ffilz
Legendary Pubber
- Joined
- Dec 17, 2018
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I love RQ. I've also always loved Thieve's Guild, but trying to run it these days with no legal way to get a copy of the rules doesn't sound like a good idea. Plus, they never developed the magic system (you could cobble together fighters, but casters no way).
So why not merge the two. RQ can easily do the thief skills. Add some house rules (since I would still use RQ 1st ed.) for armor penalties. Yea, thieves are going to get some spells, but nothing too powerful. I'd lean more heavily on the guild structure of RQ1 than the cult structure of Cults of Prax, though I would let PCs join minor cults, but the point would be they are thieves and not on the normal cult track.
Use the Haven setting not Glorantha.
It does impact the little bit of magic in the system, but probably could hand wave anything really necessary to a given scenario.
I'm not sure how much of a Sandbox it would be...
Work to be done:
Stat up the Thieve's Guild races in RQ (those that don't already exist in usable form). Use the AD&D-like thief ability bonuses by race as part of the previous experience system. MAYBE subdivide Manipulation, or maybe not. Maybe use the Thieve's Guild chargen and the skills it has again as part of an RQ previous experience system.
Adventures and missions would be converted on the fly.
How many of you would play in such a campaign? Realizing most of you won't be able to due to my gaming weekday later evening in Pacific Timezone...
So why not merge the two. RQ can easily do the thief skills. Add some house rules (since I would still use RQ 1st ed.) for armor penalties. Yea, thieves are going to get some spells, but nothing too powerful. I'd lean more heavily on the guild structure of RQ1 than the cult structure of Cults of Prax, though I would let PCs join minor cults, but the point would be they are thieves and not on the normal cult track.
Use the Haven setting not Glorantha.
It does impact the little bit of magic in the system, but probably could hand wave anything really necessary to a given scenario.
I'm not sure how much of a Sandbox it would be...
Work to be done:
Stat up the Thieve's Guild races in RQ (those that don't already exist in usable form). Use the AD&D-like thief ability bonuses by race as part of the previous experience system. MAYBE subdivide Manipulation, or maybe not. Maybe use the Thieve's Guild chargen and the skills it has again as part of an RQ previous experience system.
Adventures and missions would be converted on the fly.
How many of you would play in such a campaign? Realizing most of you won't be able to due to my gaming weekday later evening in Pacific Timezone...