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  2. Ian Cooper

    The Many and the One, or has there always been a Yelm?

    My assumption is that a sun disk which crosses the sky on a track between Dawn and Dusk only exists post-Time, where it reflects both the fact that the sun-disk must spend time in the underworld and surface world as part of the Compromise and also because it marks the passage of time. At the dawn, myths seem to see the local cultures favourite sun god as bearer, shepherd, carrier etc. of this sun disk. Later, this sun disk becomes identified in the Bright Empire with Yelm. Of course, as we post the event, it is tough to know if the 'bearer' was a re-write to account for the identification of Yelm later, or the belief at the dawn. I think it is clear though that post the Compromise, the sun is a different sun to that known before. [There is a complexity with the impliction that the people don't know the Dawn has happened until the Theyaleans tell them that, but I am less sure what that means, yet] Prior to the Compromise I would expect the situation in all of the heavens was static in the Golden Age, and then constantly changing, but with no long-lasting 'pattern' in the Storm Age and darkness. Another question of course is 'who is Lightfore?' I think that is more problematic than who is the sun-disk, because, as @Joerg, I think, points out, Lightfore is identified as a 'title' a lot. I'm not sure that I buy the identification of Elmal with Lightfore, because Elmal is the bearer of the Sun Disk, not a Little Sun. I'm not actually sure I buy Antirius or Kargzant as Lightfore either.
  3. Rob Darvall

    New player

    "The Widow's Tale" by Penelope Love. Probably OoP but worth a look on ebay.
  4. Rob Darvall

    Sun County Templars' and militiamen's cult ranks

    Would that imply lower rates of "I" initiation in Peloria as the state makes daily life safer?
  5. Today
  6. Joerg

    Questions about elves

    Elves can swell up and ripen, I suppose. Rather than getting fat, they might get sweet, storing sugar (or starch). They might even get over-ripe and alcoholic. If you are an uz, the sticks are edible (and fairly nourishing), too, and simply add to the texture. If you aren't an uz, what business do you have nibbling on elves?
  7. There are spirit cults and general pantheism/ancestor worship. How do you rank Ancestor worshippers or general animists in your scheme of things? In my Glorantha, a significant portion of the lowest level of Orlanthi society is highly involved in magical pursuits - it is them who initiate into niche deities, which gives them a few days in the year when they are dressed up to step into the spotlight, get feasted, and get to be important. Sure, the stickpicker crone widow who knows the rites for Ana Gor isn't going to be popular, but she is an important magical member of the clan, and that will keep her fed and warm when the worst times come.
  8. Coming up on Chaosium Twitch TV in the next few minutes, live play of Call of Cthulhu the official video game, with Jamie Coquillat and David Naylor:https://www.twitch.tv/chaosiuminc
  9. Brootse

    Questions about elves

    If you feed a captive elf too much, what happens to it? Can elves get fat? And do you have to beware of splinters if you eat one?
  10. Lord High Munchkin

    Creatures in Pamaltela

    On this forum are Hippos:
  11. Simlasa

    MW is currently 50% off at Chaosium.com

    I like the idea of a Magic World zine. When I first took interest in the OSR the zines for some of the games were a big attraction. I'd be happy to do some drawings for it... and dredge up ideas from my files.
  12. The fourth instalment of New Gamemaster Month is up, looking at the first adventure we'll help you run in February. Ours is 'The Broken Tower' scenario from the RUNEQUEST QUICKSTART, available to download free. https://newgamemastermonth.com/2019/01/17/lets-look-adventure
  13. Questbird

    Allegiance: how do you define light, balance, & shadow.

    I don't have any limits on how many allegiance points can be earned; but how they are earned will vary by deity. And as Coronoides suggests, the spend of allegiance points is permanent. My system has the first magic point come from the player, and the rest from spent allegiance points. You could get points back by (for example): praying, making appropriate sacrifices, acting out some of the tenets of your religion, attending rituals, smiting or foiling your religious enemies, preaching or converting people to your religion. Elric! has the concept of commitment to one of the powers: that you must have significantly more allegiance points (>20) to one power to get game benefits, but this idea is less useful if you have allegiance to individual deities or beings.
  14. drablak

    Call of Cthulhu Starter Edition

    I got this recently and I'm totally new to running a CoC game. I have to say this is a great resource! I already had the Keeper rulebook and the Investigator Handbook, but the starter set really sets things in place. I like that you start off with a solo adventure, then read the quick start rules, then run a one-player scenario. Really well thought out! I'm looking forward to introducing new players to CoC and running adventures.
  15. Yesterday
  16. styopa

    RuneQuest chat at The Kraken con 2018

    Re going back to Pavis and the Big Rubble, I genuinely hope: - this time, there's more to the rubble. I mean, this is a major city that is now fully monster-infested ruins! If canon is held to, there are whole communities and ecosystems in and under those ruins....truly that should end up a massive tome, enough to be comparable to Paizo's shackled city, for example. See Wizards TOA Omu as an example of a much smaller urban area made into interesting ruins. - ....that this is our last visit to these places. I understand the narrative draw, I do. But rather than rehashing places that have been so thoroughly trodden, let's find NEW interesting places for RQG to thrive in?
  17. Richard S.

    Sun County Templars' and militiamen's cult ranks

    Thunder Rebels gave an approximate of 80%, a value which still holds mostly true iirc.
  18. I don't think it's been 'officially' decided what the frequency of Initiation-with-a-capital-I is in the new age of RQG, and I'll make my own judgement for my Glorantha when it's published in the Gamemaster book. The best recent stuff prior to the fragmentary material we currently have specifically published under the RQG umbrella is the Red Cow Saga, and that supposes a large majority of Sartarite adults would be Initiates of one or another Cult. Personally, I like this interpretation, because Glorantha is a magical world, where magic makes life both safer and, because your enemies have it, more dangerous. Also, the benefits of becoming Initiated massively outweigh the costs, the hurdles to getting Initiated in your home culture's dominant Cults are set very low and the very nature of the world means that it's existentially relevant to have a concrete connection to your very concrete Gods. For my Glorantha, the ranks of the UnInitiated will be filled only by the very lowliest of society: stickpickers and backwoods recluses whose lives will largely be short and difficult given the multitude of magical threats that really need the backing of a Cult and society to overcome consistently.
  19. Steve

    Do any of the 'Planets' have Rings?

    This is the kind of thing that I was getting at. For example, a while back there was a discussion here on "gravity" in Glorantha (see below). I feel it's more likely that there's something Gloranthan going on with the relative sizes that planets appear to be when viewed from the lozenge, compared to their actual size - something that doesn't completely correlate with that of objects of a similar size which are a similar distance away from an observer on the surface of the Earth. For mythical reasons,. obviously. For the "gravity" discussion, see:
  20. Tupper

    Group tasks

    I also think that The One Ring's way of handling stealth is very elegant. I'd note that it takes a symmetric approach to parties who are in danger of being ambushed, in which case each member needs to succeed at their awareness check to avoid being penalised when the ambush happens. People who succeed better can warn other party members (just like with stealth). On the topic of other games, D&D 5e's approach is, in some ways similar (for the stealth side): A group making a stealth check succeeding if more than half of the party make the roll successfully. A group making a perception check would consist of one person rolling, with advantage because they have help (akin to using an augment). So again (for stealth) some people can fail individually, but the party collectively pulls through. Perhaps a way to RuneQuest-ise this school of thought would be: Everyone rolls their hide roll. If someone gets a Special success, he/she may treat it as a regular success, but raise another group member's success by one level (from fumble to fail, or fail to success). If someone gets a Critical success, he/she may lower it one level to raise another group member's success by one level. The party's minimum success level is the one that is compared to the guards. One could apply the same method to the guards who are searching, but the use of a minimum here feels less intuitive (but needs to be there, or we're back to the original problem of it being too easy for the searchers). The appeals of this approach would be two fold: Everyone in the party gets to roll, which is fun. Because there's no use of augments, that leaves them free to be used for other things, such as Move Quietly augmenting Hiding.
  21. pansophy

    Charge Action - again!

    Hm, true, the only thing that might come up in a Charge is 'who goes first' - not 'does anybody act in between the two'. That changes the combat quite a bit ... So here's the updated example, still without paying attention to Combat Effects, Wounds, etc.: Example: Jimmy (Weapon SR 17; DEX 12; Attack SR 6; Defence SR 4; Fatigue Threshold 1) declares a harge at Rob (Weapon SR 19; DEX 13; Attack SR 12; Defence SR 6; Fatigue Threshold 3). Opening Move SR: Jimmy: 12 Rob: 19 At SR 19, Rob uses a Wait action to get a Free Attack action and pays 12 SR, reducing his current SR to 7. Jimmy: 12 Rob: 7, one Free Attack Action At SR 12 Jimmy charges at Rob, paying 5 SR for a new total of SR 7. Jimmy: 7 Rob: 7 Both Attacks against each other happen at SR 12, when Jimmy charges at Rob. Now, as declared by the rules, you should look at the 'normal Opening Move SR value' to determine who goes first. This would be Rob, as his SR of 19 is higher than Jimmy's 17. Rob uses his Free Attack action make a Close Combat Attack at Jimmy, who decides to Parry the blow, paying 3 SR for his weapon to defend. This reduces Jimmy's SR to 4. Jimmy survives (Rob misses) and now attacks Rob, who decides to parry at a cost of 6 SR. This costs Rob 1 Exertion Point (as it brings him below his Fatigue Threshold of 3), but his Parry is not at a Penalty as his SR is 1, well above 0 SR. Jimmy does not do enough damage to overcome Rob's armour, so nothing else happens. Jimmy: 4 Rob: 1 Since both characters do not have enough SR left to make further attacks at their full skill, they decide to let the next round of combat begin. I think a full combat example including 3 or 4 rounds with 3 combatants would visualise the whole thing better than any rule can explain. At least for me. This is why I write it up, so I can show it to my players. They find it easier to understand it that way as well .
  22. jeffjerwin

    The Many and the One, or has there always been a Yelm?

    and Harshax... and ? It's always followed, however, by a irruption of Chaos.
  23. Butters

    Random Question

    It is a great flexible rules system that can be tweaked to work in most settings with little effort.
  24. M Helsdon

    Swords of Central Genertela

    Thank you, but you don't see how many sketches get binned... I attempt to draw faces and hands first, and if they go wrong, start over. In future probably won't 'paint' so much shading in. Made more difficult by the fact that the screens of my laptop and desktop give different resolution of shading. This Sable Tribe warrior is wearing a modified Lunar cavalry helmet, kopis and linothorax (not very visible). These items may have been obtained from the Lunars, or taken as spoils of war.
  25. mvincent

    Sorcerers vs Shotguns

    Flesh Ward spell. It gives Sorcerers D&D-like hitpoints.
  26. seneschal

    Sorcerers vs Shotguns

    No, no, no. Not cultists with swords. This is the 20th century, man! It’s the mysterious Doctor Satan’s robot, the prototype soldier for his proposed army of world domination. The thing is the classic 1920s/30s tin can on legs — 8 feet tall, armed with 1d4 or 1d6 claws, 40-ish STR, Move 5 or 6, slow and clumsy but implacable and unstoppable. Its metal shell provides the equivalent of 10-20 points of kinetic armor; it would take military grade heavy weapons to dent it. It probably weighs 500-800 pounds but astute player-characters (with successful Idea rolls) may suspect that it is a bit top heavy.
  27. Atgxtg

    Khopesh stats

    The crossguard does provide good hand protection. Probably any culture that developed a cutting sword would see the value of crossguards or develop more advanced hand protection. Especially one where the civilians carry swords.
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