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Hexes are Tedious - STRGS?
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Author:  Panjumanju [ Sun Sep 23, 2018 9:29 am ]
Post subject:  Hexes are Tedious - STRGS?

I've had, and run, the Core rulebook for a while, but I only recently acquired the beautiful and interesting "Denizens of the North".

There's a "Simple Tactics Runic Game System" (STRGS) offered in the back as alternate rules of movement, doing away with hexes in favour of a few different tiers of abstraction. I really like this idea, because I find mapping everything out directly usually pretty tedious. I've used it - or something similar - in RPGs before, but not yet in FotN.

Has anyone on here used the STRGS variant? Did it work well, or was there a lot of iffy adjustment that had to happen with the powers?

//Panjumanju

Author:  raleel [ Fri Dec 21, 2018 12:07 pm ]
Post subject:  Re: Hexes are Tedious - STRGS?

Panjumanju wrote:
I've had, and run, the Core rulebook for a while, but I only recently acquired the beautiful and interesting "Denizens of the North".

There's a "Simple Tactics Runic Game System" (STRGS) offered in the back as alternate rules of movement, doing away with hexes in favour of a few different tiers of abstraction. I really like this idea, because I find mapping everything out directly usually pretty tedious. I've used it - or something similar - in RPGs before, but not yet in FotN.

Has anyone on here used the STRGS variant? Did it work well, or was there a lot of iffy adjustment that had to happen with the powers?

//Panjumanju


my apologies. i forgot to get back to this.

I've done some tinkering with this. I didn't get to use it in a game. my group likes to have a little more definition in it. Maybe like hexes, but course granularity - zones, but on a map

Author:  Panjumanju [ Fri Jan 25, 2019 2:34 pm ]
Post subject:  Re: Hexes are Tedious - STRGS?

raleel wrote:
I've done some tinkering with this. I didn't get to use it in a game. my group likes to have a little more definition in it. Maybe like hexes, but course granularity - zones, but on a map


I've been using the STRGS method for a few sessions now. I'm not sure if it's only working well because my players don't know the rules very well and assume I know what's going on when I hand-wave the relative distances. Let's see if it goes as well when they're better up on the rules.

//Panjumanju

Author:  andrew [ Tue Jan 29, 2019 4:21 pm ]
Post subject:  Re: Hexes are Tedious - STRGS?

Panjumanju wrote:
raleel wrote:
I've done some tinkering with this. I didn't get to use it in a game. my group likes to have a little more definition in it. Maybe like hexes, but course granularity - zones, but on a map


I've been using the STRGS method for a few sessions now. I'm not sure if it's only working well because my players don't know the rules very well and assume I know what's going on when I hand-wave the relative distances. Let's see if it goes as well when they're better up on the rules.

//Panjumanju


If you're unsure abotu anything just ping us on the forum and we'll answer any questions you may have. I think you're handling it correctly by not letting the rules get in the way of the adventure. Make a note of what's not clear, and press on during the game session, then hit us up between sessions for answers. Nothing hurts the RPG experience like rules lawyers digging through books and stalling out the game.

STRGS ranges are what I'm using for War of Shadow. Since it's a horror themed game/supplement minis will kill the horror immersion. So any feedback on what works and doesn't work is always great feedback for me.

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