Ils auraient du la jouer futé et proposer Tristan Lhomme en stretch goal
Je suis très probablement tenté par une réédition de
Selenim qui proposait déjà l'une des meilleures variations JdR sur le thème du vampire.
Le souffle du dragon pourquoi pas, mais pas
Les Arthuriades ? J'espère aussi qu'ils rajouteront un goal sur les Akasha et les Arcanes majeures : pas nécessaire, mais ça rajoute énormément aux particularités de l'univers Néphilim.
J'adore ce jeu, rien que parcourir les listes de sorts de la kabbale donnait une foultitude d'idées d'histoires, mais la seconde édition tellement mal foutue m'avait coupé l'envie de jouer à l'époque. Sympa de retrouver les même illustrations de couverture... mais pourquoi le bandeau bleu ?
_______________________________________________________________
Du coup, nota bene pour les prochains mois
* Des dinosaures, des zombies, Pendleton Ward de
Adventure Time dans une campagne officielle pour D&D5
Tomb of Annihilation conceptualisée comme “Indiana Jones meets zombies". Les suppléments officiels Hasbro ne m'ont pas convaincus jusque là mais là, grosses attentes...
http://kotaku.com/d-ds-upcoming-adventu ... 1795814893* Le Quickstart pour la nouvelle édition de Runequest dans Glorantha approche et pas mal de trucs changent
RQ4 is not generic; it is set in Glorantha in 1625.
The rules are an elaboration of the RQ Classic Edition rules, but add:
- Runes, see this post from one year ago, except that the mechanism has been further polished and refined.
- Passions, which also work as augments.
Note: both Runes and Passions work like Skills, with a %age value. Runes are also the basic skills on which Rune Magic depends in terms of succeeding at casting a Rune Magic spell.
- Rune Points, used to fuel the casting of Rune Magic spells. They work like Magic Points except that are replenished during worship ceremonies that take place once a season. How many points you top up also depends on whether your PC is an initiate or a Rune-level character. You do not have to ‘learn’ Rune Magic spells: when you cast a Rune Magic spell, you are channelling your god’s power. I’ll provide an example later on.
- CharGen: characters are much more integrated into the fabric of society; however, there also will be a QuickGen system for people who are in a hurry/do not want to go through the fully-fledged system.
- Shamanism & Spirit combat: completely rewritten (this was arguably the worst part of RQ2) by Chris Klug and Ken Rolston, who have put an emphasis on communicating with spirits rather than fighting them.
- CHA as a characteristic is much more useful and important than it used to be; in particular an 18 CHA is needed to become a Rune Lord.
- Reputation (as a %age), which is different from CHA: it is more like the PC’s renown
- Sorcery. Not the final, fully-fledged rules, but enough to play in Dragon Pass, for NPCs, and for Lhankorings. BTW the Lhankor Mhy cult is the one that has received most tweaks.
- 14 or 15 cults in the core rulebook.
- Culturally, the core rulebook is centred around Dragon Pass/the Holy Country/Prax.
- Non-human characters: none in the core rulebook but rules to create non-human PCs are in the bestiary.
- Alchemy as in RQ2 is mostly gone, replaced with a skill-based system, much more consistent.
Playtested the adventure from this year’s Free RPG Day RQ QuickStart booklet with Jason as the referee and a group of RQ grognards as the players.
Here are my impressions from an actual gaming session as to what the most salient differences are, compared with RuneQuest Classic Edition:
- Battle Magic does not succeed automatically any longer (you have to roll under POW×5 – not sure I like this)
- Runes, Passions, used as augments (see above). Loved it.
- Rune Magic. Lots of new kewl spells, which depend on your Runes and not your god. Also you do not have to choose which spell you
memorise/sacrifice for beforehand since the act of casting a Rune Magic spell is tantamount to your channelling your god’s power. And gods do not memorise spells... In the game, I cast a 3-point Rune spell early on in the adventure, expending my entire capital of Rune points (which I knew I would not be able to replenish). I had to roll under my Truth Rune for success. But I got to choose the spell from a list available to my god; it wasn’t a spell the PC had memorised.
- Magic Skills, and especially Spirit Combat
- Combat: the Defence skill IS GONE (auggggh) replaced with Dodge (nooooooo).
Great refereeing by Jason; we were all completely and hopelessly in the sombre mood of kinstrife, of wergeld, and of the past coming back to haunt the present...
That is when I realised that Chaosium hadn’t treated us to new Gloranthan RQ adventures since the RQ Renaissance in the 90s!
Première aventure prévue : on joue des Heortlings en opération de sauvetage du bétail de la tribu, égaré dans des ruines hantées