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The Design Mechanism and the Future of RuneQuest

Started by Loz, July 16, 2011, 06:44:56 AM

Previous topic - Next topic

Loz

Its with great pleasure and excitement that I'm able to announce that The Design Mechanism, the new company formed by myself and Pete Nash, has successfully reached an agreement with Issaries Inc to become the new licensee for RuneQuest. The full Press Release can be found on the RuneQuest page at //www.thedesignmechanism.com along with a detailed Q&A sheet for those who want to know more about what we have in store for RQ.

Greg Stafford, Issaries President, had this to say on the agreement: "RuneQuest is an old, highly respected brand that requires creativity, dedication and knowledge of the product. I know that Loz and Pete have that, plus enthusiasm and professionalism that will keep up the reputation and good name. I am pleased."

Clearly its early days for both Design Mechanism and RuneQuest's 6th edition but we have exciting plans for the game building on the work Pete and I have already done with Mongoose's RuneQuest II and we look forward to sharing them with the roleplaying community as we develop the new rules.

Lawrence
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

FrankTrollman

OK. Make it "roll high" instead of "roll low". You take the roll, you add your skill, you add your modifiers, and if you get over 100, you succeed. This has exactly the same probabilities as the system that RuneQuest has always had, except that it is demonstrably superior in several ways:

  • Opposed Rolls, such as parrying checks, are much easier. Because the last two digits of your result are your "degree of success".
  • Adding multiple modifiers is easier, because you only have one running total.
  • Retroactively adding modifiers is much easier, because the player only needs to report one number (the final result).
  • Hidden modifiers become easier to implement. You start climbing and then you find out that the wall is crumbly (-10%), so you apply the modifier after the player rolls. That is substantially more difficult when the player is rolling against a target number that is already on his character sheet ("If you had had a -10% penalty to your skill, would you still have passed?")
RuneQuest has been through a lot of editions, but it could still seriously be improved by abandoning some of the THAC0ish ideas from the 1970s.

-Frank
I wrote a game called After Sundown. You can Bittorrent it for free, or Buy it for a dollar. Either way.

Lawbag

Am I the only one to sound a little ungrateful here and unimpressed by the announcement of yet another version/edition of RuneQuest?

There are enough versions in and out of print to fuel my interest, and with another edition looming the prospect of buying a whole new set of books again just doesn't sit well with me.
"See you on the Other Side"
 
Playing: Nothing
Running: Nothing
Planning: pathfinder amongst other things
 
Playing every Sunday in Bexleyheath, Kent, UK 6pm til late...

Akrasia

Quote from: Lawbag;468415Am I the only one to sound a little ungrateful here and unimpressed by the announcement of yet another version/edition of RuneQuest?

There are enough versions in and out of print to fuel my interest, and with another edition looming the prospect of buying a whole new set of books again just doesn't sit well with me.

:confused: Is anyone forcing you to buy "a whole new set of books again"?

RQ6 will be largely compatible with MRQII (based on the FAQ and the fact that the same authors are behind both games), so if you already have MRQII you should be fine.

Now that MRQII is out-of-print, I'm delighted that a version of RQ will be in-print and supported by the same people who made MRQII such an excellent game! :D
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Claudius

Quote from: Loz;468412Its with great pleasure and excitement that I'm able to announce that The Design Mechanism, the new company formed by myself and Pete Nash, has successfully reached an agreement with Issaries Inc to become the new licensee for RuneQuest. The full Press Release can be found on the RuneQuest page at //www.thedesignmechanism.com along with a detailed Q&A sheet for those who want to know more about what we have in store for RQ.

Greg Stafford, Issaries President, had this to say on the agreement: "RuneQuest is an old, highly respected brand that requires creativity, dedication and knowledge of the product. I know that Loz and Pete have that, plus enthusiasm and professionalism that will keep up the reputation and good name. I am pleased."

Clearly its early days for both Design Mechanism and RuneQuest's 6th edition but we have exciting plans for the game building on the work Pete and I have already done with Mongoose's RuneQuest II and we look forward to sharing them with the roleplaying community as we develop the new rules.

Lawrence
Thank you for letting us know!

I'm of two minds. On the one hand, you did such a great job with with MRQ2 that I'm leery of yet another edition of RuneQuest. On the other hand, you did such a great job with MRQ2 (and other things you wrote), that I only expect the highest quality from you.

Reading the RQ6 FAQ. So RQ6 is not going to be Glorantha-only? Good!
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!

Claudius

Quote from: Lawbag;468415Am I the only one to sound a little ungrateful here and unimpressed by the announcement of yet another version/edition of RuneQuest?

There are enough versions in and out of print to fuel my interest, and with another edition looming the prospect of buying a whole new set of books again just doesn't sit well with me.
It's true. MRQ2, Legend, RQ6, BRP, OpenQuest, there will be a lot of competition.

If buying more books doesn't sit well with you, you can always stop buying books, or just buy the books you want to. Nobody is forcing you.
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!

Akrasia

Knowing Loz, I expect that the emphasis will be on quality, not quantity, in the new RQ6 line.  (In contrast to a certain other company that recently produced the game...)
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Loz

The key to it will be different books.

We won't, for instance, be producing books that are remotely similar to the Legend line from Mongoose. Our first releases will be a Griffin Island/Mountain kind of setting and also a book of loosely linked, original, S&S scenarios.

As far as competition goes... yep, its a crowded market. We know that. We're also confident that we can produce an edition of RQ that goes above and beyond what's been produced before, improving on the work we did on MRQII (which, I have to say, got rushed through somewhat and isn't the game Pete and I wanted to put out).
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

Loz

Quote from: FrankTrollman;468414OK. Make it "roll high" instead of "roll low". You take the roll, you add your skill, you add your modifiers, and if you get over 100, you succeed. This has exactly the same probabilities as the system that RuneQuest has always had, except that it is demonstrably superior in several ways:

  • Opposed Rolls, such as parrying checks, are much easier. Because the last two digits of your result are your "degree of success".
  • Adding multiple modifiers is easier, because you only have one running total.
  • Retroactively adding modifiers is much easier, because the player only needs to report one number (the final result).
  • Hidden modifiers become easier to implement. You start climbing and then you find out that the wall is crumbly (-10%), so you apply the modifier after the player rolls. That is substantially more difficult when the player is rolling against a target number that is already on his character sheet ("If you had had a -10% penalty to your skill, would you still have passed?")
RuneQuest has been through a lot of editions, but it could still seriously be improved by abandoning some of the THAC0ish ideas from the 1970s.

-Frank

Ah, so, RoleMasterQuest...

No, the core mechanics will be staying as they always have been. The system you suggest above was actually tried as part of the original MRQ playtest, back in 2005, and although it works, it introduces all kinds of complications for other elements that lack the overall elegance of the D100 mechanic.
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

Claudius

Quote from: FrankTrollman;468414OK. Make it "roll high" instead of "roll low". You take the roll, you add your skill, you add your modifiers, and if you get over 100, you succeed. This has exactly the same probabilities as the system that RuneQuest has always had, except that it is demonstrably superior in several ways:
FUCK. THAT.

Roll-over has the same probabilities as roll-under, but it's not superior, nor inferior. I think you're mistaking your tastes with reality.

QuoteOpposed Rolls, such as parrying checks, are much easier. Because the last two digits of your result are your "degree of success".
Wrong!

Opposed rolls aren't easier nor harder with roll-under. You roll, whoever gets a better degree of success wins, and if the degree of success is the same, he who scored the higher roll wins. I know it's easy, I'm running an MRQ2 game, and it works very well.

QuoteAdding multiple modifiers is easier, because you only have one running total.
Wroong!!

It's easy either way, you just add all the modifiers to your skill, stop making things up.

QuoteRetroactively adding modifiers is much easier, because the player only needs to report one number (the final result).
Wrooong!!!

You can do the same with your final result with roll-under.

And frankly, retroactively adding a modifier after the roll is bullshit.

QuoteHidden modifiers become easier to implement. You start climbing and then you find out that the wall is crumbly (-10%), so you apply the modifier after the player rolls. That is substantially more difficult when the player is rolling against a target number that is already on his character sheet ("If you had had a -10% penalty to your skill, would you still have passed?")
Wroooong!!!!

I fail to see how it is more difficult.

QuoteRuneQuest has been through a lot of editions, but it could still seriously be improved by abandoning some of the THAC0ish ideas from the 1970s.
Like I said. You're mistaking your tastes with reality.
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!

Claudius

Quote from: Loz;468421The key to it will be different books.

We won't, for instance, be producing books that are remotely similar to the Legend line from Mongoose. Our first releases will be a Griffin Island/Mountain kind of setting and also a book of loosely linked, original, S&S scenarios.

As far as competition goes... yep, its a crowded market. We know that. We're also confident that we can produce an edition of RQ that goes above and beyond what's been produced before, improving on the work we did on MRQII (which, I have to say, got rushed through somewhat and isn't the game Pete and I wanted to put out).
If I understood you correctly, it looks like RQ6 will be very similar to MRQ2, like the MRQ2 you would've published if you had had the last word. Am I right?

If so, I hope Combat Maneuvers will be kept, they were the best part of MRQ2. And if you admit a little suggestion, I would like to have random rolls for culture and profession. Those who like to choose, can choose, and those who like to roll, can roll.
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!

Loz

QuoteIf I understood you correctly, it looks like RQ6 will be very similar to MRQ2, like the MRQ2 you would've published if you had had the last word. Am I right?

Yep.

QuoteIf so, I hope Combat Maneuvers will be kept, they were the best part of MRQ2.

Oh, they're staying. We'll be tweaking the way some of them work, adding some new ones, and fixing a few issues that have subsequently emerged since MRQII was released.

QuoteAnd if you admit a little suggestion, I would like to have random rolls for culture and profession. Those who like to choose, can choose, and those who like to roll, can roll.

Thank you! I'll take this onboard. Character creation in general is going through an overhaul, although it will retain the MRQII - erm - character and basics, but with more options and depth. But this is a nice little idea, and its a welcome suggestion.
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

TheShadow

Just ignore Trolldude.

I'm personally looking forward to buying a slightly different ruleset all over again, because I know Loz and Pete love the game and have serious writing and game design chops.
You can shake your fists at the sky. You can do a rain dance. You can ignore the clouds completely. But none of them move the clouds.

- Dave "The Inexorable" Noonan solicits community feedback before 4e\'s release

Loz

Quote from: The_Shadow;468431I'm personally looking forward to buying a slightly different ruleset all over again, because I know Loz and Pete love the game and have serious writing and game design chops.

Thank you for your confidence. :)

We want to make RQ6 more than just slightly different to MRQII/Legend, but we do intend maintaining compatibility. The trick is in making RQ6 as compelling as possible, and there are various ways of doing it.

It will certainly flex our writing and design chops!
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

arminius

Nice to see this represented as "6e".

I got MRQII more for the character generation system than anything else, since it seemed to offer an elaboration/cleanup of the AH RQIII system. Further development would be nice, but I can't see 6e becoming my preferred BRP-derivative unless it offers streamlined options à la Elric!/SB5e/Chaosium BRP.