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  2. On that matter, the old TSR Top Secret SI used a simple mechanic for non firearms combat. You roll 1D100. If it is over your skill, you miss, if it is under or equal, the 10's die is the damage (modified by strength and weapon) and the 1's die is the hit location. That way, the higher your skill, the higher your potential damage. No special and no critical, and IIRC, you can not have a skill over 100, but the system can be adapted.
  3. Solar pantheon grabs me as having a lot of arranged marriages rather than ideas of Fine Amor. Much more Apollonian rather than Dionysian. I daresay that the culture of Yelm would likely regard Fine Amor as scandalous and provocative, and providing far too much space for female misbehavior.
  4. It might be worth having a peek at the current edition of Warhammer Fantasy RPG. The present WFRPG system has interesting mechanics that definitely reward higher skill quite neatly.
  5. The two images are from that book, yes. I was asking specifically about the two images being placed side-by-side, with colored letters identifying them as "Good Guys" and "Bad Guys." (It certainly isn't in the edition of of Gods of Glorantha I'm looking at.)
  6. Thank you both, and I'll certainly take a look at The Auction, with those 7e conversion/update notes.
  7. Yeah, definitely. And the God Learners were the biggest pcs of all.
  8. The more I mull over it, the more I like it.... it does reward higher skills neatly... and one could easily imaging that skill higher than 100% provide damage bonus the way it works...
  9. Yes, he really is. A powergamer the GM should have a serious talk with. (Someone noted in the Swedish Facebook group that Sir Ethilrist screams "PC" as well.)
  10. Just for the record, I have and use the Mongoose editions for reference materials. As the game was set in the second age, under the Arrowsmith Dynasty, their write-up of Pavis provides some excellent material for the rubble. It also provided plenty of flavor that you can adapt when describing the Big Rubble, or for EWF or God Learner treasures. Pavis Rises is a solid adventure pack. There are also some very usable ideas in several of the other books. I do not like the first edition of Mongoose RQ - I've even talked to one of the designers, and he admitted many issues with playtest. However, Mongoose 2nd edition RQ is solidly written by Nash & Whittaker, and is the game that grew into RQ6, and then Mythras when the RQ license was taken away. It's a good set of rules and very playable: I use Mythras for my Gloranthan game.
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  12. Thanks for all the replies so far! @Nick Brooke that's fascinating about how folks reading the Gods of Glorantha (1985) drew their loyalties from the "Voices" section of that set. Without greater context I can easily see how it could happen. The Lunars are urban, forward looking. Meanwhile, the first word that describes the Orlanthi is "Barbarians" -- a word that is definitely how the Lunars see them -- but not how they see themselves and definitely not what they are from an objective point of view. Where did the image you posted come from? It's hilarious. I have my own thoughts on the matter, of course. But for the time being I'm still curious about what Greg might have said on these matters or other thoughts. (My big overview: "Extremism is probably not good." But, like some others, I'm not trusting the side that is so confident in itself that it feeds countless people to a giant bat. I think the Lunars are very modern in their hubris and arrogance, and so modern folk can lean into them with more ease!)
  13. Great report! You touch on some key things that make Keeping any system challenging. Chiefest of which is that it always requires hefty improvisation to give everyone a great experience. To some extent improvisation suggestions can be written into adventures, but in a world of attenuation to publication page counts it shouldn't surprise us that not a lot of text is devoted to it. You (re?)learned a key consideration right out of the gate! I also want to commend you for improvising right out of the gate by immediately ignoring the "suggested" player count and doing what you needed to do for your group. Written suggestions don't need to be followed, and YGMV (your game will vary). I see a lot of Keepers who struggle because they can't bring themselves to deviate from the written text because they hold game designers to a godly level of regard. But game designers are humans, and they have flaws, and they are also simply writing to a huge audience. You have already gotten to the "adaptation is necessary" axiom of Keeping. Welcome to the Forums and let us know how else we can help!
  14. I am finding CoC much easier to run during Lockdown rather than Pathfinder and it's ilk. We all play over Zoom and unlike Pathfinder you don't have the same issue with maps, figures and the need to know where everyone is at any given moment in order to work out combat and spells. With CoC you can get away with a general description and if people say they were actually somewhere else it's no big deal. I'm running Horror on the Orient Express with 7 Players at the moment and it is proving to be excellent fun. I was going to use Roll20, even looked at it and then decided it really isn't needed. We had a massive fight in a railway carriage with 7 people versus 5 cultists and 2 red ghosty creatures and I just kept a running commnetary of where everyone was and it worked fine "No you can't shoot at the cultists because Ethel is in front of you, you'll need to move a bit" was the most that was needed. You're doing the right thing by moving things away fromm dice rolling and combat. Even a single ghoul can take down a PC easily. I liked Paper Chase, the way the ghouls were actually not really enemies and Douglas was just after his books. One you may like to try I'm just incorporating another Scenario - "The Auction" into Horror at the moment as a way of getting everyone started (The first chapter of Horror doesn't get the characters involved too well in my opinion). It's an excellent murder mystery with ghouls as it happens and a mad cultist... and if played "wrong" i.e. your cook chap wanting to start a fight he can easily end up on the ghouls dinner table ! This lovely person has revamped the whole thing here up to 7th Ed as a series of downloads
  15. Thanks! Any chance you also did the Pulp Cthulhu sheets and have them without the paper texture? All the sheets are great as is but they are incredibly more printer friendly without the paper texture.
  16. It's more that he doesn't have a character arc, and that he's so awesome that he can do anything with very few setbacks. What is Argrath's internal life like? Does he ever doubt his life's mission? Does he have any personal conflicts? Does he care about a single other person in the entire universe (even Harrek cares about one other person!)? I don't get the impression that even Illumination actually changes him one bit - it just gives him a bigger magical toolbox (and perhaps even less regard for anyone else, including gods).
  17. As a tangent, I suspect that the Dara Happan notion of courtly behaviour involves as much "courting" of the parents as the main interest themselves.
  18. When the Empire gets its act back together, Argrath loses a critical battle against Moonson and his capital is occupied by triumphant enemies. That's apparently what tips him over the edge into genocide and theocide, bringing back Sheng Seleris and eradicating the population of Peloria with snow hurricanes and chaos invasions. He let the Ice come, because it suited him.
  19. Fair points. if you mean Argrath's story tends, for a while at least, to be a series of battles, then that could be a bit dry. But part of what we're running up against here is that Arkat is very definitely in the past. His story is known (well, more or less). If you pin Argrath's story down too much it removes creative space for the GM & players. So it has to be blank/bland to some extent to allow the group to take it in the direction that works for them. So yes, the outline of Argrath's story that we have is unsatisfying. That let's us take it in the direction that makes it satisfying for our games. And each will be different. Is Argrath glorious hero who repeatedly tromps his enemies? A once great hero who spirals into madness? Someone who reaches out to his enemy as Orlanth did to Yelm? I don't want to know. Because I could see each of those (and more) being used to make a campaign that has a rewarding story.
  20. In old Cult Compendium there are two candidates:
  21. Polaris is lord of the dance, among other things. Hyraos Truetune, a son of Yelm, is the harper of the gods. Donandar is the cross-cultural deity of poetry, etc. Hope this helps.
  22. Only afterwards the Moon is still there. And Argrath kills all the gods in the course of his obsessive vengeance. So it's a good cautionary tale.
  23. I have just learned that if you bought A Rough Guide to Glamour in PDF before it was out in print and contact DriveThruRPG Customer Services, they are willing to deduct the cost of that PDF from a POD purchase, so you can get the printed hardcover book for just the cost of printing and postage. I've attached the screenshots I was sent showing this. The customer service "Contact Us" button is at the bottom left of the DTRPG home page. Good luck!
  24. I have just learned that if you bought A Rough Guide to Glamour in PDF before it was out in print and contact DriveThruRPG Customer Services, they are willing to deduct the cost of that PDF from a POD purchase, so you can get the printed hardcover book for just the cost of printing and postage. I've attached the screenshots I was sent showing this. The customer service "Contact Us" button is at the bottom left of the DTRPG home page. Good luck!
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