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Author Topic: Advices about a post-New-World RPG scenario ?  (Read 1006 times)

tompliss

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Advices about a post-New-World RPG scenario ?
« on: August 01, 2012, 07:12:12 am »

Hey guys,

I'm building a scenario for some RPG sessions (making a little world, may have a little campaign afterwards), in a particular type of world :
PCs play children of pioneers, in a nearly-realistic "discovering the America" world.

There will be no "magic" for the PCs, at the beginning, even if "divine magic" may be more or less available, with much more a "it's all about your mind" approch than a classic "god gave you strength" one.

I'll use the RuneQuest 4 OGL rules (aka RMQI). Mostly because I want wounds and HP locations, but also because you build characters from professions and not classes, and a little because it's OGL.
I'm noob at RQ (didn't play it ever), but played and GMed for D&D 4e for a year, and will probably play this with the same players, or beginners in RPGs.


Here is why I post : I need advices.
 - Anyone ever played or GMed a RPG about a world like this one, here ? Any commentaries ?
 - Anything I should know about GMing RMQI ?
 - Any advice whatsoever ? :D



PS: sorry about my english, not my native language, and not the vocabulary you learn at school ... :-°
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Man of Paper

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Re: Advices about a post-New-World RPG scenario ?
« Reply #1 on: August 01, 2012, 07:27:45 am »

I'd just like to say that your English was better than that of many people I know (I'm American). Sorry I can't be much help though. I've GM'd D&D and a homebrew Warhammer 40K briefly, but I usually wind up using rules as toilet paper in exchange for !!FUN!!.
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tompliss

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Re: Advices about a post-New-World RPG scenario ?
« Reply #2 on: August 01, 2012, 07:38:27 am »

I like to follow rules at least a little :
I usually play in a group where the GM changes, inside the group ...
So after something like 5 sessions, I expect a player to take my place, and I'll play in the group. That way, it's better to follow rules, so that I don't have to tell the new GM "this player has a custom profession i made up, and that should be balanced even if i crezted it without ever playing", or things like that ...
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BishopX

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Re: Advices about a post-New-World RPG scenario ?
« Reply #3 on: August 01, 2012, 10:13:48 pm »

I'm not sure that this is totally applicable, but it might give you some ideas:

http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/

In general, don't worry about the rules too much. Worry about the world and then use the rules to evolve a story. A game with good rules and a bad world/story is no fun but a game with a good world, and entertaining story and some questionable rules calls by the GM is just fine.
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tompliss

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Re: Advices about a post-New-World RPG scenario ?
« Reply #4 on: August 02, 2012, 12:51:41 am »

read the first part, continuing today (at work :D).

It sure is a good source of advice, but not exactly hat I was looking for.

And about the "don't worry about the rules", i'm a little used to it : GMing D&D, even for a few months, taught me how to deal with rules, when my players do their actions aiming for a particular result not handled by the game ^^
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