Missing Rules

For example, I've been running Star Wars D6 for about three years now and the rules are surprisingly Nar focused for a game of its era.

Travel takes as long as would be cinematically convenient.
The rulebook I remember had an actual chart with actual travel days. The movies have narrative travel times, but SWd6 absolutely did not.
 

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The biggest case for me is Symbaroum. The whole fantasy is this dark fantasy adventure through a massive forest to find ruins and ancient treasures. And it had no rules for wilderness travelling, or travelling, or hunger, or anything of the sort at all. No matter what the approach is. In the third book of their campaign, they added some, but it was quite underwhelming.

I love Symbaroum. The art is top tier and it's exactly the vibes I'm seeking. But in all honesty, most of the design decisions baffle me.
 

One big hole I've found is that while there's all kinds of different systems for characters to acquire or advance skills and classes and levels etc. there's never a mechanic for how those skills etc. decay or decline after retirement, or for willingly renouncing those things in-character.

How do I-as-GM know, via game mechanics, what skills or abilities the barkeep - who used to be a high-grade warrior in his day, but that was 15 years ago and he's been behind the bar ever since - still has now? How do I-as-player, after my character has a change-of-heart epiphany, renounce my evil past as an Assassin (i.e. lose and forget all abilities granted by that class) and start over as a more goodly sort; and where are the mechanics that support this? And so on, and on, and on...

The only mechanism I've ever seen anywhere for not-so-pleasantly losing skills is level drain in older D&D. I've had to invent the rest myself, something I feel I shouldn't have had to do.
 



One thing that bugs me about Fantasy AGE, is that Green Ronin decided on purpose, that they wouldn't give daily travel distances and any guidance for travel. It's not listed in the index. 'It's just not that kind of game' they answered to my question.
L5R 2E as well... nice big scalebar, no travel rates.
 

The rulebook I remember had an actual chart with actual travel days. The movies have narrative travel times, but SWd6 absolutely did not.
I have not seen all three edition core rule books, but could it depend on whether the book the OP is using the original edition, Second Edition, or Second Edition Revised and Expanded?
 
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We recently started playing Ars Magica 5th edition, inspired by the imminent release of the Ultimate Edition. We played Ars in the past but it was third or fourth edition, so we were learning and relearning the rules.

Imagine our surprise that 5th edition Core has no rules for how far you can move in a combat round. That made some situations tricky!

Fortunately the Ultimate Edition does have these, so it must have been added in some expansion somewhere in the 5th Ed line.
 

I haven't actually run it yet, and this is one of the reasons why: the 2018 publication of RuneQuest: Roleplaying in Glorantha specifies that a lot of rules regarding such things as heroquesting, chases, NPC reactions, rune metals, vehicles, and what-not are all in the RuneQuest Gamemaster's Guide. Not only does that book still not exist as of this writing, but there is no release date or even a release year.
The funny part is that as long as RQ has been waiting for heroquesting rules, the forthcoming Glorantha genre pack for QuestWorlds will have heroquesting rules long before RQ does.

But QW has long been the better system for Glorantha so...
 

I have not seen all three edition core rule book, but could it depend on whether the book the OP is using the original edition, Second Edition, or Second Edition Revised and Expanded?
It is possible, but I am pretty sure all the editions had a chart in them for travel times. If I recall, there was a hyperdrive multiplier in each ship that adjusted those times.

Recent films have essentially made travel instantaneous, so it is probably moot at this point.
 

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