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Running Aquellare, tips and pitfalls

Started by Balbinus, January 04, 2007, 12:04:50 PM

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Balbinus

Like it says really, I have a copy of first edition Aquellare and am considering running it.  What should I bear in mind?  What rules pitfalls or oddities should I know about?

The setting is fine, much of the attraction, so I wouldn't be recasting it from Spain.

And some quick queries, the initial professions have restrictions on what armour and weapons you can use?  What's with that, a DnD hangover or is there some logic to it?  What happens if someone picks up a weapon their profession isn't allowed?

Also, how good is a 15?  Lots of professions require a 15 minimum, but 20 is maximum, am I understanding that right?

RPGPundit

Quote from: BalbinusAnd some quick queries, the initial professions have restrictions on what armour and weapons you can use?  What's with that, a DnD hangover or is there some logic to it?  What happens if someone picks up a weapon their profession isn't allowed?


No, the armour and weapon restrictions are based on social class. In medieval spain, as in most of the medieval world, there were certain weapons, and certain kinds of armour, just like there were certain kinds of clothes, that a commoner could not wear. Only the Nobility was permitted these weapons, as they were a symbol of their breeding.

So if someone of a different social class uses a weapon that is not permitted to them, it really shouldn't have any negative effect (I don't recall if it does) mechanically, but it could well be a crime in the setting itself.

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Imperator

Quote from: BalbinusLike it says really, I have a copy of first edition Aquellare and am considering running it.  What should I bear in mind?  What rules pitfalls or oddities should I know about?

The setting is fine, much of the attraction, so I wouldn't be recasting it from Spain.

And some quick queries, the initial professions have restrictions on what armour and weapons you can use?  What's with that, a DnD hangover or is there some logic to it?  What happens if someone picks up a weapon their profession isn't allowed?

Also, how good is a 15?  Lots of professions require a 15 minimum, but 20 is maximum, am I understanding that right?

The movement rules are the stupidest ever. According to them, if you spend a full combat round running, you get a speed of 1 m/s

Help your players using the Luck score. Is the only help they will have, and combat is über-tough.

If you allow PCs with spells, make the player keep tabs on the expiry date of spells and spell components. Is quite important, and a source of adventures in itself.

As Ricard Ibáñez (the author) told me, the weapon and armour restrictions are social rather than mechanic. Is more a thing of "your PC wouldn't probably be inclined to use this stuff in his profession" or "if they catch you with this, you're dead." You can get a forbidden weapon with no skill penalty, but you can get in big trouble.

Also, if you try to use a weapon not allowed to your class, you probably will suck at it simply because you won't have spent any points in it during chargen.

Finally, a 15 is quite good. The maximum is, indeed, a 20. There's a exception: at the end of chargen you roll some random traits, and some of them may increase an attribute beyond 20. When making chargen, I usually recommend people to get at least a 15 in the attributes related to their professional skills, or skills they're interested in.

Oh, and is good to see you again around here, Max :)
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).