasbro's products, as well as quite some scene for RPGs.

This is where doubts kick in for me. In Buenos Aires, the only really major city in Argentina, there are all of TWO stores I know of where you can purchase RPG material (and neither of them had, as of the last time I visited, any of the special "gamer" style board games). Two stores in a city of 15 million does not seem to me to be a good "Network".
Granted, Magic the Gathering is extremely popular.
But gaming apart from CCGs is hard to come by in terms of materials. In the stores I visited in Argentina, there was a couple of dozen WoTC translated books, some very old Warhammer (we're talking 1e here), some White Wolf books translated, and one or two other products (I think I saw some Shadowrun, again in spanish).
Neither a vast selection, nor a very modern one.

In Uruguay the situation is even worse, as theres NO place where you can purchase (original, non-pirated) RPG books within the country. In both countries there is a booming piracy industry, and many gamers use pirated books.

One trouble mentioned has been the bad quality of the gaming materials. The authour of that article compared the quality of his playing cards after playing with them once(!) with that of a subway ticket he found after one year in the pockets of his winter coat.

I don't know if what's being talked about is M:tG cards, it could well be that they're shoddier, I have no idea because I don't own any and don't play.
As for RPG books, the spanish versions I saw appeared to be identical in quality to the English books.
I'd say availability is a much bigger problem than quality of merchandise.

As you come originally from Canada and can thus compare first world and South American products: Is that rather due to Hasbro and other first world companies producing products in worse quality especially for the South American markets, or is that rather due to product plagiarism?
If product plagiarism is a problem in South America, how does that affect the distribution plans of FtA!?

What I can tell you is that there's a great deal of piracy of RPG books here, its a normal thing; but that would seem to be more due to the lack of availability of books than anything else. Pretty much any gamer I know would rather have the original book than a pirated version.
In terms of card games, I've seen some local CCGs; I don't know if there are "counterfeit M:tG cards" or something like that out there.
In terms of board games, there are numbers-filed-off rip-off versions of most major board games (monopoly, clue, scrabble, RISK, and I've even seen ripoff versions of Operation!).

I do not feel that product plagiarism would really affect the distribution plans for FtA!, if I can ever get those off the ground. If FtA! became a big success in south america, no doubt what you'd see is a half-dozen other RPGs using the same format springing up, but that would be par for the course.


Moreover, Skar voiced interest into kiosks as a distribution channel.
How would that work in general?
Is there a system of remaindering or stripping books and magazines that don't sell within a certain sales cycle, and how would that affect the plans?

It would seem to me that Kiosk distribution would be the most obvious channel for which to sell a game so that it would have the most market penetration. This is how I would like to do it. What this would require is basically for the game to be picked up by one of the major publishers of local comics or magazines, and published in a magazine-like format.

RPGPundit
 
AW: Ask RPGPundit [English only!]

Check Bonuses - ACT and PAS:
A bonus added to all non-combat checks, divided into two types:
Active/ACT (for checks that represent efforts taken on your own initiative) and
Passive/PAS (for checks that represent your response to actions taken against you).
Sounds convincingly simple to me.

BUT

A stunt check could be made in order to conduct an attack meant do disarm
or destroy an opponent’s weapon, or to knock over an opponent without doing
them further harm, or to grab onto an opponent. These would be opposed
ACT STR stunt checks against your opponent’s ACT STR or ACT DEX
(whichever is higher).

Active defence:
If a defender is aware that he is under missile attack, he can choose to engage
in “active defence”. This means that instead of having a base of 10 for his
defence, he will roll his defence against each attack and add his ACT bonus to
the roll.

Why?!
 
AW: Ask RPGPundit [English only!]

Sounds convincingly simple to me.

BUT





Why?!


Perhaps I explained the difference between ACT and PAS too simplistically. Whenever your character is taking an active role in anything, even if its in opposition to something done to him, he'd use his ACT statistic. So if someone is shooting at you and you're actively trying to avoid being shot, you'd use ACT Dex (not PAS Dex) to avoid.

The moment you're being wrestled, you're trying actively to fight back, so again, you use the ACT stat.

RPGPundit
 
AW: Ask RPGPundit [English only!]

Perhaps I explained the difference between ACT and PAS too simplistically. Whenever your character is taking an active role in anything, even if its in opposition to something done to him, he'd use his ACT statistic. So if someone is shooting at you and you're actively trying to avoid being shot, you'd use ACT Dex (not PAS Dex) to avoid.

The moment you're being wrestled, you're trying actively to fight back, so again, you use the ACT stat.

RPGPundit
So the intension is more simulative than balancing?

In that case I would simply change the rules in this two cases and just use the first description of ACT/PAS because of two reasons: First because allmost all game actions which involve dice-rolling could be described as "Active", second because the exeptions undermine the main intension (besides spellcasting) of chosing a better PAS-option for your hero, which is to improve his abillity to defend yourself against actions from enemies.

Just staying with the first ACT/PAS-description also means that the game becomes even more simple b/c you don't have to remember when a reaction is more passiv or activ.
 
AW: Ask RPGPundit [English only!]

So the intension is more simulative than balancing?

In that case I would simply change the rules in this two cases and just use the first description of ACT/PAS because of two reasons: First because allmost all game actions which involve dice-rolling could be described as "Active", second because the exeptions undermine the main intension (besides spellcasting) of chosing a better PAS-option for your hero, which is to improve his abillity to defend yourself against actions from enemies.

Just staying with the first ACT/PAS-description also means that the game becomes even more simple b/c you don't have to remember when a reaction is more passiv or activ.

PAS checks are when you're trying to make a saving throw, basically. To resist poison, to take less damage from an explosion, etc. etc.

RPGPundit
 
AW: Ask RPGPundit [English only!]

What does "knock out" in the Stunning Rune description mean? Victim goes to 0 HP?
 
AW: Ask RPGPundit [English only!]

Isn't unconciousness/sleeping exactly like stunned only with stronger conditions?

I mean

stunned:
- no actions except single regular movement
- normal defence against missile
- PAS checks to resist magical attacks or stunts still possible

unconscious:
- completely helpless / no actions possible
- defence of 0
- "killing blow" against unconscious targets possible

Both at the same time would as I understand it only mean, the stronger conditions (sleeping) remain. So the only situation in which the "both at the same time"-rule would be relevant, is when the stunning rune would be activated by a sleep resistent target (elf, undead). In that case the target would only be stunned. Am I right?

How long lasts the effect of the Stunning Rune? 1d6 hours like the Sleep spell?

Does the Stunning Rune work on creatures with more hit dice/levels than the caster?
 
AW: Ask RPGPundit [English only!]

Isn't unconciousness/sleeping exactly like stunned only with stronger conditions?

I mean

stunned:
- no actions except single regular movement
- normal defence against missile
- PAS checks to resist magical attacks or stunts still possible

unconscious:
- completely helpless / no actions possible
- defence of 0
- "killing blow" against unconscious targets possible

Both at the same time would as I understand it only mean, the stronger conditions (sleeping) remain. So the only situation in which the "both at the same time"-rule would be relevant, is when the stunning rune would be activated by a sleep resistent target (elf, undead). In that case the target would only be stunned. Am I right?

How long lasts the effect of the Stunning Rune? 1d6 hours like the Sleep spell?

Does the Stunning Rune work on creatures with more hit dice/levels than the caster?


Essentially, obviously, while the character is asleep it doesn't matter that he is stunned. Once he wakes up he can still be stunned, however.

You can assume that the character will remain asleep for 1d6 hours if he is not awoken previously to that, and that he will wake up normally as soon as anyone attempts to rouse him. The stunning effect will last for about 1 hour.

The spell will work on anyone who fails their save, it doesn't matter if they're more levels than the person who originally created the Rune.

RPGPundit
 
AW: Ask RPGPundit [English only!]

How long lasts Silence 30'?

EDIT: Another 2 questions:

Is there a volume limit for Purify Water?

Does Cure Blindness regenerate lost eyeballs?
 
AW: Ask RPGPundit [English only!]

How long lasts Silence 30'?

EDIT: Another 2 questions:

Is there a volume limit for Purify Water?

Does Cure Blindness regenerate lost eyeballs?

Silence 30' lasts 1 round per level.

the volume limit on purify water is 5lt per level of caster.

cure blindness will not regenerate lost eyeballs in the sense of "no eyeball is there" (you need Regeneration for that). If someone has been blinded through disease, birth defect, parasitic infection or the like, Cure Blindness will cure them.

RPGPundit
 
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