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Atlas Games' Rune RPG

Beneath Odin’s Hood: Rune RPG Game Mechanics
by Gwynhala

Your character is deep in the underworld, in a strange cavern which seems to swallow up and feed upon the light from his torch. He steps carefully forward. Suddenly, a net falls upon him! - Rune RPG Preview Kit

[Part One | Part Two | Part Three]



  The Rune RPG, coming next March from Atlas Games, brings the bloody Viking world of Human Head StudiosRune video game to the pencil-and-paper role-playing community.

In Part 2 of RuneNews.com’s three-part preview, we pull out a pillaged draft of the Rune RPG rule book and analyze the game’s (still evolving) mechanics and combat system.

Let’s get right to it. Here’s what sets these rules apart from others you might have played:
  • This game has winners and losers. Don’t be misled - you are competing with every other player in the game.

  • Rune RPG is a violent fantasy combat game with really big, sharp weapons and brutal close-quarters battles, not an artsy story-telling game or a wussie spell-casting-at-100-paces game. Sure, there are puzzles, but you get extra credit in this game for beating a foe with his own dismembered limbs.

  •  There’s no single game moderator. The players take turns controlling the encounter (more on this later).

  •  Each encounter is a self-contained unit, created using a point system, so encounters can be traded with other players, scaled to the size of the party, and re-used in multiple adventures.
Many elements of the Rune RPG will be familiar to experienced pencil-and-paper players:
  • Characters are defined in terms of characteristic, ability, and gift scores, and hit points.

  • Weapons and armor have initiative, attack, defense, and damage ratings as well as encumbrance.

  • All monsters and weapons from Rune are available.

  • When trying an action or fighting, order is determined by an initiative score, and success is determined by rolling dice against a target number or appropriate attack / defense stats.
 

 Victory Points
In the Rune RPG, the player with the most victory points at the end of an adventure is the winner. You earn victory points by hurting things, killing things, plundering treasure from living, hurt, or dead things and getting away with it, succeeding at using your abilities, or impressing other players with your ferocious Viking-ness. Pretty cool huh?


 Adventures
In theater - another kind of role-playing - there’s a classic formula for a three-act play. First you get the hero up a tree, then you throw rocks at him, and then you get him out of the tree. Applause.

Rune RPG adventures follow a similar format built around three key encounters known as the set-up, the development, and climax encounters. These give the adventure some shape, without resorting to free-form storytelling. Then more encounters are added, one authored by each player (you can use a pre-made encounter if you’re not feeling creative), to create the adventure. This makes for a clean, well-defined ending - when all encounters have been played, the adventure is over. It’s also great for tournament play, in which each team might play out the same adventure, or two competing teams might contribute encounters to a base scenario.


 Encounters
Your encounter, which you game-master, is your chance to earn extra victory points by giving the other players harrowing near-death experiences. A chance to say, “you’re on my turf now, dude - let’s tango.”

Each encounter is built on a point system. Everybody gets the same number of points to create their encounter, but an encounter can be designed to favor the strengths of a particular player. Danger costs points, based on its difficulty. Reward gives back points, based on its value.  To stay within the points budget, the greater the danger of an encounter the greater the reward.

At the start of the adventure, each encounter gets adjusted to match the size of the party. This is done by setting foe quantities, hit points, attack ratings, etc. based on each foe’s threat category (which ranges from Pitiful to Terrifying) and the collective strength of the players.

Because the point value of each encounter is easily determined and easily adjusted to party size, players of the Rune RPG can trade encounters with each other in person and over the internet. Particularly challenging or entertaining encounters can be worked into new adventures, or used as standard tournament scenarios.



 Characteristics, Abilities, and Hit Points
When creating a Viking warrior for the Rune RPG, you have a certain amount of points to spend on characteristics, abilities, and hit points. These will determine your basic strengths and weaknesses.

Your Viking warrior’s innate abilities are defined in terms of his or her strength, stamina, dexterity, quickness, intelligenceperception, presence, and communication. These characteristics are used alone (for example to determine ability prowess) or combined (for example, to calculate weapon damage).

Abilities are skills that your character has learned. They may be combat skills (Brawling, Two Weapons), or other useful skills (Healer, Skiing). Although the Rune RPG has no predefined character classes, there are many abilities to choose from when creating a Viking to your liking.

Depending on your chosen characteristics, you’ll have 40 - 100 hit points, and your powers will be somewhere in the range of human capability.



 Gifts
Not good enough you say? You want super-human powers? Well for that, you’ll have to get on the good side of a Norse god or two and hit them up for some gifts.

Gifts are super-human skills that the Norse gods bestow on their champions. They’ll make you more successful in your adventures, but there’s a catch: the more gifts you take from a god, the more he owns you. You might find a god who’s given you a lot of gifts taking control of your character in battle, or playing tricks on you, or giving you very dangerous side-missions.

I don’t want to spoil the fun by saying too much about the gifts, but Rune RPG author Robin Laws’ sense of humor is on display here. I asked Atlas Games President John Nephew to name his favorite gift, and he selected the Aura of Phlegmatic Acceptance (ignores victory point losses from battle wounds).


 Weapons
  Your Viking warrior has access to all of Rune’s weaponry (swords, maces, axes), a number of ranged weapons (bows, chairs, throwing axes) and additional sado-masochistic weapons (whips, chains, studded leather armor). Here’s a little snippet from the Rune RPG Weapon Chart, showing the initiative, attack, defense, and damage scores of selected weapons (remember, a warrior has 40-100 hit points)

Name INIT ATK DFN DAM Load Ability Availability
Rock +4 +0 NA +2 0.0 Thrown Common
Roman Sword +3 +1 +4 +4 0.5 Single Rare
Sap +1 +0 +1 +2 0.15 Single Common
Severed Arm +1 +1 +1 +1 NA Great Special
Short Bow +0 +0 NA +6 0.5 Bow Common

Weapon damage in the event of a melee hit is calculated by adding together your strength bonus (typically 0-3), the DAM rating of the weapon (typically 0-14), and any other damage bonuses you may have. Armor can soak damage, as can stamina.

For example, two Vikings with +2 strength bonuses and +3 stamina bonuses could hit each other all day with the severed arms of a 3rd Viking, and never do any damage. On a hit, the arm does 1 (DAM) + 2 (strength) points of damage, and each Viking can soak 3 (stamina) points of each hit. That’s a cheap good time in Midgard!

 Botches and Triumphs
The last aspect of the Rune RPG rules that I’ll mention is the botch / triumph system. This system allows players to occasionally score very high (or very low) attack and target number rolls.  Here’s how it works.

If you roll a 1, its a botch. You roll again, and keep rolling and adding up numbers until you roll something other than a 10. The sum is the negative of your effective roll. For example, rolls of 1, 10, 10, and 3 would produce an effective roll of -23. That oughta be a pretty spectacular failure at whatever you were trying to do.

Similarly, a roll of 10 is a triumph. You re-roll and add up numbers similarly. For example, rolls of 10, 10, and 4 would produce an effective roll of 14.

Battle-luck was revered among Vikings - the Nordman believed to be luckiest, often led the raiding party. The open-ended botch and triumph system in the Rune RPG makes luck your powerful ally - or your cruel enemy!


  Summary
Although the Rune RPG uses its own system of rules based loosely on Ars Magica, the basic mechanics should be an easy adjustment for any experienced paper-and-pencil gamer. RuneNews.com based this article on an early, partial rule set - the game won’t be available for about six months - but what we saw looks easy for a novice gamer to learn , while rich enough to hold a more experienced gamer’s attention. The Rune RPG promises to offer a structured, bounded style of roleplay rather than open-ended story telling. With this style come some exciting opportunities for internet-based encounter trading.



Next Time: Rune vs Rune RPG, and More From Atlas Games…

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