On rpg.net today: What's your favourite things about Runequest 6?
I have a long list of favourites, but to mention the most important ones:
Streamlined character generation: it goes a lot faster now and players need no handholding
Finally the perfect approach to healing, both natural and magical!
Passive blocking: an answer to the question: where is that shield?
Special effects v2: a great system, now with maturity
Animism: the next step after the RAW and the S&P articles
There's a lot more I'm still discovering, and I'm gonna wait before writing a review until I have had the chance to really test all the new rules in a few sessions, but as you can tell I'm really happy with the new incarnation!
maandag 16 juli 2012
donderdag 5 juli 2012
RuneQuest 6 released!
Yesterday morning the latest incarnation of RuneQuest 6 was released by The Design Mechanism. I have preordered the printed version and was able to download the pdf straight away. At first glance, the new rulebook looks tremendous. Very little errors found so far, excellent production, clean lay-out, a very readable tome it has become.
Upon further inspection, it becomes apparent that some chapters are very similar to MRQ 2, others have been completely rewritten. The most obvious novelty is the Magic chapter. The rulebook describes 5 magic systems, with new skills, allowing GMs to cater to every game world they want. The combat changes are less obvious, although the veteran will notice the new special effects, the next version of the Combat Manoeuvers introduced in MRQ 2.
But even in the chapters where changes are not immediately obvious, after through reading a lot of under the surface streamlining becomes apparent. One example is how character generation careers are no longer a complicated list of 5% and 10% increases,always a tedious moment during chargen, instead the player chooses 3 skills and distributes skill points, making matters a lot more simple.
Another example of increased ergonomy is the brilliant help sheet showing new players how to proceed, allowing the GM to handle other matters. Once I return home from holiday, I'll put the combat rules to the test, especially the optional miniature rules, but my first impression is positive: this looks like the RuneQuest version to rule all others!
Upon further inspection, it becomes apparent that some chapters are very similar to MRQ 2, others have been completely rewritten. The most obvious novelty is the Magic chapter. The rulebook describes 5 magic systems, with new skills, allowing GMs to cater to every game world they want. The combat changes are less obvious, although the veteran will notice the new special effects, the next version of the Combat Manoeuvers introduced in MRQ 2.
But even in the chapters where changes are not immediately obvious, after through reading a lot of under the surface streamlining becomes apparent. One example is how character generation careers are no longer a complicated list of 5% and 10% increases,always a tedious moment during chargen, instead the player chooses 3 skills and distributes skill points, making matters a lot more simple.
Another example of increased ergonomy is the brilliant help sheet showing new players how to proceed, allowing the GM to handle other matters. Once I return home from holiday, I'll put the combat rules to the test, especially the optional miniature rules, but my first impression is positive: this looks like the RuneQuest version to rule all others!
donderdag 21 juni 2012
Tusk Riders Bonanza!
It has been quite a bit of time since the last update that actually showed off any work. There are several reasons for this, none of them interesting. Suffices to say, I've sprung back in action.
I have changed my mode of operation a bit as well: instead of blanket painting 30 figures at once, a bad habit I picked up back when painting ancient armies, I now prep a batch, and then choose one or two which I finish, before starting on anything new. I hope to achieve a steadier output of miniatures, rather than a batch of 25 miniatures every 6 weeks.
The miniatures here are milestones in more than one respect: They are part of the last big batch - these have been on my desk for months - and they also are the first photographed with the new SLR and processed in lightroom - check out the cool watermark, looking all pro! - and I hope to up the bar with my new gear: better pictures, and because of that, better painting, because I have to now :)
I made these pictures with the miniatures in my slightly adapted softbox. Camera on a tripod, adapted white balance, no flash. It's a first attempt, and I may still change mode of operation, using flash and reflection. These particular pictures have been made using a Pentax Macro lens. Stopped down to f:16 for good sharpness and a bit of background impression. Shutter 0,4".
I have used a bunch of GW orcs on boars, painted in an unorthodox manner, to represent tusk riders - for which I have found no miniatures. Maybe Mad Knight casting will make some one day, but until then, these will do the trick. They look a bit rough and brutal, but I can live with that.
The tusk rider above is the leader of the pack. Like the rest of them, the rider can be removed, using a strong small magnet. There is one rider that is fixed, it's full plastic, the other riders are metal figures.
I have changed my mode of operation a bit as well: instead of blanket painting 30 figures at once, a bad habit I picked up back when painting ancient armies, I now prep a batch, and then choose one or two which I finish, before starting on anything new. I hope to achieve a steadier output of miniatures, rather than a batch of 25 miniatures every 6 weeks.
The miniatures here are milestones in more than one respect: They are part of the last big batch - these have been on my desk for months - and they also are the first photographed with the new SLR and processed in lightroom - check out the cool watermark, looking all pro! - and I hope to up the bar with my new gear: better pictures, and because of that, better painting, because I have to now :)
I made these pictures with the miniatures in my slightly adapted softbox. Camera on a tripod, adapted white balance, no flash. It's a first attempt, and I may still change mode of operation, using flash and reflection. These particular pictures have been made using a Pentax Macro lens. Stopped down to f:16 for good sharpness and a bit of background impression. Shutter 0,4".
I have used a bunch of GW orcs on boars, painted in an unorthodox manner, to represent tusk riders - for which I have found no miniatures. Maybe Mad Knight casting will make some one day, but until then, these will do the trick. They look a bit rough and brutal, but I can live with that.
The tusk rider above is the leader of the pack. Like the rest of them, the rider can be removed, using a strong small magnet. There is one rider that is fixed, it's full plastic, the other riders are metal figures.
vrijdag 8 juni 2012
RuneQuest 6 in the online store!
Check out the TDM store
Well, not quite. The product is listed, but the store is not yet active. According to Laurence Whittaker of TDM it is only a question of days before the pre-orders start. Pre-ordering RuneQuest means a 20% discount on the normal retail price, so that is a great deal!
Well, not quite. The product is listed, but the store is not yet active. According to Laurence Whittaker of TDM it is only a question of days before the pre-orders start. Pre-ordering RuneQuest means a 20% discount on the normal retail price, so that is a great deal!
dinsdag 15 mei 2012
First pic with the new camera
| K-5 w Pentax-M 100mm f4 macro |
As mentioned some time ago, I have gotten around to purchasing some new gear. Just for reference, I post the first picture, of a half finished savage orc boar rider, which will be used as a RuneQuest Tusk Rider.
Having new gear is – of course – nice and dandy, but boy is this thing sharp: for the above image I have to set up the camera at about 50 cm from the model. The depth of field is only a few millimeters deep at full open, and even at f8 it’s still not enough to get the entire miniature sharp. Massive control, and so very sharp, there’s no way I’m gonna pretend any skill at painting after this, every error, no matter how tiny, will be revealed with this setup!
The camera is a Pentax K-5, the lens is a 100mm f4 macro lens from 25 years ago, with excellent sharpness and contrast. The picture above is without any lighting setup, just a small tripod and 2 second trigger to avoid shaking.
zaterdag 5 mei 2012
Casting session
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| For our first whole day casting session we decided to make a bit of everything |
Funnily enough, two months ago I finally bit the bullet and decided to go and buy the SLR I have been wanting for so long now. I invested in some decent lenses as well, and theoretically I am now able to make way better pictures than before. But setting stuff up now takes longer, making it a more formal occasion: set up the flash and umbrella, set up the scene, tripod, linear rail and 1:2 macro lens. So far I haven't really made pictures of my modelling, but I intend to soon™.
Once work settles down a little, I'll make a bit of effort on documenting the new photography tools.
zondag 18 maart 2012
Expected RQ6 content!
Here's what Laurence Whittaker has to say about the most important changes and updates to RuneQuest in the upcoming RQ6:
1. Character Creation
We've expanded it in some areas and streamlined in others. There's less chance of a 'cookie-cutter' character with RQ6 than with Legend. Some areas for skill allocation have been de-emphasised and others re-emphasised. Passions form a core part of the rules. All professions have been re-jigged and re-assessed.
2. Skills
These work as before but quite a few have been re-named and re-defined. This makes them more intuitive to use, although the same structure (Common vs Advanced, or Standard vs Professional, as we've now classified them) exists.
3. Combat
Similar structure, but all the Combat Manoeuvres have been tweaked and are much improved. A few new ones have been added. Defensive options are increased; shield-use is overhauled. Movement rules are completely changed, as are rules for charging. Rules for figures-based tactical movement will be included as an option.
4. Magic
Common Magic is now called Folk Magic and is a complete overhaul of the older system. We've de-emphasised the combat nature of many spells (although the old faves of Bladesharp etc are still there) and adjusted the power level quite considerably. It works very differently to the old Common Magic/Battle Magic of yore.
Animism is completely rewritten and includes extensive guidance for use. This is essential as its so different to all the other magic systems. Mysticism is introduced. This allows for Wuxia/Ninja style characters as well as more cerebral, contemplative types. Mystics don't use spells but instead enhance their own capabilities. Divine Magic and Sorcery are far more flexible than before with different options to support their use in different campaign types.
Perhaps most importantly, we've included a detailed introduction to magic chapter which gives guidance on structuring magic in different styles of fantasy, how to source/regain Magic Points, and how to create low/mid/high magic settings using some or all of the five magic systems on offer.
5. Cults
Restructured for a more generic approach, and with a couple of dozen example cults presented for GMs to customise according to need. For settings where cults are not a focus, rules for Brotherhoods/Hero/Warbands/Guilds with supporting mechanics.
6. Creatures
Tons. This is the biggest chapter of the book. Extensive guidance on how to use creatures, how to make your own, and how to play them as characters.
8. GM Guidance
A detailed chapter with advice, tips and samples for GMs including how to prep for play, how to manage each of the core components, some optional rules, and general remarks on how RQ functions based on our - and playtesters' - experiences.
| Pic is not related to article content, just for esthetic purposes! |
1. Character Creation
We've expanded it in some areas and streamlined in others. There's less chance of a 'cookie-cutter' character with RQ6 than with Legend. Some areas for skill allocation have been de-emphasised and others re-emphasised. Passions form a core part of the rules. All professions have been re-jigged and re-assessed.
2. Skills
These work as before but quite a few have been re-named and re-defined. This makes them more intuitive to use, although the same structure (Common vs Advanced, or Standard vs Professional, as we've now classified them) exists.
3. Combat
Similar structure, but all the Combat Manoeuvres have been tweaked and are much improved. A few new ones have been added. Defensive options are increased; shield-use is overhauled. Movement rules are completely changed, as are rules for charging. Rules for figures-based tactical movement will be included as an option.
4. Magic
Common Magic is now called Folk Magic and is a complete overhaul of the older system. We've de-emphasised the combat nature of many spells (although the old faves of Bladesharp etc are still there) and adjusted the power level quite considerably. It works very differently to the old Common Magic/Battle Magic of yore.
Animism is completely rewritten and includes extensive guidance for use. This is essential as its so different to all the other magic systems. Mysticism is introduced. This allows for Wuxia/Ninja style characters as well as more cerebral, contemplative types. Mystics don't use spells but instead enhance their own capabilities. Divine Magic and Sorcery are far more flexible than before with different options to support their use in different campaign types.
Perhaps most importantly, we've included a detailed introduction to magic chapter which gives guidance on structuring magic in different styles of fantasy, how to source/regain Magic Points, and how to create low/mid/high magic settings using some or all of the five magic systems on offer.
5. Cults
Restructured for a more generic approach, and with a couple of dozen example cults presented for GMs to customise according to need. For settings where cults are not a focus, rules for Brotherhoods/Hero/Warbands/Guilds with supporting mechanics.
6. Creatures
Tons. This is the biggest chapter of the book. Extensive guidance on how to use creatures, how to make your own, and how to play them as characters.
8. GM Guidance
A detailed chapter with advice, tips and samples for GMs including how to prep for play, how to manage each of the core components, some optional rules, and general remarks on how RQ functions based on our - and playtesters' - experiences.
woensdag 7 maart 2012
Ben the great troll
| Ben the great troll. You should see his brother Jerry! |
For comparison I put a Reaper assassin next to our friend Ben.
vrijdag 24 februari 2012
Improvements at the HQ clubhouse
We more or less finished the new wall, got some new lockers for our members, and mounted a wide door. Now the side window remains to be closed, we're looking at that. The thermal insulation has already improved with the new wall, the total effect will of course be a lot more impressive.
maandag 13 februari 2012
New Roleplay table
I'm too poor to be able to buy a new Sultan RPG table, but here is my next best thing: a multiplex / MDF construction with desk docks for 6 players and a large docks for the GM. The top table panel measures 120 x 100 and flips open, and every player has a 30 cm deep writing area.
The GM also has a IKEA Alex 6 drawer cabinet, in which all the miniatures are stored. Now all that reamins looking into is a right sized scenery cabinet opposite the Alex cabinet.
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| I'm gonna call it the 'bombardeer' :) |
The GM also has a IKEA Alex 6 drawer cabinet, in which all the miniatures are stored. Now all that reamins looking into is a right sized scenery cabinet opposite the Alex cabinet.
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| Impression of the table with 6 seated |
zondag 29 januari 2012
Mould line bonanza
| I use grey magic sculp, try to find out where! |
When I buy a box like this, which is nowhere near a new design, I expect the models to have matured: sprues with little errors, well fitting limbs and heads (the heads went on rather well in most cases), and a minimum of plastical surgery. In reality, I felt like a sculptor at times, taking off lots of meat on places, adding putty in several spots, and generally correcting what I can only describe as poor quality miniatures. I'm very happy these are zombies, so I can get away with the brutal detail, the hands the size of a head, and the irregularly shaped limbs. But on the whole it's rather disappointing. Even more so when I found out only one day later that Mantic does zombies as well, with lots more variety, and they sell small boxes. And they are cheaper. Still, I've got these now, and with a bit more corrective sculpting when the set is glued, I'll get them to look like a group of half decent, out of proportion zombie monsters!
zondag 22 januari 2012
Some Call of Cthulhu stuff
| Leng Spider base, homemade |
| Expedition to the outback, RAFM. |
donderdag 12 januari 2012
Finished some more cave blocks
Here is the result of 2 castings each (not completely though, some bits went wrong) of all cave moulds. I used some fieldstone floortiles to put them on, I might give those a whiter brush later to make them look more fitting. Some parts are glued wrongly in the first batch, so I'll need to have another go to complete some of the double pieces, like the wooden door. Still, the images clearly illustrate the feel of the blocks, they look great and will work very well for RuneQuest and Call of Cthulhu, as well as any other skirmish type game, 28 mm or not.
| The rocky caves, mould 81 & 82 |
| The water caves, mould 83 & 84 |
| Entering the water caves. Using fieldstone floortiles |
maandag 2 januari 2012
Baboon raid near Wilmskirk
| The Stead on the road to Boldhome |
maandag 26 december 2011
Mountains of madness?
Time to cast: 1 hour.
Time to glue: 1 hour.
Time to dry: 1 week.
Time to base: 6 minutes.
Time to dry: 1 day.
Time to paint: 1 hour.
Look and behold: one cast each of moulds 81-84. A second batch is drying, I think 2 batches will go a long way making cave encounters a lot more realistic and enjoyable in Runequest and CoC alike. I'm doing a superdry white brush tomorrow, then some varnish, and we're good to go!
Time to glue: 1 hour.
Time to dry: 1 week.
Time to base: 6 minutes.
Time to dry: 1 day.
Time to paint: 1 hour.
Look and behold: one cast each of moulds 81-84. A second batch is drying, I think 2 batches will go a long way making cave encounters a lot more realistic and enjoyable in Runequest and CoC alike. I'm doing a superdry white brush tomorrow, then some varnish, and we're good to go!
vrijdag 23 december 2011
Message from Cthulhu!
Great Old Cthulhu himself has seen fit to send me a parcel, containing a collection of weird looking artifacts, packaged in an alchemist treebark concoction and polymer cover, a container surely devised by the old gods.
I have tried to make a picture of it, but some of the packages resisted by malignantly reflecting every bit of light in the investigation room. Still, for what it's worth, here is the picture. In the meanwhile said package has again disappeared, very probably it went back into the void. Or maybe someone wrapped it in gift paper and put it under the christmas tree. Time will tell.
I have tried to make a picture of it, but some of the packages resisted by malignantly reflecting every bit of light in the investigation room. Still, for what it's worth, here is the picture. In the meanwhile said package has again disappeared, very probably it went back into the void. Or maybe someone wrapped it in gift paper and put it under the christmas tree. Time will tell.
woensdag 21 december 2011
Hirst casting tryouts
| Hiring children to do the work proves much cheaper, and they can be bullied into working unpaid overtime easily |
We had a few casting tests today, with the help of my son and daughter, to establish how many hirst silicon moulds one can cast per unit of time. The tests pointed out that the speed I could reach very much depends on the number of moulds available. At one time, I had 7 moulds 'in the air' at once. That was doable, I would say I could manage to keep 10 moulds busy. Depending on turnaround time, and therefore drying time, I could do 2 to 2,5 rounds per hour. Some of the things I found:
- Setting up took me about 45 minutes. This will be the same for one person doing 3 moulds or 4 persons doing 40 moulds so organization is essential.
- We need more mixing bowls: it is a very bad idea to rinse your mixing bowl in the sink, you have to let the plaster set and then remove it. For one person, 5 mixing bowls is a good number. Luckily, these are dead cheap.
- It took me over one hour to clean up. This will also be required after every cast, so it would be best to try and organize big casting sessions.
donderdag 8 december 2011
Chaaaarge
| The planning stage - it lasted a full four seconds :) |
The story: Miskar under pressure!
maandag 5 december 2011
Call of Cthulhu
| Newspaper archives are essential for CoC! |
maandag 28 november 2011
Workbench update
When painting updates seem to occur only now and then, it's more often than not a case of 'finishing a bunch of stuff at once'. Typically, I have several series of miniatures that get rotated, and because of that, it looks like nothing happens at all. Here's a quick update of a bunch of not-finished mini's I hope to finish anyday soon.
.
| Some LAnce and Laser Bison Riders and a rider and mount. |
| Lunar mounted guard, some BTD, some Warlord |
| Some slaves and servants, an assassin, and a healer, Warlord and Reaper |
.
dinsdag 22 november 2011
Puppet Wars Executioner
Been painting this little puppet wars Executioner for a club demo next week. I've been painting some more details since I took the picture, but the general idea is clear.
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