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What is a GOOD rules light system?
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<blockquote data-quote="Glyfair" data-source="post: 2908547" data-attributes="member: 53"><p>It's incredibly easy to strip it of the Glorantha connections (at least <em>Hero Wars</em> was, I haven't picked up the <em>Heroquest</em> update). </p><p></p><p>The biggest weakness to HQ for me is that it's not tactical at all. If you don't want to worry about your positioning on the battlefield, etc., it's the perfect system for you. Describe your action, tell the GM how many points you are wagering (if it's a long contest), roll to see the result.</p><p></p><p>The biggest strength is that it has the best character generation system, for storytelling games, I've seen. Describe your character in 100 words, and that determines what you can do. If you describe yourself as widely travelled, then you have that as a skill. There are no stats (or rather "assumed stats") unless you describe it in your description i.e. you only have "strength" if you describe your character as "strong."</p><p></p><p>I'm considering trying a short Eberron campaign using it, but tweaking the system to be a bit more tactical.</p><p></p><p>My favorite rules-lite FRPG is <em>Melanda, Land of Mystery</em>. Unfortunately, systemically it's hard to follow. You really need to play with someone that knows the game first, but after that it's easy (of course, there are something like 100 local variations - even the designers play it differently from each other). If played correctly, the Rune Magic system can be a lot of fun.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2908547, member: 53"] It's incredibly easy to strip it of the Glorantha connections (at least [I]Hero Wars[/I] was, I haven't picked up the [I]Heroquest[/I] update). The biggest weakness to HQ for me is that it's not tactical at all. If you don't want to worry about your positioning on the battlefield, etc., it's the perfect system for you. Describe your action, tell the GM how many points you are wagering (if it's a long contest), roll to see the result. The biggest strength is that it has the best character generation system, for storytelling games, I've seen. Describe your character in 100 words, and that determines what you can do. If you describe yourself as widely travelled, then you have that as a skill. There are no stats (or rather "assumed stats") unless you describe it in your description i.e. you only have "strength" if you describe your character as "strong." I'm considering trying a short Eberron campaign using it, but tweaking the system to be a bit more tactical. My favorite rules-lite FRPG is [I]Melanda, Land of Mystery[/I]. Unfortunately, systemically it's hard to follow. You really need to play with someone that knows the game first, but after that it's easy (of course, there are something like 100 local variations - even the designers play it differently from each other). If played correctly, the Rune Magic system can be a lot of fun. [/QUOTE]
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