Well, can't watch The Flash on Netflix all evening.
The Game: Rune
The Publisher: Atlas Games
Degree of Familiarity: None
Books Required: Just the one.
I didn't know when I picked up Rune to read it that it's another Viking game, but since we're here, let's do this (if I had read the back of the book, I'd have known it, of course). Rune presents itself as a really slimmed-down version of D&D; it's all about the hackin' and slashin', and it purports to solve the main problem of beer n' pretzels hack n' slash games.
No, not that they're basically jumped-up board games that only marginally deserve the title of "RPG." The real problem, which is that after GMing them for too long, the experience of creating dungeon crawls becomes less than rewarding for the GM. Rune solves that problem not by encouraging players to pick up any of the literally hundreds of interesting, innovative RPGs that were available in 2001 (the year Rune was published), but by having everyone make a character, then having everyone also take turns creating the dungeons and acting as GM. When it's your go as GM, someone else plays your character.
Now, I'm never going to tell anyone that they're RPing "wrong," but I will say that this particular setup doesn't appeal to me much. Nevertheless, I'd still rather play this than, say, Archangel, so that's a win.
On we go! Character creation is a simple six-step process, and the sixth one is "start playing," so it's really five steps for my purposes. Step One is Name Your Hero. I need a "suitably Norse name," says the text. I choose Hrolf the Howler, so called because he tends to howl in pain when he's wounded, howl in rage when he's fighting, or howl with gusto when he's drunk.
Step Two: Buy Characteristics. I get 60 Creation Points (which has to cover Characteristics and Abilities). Physical Characteristics are more expensive than non-physical ones, because this game is refreshing honest about what it is. I think Hrolf needs to be strong and tough, though I don't think Dexterity and Quickness need to be as high. So I'll blow 16 and raise Strength and Stamina to 2, I'll leave Dexterity at 0, I'll spend 4 to bump Quickness to 1, I'll bump Intelligence down to -1 (which nets me 2 points back), I'll bump Perception to 2, and I'll leave Presence and Communication at 0. I've only spent 22, meaning I have 28 more to spend on Abilities.
Step Three: Buy Abilities. My dog has knocked the couch cushion off the couch and is nesting in the hollow. Thought you'd like to know. Anyway. There are far too many Abilities in this game. Primary ones cost 2, Secondary cost one, on we go.
Well, I picture Hrolf as the large weapon kinda guy...and Great Weapons key off of Dexterity, because of course they do. You know, because you always see lean, stringy, thin dudes wielding giant fucking axes. Actually, I'll take Longshaft Weapons because spears are fun. I'll spend 6 and buy it at 3 points.
Brawling also sounds good; I'll spend 2 and take it at 1. And 1 point of Single Weapon, how about. I've spend 10 so far.
Awareness is a good bet; I'll spend 2 for a rating of 1. Bravery, shit yeah, I'll spend 3 for a rating of 3. I'll spend 4 for a rating of 2 in Climb and Jump, and 1 for a point in Ride. I'll buy Sing at 3, and that'll do me, I think. I have 5 left.
Step Four: Weapons. I get 3 common weapons to start. I'll take a spear, a dagger, and a mace. Boom.
Step Five: Other Important Numbers. I start with 52 hit points, and then I'll dump my remaining 5 points in, giving me 82 total. Geez.
My Wound Threshold is 15. Encumbrance doesn't make any sense, so I'll skip it. My Move is 15. My soak is my Stamina + armor, so it's 2 because I don't feel like opening the book again to find armor.
And that's it! Hrolf is ready to howl! ARROOOOO!

