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  2. POW is used to quantify magical power or the strength of someone’s spirit or soul. It can be used to drive a normal spell or an act of worship and you regenerate it the next day. Or given away permanently for a greater magic. It is as much an abstraction as skill percentages but in conventional RQ POW is used to measure acts of worship, so to speak. Thus my idea that gods need it and wane in power if they don’t get it.
  3. Speaking as mainly a non-gamer: what is Points of Worship in-universe, if not devotion and worship? It seems weirdly mechanical for me to think that there's this little ball of energy warping from a worshipper to a God that can be neatly quantified and counted and ran statistics on. I've always viewed it more as a convention of gaming (like skills being turned into percentages, even though of course that's not how RL works), but maybe I'm wrong and POW are something like the photons of Glorantha or something.
  4. I think it makes a lot of sense for Brother Dog/dogs to be part of a "sui generis" compact that precedes Waha's Covenant, making it, very fittingly, an anomaly. The Four-Leg that Guards the Other Four-Legs. Anomalies are potent symbols in a lot of RW religions (whether as holy symbols or symbols of aberration), so this is something that can be spun on further, but I'll leave that to others.
  5. Delayed. https://www.chaosium.com/blogred-thread-of-fate-kickstarter-launch-delayed/ !i!
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  7. BTW, I finished going through my RQ zines from A&E and The Wild Hunt. Since they have all been unstapled, I can't tell you which issues they appeared in, though I might be able to use the comments sections to narrow it down.
  8. Digging back through my 1st Ed copy of Griffin Mountain in which Brother Dog and Foundchild first appeared (and, yes, which I imagine is no longer canon), I find two interesting notes: Brother Dog is an acknowledged sub-cult of Hunter (a.k.a. Foundchild, in this case); Regarding Brother Dog, it is written, "It is said that Brother Dog approached Found-Child [sic] during the Darkness and said he'd prefer to be a friend than food. The two became brothers and have served each other ever since." So there's your bridge between two-legs and four-legs. The brief excerpt from the myth doesn't specify that this bonding took place in Balazar, and it would appear that four-legged "food" animals can negotiate a separate peace with two-legged "people". And then there's this brief snippet on the various origin myths of dogs from Anaxial's Roster (and the Glorantha Bestiary, I just found, so it's canon): "In Prax, Waha's brother betrayed him and was turned into a dog. He has served loyally ever since to make amends." I can see the two myths dovetailing, placing the dog firmly in the social order of Prax, role unspecified. !i!
  9. I was wondering if other robots than the ones listed be made available either in the main book or perhaps in future publications? I am thinking of the likes of Aphrodite A, Diana A, Boss Borot, and the original Getter Robo. If not, will there be a mechanism in the game for us to make them?
  10. I thought it would be kind of awesome to make a pictorial list of all available RuneQuest Classic products sorted by year of release. If you click on an image, it will take you the appropriate storefront page (mostly just PDFs at present). It’s neat to see how Chaosium’s product line—and product design—developed throughout the early years. Beautiful! 1978 1979 1980 1981 1982 1983 2016
  11. While I've not read any Gloranthan myth placing dogs in context in Prax, neither have I ready anything excluding them. And Brother Dog must have more affiliations than just Foundchild. Clearly there are some as-yet unrevealed myths that you're beginning to tug at -- it seems pretty clear that Brother Dog would be a helper to both Foundchild and Waha. Have to explain the bridge between the whole two-legs/four-legs divide, though. As for me, I now can't get the image out of my head of Agimori walking side-by-side with a brace of hounds and herders. !i!
  12. Thaz

    Magic and nature

    I'd put it at medieval equivalent rather than bronze age. Frankly Medical care and crops etc are quite good in comparison to bronze age or even medieval. heck I know people wishing for gloranthan level health care NOW
  13. @g33k Ok, it is also workable. Natural process gives the same results, good and bad magic cancel each other and we are left with a situation in which we can use RW parallels. Personally, I prefer the necessary magic, but I could work with that also.
  14. My question is this... Foundchild is the hunter god of the Praxian pantheon, and he is associated with Brother Dog. Should we assume that the Brother Dog association applies in Prax too? I can see immense benefits for having dogs to help with herding in Prax, as I'm sure most of you can, and they could have been introduced from Balazaar by the Foundchild cult in the distant past. On the other hand, there is nothing to say that this is the case. There is no reference to Praxians having any dogs to speak of, and so I am leaning heavily towards saying no to all dogs in Prax, save wild ones like jackals. IRL the domestication of dogs happened well before any mounts were domesticated, and most nomads (e.g. all European steppe tribes, Pre-Islamic Arabians, and Native American Plains tribes) have used dogs to manage their herds. On the other hand Praxians are weird, and it might only be Pentans who are innovative enough to use dogs in this role. I am interested in what other people think about this, and any references that might apply.
  15. Friend of mine is a fellow HEMA practitioner who happens to be on the small side. Also can bench press 2.5 times their body weight and has no issues with Big Weapons. No. ps My Great Sword is the lightest fastest weapon I own and I own, use and teach many. NO. pps Also my Neighbour Ruth Tolkein and a rather large sword. NO. More Nope with Nope on
  16. My understanding is this curse needs an item which belongs to the caster which is "consumed" by the casting. But you could extend this a little and say the item is consumed slowly over the course of the curse. Then breaking the curse becomes obvious - you need to locate and retrieve the personal item to break the spell.
  17. Yes, for the laughs. One of my favourite D&D characters was a Halfling barbarian called Pippi Longknife who wielded a longsword in two hands. Would've been a lot more fun if the rules had let her use a greatsword.
  18. I do understand how the probabilities skew, I promise you. I suppose the question is whether you are more intimidated by the half dozen cryptids or the really big one who is the cherry on top. The loss for seeing Dagon is 1/1d10, so you automatically lose 1 point. The system I have proposed means you can lose a minimum of 1 SAN for the whole experience with good rolls, and a maximum of 16 (which is huge). Dagon is quite likely to cost you more SAN than the 6 Deep Ones, and if it doesn't work out that way, it is probably because the character didn't really grasp that Dagon was more than just a very big boss deep one. Potentially Dagon can cost you 10 SAN on his own, but really the spill of deep ones who will probably drag you down will be the ones who are really wrecking your SAN. The smell and the touch alone... The whole encounter averages out at 4.5 for the Deep Ones and 5.5 for Dagon if the SAN rolls are failed for both. That seems about right to me. You might disagree, but Dagon isn't a high hitter in terms of deity SAN loss.
  19. ^^^^^^^^^ This is KEY. Excellent point
  20. The lack of having to award experience points (XP) fairly (as opposed to the handwavium "everybody gets 5 points now the scenario is through" which I hate almost as much) was what sold me on the concept of BRP games. Check-hunting? So what? If the rules system insists that the sword ability has a separate skill from the axe ability, and your axe has better penetration power against an opponent with better armor, it makes sense to sacrifice a few percents advantage. Stressful situations? One might argue that a sword-tranced Humakti doesn't feel any stress, and cannot earn skill checks on any sword ability while in trance. A similar reasoning can be applied to skill checks gained with the aid of Berserk or even just Fanaticism as the character was not in control when these successes were rolled. Skill checks have a diminishing reward mechanism, as are training or research. They are unfair in the way skill category bonus plays into this (especially in RQ3), but then, characteristic training (or other forms of raising them) are available, too. Only if you learned to loath/ve those quirks. Having started BRP games with RQ3, I don't have any sentimental ties to the RQ2 rules whatsoever, and their best features were the brevity of their presentation and the meta-rules that could be applied to any situation. RQ3 was far from a perfect system, though it fixed quite a few of the weaknesses that RQ2 has. Neither rules system was a Gloranthan rules system. RQ2's Rune Power concept (not in the sense of reusable spell points, but as a measure what one point, two point and three point rune spells would be able to do) as a meta-rule is applicable to any setting with divine or demonic magic through some form of religious worship. It was superseded by the explicit spells provided in Cults of Prax and subsequent publications (accumulated in the Cults Compendium). The RQ3 previous experience method wasn't that fiddly in my experience once I had it in a spreadsheet. The mathematical problem with it was that it allowed linear additions against a system that gives diminishing rewards at higher competence, leading to several "Murphy's Rules" nominations when used outside of the goldilocks zone where linear and non-linear advancement didn't diverge noticeably. It suffered from a weird fetish for inept characters with maybe one area of at best journeyman level of competence, too. Except for the weapon proficiencies. RQ3 went in quite a lot of directions at once, and brought in a number of good concepts that were previously missing. The only real complaint about Fatigue is that it is a book-keeping nightmare using simplified assumptions that don't add realism because of those simplifications (and it would be even worse without those simplifications). The nostalgia isn't for the rules of yore, it is only projected on those as they were present when one had those awesome moments. You cannot bottle or refill the innocence with which you had those firsts as experiences. Tolerance and even admiration for rules-based silliness doesn't counteract getting jaded. I suppose there are players of the other game who miss their characters being able to fall 200 feet effectively unharmed because they had high levels. Both HQG and RQG have an IMO unhealthy fixation on over-specialization. If I wanted to play character classes, I'd play D&D or one of its slightly modified clones. This results in one-dimensional character concepts which are ill-suited to gaming situations where other skills take the spotlight. HeroQuest offers enough flexibility in the application of abilities to a situation that this doesn't result in complete incompetence - in case of doubt, you still have your cultural keywords to fall back upon. There is no such thing in RuneQuest, though - the Character Sheet tells you explicitly what your character has a shitty or no chance to succeed at.
  21. i)In a long running fight you are in it for a day or more and it's no longer trivial. So if you dont heal up full you can loose limbs or acquire scars or not be able to call on all that sparkly rune magic on day 5 of the siege....for example. Rune Quest magic is _brittle_ and out lasting your enemies is important. ii)Big difference between weekly and seasonaly.
  22. Nope. You pop to town for Seasonal Holy day or HH and sacrifice for magics your local shrine or temple doesnt have but can renew the RP at the local filling station...er shrine.
  23. Absolutely not. The God Learners knew the secrets of Hero Questing from Arkat, and they learned illumination from the same source, and abused it furiously in much the same way Arkat did. God Learners were the ultimate Gloranthan munchkins, and illumination has always been the ultimate munchkin license to riot. I mean seriously, you cannot be detected except by people who are also guilty, you can join any cult, and you never get spirits of retribution. The dark side of illumination virtually defines the Hwarosian mysteries. You may not like the fact, and somehow think that the Lunar embrace of illumination is a pure form of mysticism, but at its heart it is just the same sleazy chaotic lie the god learners fell for. Argarath is also abusing it in much the same way, and so will his followers. It is this same infectious and mad grab for power that is fueling the hero wars. You will find the info in the Stafford Library in the Middle Sea Empire and in Arcane Law. The early Jrustelans made war on the Arkati and stole their secrets. Do you seriously think they only stole the secrets of Hero Questing? They already had those.
  24. Oh! Bait and switch! I kill you with a spear! !i!
  25. A very critical piece to bear in mind with RQG is the assumption that you are running One session per season. In practice that means one opportunity to renew Rune points before the next session. This is a general framework, and if you are running scenarios that are extending across many weeks, you will need to adjust the framework to fit. The framework is meant for adventurers, not the general populace. If you are running extended weekly adventures and don't adjust, then you are just encouraging a form of munchkinery (and yes you will feel like it is "too much"). There are a number of factors to consider with this: 1) The basic starts with this: "Rune points may only be replenished through worship of the deity on a holy day and participation in cult rites." I.e. at a temple on a holy day, succeed in Worship roll, spend 2 MP. 2) The specific holy day matters. Sacred Time/High Holy Day: success = all; fail = 2d6. Seasonal holy day: success = 2d6; fail = 1d3. Minor holy day: success = 1d6; fail = 0. 3) The size of temple could matter. It certainly matters as to the availability of Rune spells to learn. Does it matter to your game? Normally, no. But, it's a place the framework can be adjusted. Shrine = 1 special rune spell. Minor temple = all cult special spells + 1 local subcult. Major temple = all cult common and special spells + local subcults + 1 associated cult. Great temple = all spells + some/most associated cults. You can apply restrictions to replenishing Rune points by several means: capping at the # of available spells; limiting by a factor (e.g. shrine = 1/4, minor = 1/2, etc.); restricting to only renewal where the available spells equal those the character knows; etc. 4) Adjusting the effect of the Worship roll could be leveraged. Fail might always be 0. Success = 1d3. Special = 1d6. Critical = 2d6 (or all). Or some other metric. 5) Worship rolls can be adjusted/restricted. This, of course, still favors the adventurer who can be in the city in time for the seasonal holy day. My players are always factoring this in to their timetables - which is fine as it is what we do in real life. This, too, can be restricted, and you do it based on 1) whether you are known to the temple priests (which can be abstracted as Loyalty to the city); 2) whether you are known to be Loyal to the temple. If you aren't known, then you don't get invited into the ritual parts of the ceremonies where all of your Rune points are replenished (instead treat what you gain as the next level down).
  26. In that infant and childhood mortality rates would be a lot lower with magic availability? High fertility rates are really tied to high pre-adult mortality rates, so with a more secure assumption any given child is going to live long enough to start their own family, the "womb bearers" would be under a lot less pressure to all be pushing out as many babies as possible. This allows for all women to spend less time pregnant, and for women who "go Vinga" during childbearing years to not seem like a threat to the future of the household/clan. Higher adult male mortality rates don't matter as much, particularly without taboos around widows remarrying. Also, a lot of the cultures seem like they're somewhat at Malthusian equilibrium, in that famines happen periodically that kill significant number of people. So it's not like tribes are trying to outbreed others unless they are also aquiring more farmland at the same time. I'd expect that households that already have a lot of kids relative to the adults and resource availability probably discourage everyone trying to get pregnant at once for a while.
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