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  2. My own opinion is that I wouldn't like it becoming another TheRPGSite, as that would spoil it. Similarly, I wouldn't like it to become another RPG.NET, as that is far too much the other way. RPG Pub was mentioned on the other thread. That is also a friendly site, but has a huge anti-MOB bias, for some reason that I do not understand, to the extent that he doesn't post there and we poor mortals have to defend Chaosium on the very rare occasions where that is necessary. I like the vibe over at RPG Pub, but always thought it was like what BRP Central used to be. For me, BRP Central has its own flavour and personality and I would like to keep that, just without the toxic stuff that has crept in.
  3. Ever since it started, BRP Central has been a very friendly site, good-natured with humour throughout and a very, very light touch for Moderation. This is probably because it started off as a reaction to a certain someone being banned from another site for raising issues, so the new site didn't have that kind of heavy-handed moderation. As Chaosium have started using this as their official web presence, we have had a lot more members, which is a good thing. However, it has also brought bad behaviour that we have seen on other sites, which, by and large, we didn't used to have on BRP Central. I am not sure if it is because this is an official Chaosium site or because it has more members/traffic. What do people think? Is it worth exploring whether BRP central should be more like this site or that site in nature? What about not being like certain sites in nature? Or, should be explore what we think BRP Central should be about? Apart from being an excellent site for the discussion of BRP and BRP-like games, of course.
  4. What kind of site do we want at BRP Central? Personally, I don't want it morphing into another The RPG Site, which is what seems to be happening. I would prefer a friendly site where everyone can feel free to post and nobody is so intimidated by the nature or style of posting that they feel they cannot post. If I wanted a site like that, I would go to The RPG Site, which I often do.
  5. Crel

    "Super" RuneQuest

    Definitely. The trollkin adventurer is... shall we say, not smart? INT 6. So he's basically just zoned out half the time and growing used to getting manhandled by strangers for his sandals. All started when, after they helped a Wind Lord steal the sandals off a KL priestess one of them quipped "Well, we've got a troll right here, kind of..." or something like that. So he's always got different shoes. Rarely new shoes, but often different. Adds a bit of whimsy to the game.
  6. I haven't heard about that, but it should be straightforward unless Tekumel has some weird rules that don;t translate. When converting other systems to HeroQuest, I just take the Spells/Abilities and use their names as Breakouts for Keywords and that's about it.
  7. That's the trouble with HeroQuesting, you make yourself a target. Also, it's much easier stealing a Trollkin's Sandals of Darkness that those of a Priestess of Kyger Litor.
  8. We had a few literate PCs in our RQ2 game, mainly because being a Rune Priest had a literacy component, so they had to learn. However, even though most of the party were not literate, it didn't matter, as we had a Lhankor Mhy Sword Sage and he would read everything we found. You only need one or two literate party members, after all.
  9. It often happens. When two giants fight. I got told off for referring to these as duels in the past, but what else would you call them? Standard tactics, I am afraid.
  10. Crel

    "Super" RuneQuest

    Yeah, this is the sort of stuff I remember from conversations. Definitely will! However, will confess that I'm asking here because I've already been unable to track it down, including some "acquiring" of old OOP fan material like Tales. It's an appropriately irritating quest, to find something I see maligned as not in the spirit of heroquesting, but unable to actually read it. I've used this before! Sandals of Darkness, so the adventurers could sneak into enemy territory collectively. As an aside, it may have become canon shortly after in my game that the trollkin's sandals are constantly being stolen while they're home in Pavis. More by teenaged lay members imitating than for significant magical benefit (though who knows, after all...).
  11. I've used XP for years, it avoids the Tick-Chase and allows PCs to specialise.
  12. Trolls have a Hell in the Sky, where bad trolls are burned for eternity, but I can't remember the reference. Joerg has detailed the Hells quite nicely, especially the fact that Hell is just the part of the Underworld where the Dead go. The Sazdorf Clan has a door that leads into Hell. The Six Stones is a place in Sartar that has a corresponding place in Hell and you can perform a ritual that takes you from one to the other. I think that Cragspider's Castle has its basement in Hell and it's Spire in the Sky, so you can travel to both places from there, if you ask her very, very nicely. In my Glorantha, Orathorn Castle is partially in Hell, so you can go to hell through there, although it is not advisable. Volcanoes are a portal into the Underworld, but you have to jump into a pool of lava to get there, probably not advisable.
  13. Stephen Marsh put together some rules on using RuneQuest on HeroQuests, as did Steve Maurer. Unfortunately, I don't have links to either. I used to link to Steve Maurer's site, but that seems to have been down for 20 years. I've got some faded printouts from some digests, somewhere, that I used as a base for HeroQuesting. That was one thing that a lot of people do. On the Hero Plane, divide skills by 5, on the God Plane divide them by 10 or 20. It means that higher-skilled PCs are more manageable and allows GMs to have higher-skilled denizens without them appearing over the top. Other things were there, for example no Divine Intervention, Magic Points don't regenerate, so you had to drink from Magic Point Pools to regain them, Runespells could not be reprayed, wounds would not heal naturally and so on, mostly due to the absence of Time. Also, Death may or may not have been found, so in some cases you die but don't die. They generally had a concept of Will, or Will Power, that allows you to mould the Hero Plane as you want it, mainly to get powers on HeroQuests, I don't use Will/Will Power in my heroQuests, as I don;t see the need for it. If you manage to track it down, then please post a link. Thank you! I have used HeroQuesting in Glorantha for probably 30 years and have developed my framework over that time. It won't be to everyone's tastes, but has worked for various groups. I've also got some HeroQuests and odds and ends at http://www.soltakss.com/indexheroquesting.html.
  14. Yes to those abilities using conventional vision (darksense, heat vision, etc.), as the spell is magic invisibility, not tied to conventional real-Earth physics. Second Sight I would also say no to also, because the spell specifically eludes the viewer's notice, so someone would have to know where the invisible character were to see their POW.
  15. I realize that this is an old thread, but does a Pulp Modern sheet exist at all? I just got into Call of Cthulhu at GenCon this year, and a week later found out that Pulp Cthulhu is what my players and I are after, but we prefer playing in the Modern Era. Is there any way I could respectfully request such a fillable sheet, please? Thank you for your time and all of your hard work!
  16. Today
  17. Well, that's kind of a spoiler! 😂
  18. And this place too: https://web.archive.org/web/20170110215913/http://www.nikkeffingham.com/runequest/hqrules2.htm
  19. Just Hell, or also the magical/fantastic Underworlds in the upper region of the Earth Cube? Hell is another word for underworlds, a vast volume of space mostly occupied by solid earth or (deeper down) somewhat solid darkness. The named regions probably refer to vast cave complexes in the Underworld - think cheesy Hollywood interpretations of Jules Vernes' Journey to the Middle of the Earth, and you get some visuals for the less hostile ones, think Dante's Inferno for the more hostile ones. If Earth is even vaguely cube-shaped, then the Earth Cube alone is 4000 miles deep. That is, despite the really small surface area, as deep as the distance from the real world surface to its solid metal core. If you allow say fifty miles per "layer" of cave complexes, you get 800 levels of three-dimensionally networked cave systems before you even reach the river Styx (if this Greek goddess name still is used for the Gloranthan deity with the similar function). However, moving away from the Middle World makes distances fuzzy, so maybe you get only 200 such layers inside the Earth Cube where all manner of Underworld stuff may be located. The Deep Earth is both part of the Earth Otherworld where life retreats during Dark Season, and the fertile source of Life that Ernalda and the Land Goddesses share on the Surface world, and on the Sea-covered surfaces of the cube - including the four rifts created by the Implosion of the Spike (also known as Zzabur's Great Blast) and occupied by the Doom Currents. In other words, the Underworlds are an almost limitless expansion to the Gloranthan surface world, with possible interaction with lots of surface world deities, as visitors, husbands of the earths. The numbered Hells are a Dara Happan concept and describe something like layers in the Underworld, possibly limited to the surface area of Peloria. The four Hells named in Glorious ReAscent of Yelm are all associated with Lodril and the other Lodril-like deities (Turos, ViSaruDaran) named in Entekosiad. The first hell is just underground, and while there is no way for Yelm or any other celestial light to reach down here (except maybe for the Hell Crack), this part is not associated with Death. Dara Happans call it Dubgrulub. While usually dark, there may be sources of weak light down here. The Second Hell is known to the Dara Happans as Veskerelgat, and ruled by a son (or aspect) of Lodril (or Turos). This is the first level that may be reckoned as a realm of the dead. This and any lower levels may exist less and less within linear Time and more and more in Godtime, making them the equivalent of hero planes. The Third Hell is known to the Dara Happans is Voshtyagut, ruled by Deshlotralas, another son/aspect of Lodril whose name I take to be "Deep Lodril". The Fourth Hell known to the Dara Happans is Ershkintu, ruled by Deshkorgos the Monster Man, Lodril's Other. Other Hells and underworlds are known to the Dara Happans, starting with the Shadzoring Hell that connects to the Surface World at Alkoth, the Hellgate. Shadzor is the Hell aspect of Shargash, and the Shadzorings are a monstrous race of underworld demons that have taken on human shape, and haven't shown their true monster selves since around the time of the Battle of Argentium Thri'ile any more. The monster shape may resemble Deshkorgos or Zorak Zoran, or the description of Vorthan. And yes, there is a connection to the Red Planet, which is at home in the Underworld Sky and on the Southpath. But Alkoth isn't the only metropolis with its own entrance to the Underworld. Glamour sits on the edge of the Crater, possibly the biggest open entry to the Underworld. The inside of the Crater has a weird topology that defeats sanity unless you have (Lunar) illumination. My theory is that the surface of the Red Moon is a reflection of the inner surface of the Crater - whatever is on the Red Moon in the Sky is at the same time on the inside of the spherical hole in the Pelorian Earth. The Crown Mountains that mark the visible edge of the moon in the sky should have the same profile as the Crater walls, which I like to think of as a rugged sierra rather than a perfectly cirular rim. The Silver Shadow is the area of Peloria which also doubles as the surface of the moon, the missing upper pole, mirrored along the crater wall. Nochet has its own hellgate, the Blackmaw, now surrounded by the Antones Estates (the local necropolis) and guarded by a huge (though not necessarily that high) fortress named Watchtower, a part of Irillo's Wall. The Blackmaw already existed in the Green Age or early Golden Age (the map on p.27 has a Shadow rune, Darkness without Cold, the sub-rune of Darkness shared by Xentha, her son Argan Argar, and Moorgarki), but the need to guard it arose only with the release of Death from Subere's vault. Not included in these tiered hells is the realm/prison of Bijiif, the underworld abode of Yelm, formerly known as Wonderhome to the uz. I like to think that this underworld is exposed to the Underworld sky, a hemisphere of Darkness continuing the hemisphere of the Upper World. It lies on the Sunpath. The Underworld Sky is a two-dimensional realm of vast surface, and could have as many constellations and myths as the night sky. Due to the tilt of the Sun Dome, portions of the Underworld sky are visible on the southern and northern edge of the sky from the Middle World at the solstices respectively. The stars and planets on this rim area look no different from those in the celestial sky. If you think about it, the Jumper stars Theya, Rausa, Kalikos and the fourth, southern Jumper light up the upper quarter of this lower sky bowl half of the day, making this part of the Underworld a lot less dark or daunting than the rest. The eery light of Dead Yelm passes through each night. In the days, an underworld portion of Lightfore might continue the travel of the planetary body. The other planets all move across this hemisphere, too. Where the daylight sun is life-giving, the underworld sun might be vampiric, draining life-force of those unlucky enough to be exposed to it. Adventuring in the sky is a great opportunity for quite psychedelic stories. Adventuring in the Underworld Sky would be a continuation of that, with a darker tone, and possibly ever more nightmarish. IMO the Fifth Hell is a Dara Happan concept of those Hells that have no mythical interaction with Lodril or one of his cognates. This doesn't seem to include Yelm's/Bijiif's underworld abode. The Fifth Hells are often directly bordering on the Void, places of Chaos. The one where Sheng Seleris and Hofstaring were imprisoned may be an adjunct of that deepest place where Sedenya encountered/joined/is being lovingly devoured by Blaskarth, the personification of unfettered Chaos. There should be no limit to such hells. The various antigod races of the East probably have such demesnes, home to their antigod lords. The named Chaos deities, foes of the gods, probably have their little corners in such regions, too (with the possible exception of the Sky Terror which may have its special chaotic heaven instead). A diferent concept are the draconic Hells (or realms of testing) that are documented for Ingolf Dragonfriend's spiritual journey to dragonhood, and apparently previously traveled by Obduran the Flyer. These Hells are outermost worlds and exposed to the reality-defying forces of unlimited potential of the Void, but they needn't be underworlds. They are highly inimical to anything of Creation, and to maintain one's existence in the face of these influences requires very advanced degrees of (draconic) enlightenment. I sort of did already talking about the Underworld Sky and the draconic outer realms. What I left untouched are the basements of the Spike, extant only in Godtime as they were removed from reality in the Greater Darkness and replaced by the Chaos Rift, and then encapsuled by Magasta's Pool. This leaves me baffled. The most used exit are the Gates of Dawn. There are secret passages known to the native denizens of the Underworld that may emerge anywhere. Alkoth, the Darkmaw in Nochet, the Tarpit and below it the basements of the Obsidian Palace, the Castles of Lead in Dagori Inkarth and Halikiv (and probably elsewhere), and if you are a flying hell creature, possibly the Hell Crack. There are more one-way entrances to the Underworlds - the Gates of Dusk, Magasta's Pool, Hellcrack, which don't have any known means to escape. But then there are founts of hellish emanations, like Drospoly's pool, which are some sort of exit (the same way a birth canal is an exit). The underseas are a liquid hell. There are other similar places scattered over Glorantha. The Necropolis in Esrolia differs from Alkoth as it has no significant portion of living people interacting with the surface world - the Alkothi manage to emerge as living creatures when they leave the green wall. They also experience linear time while on the surface of that city. I don't have anything to add to the material in Enclosure 1. Shargash is one of my least favorite entities from Dara Happa, less even than Brightface who imprisoned Night for what the Dara Happans say 100,000 years. Dezarpovo in Spol, the Descending Pyramid, has similar issues. The descending pyramids in Chen Durel aka Ignorance may be man- or antigod-made artificial gateways linking to nasty underworlds, too, though not constantly functional. Presumably they can be activated by vast amounts of freshly shed lives and blood. The various power spots of the eastern Antigods are such places - Sortum north of the East Isles, Huan-to infested Senbar in northern Pent, the capital of the Andins in the East Isles. Others that we don't know about yet, or which are less obvious. In a way, the Castles of Lead are such places, too. IMO the Brass Citadel of Sog City (at least its basements) and Castle Blue are border sites to the Underworld, too. A different, volcanic Hell, between life and Death. Marginal on topic on the issue of Darkness and Death, the recent video of Sandy on Game Design brought up the weird dark/dead side of the Red Moon. Worth taking a look:
  20. I've used these rules a few times, they worked, and most important of all, we had fun: http://www.soltakss.com/hero2.html Thanks Soltakss!
  21. I come across stuff as I read occasionally referring to a version of old heroquesting rules as "Super" RuneQuest. Does anyone know where I could actually read those rules? To my knowledge, I've not actually seen a writeup, just references. I think it's from late 80's/early 90's era? I remember reference in conversation with a friend to rules where, while heroquesting, adventurers might have their skills divided by from 2 to 20, depending on how difficult the quest was; and that from there was the general shape of otherworld heroquesting. I know it won't be canon and hasn't been for a long time, but I'm curious to see for myself what that approach looked like. Thanks!
  22. mm... if you read carefully I switched in the opposite direction. using BRP now. But wondering whether to keep XP.. particularly as BRP has more skills (1 per weapon and 1 per magic spells) I like the definitely less powerful (and more enchantment friendly) default magic of BRP. Though not quite happy with Fireball... And for combat it's a toss up.. but I am happy I got rid of action point, happy about random armour (i.e. less armour, really), and while general HP might seem a step back, I am not losing that much, really, but now area attack (spell, grenades, breath weapons) and scifi weapon are less oppressives ...
  23. Yes, the scene is set in Noloswal and in the only sub-tropical region of all of Seshnela). There are beast-society horali everywhere, as some non-Malkioni magic significantly beats no magic at all. The headquarters of these societies (at least the published ones) are all in the north, though. Good catch.
  24. If someone wants to pump up a sorcerer's power beyond RQ3 (and doesn't mind too much about being lore-friendly) toss in the spells from Petersen's Tekumel writeup Be warned, though: many are crazy powerful. Using RQG's charts for range and duration (though I think Sandy's sorcery by default removes duration in its Presence system? I played a homebrew/clusterfuck derived from it, not the actual system) if you want to bring the power down a little. @styopa as far as I can tell, the gimping of the charts is because they start from a lower base than RQ3 (5min instead of 10, though now that I flick back to RQ3's chart it starts at 10m range too...) and has odd roundings, giving whole numbers instead of partials. Ex. going from 160min to 6 hours for duration intensity 6 to 7 (RQG 386). Generally, I believe the biggest challenge with RQG's sorcery for players is the Free INT system. I feel like the core's system works for Lhankor Mhy Indiana Jones types but yeah, is tough for playing other sorts of wizardy folks. Unless you're willing to bypass it with enormous POW expenditures on an inscription of a single spell. As I read it, it's more like minimum two rounds. One full melee round, then DEX SR +2 per MP spent. So if you're casting spell above 6 points, you're probably casting at the top of the third round. In hindsight, I played a Men-of-All style character for a couple years (although our game was quite Glorantha-lite, but still a sorcery-using warrior) and by the end I didn't cast much in combat. Even with access to some cool, wild stuff it was still most efficient for me to just run in and stab a guy. I made use of long-term buffs (particularly a combat buff spell called Excellence from Petersen's Tekumel and RQ3's Resist Damage spell), then combat'd mostly as a warrior. I didn't have tons of realistic magic options in combat, but I still had a lot of fun playing the character. And in a way, good sorcery's faster than Rune magic--they're casting that first turn, but you're already running in and attacking. I haven't tried it out in a game yet, but one idea I had was to let sorcerers develop cantrips based on a spell they knew, using the spell research rules. A cantrip would be a set formula for a sorcery spell, that they can't manipulate. Casts at spirit magic speed on INTx5 (instead of POW like spirit magic--just gotta remember the damn thing as quick as you can), fills one Free INT, and always costs its exact MP. So you don't have to wait three rounds to cast Finger of Fire strength 5 (7MP, 3 base + 4 levels of intensity in strength) and be ready to go when the fight's already over. A sorcerer would probably have to have mastered all associated techniques/Runes to develop a cantrip, and maybe a max casting% of their % in the base spell (otherwise you'd just develop a bunch of cantrips to cast at INTx5 and never bother working on spell improvement).
  25. Sometimes, when my wife asks me to reach something down from a top shelf, I sob & accuse her "You only married me for my BODY!"
  26. Let's discuss Hell! Who has unique Hells, and are they separate parts of the same Underworld or, like, separate pocket dimensions? Are, like, Lunar Hells on the Red Moon? Where are Sheng Seleris' Pentan Hells? What is a fifth Hell, and who has them? What else do we want to talk about regarding Hells? H E L L If you crawl out of Hell, where do you show up? Let's review Alkoth again because I'm confused about whether you die every time you enter the center city (the part enclosed by the Green Ring, which I've nicknamed "Shadzoring Alkoth" since greater Alkoth has now grown up around it)
  27. The colour plate in the guide was set in Noloswal according to the art direction (which I think was posted on G+, and am very glad to have saved a copy), and depicts the warrior as a member of a beast society (specifically appearing to be the peacock, given the feathers and the picture decorating the horse's head) It's also worth noting that according to the Nochet map, the Quinpolic exclave seems to contain buildings devoted to two beast societies as well (Stag and Boar)
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