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RuneQuest 6th Edition Softcover
https://index.rpg.net/display-entry.phtml?editionid=21981
From the publisher: RuneQuest – Sixth Edition of the Iconic Roleplaying Game
Created in 1978 by Steve Perrin, Ray Turney and friends, RuneQuest
is the classic roleplaying game of fantastic adventure with heroes and
magic.
Now in a brand new edition, RuneQuest is updated and expanded by
Pete Nash and Lawrence Whitaker. Everything you need for fabulous
roleplaying adventure is contained in a single volume that has been
designed to support any genre of fantasy. The game retains all the key
concepts and hallmarks of its earlier versions, but requires no
familiarity with the previous editions.
In RuneQuest your characters are defined by their culture, career,
community, background, comrades, skills, magic and cults. Progression is
through skill advancement – not levels or similarly abstract concepts.
As your characters adventure and quest, their capabilities improve and
their relationships deepen and strengthen. Players and Games Masters
have complete flexibility over what can be achieved, and the way
characters develop is entirely dependent on choices players make,
depending on their characters’ aspirations and motivations.
Games Masters receive a huge amount of support through the RuneQuest
rules. All the concepts and game mechanics are explained clearly with
options and considerations explored and presented for ease of use. You
need only this rulebook for many years of exciting and imaginative play.
What’s in this book?
RuneQuest contains everything needed for play:
Character Creation – building your character through the
familiar characteristics, through developing culture and community
relationships, choosing a career, and gaining basic equipment according
to social class.
Skills – What they do, how they work, and how to handle
many different circumstances (degrees of difficulty, critical and
fumbled rolls, opposed skills, group skills, and so on).
Economics and Equipment – Arms and armour, tools,
clothing, accommodation... everything your character needs as he or she
begins on their life of adventure.
Combat – RuneQuest’s combat system is unique, dynamic and
geared towards adventurous realism. Gaining success over an opponent
generates Special Effects that can rapidly turn the course of a fight.
Copious advice is presented on balancing combat skills and styles,
through to handling rabble and underlings.
Magic – No less than five very different forms of magic
are presented and explored, with complete lists of spells and effects.
How magic is defined and used in different fantasy settings and campaign
worlds is examined in detail. The Runes, what the represent and how
they work, is clearly presented.
Cults and Brotherhoods – Religious, magical and secular
organisations, as well as other kinds of societies are detailed the
Cults and Brotherhoods rules. Cults have been an important and
traditional part of RuneQuest, and they are covered in significant
detail along with templates for many different kinds of cult, order,
school and so on for Games Masters and Players to build upon for their
own campaigns.
Creatures - Over 50 creatures are fully detailed,
including several non-human player character races. This chapter also
offers complete guidance on how to use creatures effectively in
RuneQuest games, and notes on how to design your own.
Games Mastery – Copious notes, thoughts and guidance on
how to Games Master RuneQuest games. Areas for consideration are
summarised, options explored, and different ways of using the rules
offered. An invaluable chapter for new and old RuneQuest Games Masters
alike…
Anathaym’s Saga – Numerous examples of play and how the
rules are used are provided through Anathaym’s Saga. Follow Anathaym,
her sister Kara, Mju the Mystic and Kratos the Sorcerer as the RuneQuest
rules are illustrated and explained.
https://index.rpg.net/display-entry.phtml?editionid=21981
From the publisher: RuneQuest – Sixth Edition of the Iconic Roleplaying Game
Created in 1978 by Steve Perrin, Ray Turney and friends, RuneQuest
is the classic roleplaying game of fantastic adventure with heroes and
magic.
Now in a brand new edition, RuneQuest is updated and expanded by
Pete Nash and Lawrence Whitaker. Everything you need for fabulous
roleplaying adventure is contained in a single volume that has been
designed to support any genre of fantasy. The game retains all the key
concepts and hallmarks of its earlier versions, but requires no
familiarity with the previous editions.
In RuneQuest your characters are defined by their culture, career,
community, background, comrades, skills, magic and cults. Progression is
through skill advancement – not levels or similarly abstract concepts.
As your characters adventure and quest, their capabilities improve and
their relationships deepen and strengthen. Players and Games Masters
have complete flexibility over what can be achieved, and the way
characters develop is entirely dependent on choices players make,
depending on their characters’ aspirations and motivations.
Games Masters receive a huge amount of support through the RuneQuest
rules. All the concepts and game mechanics are explained clearly with
options and considerations explored and presented for ease of use. You
need only this rulebook for many years of exciting and imaginative play.
What’s in this book?
RuneQuest contains everything needed for play:
Character Creation – building your character through the
familiar characteristics, through developing culture and community
relationships, choosing a career, and gaining basic equipment according
to social class.
Skills – What they do, how they work, and how to handle
many different circumstances (degrees of difficulty, critical and
fumbled rolls, opposed skills, group skills, and so on).
Economics and Equipment – Arms and armour, tools,
clothing, accommodation... everything your character needs as he or she
begins on their life of adventure.
Combat – RuneQuest’s combat system is unique, dynamic and
geared towards adventurous realism. Gaining success over an opponent
generates Special Effects that can rapidly turn the course of a fight.
Copious advice is presented on balancing combat skills and styles,
through to handling rabble and underlings.
Magic – No less than five very different forms of magic
are presented and explored, with complete lists of spells and effects.
How magic is defined and used in different fantasy settings and campaign
worlds is examined in detail. The Runes, what the represent and how
they work, is clearly presented.
Cults and Brotherhoods – Religious, magical and secular
organisations, as well as other kinds of societies are detailed the
Cults and Brotherhoods rules. Cults have been an important and
traditional part of RuneQuest, and they are covered in significant
detail along with templates for many different kinds of cult, order,
school and so on for Games Masters and Players to build upon for their
own campaigns.
Creatures - Over 50 creatures are fully detailed,
including several non-human player character races. This chapter also
offers complete guidance on how to use creatures effectively in
RuneQuest games, and notes on how to design your own.
Games Mastery – Copious notes, thoughts and guidance on
how to Games Master RuneQuest games. Areas for consideration are
summarised, options explored, and different ways of using the rules
offered. An invaluable chapter for new and old RuneQuest Games Masters
alike…
Anathaym’s Saga – Numerous examples of play and how the
rules are used are provided through Anathaym’s Saga. Follow Anathaym,
her sister Kara, Mju the Mystic and Kratos the Sorcerer as the RuneQuest
rules are illustrated and explained.
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