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Elements I like in Rune:
Everyone GMs. You trade around GMing duties in a series of mini-adventures and set-piece encounters. In a standard session, every player will GM for an hour or so. As someone who enjoys GMing and also Playing, this is a big plus for me.
Competitive Roleplaying. Here's an RPG that actually declares a winner for the night. A game were you still need to cooperate with the other players, but you are rewarded for actively striving to one-up them. For Gamists and Social Gamers, there's a lot to love in Rune. Narrativists and Method Actors may not respond so well. I most strongly identify with those later categories, and yet I really enjoyed the game.
Tools for balancing scenarios. Rune has a really solid system for balancing encounters. That system works well for combat and less violent encounters. While it doesn't perfectly match my gaming style, I really have to admire the thought that went into that system. If you've ever had to pull your punches as a GM, or didn't and thus ended up with a TPK (total party kill), it'll be worth your time to read over Rune. Game designers and those who enjoy fiddling with mechanics and house-rules will find it an enjoyable (and thought-provoking) read, too.
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Here's some in-depth Rune RPG reviews from other folks:
http://www.ogrecave.com/rune/review.shtml
http://www.ogrecave.com/rune/opposing.shtml
http://www.rpgtimes.net/rpgtimes/article.php?article_id=247&origin=archive
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