Difference between revisions of "Runequest OGL Ramblings:Main Page"
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[[Category: Runequest_OGL]] | [[Category: Runequest_OGL]] | ||
− | This will [hopefully] evolve into a page of possible Runequest ideas, based around the OGL. | + | This will [hopefully] evolve into a page of possible Runequest ideas, based around the OGL.It will, of course, be influenced by the rules, ideas and thoughts expressed in a hundred other games, BRP/RQ or not. |
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+ | My aim here is to pull apart, examine extend or just admire different bits of the runequest OGL and how they apply to the creation of a game built around synergy - connecting as many bits as possible so nothing goes to waste. | ||
+ | |||
+ | What it doesn't mean is bury everything in layers of detailed rules. A lot of what I want to poke at is like the notes that writers make on stories...90% of never get used or are embedded within the final product. | ||
+ | I want to do the same, but not only with mechanics - also, the cosmology and mythic landscapes that you can extrapolate from the current systems. | ||
+ | |||
+ | I do admit to a bias - runequest has always struck me as an organic system and structure in design, and I want to apply that to a setting concept that tries to emulate the 'what if'of a world much like our own evolving with real magic, gods, monsters, etc. Mytho-Anthropology. | ||
[[Mythic Philosophy - The Paths to Magic]] | [[Mythic Philosophy - The Paths to Magic]] | ||
[[Strength, weapons, effects and the 3d6/d100 split.]] | [[Strength, weapons, effects and the 3d6/d100 split.]] |
Revision as of 10:58, 5 February 2011
This will [hopefully] evolve into a page of possible Runequest ideas, based around the OGL.It will, of course, be influenced by the rules, ideas and thoughts expressed in a hundred other games, BRP/RQ or not.
My aim here is to pull apart, examine extend or just admire different bits of the runequest OGL and how they apply to the creation of a game built around synergy - connecting as many bits as possible so nothing goes to waste.
What it doesn't mean is bury everything in layers of detailed rules. A lot of what I want to poke at is like the notes that writers make on stories...90% of never get used or are embedded within the final product. I want to do the same, but not only with mechanics - also, the cosmology and mythic landscapes that you can extrapolate from the current systems.
I do admit to a bias - runequest has always struck me as an organic system and structure in design, and I want to apply that to a setting concept that tries to emulate the 'what if'of a world much like our own evolving with real magic, gods, monsters, etc. Mytho-Anthropology.