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  2. May be. However on page 3 there is a commentary on the wish to "create a game that matches Greg’s groups’ famous adventures", and then next page is a KoDP picture (one of many). Anyway not a biggie and not worth changing the layout.
  3. The protoplanetary disk, or remnants of, have left plenty of free hydrogen in the solar system. The thrusters would only have to fire occasionally to maintain the ring's rotational velocity. Time and hydrogen density are the key elements, no need for such high velocity; and inertial momentum will sustain it for the most part. The main drag will be from gravity, as it's purpose is to create only enough of a magnetic field for a magnetosphere. Reactive drag against Mars' weak magnetic field will be minimal.
  4. Everyone's opinion is OK, but I was talking about exceptional stats rather than exceptional NPCs. Stating only stats that are exceptional, for anyone, and leaving other stats unstated/summarized/implied.
  5. I'd want to delve in deeper. There is a LOT of drag from mag-field interactions -- look e.g. at "regenerative braking" on hybrid & electric cars, and various other moving magnetic rings whose moving mag-field interact with physical objects... it's a LOT of drag, potentially! Bussard collectors have their own "drag" from gathering the material; they then throw in a lot of energy to accelerate the materal & overcome the drag, but I'd need to actually calculate all that extra drag (vs the net gain from bussard thrusters) before I trusted the concept. Last but not least, Bussard tech needs VERY fast movement; 50 million KPH is a likely minimum. Anything that separates from the ring is going to be a MAJOR kinetic weapon, operating in close proximity to the planet.
  6. A couple of fair-to-middlin' NPC companions might help soften the "...pull no punches..." standard. They can model in a couple of 'close calls' that 1.) negotiation, 2.) a planned ambush, 3.) bribery, or 4.) running the hell away are sometimes better options than death-before-dishonor. Oh, and my personal GM favorite: the principle of Maximum Game Fun (MGF) trumps rules and simulation. Good luck on making a convert!
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  8. It would work, the physics are fine, it is a rotating ring.
  9. The entire concept of the World Machine, of cogs and gears inside it, is one or two steps ahead of the Antikythera mechanism. It is what their "deity" Mostal is about, a distant ideal. The concepts of e.g. Crystal Spheres interlocking shows an imagination of apparati a few steps ahead of what artisans could produce. This means that the myths of artisans like e.g. Dian Cecht and Creidhe devising Nuada's silver arm, or Daedalos with his inventions, create such a mythical reality already back in our Iron Age, if not earlier. Since Glorantha is a place where myths define reality, such a presence is almost mandatory. I will yield to you that clockwork homunculi were the Unobtainium of 19th century writers of speculative fiction, like E.T.A. Hoffmann. The idea of clockwork-powered apparati matters only to people who have regular contact with clockwork devices, which in Glorantha is restricted to the mostali. Non-mostali Gloranthans will marvel at metallic creatures, and strange interior details will be part of that marvel. But then fireworks and black powder weaponry are at least as far distant from Bronze Age technology.
  10. A weak spot in my adventures is the distribution of allegiance points and allegiance checks. I always seem to forget or have a hard time figuring out what works best. One of the ideas I have to help is, after a session, I could go around the table and use a democratic way of giving points and checks by asking the players how they saw the member of the party acting and what points and checks they should get. i am also going to try to write situations in the adventure to help remind me. How do you handle allegiance points and checks? Any ideas that could help?
  11. I never found a copy of Mythic Russia, but it does stand to reason that using a capital 'M' is the way to go. I will check my Nameless Streets book when I get home to see what it used to notate Masteries.
  12. @g33k I know. They're just thoughts.
  13. I guess a concern is that real clockwork takes them WAY out of Iron Age etc. it's always been a bit vague quite what tech they have, but clockwork mastery seems like a big advance.
  14. Do bear in mind that the project is VERY far advanced, and heavily playtested by both newbies and grognards. For example, I strongly believe the "Resistance Table" to be a matter of personal preference, and that both options were examined (and playtested). It isn't simple nostalgia, but a conclusion that the majority of the playtesters found it to be better. I expect that things like this will be HR'ed at individual tables/campaigns/GMs/etc...
  15. "Heroic" level definitely starts in the 95%-and-over range! Better still is over-100% for skill-splitting goodness at need... Have them get captured, and their PC "struggle uselessly in chains" while the player (whose only viable PC actions are "struggle uselessly" and "scream empty threats") runs an 75%-peak-skill NPC or two through gladatorial combat, to see how deadly it is...
  16. I suspect the physics of that wouldn't work out; I'd consider it heavy to handwavium-based construction, and "space opera." OTOH, if the entire game were "space opera," I'd be OK with that, too...
  17. Set them up for high fantasy. Give them equipment and abilities. Make sure they have some very high skills (100%+, they should be dicing for criticals). Set you average NPCs at about 30% for their combat skill. Go wild! Remind the player that combat isn't always the best option and that death waits around every corner.
  18. I want to run a single player through a BRP system for the first time but I'm unsure of how lethal it will be. The setting is a standard high fantasy affair, magic, swords, mythic beasts, and I want them to go explore the lands and quest for gold and glory. My concern is if I should buff the character at the outset, and if so, how much? I lean a bit more to the simulationist side of things when I game, so I don't like to pull punches or design unrealistic encounters, like caves with a single guard. I like to see how things would work out, as opposed to letting things work out as I foresee. Of course I also want for the player to be a hero. Advice?
  19. Yesterday
  20. Page 8 is surely early enough?
  21. Actually, I've always thought that RQ NPCs being so much a pain in the butt to generate, the HQ method of generalizations works great. It's the one place that I think weapon styles actually make sense. (Then again, remember that RAW Greg said that NPCs and monsters should also get skill gain rolls if they survive player encounters.)
  22. After reading through the Quickstart and participating in some discussion here on the forums, I thought of some things that I'd like to see in the new edition of Runequest. If it is or should be possible to do in Glorantha, it should be possible to do in the rules (though perhaps not necessarily in the core set). I think one of the most interesting things about Glorantha is the way in which heroes build themselves. There is a magical ecology that is exploited by those clever enough and fortunate enough to penetrate its mysteries. I'd like to so mechanics allowing a player to do the same with his or her character -- though they do not have to see behind the curtain as the GM does. It would be a great and amazing game where a player built his character into a great Hero using his own skill and intuition. The rules and mechanics of the game should reinforce the mechanics of the universe e.g., if a character can heroform a god or ancestor in Glorantha, there should be rules to do so, and the rules should replicate the same process that would be expected of that hero in Glorantha. If a character would have to undergo a certain process in Glorantha, such as a ritual or sacrifice, then the rules should require that same process. Maps should be poetic rather than prescriptive I loved the map in the Quickstart, and I hope that this same style of poetic map is carried through. It is so much more evocative than the crisp and clear maps used in other sourcebooks so far. There's a time and a place for solid and precise imagery, but I think for the most part the poetic maps are more effective and more evocative for a world like Glorantha. Editing needs to be tight -- no misused runes, repeated passages, or careless copy-paste errors I think the Quickstart was better than some other products I've seen, but it was still marred by some repetition and some incorrect runes. These are errors that should have been caught even by a quick read-through of an editor, let alone the double-checking that the writer should be doing. On the whole, though, I was pretty impressed with the book. I believe that as an item that will (hopefully) introduce a whole new generation of gamers into Glorantha, special care will be taken to ensure that the quality of the book is commensurate with the quality of its subject matter. No nostalgia for its own sake The resistance table in particular comes to mind. I am not a game designer, but the inclusion of this table smacks of nostalgia. While the idea of sacred cows might be appealing for a game set in Glorantha, I confess that I am somewhat worried that some parts of the game are being carried forward even though a better alternative might be available; if it has a reason to be in the game, then let it be so, but this is and should be a modern game with modern ideas and methods. Better to have only a little high quality art than lots of mediocre material. There's good and bad Gloranthan art. The most common problems I've seen are images blown up to the point where they appear pixelated, and the (re)use of images that are starting to show their age. I'd rather have only a few high quality pieces than old art scattered everywhere.
  23. A Duck.
  24. That's a fairly standard practice.
  25. Page 34 The image caption should read Bergilmer rather than Gochbadun, right? Page 38 The prophecy mentions nine orange and one pale blue star accompanying the green star in Orlanth's Ring, but everywhere else in the book -- even after the three new stars are added -- the "ten virtuous stars" are shown or described as all being orange. Page 115 Is there a more detailed exegesis of Minaryth's belts? I know there are explanations of the overall meaning of the belts, but I wish that there was something to detail the actual meaning of the individual runes and details on the belts themselves. I may have missed it, though. Page 118 Under "Preparing for the Heroquest Challenge" the Darkness rune is used where the Water rune should be. I've never heard or seen anyone use dates as inclusive. I would always say that 2006-2012 was six years, not seven.
  26. True. And I confess, I would like to see it too. I just have my doubts about, how easy it could be done (given the available man-power). Yes, basic rules for how to do a conversion and complete write-ups for exceptional NPCs would be a very useful approach.
  27. Clearly I've been had by a trickster. I certainly didn't just fish the wrong name out of memory, no, this is foul Illusion magic at work!
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