famouswolf wrote:
Yep, moves are baaaaaaad. Our family just had to pitch in and help my mother in law (89) move into an assisted living condominium type place. I think we still haven't completely unpacked from our last move, either.
For the record, George couldn't do anything but what he did in the movie...sink.
I am looking forward to those modules. Your game is capturing me and taking me away from BRP style systems, which got too complex. About the only thing I am dissatisfied with are the background skills...I mean, what is the point of 'thatcher' or 'fuller'?
While I'm thinking about it, after the kickstarter when you begin on the hardback, could you consider slimming that background skill list down, and using Akrasia's vitality rules for hit points? Two of my few house rules, I just think they would add a little something to the game...
Hello famouswolf,
Thank you for the kind words! I'm delighted to hear the game resonates with you, and you are spot-on regarding how painful it is to move. Yikes.
As far as your two questions go, I'm afraid I have to say negative on each of them. I peronally love the idea of a background being mundane. To an answer what the point is -- there is no point! The idea here is that background skills are something your character was doing before or during the early stages of becoming an adventurer. Sure, it may generate a "boring" occupation, but as joseph illustrated above, it does not have to mean that it's completely useless. Of course, the other option is to have a character select a background skill. I prefer the randomness, personally.
Now, as far as hit points and variant systems of vitality and so forth -- this sounds like a good opportunity for you to house rule the game and run it as you desire. I won't be changing the hp system, because that, in and of itself, implies an edition change, IMO. While I plan to include a few minor expansions to the game, such as some new classes, I have no plans to make radical rules changes. I know Akrasia is a very creative fellow and a good guy to boot, and I'm sure he's come up with a fantastic new way of handling things, but my intent is to remain traditional and consistent in this department. Again, feel free to house rule it, though!
HYPERBOREA- A Role-Playing Game of Swords, Sorcery, and Weird Science-Fantasy