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Davane wrote:iKarith wrote:That was the other reason I haven't been rushing to it, to be honest. When you suggested it, several folks came up and said they'd kinda like the non-branded open-licensed rule set, but it kinda seemed like you already knew what you wanted to do and made up your mind what the outcome was going to look like. In some ways that's a good thing because those wanting the open, non-branded open-source thing kinda said we wanted that and then kinda let it hang for a bit there. At least in my case it was because I didn't know what the thing I was thinking about would look like just yet, except that what I was kind of imagining would not work.
I was kind of imagining a set of rules divided into sections—characters, movement, combat, etc, in two-column format like my old 2E D&D books had, but shorter, with like colored page borders so it was fast to turn to the rules for whatever, and put into a loose leaf binder so it was easy to add to. It'd come to a place where it would describe something you need rules for and just have them where NA/EU agreed or, where they didn't, an Option 1/Option 2 box to let the EW choose the rule they wished to use. Y'know, again kinda like my old D&D books had back in the day.
And there'd be a conspicuous place between the rules for a particular thing to slot in a template with other optional rules about that thing and we'd make up a nice template that had the same page border, and each option would indicate what things beyond a single copy of the Game System.
That … isn't going to work. First, if you were going to put the rules for HQ into a binder, it'd need to be one of those mini-binders I used in college. There's not enough HQ rules to put into a standard 3 ring binder for 8.5x11 Freedom Units paper or 3 (4?) ring for A4 for … the rest of the world who has sense enough to use the same thing.
Unless you were printing it at iKarith font sizes of course, which … I mean, I might do that. But the whole idea of what that looks like was wrong, I concluded, since ultimately that would just be HQ rules and Hasbro owns those. We can't just take their name off it and claim it's open source now, free to be used in commercial products or not, no strings attached. That's literally the opposite of how things work!
I since concluded that the generic open source rules would have to be that: Generic. Rather than supplying two options corresponding to NA or EU rules, you'd leave the specifics to someone else to fill in with whatever specifics they want. The result is too generic to be called complete, but it's also too generic for Hasbro to say it's "from" their game even though I do spend a LOT of time here at the Inn where we discuss their game primarily, in what for some must seem like painfully exact detail.But for incomplete, it should be easy enough to fill in the missing bits and you have exactly the HQ rules. Or something very different, you choose.
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Those are fair criticisms, I suppose.
Davane wrote:I would like to point out that I decided to incorporate the cards and other necessary components, as it seems like a lot of the rules are actually covered on them rather than in the rule book, and currently the HQ CERB stands at 44 pages in a 12-pt font with easily readable headings. At the moment, I'm still compiling text, so the HQ CERB could drop some pages with formatting, and other layout options. This is the meat of the project, as it only covers the Game System, but the idea that it only fits a few pages are somewhat laughable without actually looking at it.
Davane wrote:In terms of what I want - since I have HQ, AHQ, and WHQ, I can see the overlap and describe in very broad strokes what a combination game would be like. However, before I get to that, I am working on CERBs which are more of a complete reference work for each title, designed for those that want to recreate each game for their own enjoyment. Obviously, I can't copy everything, so I have tried to focus on what makes the game functional over all. For example, I have nearly finished with the GS, but I haven't included the Quest Book, even though the Quests serve as the meat of the system. But then, there's more than enough fan quests here that can cover the Quest Book being left out. However, although I wasn't originally going to include them, I felt that many components included rules that would otherwise have been in a rulebook, such as Spells and Equipment.
Davane wrote:In terms of decision making between rules sets, I have tried to intelligently choose which version I would include as the base system, and which would be house rules. The idea is that it SHOULD be possible for either version of the game to be playable using the CERB. I have done my best to limit what changes I have made to the rules, and the only real change is breaking up Passages into corridors and junctions. Although this is mostly for logistical reasons, I discovered that applying the "must be in the room to search for traps" rules meant an additional complication if you keep Corridors and Junctions as discrete, which I have yet to fix. To imagine it, think as if you have put a doorway between each Junction and Corridor section on each map. Of course, any fix to this also fixes the issue with traps beyond doors, so I am not adverse to leaving this complication in to be fixed later.
Another real purpose of the CERB is to clear up any ambiguity in certain scenarios. For example, the line of sight rules. Right now, there's no difference between line of sight and line of effect, so if you can see it, you can shoot it. However, map reveals aren't based solely on line of sight, so you can reveal features that you cannot see. Thus, you can see everything in a room, even if it's hidden behind furniture, as long as you don't have to search for it, and you can see all monsters in a passage, even if they are standanding behind one another and therefore not technically visible for "line of sight".
Davane wrote:As such, it would be nice if you could check out the HQ CERB, even if it's really just a case of checking my homework, to see if there's anything I missed, any conflict that needs resolving, or areas that could be considered for improvement. Just bear in mind that the HQ CERB is designed primarily as a reference work, for combination with future AHQ and WHQ CERBs, and as such house rules desired now might actually be covered or made redundant in such works.
Davane wrote:iKarith wrote:Yeah, AHQ is really meant to be played with HQ from what I can tell, so that's fine. And I have to make custom cheatsheets anyway as I need to be able to read them.
On the contrary, AHQ is a complete game in it's own right, and the supplemental information for using HQ components with AHQ takes up 3 pages of the 62 page rulebook. It's just that a lot of fans have both AHQ and HQ, and as such, they favour combining the two to the point at which they seem like both are always being played together. If anything, the AHQ rules were designed to supercede the HQ rules, to the point that it includes rules for playing the HQ Game System Quest Book using the AHQ rules, and the four Heroes from HQ presented as AHQ Heroes.
Davane wrote:iKarith wrote:So I'd need some Minotaurs, rats? not skaven?, orc archers, snotlings, spiders, and bats… My goblins are HQ, so they're not spearmen, but unless expansions called for other goblins, HQ's minis will work in a pinch. And with 4x the GS white sprues I probably have enough undead. The stuff I'd need are the sort that Reaper tends to sell in multipacks anyway, so that helps.
Nope, WHQ used Giant Rats, not Skaven. There were rumours that a Skaven expansion was also planned, and this is backed up by a Skaven-themed WD article, but the base game itself decided that it was going with a much more Orcy theme. Of course, the Roleplay Book included rules for Skaven, as part of the 66 page bestiary, which is not a bad chunk for a mighty 192 page tome. The LotOL expansion included many different specialist types of goblins, but none of the minis, so unless you specifically needed multiple types of gobbos, you could get away with them fair enough. In WHQ, goblins are deemed only to fight with either bows or spears, which makes things a little bit easier for you.
Davane wrote:I'm going to address the urban myth that Gary Gygax hated Wizards separately here, because that's not strictly true.
The issue comes from the fact that there was a certain assumption of power within wizards,
Shadzar wrote:Gary hated wizards for one reason. Rob Kuntz, aka Robilar. He didn't hate the class, he hated Rob's wizard character that would circumvent every last thing Gary planned or tried to plan by thinking outside of the box with his spells.
Shadzar wrote:Shadzar wrote:Gary hated wizards for one reason. Rob Kuntz, aka Robilar. He didn't hate the class, he hated Rob's wizard character that would circumvent every last thing Gary planned or tried to plan by thinking outside of the box with his spells.
Hey stupid, stop being old! Your memory aint what it used to be!...
Jim Ward had Drawmij the wizard.. Robilar was Sir Robilar the knight...
too much recent news with Jim, Rob, Ernie, etc.. i got myself confused.Not to say Rob Kuntz didn't pull his own shenanigans, but it has nothing to do with Gary's hate of wizards, or how spells were made for HQ.
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