Black Drazon
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Registered: 04-2005
Posts: 217
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WHQ 2nd Ed - Travelling and Settlements
Pages 13-31. Backwards or forwards, this is our longest critique yet, simply for one reason...
These rules suck.
Okay, they don't suck-suck (just a little shout out to our Skaven friends). But they're distracting. They're fun... but they grow old. Something NEEDS to be changed. Techpriest's proposal was the cut them out altogether. I know that would disappoint everyone who's ever worked on a new travelling table, as that would totally invalidate them, but must it be done to maintain the sanity of our players?
Either way, the rules (The Duel) need tweeking (The Duel). Some things need to be cut (Specialist Locations) or fixed (Alehouse). We obviously can't cut out the shops and all the locations, even if we remove basicly everything else. Well? Start talking, we're gonna be here a while...
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20/Apr/2005, 2:58 am
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Travelling and Settlements
Travelling AND Settlements. Two large groups.
I have had a number of ideas about Settlements, most of them confusing.
Perhaps we ought to cut the travelling rules except in campaigns?
Actually, I'm going to be quiet and see what other people think.
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20/Apr/2005, 9:41 pm
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Blackheart Ranger
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Registered: 04-2005
Posts: 52
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Re: WHQ 2nd Ed - Travelling and Settlements
For me the travel is a part of the game, but, Yes, it sucks when u end up in the wrong city twice in a fiew weeks travel. There has to be some fixing.
There is almost a total absence of monsters in the tables. U should at least meet a fiew forest goblins or something when u travel for 6 weeks through woods and forests in a Fantasy world. ???
What about deviding it into different parts. 1d6,1d8,2d6 or something =1 nature is testing our friends; 2 monsters; 3 bad fortune .... aso.....
So if u roll a 1, then u roll a d66 table
So if u roll a 2, u roll a .......
aso
It does not have to be bigg events all the time.
Settlements:
For me the settlements works ok. A fiew table rolls here and there. If I whant to go deep into roleplaying, I would play D&D or something different, I guess. (though I never have taken the time to go to the alehouse and a fiew others, so my five cent isnt mutch worth there.)
Back to my kids (again lol)
Town - Travel - Dungeon - Travel - Town.
Works for us.
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21/Apr/2005, 12:40 am
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Blackheart Ranger
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Registered: 04-2005
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Re: WHQ 2nd Ed - Travelling and Settlements
O.... forgot. Its an option to travel, as most of the rules in the book.
I think the rules for travel (fixed) should be there, but people is free use the rules as they like
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21/Apr/2005, 12:44 am
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Black Drazon
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Registered: 04-2005
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Re: WHQ 2nd Ed - Travelling and Settlements
Clearly, cutting such extensive work from the game seems like overkill. But we can't leave them the way they are, especially settlements and the Catastropic events table doesn't seem to help.
Techpriest is right, cutting out the "finding the shop" phase might be a way of simplifying settlements. What problems should we be focusing on?
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21/Apr/2005, 6:22 am
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golembane
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Registered: 08-2004
Posts: 100
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Re: WHQ 2nd Ed - Travelling and Settlements
Alot of the settlement events take control out of the players hands, and thats one of the biggest issues of those rules.
The duel all rides upon the roll of a die.... The marriage event doesn't give the players much choice in the matter, either you marry or get the heck out.
While I like the duel itself, as an example, it needs to have less drastic outcomes. Theres no reason why a BL10 barbarian can kill half a room of mobs without getting a wound, but then a duelist kills in one shot. Not only does it aggrivate, but also disheartens the players.
As for the specialist shops... I like having the different districts, but the searching for them is fairly lame. Dwarfs wouldn't hide where there do business, elves would have secret symbols placed around town that other elves would be able to recognize and follow.
As for travel... yeah it was pretty boring. We need a way to implement rules that not only make sense(Why would you lose a WEEK walking around a chasm?), but make it entertaining as well(How many times do you run across the same chasm in one trip!).
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21/Apr/2005, 2:03 pm
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Black Drazon
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Registered: 04-2005
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Re: WHQ 2nd Ed - Travelling and Settlements
Hehe, I think the issue with the Marriage event is that the marriage would tie the player to his current location, ending his career. But really, if someone could come up with a way of our warrior's meeting a nice mate (in a manner that doesn't suck, like my own attempt), the community would thank you.
Well, enough talk about these things. Time to fix! Let's start with travelling. Who has a suggestion on how to fix travelling?
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23/Apr/2005, 11:52 am
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thecustodian
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Re: WHQ 2nd Ed - Travelling and Settlements
...their eyes met across the dragon's carcase, and Morathi felt her girlish heart skip a beat as she looked into the soulful orbs of Mag'Gog the Ogre...
<runs away and hangs head in shame as he's nothing better to offer>
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23/Apr/2005, 4:32 pm
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Sudden Real
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Registered: 12-2003
Posts: 104
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Re: WHQ 2nd Ed - Travelling and Settlements
...their eyes met across the dragon's carcase, and Morathi felt his boyish heart skip a beat as he looked into the soulful orbs of Mag'Gog the Ogre... the Ogre let his club come down on the head of the Elf and muttered "always suspected that pansy Elf..."
<runs away and hangs head in shame as once again he resorts to cheap laughs on the expense of a minority>
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23/Apr/2005, 9:18 pm
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AncientNomad
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Registered: 04-2004
Location: In the graveyard
Posts: 102
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Re: WHQ 2nd Ed - Travelling and Settlements
I think that Blackheart Ranger's idea about rolling on different tables is good.
In town I like to play with the rules where you use the boardsections as streets and so, the one problem we had with it was that it could be a litte boring, so we tossed in some monsters a little now and then... And about the issue of events and players not able to control the happenings, like the duel and marrige; maybe if you put all events on cards, and have the players fight as they would against monsters, but then the events would have to be battle-level-based. Or if you put in a skill such as speechcraft and have the warrior talk his way out of marrige or similar.
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23/Apr/2005, 9:39 pm
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