Archive for the ‘Rules’ Category

OpenQuest in French

Sunday, September 25th, 2011

Some of my fellow countrymen still harbour ill-will to our French , but I’ve always had a soft-spot to our neighbours across the channel. And it turns out that the French have a soft-spot for OpenQuest too, with not one but two games based off the OQ SRD :)

OpenQuest french translation coverIf you want a copy of the OpenQuest core rules in French, a team from the Le Scriptorum have made your wish come true!

My thanks go out to the following people involved:
Translation : Arasmo, Mugen, Kurgan
Layout : Etory

 

 

 

Alamander coverThere’s also Alamander, which is a complete game with gorgeous art and layout based of OQ with bits of GORE and MRQ1 added.

OpenQuest Ref Sheet

Friday, March 11th, 2011

Ever need a quick four page reference sheet for to remind you of the rules while playing?

Well here it is

Written especially for GMs who are familiar with RQ/BRP so they understand the subtle differences.

Robot Wasteland Psionics

Thursday, December 3rd, 2009

By Clint Staples

These are largely untested rules that I developed the core of for the Robot Wasteland 3-shot game that I am working into a campaign to run in the near future. I cannot swear for balance or feasability, but I would appreciate constructive feedback from those who use these Psionics for OpenQuest.

Psionics Robot Wasteland-Pdf, 284KB

Editor’s note: As well as the Psionic’s rules Clint explains the house rules that he uses for the game.

Further information.

A quick write up of the 3-shot game which spawned the game can be found here.

If you have any feedback or questions about the rules you can email Clint about it.

Ready made Concepts (Optional)

Tuesday, November 17th, 2009

Ready made Concepts give quick ideas for players who are struggling to decide which skills and magic to choose. They are not strict character templates where you must write down every skill and spell. In fact most Concepts have more spells listed than it is possible to select at character creation. Instead they are suggestions of skills and spells available to someone who has previously practised that occupation, before cutting loose to become an adventurer. Also the player is under no obligation to spend all his points on either the skills or the spells given for the packages.

Follow the Character generation process spending points on skills and magic from the suggestions in the package. Roll for money as normal, but write down all the suggested equipment on the character sheet instead of the normal default starting equipment given above.

Each Concept has the following components;

  • A one sentence summary of the Concept.
  • Skills
  • Battle Magic
  • Equipment

So here we go, ten ready made Concepts for players who are stuck for ideas.
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Mass Combat Rules variant 2 (Optional, non-official)

Wednesday, November 4th, 2009

By Nathan Baron

There are many occasions in a role playing adventure that the adventurers will find themselves entering into a battle. This is a quick and simple way to determine mass battle situations without resulting to hours of needless and boring dice rolls. Only one dice roll is needed, and with the quick reference chart you can have the result of any mass battle within minutes. The generals on both sides roll against their Lore (Military Tactics) skill, add or subtract any modifiers, then compare their result against their opponents and consult the chart below. In the case of Non-player generals the Games Master rolls on their behalf.

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Mass Combat Rules variant 1 (Optional, non-official)

Wednesday, November 4th, 2009

By Paul Mitchener

Mass combat involves the commanders’ skills of the two opposing sides, modified by the armies involved.  The command skills involved are Lore (Military Tactics), and either Influence or Performance.

The actual battle is resolved by opposed Lore (Military Tactics) checks made by the leaders.  A successful check means a force inflicts casualties equal half its size on the opposition.  Half of these casualties are deaths; the other half are injuries.  These numbers are doubled on a critical success.

Further, the commander of a losing side in a battle must make an Influence or Performance check to prevent a rout.  Routing troops either flee in panic, or surrender when they cannot flee.  A further 10% of an army’s numbers are lost in a rout.  Further a critical success on the Influence or Performance check is needed for a force to continue fighting rather than retreating in a more orderly manner.  If a force has nowhere to retreat to, it can continue to fight.

The Lore (Military Tactics) check is modified by various situational factors.

  • Better equipped than enemy :+25% bonus
  • Better trained than enemy: +25% bonus.
  • Has special forces (eg: artillery, cavalry, combat mages) that the enemy lacks: +25% bonus for each.
  • Outnumber enemy by two to one or more: +25%
  • Enemy in defensive position: -25% penalty
  • Enemy fortifications: -50% penalty.
  • Player character heroics (eg: taking out significant enemy, capturing strategic position): +25% bonus.

Larger forces might split into several armies, each with their own commander.  The rules are still as above, but each army must pick another force to attack.

Editor’s Note

This is the first variant of Mass Combat rules that has been sent to me.

It needs more extensive playtesting.