Runboard.com
You're welcome.
Community logo






runboard.com       Register for a free global account (learn about it) | Log in: (), globally (lost password?)

Page:  1  2  3  4  5  6  7  8 

 
Blackheart Ranger Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

Registered: 04-2005
Posts: 52
Re: WHQ 2nd Ed - Travelling and Settlements


quote:

Black Drazon wrote:

These are all great, BHR, but I think I need to start cracking the whip and reminding you lot that we're trying to simplify the Settlement process, not complicate it. If you can show me how doing this simplifies the process, I'll gladly continue.



Sorry, just got carried away
Bruno is right. There should not be a problem to find the store. The Q is if the is a store at all. Special location the same. In a bigg settlement, its proabably there, but not in a smal town. To make it simple, the stock roll handles this problem, i think

I also like Brunos idea about the Roll of 1. There is a lot happening in a town, so maybe
1d6=1 bigg event
1d6=2 smal event

28/Apr/2005, 12:54 am Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Travelling and Settlements


Just a radical thought...
How about just cutting out events, days, searching and the like? Just let each warrior generate a list of shops and places they want to visit.
For the Roleplay game, all of the details can be filled in. In the Non-GM, they can really be seen as superflous.
Madness?
28/Apr/2005, 5:54 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
golembane Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Travelling and Settlements


quote:

thecustodian wrote:

Just a radical thought...
How about just cutting out events, days, searching and the like? Just let each warrior generate a list of shops and places they want to visit.
For the Roleplay game, all of the details can be filled in. In the Non-GM, they can really be seen as superflous.
Madness?



I have actually thought about this as well. Make the towns simply a point where players buy what the need to buy and get back into the dungeon.

If that was the route I was thinking we could simply make all the places onto one big chart of what you can buy and have a rarity tied to them that you have to roll your D6's for to see if they are in stock or not. So if your warrior came to town to buy an set of elven armor and you could only find the helm...well you could only find the helm..

That would denote that complete time frame which you spend in town, so there isn't repeat trips to and from the different stores.

Keeps towns simple, fast, and clean. Once again I am thinking the chart and inventory rolls would be very similiar to Mordheim,
28/Apr/2005, 8:13 am Link to this post Send Email to golembane   Send PM to golembane
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


Hm, these are both excellent ideas. I am personally torn, though my rational mind tells me to incorporate the easiest rules and put the more complicated ones in the optional section... Who wants to vote?
28/Apr/2005, 1:20 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Bruno Profile
Live feed
Blog
Friends
Miscellaneous info

God

Registered: 04-2003
Posts: 802
Re: WHQ 2nd Ed - Travelling and Settlements


quote:

Keeps towns simple, fast, and clean. Once again I am thinking the chart and inventory rolls would be very similiar to Mordheim


I am with you. I love the mordheim's rules

---
Bruno
28/Apr/2005, 5:27 pm Link to this post Send PM to Bruno
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Travelling and Settlements


The option sounds good. A choice between one-stop all you can eat everthing under one roof settlement, and long stay settlements where you do more than just get new weapons.
28/Apr/2005, 6:57 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Blackheart Ranger Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

Registered: 04-2005
Posts: 52
posticon Re: WHQ 2nd Ed - Travelling and Settlements


One of the reasons I like settlements, is because it gives the hack and slasj a break, and I dont get bored so fast.

A fast trip to the town is like using "cheat" codes when playing pc games. Its great fun at start, but gets boring cause the "building up tension" aspect is sort of gone, and when u start playing normaly, well everyting is developing sooooo slow

So for me its like "Got to get to town to buy a......." DONE "Got to get back inn there and killlll EVERYTING" :-))
28/Apr/2005, 10:56 pm Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
golembane Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Travelling and Settlements


quote:

Blackheart Ranger wrote:

One of the reasons I like settlements, is because it gives the hack and slasj a break, and I dont get bored so fast.

A fast trip to the town is like using "cheat" codes when playing pc games. Its great fun at start, but gets boring cause the "building up tension" aspect is sort of gone, and when u start playing normaly, well everyting is developing sooooo slow

So for me its like "Got to get to town to buy a......." DONE "Got to get back inn there and killlll EVERYTING" :-))



Well while I agree with you in part, I think also since these rules will be in the advance RPG section it would fit not to build to much on the towns. Let the GM's build the towns as they see fit, and our rules just gives the general instruction on how the store(s) would work.

When using it as an added option without a GM I don't think I ever really cared about going back to town unless it was to train.

Now I fully think there should be travelling events. The trips through the warhammer world is dangerous and the event should denote that, but once you get into a town it should be(for the most part) a bastion of humanity.

Last edited by golembane, 29/Apr/2005, 4:00 am
29/Apr/2005, 1:42 am Link to this post Send Email to golembane   Send PM to golembane
 
Blackheart Ranger Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

Registered: 04-2005
Posts: 52
Re: WHQ 2nd Ed - Travelling and Settlements


Sorry about the devilhead in the subject line. Must have pushed a wrong button. emoticon
29/Apr/2005, 2:33 am Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


Great! That leaves us with the nitty-gritty. We need a new way of calculating Living Expenses and we need to look over all non-weapons/armour in the shops. Alehouse through General store, what works and what doesn't?
29/Apr/2005, 6:55 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Page:  1  2  3  4  5  6  7  8 





You are not logged in (login)