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  2. I mostly run normal oneshots and pulp from time to time. I allow to "parry" a shot in melee by averting the line of fire and trying to stay with the armed person when they try to disengange. Another way I used to do is to give 2 penalty dice (and no bonus to close proximity) due to someone trying to fire a weapon while beeing engaged in a melee situation, especially when you are grappled. Bigger guns like rifles should require to break free in some form before beeing able to fire. Also a good way is to make a contested melee attack before a shot to basically wrestle the weapon free to shot. Its functionally a "maneuver" to be able to shot, disengage or throw the adversary to the ground etc. Mix it up a little, in regards to the situation, and guns remain dangerous enough but give some room for counterplay.
  3. Incorrect. Entropy is a state variable related to the thermodynamics of a system, which cannot decrease with the evolution of time in an isolated system only. This means that such systems evolve towards an equilibrium point of maximum entropy, and that some physical processes are irreversible (and others aren't). From this, we get the arrow of time. It also represents the number of possible and probable microstates a system composed of many smaller parts can be within, with more entropy meaning more possible microstates and more probability of the system being found in each one, meaning entropy also communicates complexity and freedom within a system. Finally, Shannon entropy is related to thermodynamic entropy, but considers information, data processing, and signal noise, and works out to the gap between the information needed to describe the macrostate of a system and the information needed to describe the particular microstate of a system, and Shannon entropy means that the process of gaining and producing information increases entropy both in the Shannon sense and thermodynamically. There is a lot more to entropy than simply "oh it means uselessness", right down to Glorantha not being a thermodynamically isolated system, thanks to its specific cosmology. This may or may not have been intended by Stafford, but the beauty of texts is that meaning is generated in a more complicated way than the author shoving it in.
  4. Today
  5. I wonder if they are waiting until it is available in all their warehouses.
  6. Please, Chaosium, release the QuestWorlds book. 🙏🙏🙏 It can only do good. Please release as well a supplement to play in Glorantha with QuestWorlds. The more systems to play in Glorantha, the better!!! ✊😀 Please do not be afraid it will substract customers from your RQG line. It won’t. Both games cater to very different tastes in gaming. Also some gamers like me like to play both RQG and QuestWorlds! 😀
  7. Note that in contradiction to the above, The Lunar Way has Jakaleel as Crescent-Go Moon, and Deezola as Dying Moon, both in the Seven Mothers write-up, and in their own chapters.
  8. It is fun that I totaly agree with you with the only exception that Death provides stasis (aka once dead you cannot change anymore, you cannot travel anymore)) and Life provides change (you move, you learn, you create, you build, you destroy, etc...)
  9. I would be happy with a small blog post on the Chaosium site updating the "Flying March 2024" post ... no need for it to be anywhere else. If a company maintains a website that is where it should post its news at minimum IMHO
  10. There are many ways to implement rings in BRP. As for myself, I think I'd implement rings as pools of points, which can be used to fuel magical and mystical powers, or to gain bonus to chances of success. If you look at existing BRP games, there are 2 with similar concepts : -RuneQuest : Adventures in Glorantha gives every character "rune affinities" in %, among which 6 are Elemental runes. Those can be used to Augment a skill, or o perform Runic magic. -Nephilim is a game about elemental spirits which possess human beings. Each Nephilim has 5 Elemental abilities scores named Ka-element, which are used to cast spells and boost a characteristic. Each Nephilim is tied to an element, and the value of each Ka-element is determined by his Ka (= POWer). For instance, a Fire Nephilim with Ka 16 will have a Ka-Fire of 16, but a Ka-Water of 4. You could also use them as replacements for characteristics, like in L5R 5th edition, or Qin:the Warring States.
  11. And you could inspire skills that will help you escape, like jumping across that ravine or riding your horse fast...swimming across the river etc etc
  12. Ironically, this is basically what happens when Lunars board some sort of giant boat/cradle type thing heading down a river/canal.
  13. How come when I read the words “very very soon” I immediately think that means very very soon AFTER Chaosium Con in Australia. I hope I’m wrong.
  14. Jakaleel is the Dying Moon and Deezola is the Crescent Go Moon
  15. My thoughts on how Chaos overlaps with but is not the same as Change that isn't Chaos. Glorantha is a system in which some runes provide stability and others provide for changes *within the limits of the system*. Stasis, Harmony, Truth, and Life provide stability to Glornatha; Movement, Disorder, Illusion, and Death provide change *within the system*. Things die, go back into nature, and eventually become new life. The conflict of Harmony and Disorder balances group and individual interest. And so on. Eurmal cannot rebel against society without a society. Without Chaos, Glorantha can change, but there are limits to change; Glorantha can be stable but that has limits too. Chaos violates these limits. It can make you alive and dead at the same time. It can make a human grow fangs and claws without involving the Beast Rune's power. It lets a Broo impregnate a tree. Chaos is entropic; many of the potential states it creates simply run things down and make them useless, twisted horrors. Entropy is the transition of things from a state where they can do work to one where they are useless. And there's far more useless states than useful ones. This is why Chaos can obliterate Gods better than Death can. Death generally just banishes you to the Underworld; Chaos can make you cease to exist. Or turn you into churned rock.
  16. Nothing has changed in this regard: Deezola—Crescent Go Moon, Jakaleel—Dying Moon.
  17. I wonder if there is room in future to jack this up further, like for every thousand people the bat eats within the last 24 hours, there is a probability the glowspot will empower lunar magic beyond normal maximum? So Lunars feeding chaos can gain access to devastating powers to win battles, but it emphasises the dichotomy between use of the overtly chaotic bat to crush resistance, and Lunars presenting themselves as a peaceful alternative to the barbarian rabble.
  18. Quick question for anyone who has the new printing. Gods of the Lunar Way, list of the Seven Mothers, pg. 148-149 in the first printing: which lunar phases are Deezola and Jakaleel associated with?
  19. That's awesome! I came up with an analogy to unpack this for a new player: if the Balazaring lands were the Yukon in 1750 this would be someone riding a Spanish horse, who might be of Spanish or American descent, in the regalia of a particular British colonial regiment known for its fighting in New Orleans. Does that scan? We dropped into Glorantha with just a few texts (Runequest CE and Griffin Mountain) seeking to experience the sandbox as one might have before the internet. That's expanded as comprehension has grown; players are drawing from Cults of Prax, and I have the Glorantha Sourcebook and Borderlands & Beyond. On B&B p. 195 I find a Sartarite bandit whose relationship to an ogre worshipper of Cacodemon makes for a nice hook, as our "B team" PCs recently encountered Gondo Horst. Could that bandit have been one of the Headhunters? What might they know about Argrath that would prove whether they really fought with him? What would a bandit need to know about the Culbrea tribe in order to wear their kit as a costume to help drum up contributions to Sartarite independence? For all that my group enjoys cosplaying like we are gamers in 1981, it is really amazing to be able to get such expert advice drawing on such a vast body of lore with such speed! Thank you.
  20. @MOB or @Nick Brooke are the best people to respond.
  21. Griffin Mountain p.9 described the original Glowline effect: "Once one passes into the Glowline region, the moon always appears to be in its full phase, and Lunar magics always work at full strength." Not an invention, but a recasting to a standard power level vs. the full power of the Bat's Glowspot.
  22. Yesterday
  23. A new question for any of the people that pass by here: I'm starting to feel unsatisfied with the Rings, and I want to know if anyone has any idea of how to use the Five Rings in interesting ways that: Allows players to start low on them and increase them slowly towards a "Mortal Maximum" Makes people in that "Mortal Maximum" or higher pretty potent For now my approach is: Players start at 0 in all Rings, their Clan gives +1 to one Specific Ring, their Family gives +1 to one of 2 Rings, and they can choose to add a +1 to any Ring. This means that players can start with: Three Rings at 1 One Ring at 2 and One Ring at 1 One Ring at 3 Each Ring give a series of bonuses in combat and intrigue: Fire: Increase Attack Chance [+5% per Ring] - Increase Psychological Damage (Stress) Done [+1 per Ring] Earth: Increase Damage Reduction [2 Less Damage per Ring] - Increase Chance of Keeping Face and not being affected [+5% per Ring] Air: Increase Defense Chance [+5% per Ring] - Increase Chance of Success with Trickery/Lies [+5% per Ring] Water: Increase Damage [1 Damage per Ring] - Increase Chance of Success with "New Information" [+5% per Ring] Void: Increase the ammount of Power Points (Willpower Points) of the character [+2 per Ring] I feel so unsatisfied with this, like something is waiting to explode in any moment. Technically there is people in the setting that has "all Rings at 5" For now my hasty solutions is change everything to: Fire: Increase Stress Done [+2 per Ring] Earth: Increase Physical HP (Maximum Damage) [+2 per Ring] Air: Increase Social HP (Maximum Stress) [+2 per Ring] Water: Increase Damage Done [+2 per Ring] Void: Increase the ammount of Power Points (Willpower Points) of the character [+2 per Ring] But I'm feeling so frustrated about this right now, open to any proposal, even if it changes it a lot. For those that aren't that familiar with L5R, the general explanation of how it works on the original system is in the spoiler below
  24. Or you can have the adventurers leave Dauke Rous' service and go north up the river to Sun County.
  25. No worries, it was like a week and a half ago.
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