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  2. With over 150 titles published for Call of Cthulhu since 1981 there are bound to be hits and misses when it comes to cover art.
  3. Brilliant! A game of cherry picking. I know the rules. Please sir, can I join in? These hopelessly uncreepy 7th ed covers. OMG, what were they thinking? Cos things were so much more horrid back in the good old days, never cartoony at all. And the old Terror Australis cover was soo much more cree… oh, oh dear
  4. Today
  5. They are literally incomplete - they discuss how “Maintaining the caste restrictions provides bonuses to the use of sorcery (the restrictions depend upon the school of Malkionism); once the restriction is violated, the bonus is forever lost.” but do not provide those bonuses, or any hints at the mechanics, thus clearly not providing the complete rules for any school of Malkionism, the majority of sorcerers in Glorantha. FWIW, I think the current rules were more or less intentionally designed to be inflexible, awkward, and so not much fun to play. A divine magic user in a relatively major cult that has access to all common rune magic after a reasonable amount of play (say, 8-10 rune points) has a really pretty wide range of magic. A bunch of useful utility stuff (such as heal wound, spirit block) and a few cool specialty things, and can flexibly use their Rune Points to care it all. Sorcery gives you some interesting options basically at character creation, but essentially after character creation it is prohibitively expensive and impractical to raise a spell skill to the point where you can reliably cast it in play (rather than taking hours to days to push your casting chance up). In practice, the interesting possibilities of sorcery are illusory - you pick some good spells at character creation, and mostly stick with them. There is a good reason why the cultures that have master sorcerers are mostly immortal, it’s the only way to have a broad selection of spells under the rules! it is no secret that I found the sorcery rules incredibly disappointing. They seem to have kept many of the worst parts of RQ3 sorcery, or even made them worse (it is still very much ‘spells and spreadsheets’ to work out how many long duration spells are up etc, still restricts sorcerers to a narrow range of spells), and added a few more. They made sorcery more fun in HQG - and then immediately removed most of the appeal of that system for RQG, and removed a lot of the Gloranthan lore as well. They more or less grabbed Sandy’s old shaman rules, and now shamanism is great, why that route wasn’t taken with sorcery I don’t know.
  6. In the (original) MagicWorld rules that inspired the BRP Magic rules, the cost was 1 point per d6 of damage. If you want flash! pow! high fantasy magic that economy might make more sense to you.
  7. As Martin has documented, there is more than one numbering of hell, by different cultures. The Dara Happans number four or five, and 1 is the shallowest and you number down. There is another list that has seven, and goes in the reverse order (and might be Theyalan). There are probably a bunch of other lists - the Kralorelans May have many.
  8. Crel

    Nature of Metals

    Something that I've been wondering for a while... Just exactly how analogous are Glorantha's metals to the Earth metals we call them by? Does iron rust? Does copper and bronze tarnish? Are there canonical instances of alloys that don't exist on Earth? Or of straight-up unEarthly metals? I know the in-world explanation for metals is that they're the bones of dead gods (except iron) from before Time, but it seems like most approaches to Glorantha I've encountered treat them basically like their Earth counterparts. It also feels oddly... incomplete to me that tin doesn't have a Special Enchanted Rune Metal Property (c) like most of the other metals. Has there been an explanation for this before?
  9. I want to say this sort of nitpicking is over analyzing and unnecessary... but at the same time, if I’m honest the cover of a book does influence my opinion of it. More importantly, this sort of micromanaging is... well, very internet I guess. Chaosium is doing great with the choices they’ve made. Fans can give feedback, which is now. So... yeah. Mission Accomplished! GET THE BANNER!
  10. From a standpoint of personal taste I agree with you; those earlier pieces of cover artwork are far more evocative of both the fiction and the game. The modern ones are more garish and cartoony which has the effect of turning the supernatural into a comedy threat. Even when there is a reveal in the older artwork, like the Gaslight cover, it retains a sense of otherness or oddness which is a better target to aim for in an rpg than horror or fear, which is practically unattainable. None of this has any effect on how the game is played at my table but it's not inspiring either. I have no complaints to Chaosium, however. It's up to them and they know what they're doing - pandering to my taste might cost them sales and that's what they're in business to do. Having said that, a couple of the covers above would put me off exploring what was within so it's a delicate balance.
  11. S. Petersen also had the Art of Hold, which allowed you to prepare a ready-to-cast version of a spell. Basically D&D magic. But it would need re-work to fit in RQG system. Sorcery would also benefit from having less skills, even though RQG already removed range, duration, intensity and multi-spell. I would love something similar to a mix between S. Petersen's rules, OpenQuest and Mythras. The first is just too complicated, and the second too simple. And, as much as I like the latter, I'm definitely not sold on the way it handles shaping and MP costs.
  12. That friend is me. I developed Chaossehorm, that is a part of Gamataler, the underground hero plane. It's not hell, hell, but a sort of Gloranthan Underdark. Of course, it's connected with Hell (intended as place where the souls go after death), it's also the home of several gods, for example I placed there Ikadz, Aranea, a giant god of living flesh that is the fluids of Wakboth splattered by the Block. I started to develop it in the early 90s, so it lacks of the current division in several hells. It can be downloaded here: http://www.mastergollum.com/tanuki/blog/chaossehorm-pdf-0-4
  13. I think a big part of the problem in our game was that we changed the universe two or three times as Anton brought different rules to the table as we progressed and they became relevant. Going from "only manipulation matters" to "Well Presence matters too, but you gotta have duration too" ended up putting some weird layers of complexity onto the ruleset. Ultimately, I think the flaw was trying to staple duration onto Presence, because that warped how instant spells worked and we ended up with some really strange rules on how Hold worked and how much Presence any given spell would actually fill. I tried codifying it once, and eventually gave up while still writing the spells because I finally parsed enough versions of Sandy's sorcery to hit this "oh, that's why everything's screwy" stage and kinda gave up in frustration when I realized I should be revising and developing, not just editing and synthesizing the documents together. Oh, probably. I don't typically have a great feel for how something will play until I either do math (which I haven't), see math, or see it at the table. And as I cautioned, I haven't actually played with that cantrip rule. Still, my gut says the basic idea of "create INTx5 cantrips" is a solid one, but the execution probably needs a few iterations of tweaking. To think "aloud": Maybe each point of the cantrip fills a point of free INT. So, you're getting something useful, but totally crippling your "real" casting ability. It'll really vary so much on the power of the spell, too. Like there's some spells which at base values I can't imagine as a GM letting someone cantrip (lookin' at you, Moonfire). So maybe only simple spells can get cantripped, one Rune + one Technique. ... but Steal Breath. Urgh. One of those things on my Visiting-Magical-Christmas-Land list would be sorcery rules using RQG's Runes & techniques, but with a manipulation system instead of Free INT. Real trick then would be to determine how to limit (or if to limit) how many long-duration spells can be supported at once. Maybe spells in effect=Runes+Techniques mastered, or something to that effect.
  14. Crel

    "Super" RuneQuest

    That's what I suspect. I recall stumbling across a fanzine comment in my digging that there was an in-house Chaosium "SuperRuneQuest" that got abandoned basically for the reasons you bring up, which in hindsight I suppose is the content I'm really curious about. Having a name to hunt for, I did find a derelict site from 2003 (C) Steve Marsh here, with some relevant documents. I'm not sure if this is the sort of SRQ which has been referenced or not (it seems more to be about Rune ratings than D100 skills). For what it's worth, I have a friend who played an RQ3 Wind Lord long enough to get his base sword skill up into the low 200's (somewhere between 220 and 250, I think?) without SRQ-type shenanigans, and he's rolled attacks at over 300% before thanks to buffs. So in at least one case, that type of skill is achievable even without dividing & re-multiplying the skill before/after a HQ. (He also played that character for like a decade or more so y'know that might not be a great go-to example...) A "Book of Heortling Heroquests" in this style would be useful to me, too. Maybe even just with notes like "make a Fertility test here" or "this enemy will have the same base combat skills as the questor."
  15. Well, a certain poster's "welcome" to me on The RPG Site was to call my mother a whore and wish me dead at the hands of Islamic terrorists. All because we announced we weren't continuing with RQ6, and it was my role to communicate that news (lucky me). I don't have an issue with robust discussion, but nerd-rage abuse like that seems to be pretty much textbook cyberbullying, yet the moderators there let that stand, so that was enough for me. Likewise at The RPGPub: there seem to be a handful of long-standing and inveterate Chaosium detractors on that site (for reasons that are obscure to us), and as it's my current responsibility to speak for the company, I guess I am a visible target. However, that's another forum I do not frequent. Here's something we've found: since the return of Greg and Sandy, and Moon Design joining the company, there are some people who just can't seem to cope with the whole Chaosium ecosystem changing. You'd think they'd be happy that instead of withering and dying, the games they love are coming back stronger than ever. Instead of celebrating it and wanting to be part of it, they resent that Chaosium's revival has somehow diminished their own relevance and importance, or somehow invalidated their previous experiences (it hasn't). But it's like they preferred it when they could feel they were the noble and stoic keepers of the flame, knowingly tut-tutting at Chaosium's incompetence: sadly Chaosium, during its low point, created a very bad cycle of codependence and enabling (and that low point was the better part of 20 years). Fortunately, although we are by no means perfect and have made plenty of missteps along the way, we reckon we've managed to bring 99.9% of people along with us who are happy to see Chaosium successful and starting to prosper again. We've expanded our social media audience more than 2000% in the process, and are building up the audiences for our games by reconnecting with old fans and attracting newcomers (the recent Critical Role game being an example). We want those newcomers to feel welcome too, and we are fortunate we have Trif's BRP Central as the key discussion forum to help facilitate this; a site for friendly and civilized discussion about Chaosium (and related d100) games with a very light hand of moderation and an expectation of mature self-moderation. It's a shame some folks don't seem to want to be a positive part of it all now that Chaosium is vibrant and successful again. Because they could be if they really wanted. We are a very welcoming tribe.
  16. It's also worth noting that this is Trif's site. We are his guests here. I'd hate to actually work toward making this site into something that may be less (or just other) than what he wants... nor make it more onerous for him, etc.
  17. Passions and Virtues are the main focus of the character sheet, with Skills being secondary to this (or at least equal to them) I originally presumed that it was the other way around, but not so. In many ways, Greg Stafford was way ahead of his time in rpg design
  18. I am not quite happy with the Fire spell. On one hand I like that it's expensive. On the other hand I don't like it's priced to such a ridiculous degrees as to be useless. For example Mind Control is only 3 and probably way more potent. Polymorph would cost 4~5. Both would be resisted with a likely hard POW vs POW check. But a (deadly) 4D6 fire ball would cost 12, and be resisted (cumulatively) with parry/dodge (though you can game that by casting last), armor and the resistance spell. I was thinking to make it, and other similar spells such as Lightning and Blast, somewhat less expensive. Which add another complication. Lightning is hard to avoid, should I make price it differently? I had the following ideas: - reduce price with skill. reduce cost by (score% - 50)/10 (i.e. -1 at 60% up to -5 at 100%) - I notice that Classic Fantasy supplement used reduction cost on all spell base on Spell Knowledge score beyond 100%.. I am not sure I like that... maybe I should play more BRP to see how common it is. - reduce base price to 3+1, i.e. 3 magic point + 1 per level, or maybe 3+2, 2+2.... 3+1 is my latest idea. With 3+2 for Fireball, but then I wonder.. what about.. Lightning... maybe they are not all the same cost? and Lightning could be 3+2? Anyway, I am very undecided as you can see, and I might dilly dally and stay undecided for a while... But I would be curious to know what other people have tried / changed about those spells.
  19. It's great to see RQ is back and getting played again, particularly in the setting of Glorantha. It very much reminds me of my old RQ2/RQ3 days, except Magic works a bit smoother, and now we have Runes & Passions playing a pivotal role. It's always been a great game, and even with these amendments it is relatively intact and easily recognisable as the game we played back then (in contrast to a certain well known rpg which keeps changing dramatically so with every edition). I really like how the Pendragon dials got seemlessly blended into RQ - that has been a great idea, and this edition has the most clear version of Glorantha I have seen. Really cool stuff, I'm eager to run a RQG game next year (after our current rpg campaign wraps up), and it's great to see pics of it at others' gaming tables! 😎
  20. This was an enjoyable watch as I did my ironing. Yes there was some bumbling over the rules parts, but that's not uncomon in any game. I think it is great exposure to get on Critical Role - it has been so D&D-centric that this is a big win for BRP games. Yeah I thought the GM would know the rules a bit better, considering it is a 'professional' production these days. But he had the right attitude, and got most of it down-pat, so it's no big deal, and it shows people that GMs & other participants don't have to get things right ALL the time. I still bumble over rules at times, and I've been playing for a few decades. They did hammer the Body Count notion just a bit - yeah this is always on the table in a standard Cthulhu game, but characters can also be heroic as well and go on to have many investigations. However it is very old school in that character death is generally more probable than some other rpgs, and I guess they were using this as another point of difference between CoC 7E and D&D 5E, in addition to the radically different setting. That isn't too bad, as people do often need a reason to expand out of their usual gaming comfort zone. A few more of these and the sales will definately go up. I wouldn't mind seeing how they go with Glorantha one day This was a good idea
  21. Oh nice I didn't know about this scenario. In the past I also pretty successfully ran "The Murderer of Thomas Fell" (from Trail of Cthulhu) to introduce new people to either horror RPGs or to RPGs in general.
  22. So we didn't finish the big battle. Still, awesome session and finally, PCs low on magic points!
  23. Heard Chaosium’s revising this... Any idea when it might come out?
  24. 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
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