One member of my Monday night 5e group will be away for the summer; I'm thinking abut whether he and I might try to do some virtual play so he's not completely absent from the story-progression for months. @Shalvenay would you possibly be interested in making it a three-person go, and joining into our RL game after a fashion?
@Longspeak There are a lot of minority reasons that roll together into a set of reasons a bunch of people might play them. For OQ, I believe the original reason to make it was to have a published game that the author could write adventures against; since all the d100 derivatives are mostly inter-intelligible, that makes for adventures that can be used by any RQ/BRP/etc. fan. Some people apparently like OQ itself because it's a nice presentation of the rules.
@xChapx What kind of supplements are you looking for? There aren't really a whole lot of d100 supplements I'm aware of. There are a few alternate magic systems floating around for d100/BRP, but the rest of the non-core material is mostly adventures or setting material. As a rule system, each flavour of d100 tends to be fairly complete.
@xChapx Those are usually part of the core rules of a d100 game. What didn't you like about RQ6? It's got a robust hit-location combat system that's tactical without being grid-based, built around getting/avoiding special effects (aka criticals).
I can do firm-to-hard SF and most Western-style fantasy (although I do raise some hackles at the far ends of murderhoboism), as well as urban fantasy type stuff (although I take a different tack to it than many I suspect)
@Shalvenay This is the same trouble I have with setting-agnostic light systems; I feel untethered, like I could make up anything, so making up anything becomes hard. I need a reliable environment to riff off for my improv.
@xChapx Have you played it though? Reading a game isn't a great test of how well it performs, same as how a car looks won't tell you how fast it goes or well it handles.
(I found it as fast as D&D 3.5e combat, and that was being a newbie to RQ6. It's faster with experience. We're not playing it now due to wanting a less nuts-and-bolts interface to Glorantha, but I'm still a fan of RQ6.)
@Longspeak Indeed. :) My attraction to rules-light is to have minimal prep, and minimal barrier between “we do this” and having it happen. But I've found that rules-light moves the onus onto the group's knowledge of the setting: without a lot of shared knowledge or at least assumptions, they keep wanting to do things that the system says they should be able to do, but that don't mesh with the setting's reality/constraints. Aligning our ideas of the setting becomes a lot of the session overhead.
@BESW I did that with the game I am just ending/putting on hiatus to play Star Wars. We've run a supers game for 10 years with collaborative world building and player-input for influence mapping. We're setting it aside because it's time to play something new for a while. :)
@Shalvenay I don't think the cultural references are too necessary. I don't think I know any of the referents there, either, but I still take away at least "human talking to alien, airship, energy-powers, mind-tech, ancient mysteries"
@xChapx When you think about “OSR adventures but with less combat”, what's filling the space? Is it social drama, political powerbrokering, exploration, quiet character development slice of life, character motivation drama, something else?
@xChapx Yeah, that might do it. But whether it works will mostly depend on the players. If they want to smash face, they'll just be frustrated and die a lot. Are the players on-board with having a more normal-human relationship to violence?
@SevenSided We used to play Dnd 5e, everyone was very cautious when fighting except one dude that always wanted to show off, but i gave them a poll after 30+ sessions about what they liked and what not, the top answer about what they disliked was combat, asking more profoundly they said it was slow, ac is stupid, you cant hit someone in the face or cut limbs , they mostly want exploration and social interaction
@BESW Ah, that kind of thing. There's a big experiential difference between stepping out of the character to contemplate that sort of thing though, and having it arise organically from the way injury is handled by the combat system. Either work for me, but for different reasons, and I've known players who strongly prefer one and not the other.
@xChapx Cool. Yeah, your mix of OpenQuest, RQ6 per-location hit points, and WHFP criticals would probably be quite serviceable for that audience. (The nice thing about d100 family of games is that they graft together really easily.)
@SevenSidedDie Yeah, I mention PK because it's sorta straddling the edge of that divide.
By default, conflicts begin socially and only social fallout can be inflicted. If you're losing the conflict, you can get more mechanical resources on your side by bringing in some new feature: a friend, a weapon, etc. But each new thing expands the scope of the fallout which might get inflicted on anyone in the scene.
If you start waving a gun around, somebody's liable to get shot, so make sure winning the conflict is worth that risk.
@BESW Oh, that's right, it's a variant of Dogs in the Vineyard. So IIRC, it's less a Director Stance choice and more an option that's always implicitly available, but has to be explicitly invoked by the player.
In OpenQuest PC have from 6 to 21 HP ,if they take half their HP in damage they take a Mayor Wound, and when their HP reach 0 they die, I decided that i am going to use separate armor location(legs,head,body,arms) but not a different HP pool, and when my players take half of their hp in damage they will roll hit location and the critical wounds in WHF2E, how does it sound?
Max hp is 21 for humans iirc, lets say you dont have armor and a cute beastman hits you in the head with a club doing 1d6+1d4 dmg, he rolls an 8 and because it was a hit in the head it is multiplied by 2, for a total of 16 dmg, and that is 1/2 of your total hp so roll for a mayor wound
@lisardggY And it's pretty much explicit in that ad copy: “Starfinder is designed to integrate easily with the Pathfinder roleplaying game, meaning your power-armored marine can still go toe to toe with orcs and dragons.”
Sounds kind of like they're aiming to eat Shadowrun's lunch, even.
Shadowrun has kind of been begging to be competed with, too. Even its fans complain about how much a mess the system is.
@SevenSidedDie There's this trope that's been with D&D since Expedition to the Barrier Peek - the fantasy heroes who explore strange ruins and find a crashed spaceship.
It looks like they're planning easy integration points there.
2e kept it in the magical world with Spelljammer, which explicitly encouraged integrating it into existing campaigns via "adventurers find a crashed spaceship, restore it and take it to space" adventure hooks.
Final Fantasy and Might and Magic also played this trope extensively.
@lisardggY Yep. Science-fantasy as a gaming thing has been fading for a while now outside the OSR, except for steampunk. I'm not sure how much existing audience there is for it now that the generation that grew up on fantasy/sci-fi mixes is less the market focus. But maybe Paizo will recreate it?
I've only read the first collection of stories, but all of the protagonists, but one, were total murderhobos.
One in particular, Lianne the Wayfarer, is a torturing psychopath who feels no compunctions over murdering an old man on the street who gave him directions, on the off chance that he might be working with his enemy.
Which is classic D&D murderhobo "no consequences" mentality.
still working on exams =\ later we're going to experiment with a shop-vac and our homemade charcoal to see how hot a fire we can get going =)
(great fun on a 90-degree day)
@Shalvenay I think your answer on the druid/metal/agency question is falling afoul of the unspoken and unanswered that's hovering around that user's recent series of questions: "what happens to a druid encased in metal?"
A lot of answers are saying things about "druid will suffer the consequences" without specifying the consequences. ('Cause they're not laid out in the book, and I think we're all holding our breath waiting for someone to say "a druid encased in metal isn't a druid and [nuclear option] loses all class features until not in metal.")
You implicitly point to a subtlety about the wording of "will not wear" and the idea that "will not" has to do with whether the character even has the choice.
About Druids stuff, you could get inspired from 3.5
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).