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  3. When I saw this.. ...I was immediately reminded of this... https://www.abc.net.au/news/2019-08-18/china-pla-military-still-need-the-humble-yak/11405070
  4. Yesterday
  5. I just ran five people through What's In The Cellar at an FLGS. Nine people showed up. I had to arrange an overflow game for four of them (they were good sports about it). Three of the people who played referenced the Critical Role episode as what inspired them to try CoC. They had a blast experiencing the tension. One player set himself on fire failing a Pushed roll. He loved it. This is all the justification that I need that a "all players welcome" mentality is what is going to grow this game. And if growing the game isn't one of your personal goals, kindly step out of the way of the rest of us who plan to take action to grow it.
  6. Having recently played through my first heroquest, I reckon this is dead-on. The major obstacles in heroquests aren't opponents whose abilities are several orders of magnitude greater than the player-characters', but rather the characters' ability to gain admittance to the mythic stages of the quest in the first place. If you ever manage to engage with a myth that includes the likes of Orlanth or Yelm, you'll be on relatively equal footing with them -- inferior characters need not apply. Lesser characters start out pursuing lesser myths (like the clan legend that our characters re-enacted) and maybe work their way up the ranks. I used to get all hung up on the whole scaling issue, not being able to wrap my head around the notion of a mortal taking on the gods in a conventional stand-up fight when crossing over into the God Plane. But I've seen the light, and no longer think that's how it works. !i!
  7. Pretty slick, Atgxtg, I'll keep that in mind! Thanks!
  8. Yeah the stat blocks comment was not so serious, but I’d love to see something more than ”an idea of what you will find”. Obviously I’m not making demands (how could I?), I’m just explaining what I’d find useful for my game. Reading about having to catch a ride with a giant turtle gives me ”an idea”. A writeup of the heroquest as a playable scenario/adventure would detail the specific problems the heroquesters would face in trying to accomplish this, as well as descriptions of creatures and NPCs, details on the setting where this takes place, how to get there etc. No stats needed. I know I can write my own material, but I would prefer not to.
  9. Most of the SuperRuneQuest stuff exists in the form of some only very partially formalised house rules, nowhere near publishable or even semi-publishable as such. Mine too. One of the better criticisms of it is that it's "RuneQuest with bigger numbers" (so implicitly, what's the point ?) But the basic counterpoint is that RuneQuest (unlike say CoC) is theoretically an open-ended gaming system, where skill % numbers in the 300s or 400s plus are supposedly achievable, and so on. But the rules system tends to break down up there ; hence various flawed attempts at patch jobs over the years, collectively referred to as SuperRuneQuest. I've personally found that the square that's hardest to circle is the necessity IMO (elegance and design -wise) that RQ and SRQ should not theoretically nor mechanically contradict one another ; else you'll just end up creating a different BRP/d100 game related to RuneQuest, but different to and non-compatible with it. So implicitly, again what's the point ? If RQ and SRQ characters can't interact with each other seamlessly, then your SRQ rules need fixing. That's my opinion anyway ...
  10. A friend of mine ran a RQ3 campaign set in hell for years. I didn't play in it, but all the PCs were different Chaos races that had never seen the surface, each with its particular hellish culture. He told me his players had a great time playing that. While Yelm crossed the underworld sky, everyone hid, so it was their own particular kind of night down there. They had all kinds of psychedelic adventures, it seems. I'll try to have him comment more on it here, if you are interested.
  11. There are seldom any stat blocks because the stats really depend on the PCs doing the HeroQuest. Most GMs say that a HeroQuest opponent is going to be roughly at the same level as the HeroQuestors. So, I could write down stats for a Wind Lord, Death Lord and Ice Queen on the Hill of Gold, all with skills of around 150% and that would be no good at all for a 70% Yelmalian. It is better to give an idea of what you will find and let the GM write up the stats.
  12. If there's one Actual Play I'd watch or listen to it would be someone playing through a heroquest. I can find a lot of stuff written about the structure and overarcing stories of heroquests, but very few details (stat blocks ). There's a reason I once bought the Apple Lane scenario book instead of settling for "the adventurers have to defend the pawn shop" and "the adventurers are tasked with clearing a cave system of troll bandits".
  13. Whilst it would be interesting to do this, there is nothing currently 'in flight'. Drop me a line at ian@chaosium.com if you think you could do the necessary work to produce a HeroQuest genre pack
  14. I've been posting on here less than a year. One of the things I really value about BRP is the light touch moderation and I'm heartened by Rick and Jeff's statements above. I feel it would be wrong to alter the nature of the forums just because of (rare) bad behaviour by a few individuals. That would be punishing everyone else who has used the forums respectfully for the transgressions of others.
  15. Based on a chart I created whilst proofreading something: Title Inhabitants First Hell Deepest Hell Gorgorma, Subere Second Hell War Hell Veskerele, Natha, Humakt, Zorak Zoran, Babeester Gor, Shargash Third Hell Bright Hell Deshlotalas (Lodril), Yelm Fourth Hell Grey Hell Xiola Umbar, Deshkorgos (Monster Man), Daka Fal, Ty Kora Tek Fifth Hell Wonderhome Kyger Litor, Aranea Sixth Hell Dark Waters Styx, Jeset Seventh Hell Night Argan Argar, Xentha
  16. Want something with some movement and huge tentacles? Look at this:
  17. You don't see a difference in tone between the cover art I posted earlier in this thread and stuff like the covers down below? Or maybe between the tone of John T. Snyders illustrations and the modern ones. If not, maybe you can spot the differences in tone between the US and the French version of 7th edition: http://blasphemoustomes.com/2015/12/24/french-call-of-cthulhu-7th-edition/
  18. For those of us who don't necessarily spend a lot of time on many different forums, can someone elaborate on what they think TheRPGSite, RPG.net, and/or RPG Pub (or even, for that matter, ENWorld) are like? From my limited experience with a few of them, I frankly can't tell much, besides maybe that RPG.net is quite moderation heavy? I don't know. So yeah, RPG forums 101 would be welcome And sure, everybody wants a nice, safe, friendly place to discuss nerdy RPG-related topics, but I think that, as the community size grows, so does the need for moderation. The number of "incidents" (whatever that is) will even outgrow community growth if they go unmoderated, since at that point your forums will be known as "safe" for whatever was that behaviour, attracting more similar people. The only moderation "abuse" I can think of would be if posts criticizing Chaosium were to be locked or removed, but I don't see this happening any time soon. Most common scenarios of moderation are to keep tone/politeness/trolling in check (maybe that's me being Canadian but I think it's pretty hard to have "too much" of it), getting in front of problems (say, by locking a topic where arguments are going in circles... it's debatable whether that's desirable but IMHO it is), and doing general cleanup and maintenance (like splitting topics that are going off on a long tangent, closing duplicate topics, etc... again, it's debatable, but IMHO, assuming there's enough moderators, it's a good thing because it makes the forums easy to jump onto for newbies)... so... what I'm saying is, I don't have a super extensive experience with many forums, but I do have experience with a couple of long-running communities (15+ years), and I have never seen "too much moderation".
  19. Emphasise that it's fun to fail! Seriously. What I mean is that Pendragon is all about the dynamic between intent and nature -- the player's ambition within the game and the character's actual personality. The two are not necessarily the same and are often at odds. Sometimes it plays more like the Sims as you watch your character do something foolish because, well, he's actually kind of a fool that way. That's a feature, not a bug. In a recent game, my character was neck-and-neck in a horse race with another player, and the only chance I had to win was to invoke a Passion for inspiration -- Love of his courtly amour, who was watching the race -- for a bonus to the roll and pull ahead at the finish. I failed the roll, fumbled it, actually. My character let up too soon while trying to grandstand for her, couldn't get his amour's attention until the wrong moment, lost the race, and his Love score plummeted as she hid her face in embarrassment. It was a stunning cascade of failure, culminating in Madness, and entirely in character in a way that I probably wouldn't have chosen as a player. And it was fun, because it was the character who was failing, not me as a player. There's been a lot of grousing over the years by players not comfortable with giving up directorial control over their character's thoughts and feelings (as opposed to, say surrendering directorial control when it comes to swinging a sword or breaking down a door), which is part of the dynamic of Pendragon and what makes it the game that it is. !i! [P.S. Combat mechanics are different from RQ, but that's the least of your worries. Pendragon is all about Personality Traits and Passions. You'll have some familiarity with those from RQG's Passions rules, but read through those sections a couple of times. You could feasibly jettison all the physical stats and play a game based entirely on the paired Personality Traits table.]
  20. sorry, this is an internet thing you do in lists to indicate both excitement and mockery at yourself for having repeated a word a lot out of excitement, imagine a girl intoning H E L L S very slowly and feverishly with crazy eyes this thread rules, thank you everyone for your ongoing input
  21. It happens. Some people get really deep into Glorantha Lore and know all the minutiae. I used to be one, but then Glorantha became too big, so I stopped trying. My tip - Ignore the things you don't know about. It's like the Lightbringer Quest. Everyone knows about that, Orlanth goes off with his Homies and goes to Hell to bring back the Sun and make everything better again. You can split it up into a number of Stations and most people who are deep into Glorantha know the Stations. But, each Station has Stations of their own, as each Station can be considered to be a HeroQuest by itself. Not everyone knows all the Stations of the Stations of the LBQ. Even worse, each Station of a Station can also be considered a HeroQuest and will have Stations of their own. Now, not many people will know about those. Some of the Stations will only be known by certain clans, bloodlines or HeroQuestors. So, do you really need to know that The Rock Soup was a Station on the Westfaring HeroQuest? No, and very few people will even have heard about it, as it is an Eurnal cult secret. Are you in any way a worse fan of Glorantha because you haven't heard about it? Of course not. Could you run the LBQ without it? Of course you can. So, knowing all about Verithurus, Kimantor, Kimantorings, Porthomeka and so on is all very well, but it is by no means essential to knowing about Glorantha. You just know a lot about a little bit of Glorantha. Some people, however, know an awful lot about certain areas of Glorantha and some know an awful lot about a lot of areas of Glorantha, which is impressive.
  22. You should ask my wife, she'll list plenty, spending too much time on the Internet for my Crazy Hobby being just one of them.
  23. Exactly! I've had a great deal of fun over the years with my games even when the players knew very little about the setting and learned as they went. But I certainly understand how a newbie can become overwhelmed just reading the comments...
  24. I don't agree with the original post. I DO think that the popularity and ubiquity of Lovecraft and related sci-fi horror has to some extent made it somewhat more difficult to make things creepy, it still seems to me that making things creepy is very much in the hands of keepers and I don't see the big shift in CoC products that the original poster does...and I say that as someone who has been playing CoC and enjoying Chaosium's products since CoC's first edition. I do love Stygian Fox's products, they rock, especially 'Fear's Sharp Little Needles'.
  25. Thanks everyone! Lots of great suggestions. Looking over the intro scenario, it seems like a good way to go for a quick out the door one off. I don't think we will be getting into a campaign just yet. I am going to do a few one offs and then we will see.
  26. Nevermind! Found it. It's called "the singer of dhol". It's a super great one. Happy playing!
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