ecosophia: JMG in lecture mode (Default)
[personal profile] ecosophia
down the tunnelI'd like to ask for some assistance from those of my readers who are into roleplaying games (RPGs) -- specifically the grand old-fashioned variety that involves a group of players sitting around a table as their imaginary alter egos move cautiously down a tunnel, listening intently for the rattle of six-sided dice that warns of a wandering monster...

A while back there was a certain amount of talk on this journal about the possibility of using the world of my fantasy novel series The Weird of Hali as the setting for a RPG. I'm pleased to be able to say that at this point it's not just talk. I got a polite no thank you from Chaosium, the company that owns the Call of Cthulhu game -- no surprises there, but I thought it was reasonable to talk to them first. Apparently the stars are right, though; maybe a week later, I was contacted by a smaller RPG firm that's interested, and so Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is now under development. 

The company in question has a house system -- they're one of several firms that's licensed the Mythras fantasy RPG system, which cognoscenti will know was originally going to be the 6th edition of Runequest. Under the terms of the license, I can't change the rules or mechanics of the basic Mythras Imperative system, but I can add additional rules to my heart's content. I don't mind the restriction, as the rules as given are straightforward and intuitive to use -- you can download a set from this page if you're interested -- but the question of what to add is on my mind, and I figured I'd ask my readers for help here. 

If you've used Mythras, Runequest 6th edition, or any of the burgeoning family of d100 roleplaying games -- or for that matter, if you've done other kinds of roleplaying games and have things you especially love and hate about rulebooks for RPGs -- what would you like to see in a Weird of Hali RPG? The game will be set in the modern world, and characters will start out utterly clueless about the Great Old Ones, the elder races, the real history of the world, and especially about a secret and powerful organization nobody is willing to talk about -- an organization that seeks to impose its bloodstained utopian fantasies on the world once and for all, and will stop at nothing to get its way.

As your characters flee for their lives across the witch-haunted Massachusetts landscape, or venture into a vast and sinister house that one of them has just inherited from a mysterious great-uncle, or head into the swamps of tidewater North Carolina looking for a graveyard where legend has it that a stair leads down to unknown things, or jump down from a helicopter near a research station in Greenland where strange things have been happening...what do you want the rules to do for you? What skills should your characters be able to have, what problems in the  rulebooks need to be patched, what really cool things did a GM you know add to that really memorable Runequest game two years ago? Tentacular minds want to know...
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