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  1. 24 likes
    As author of a fair chunk of GtSA books, here's a little history and background from me. Canon was definitely ignored in the earliest releases. The writers at the time weren't familiar with either RQ or Glorantha and suddenly found they had to become very familiar with decades-worth of information even to get a rudimentary grip on the subject matter. It was easier for some more than others. Given the overwhelming amount of information one needed to absorb, even just on the Second Age and events leading up to it, one was faced with a truly daunting task. Couple that with a book-in-a-month timetable (standard for Mongoose at the time), and it was a fraught exercise. I was brought on because I had a reasonable grasp of Glorantha and exercised that from the start. My second book for Mongoose was the Dragonewt book, and so I went to the two authorities on Gloranthan lore that I knew well; Greg and Jeff. This continued with each Glorantha book I tackled, with both being consulted widely and deeply before I set pen to paper. 'Dara Happa Stirs' saw me spending a weekend with Jeff brainstorming and immersing ourselves in the Pergammon Museum's incredible exhibition on Babylon, the two of us formulating the Karvanyar campaign arc, understanding the Ten Tests and ensuring that texts such as Glorious ReAscent of Yelm were adhered to as precisely as possible. Despite the brutal deadline, which I managed to get extended to 6 weeks, it was a fun book to write and one that I remain proud of. Every Glorantha book thereafter I was involved in followed a similar pattern. Unfortunately, 'Pavis Rises' was handed to an author utterly unfamiliar with the canon who didn't liaise with Jeff despite my insistence that he do so. The original draft of 'Pavis Rises' (I still have the manuscript) is.... well, best I not say too much. I therefore rewrote it, from scratch, with Pete, Jeff and Greg's help, in about three weeks. That was the level of challenge I had working at Mongoose, and I'm still staggered I managed to write to the standard I did. There were a couple of misses for me, Glorantha-wise: I wasn't happy with Fronela, again due to the massive amount of information that needed to be conveyed; and there are elements of 'The Abiding Book' that I simply had to rush to meet the deadline. But 'Dragonewts', 'Mostali' and 'Darra Happa Stirs' I'm proud of and enjoyed. Even some parts of 'Pavis Rises' I really like - the Giant scenario was fun. I think Mongoose tried its best. I really do. The problem, aside from the deadlines and post-writing processes, was that it's production approach simply didn't mesh with the deep complexity of the subject, and was compounded by having writers unfamiliar with the canon having to rapidly assimilate it. I actually don't think Matthew (Sprange) was prepared for the huge amount of lore that surrounds Glorantha, and the vast wealth of understanding its fans have. Consequently, Glorantha was treated as a property with a relatively straightforward canon and background, like some of the other tittles Mongoose had, when it needed a very different approach from the start. And, irrespective of one's feelings for MRQ1, Mongoose did bring RuneQuest back to a wider gaming awareness after spending about a decade as a moribund, half-forgotten system. They got a lot wrong, but they also got quite a bit right, and so while criticism is justified, there are some things that do have merit.
  2. 12 likes
    I'm glad you are back in the Glorantha fold. I'm also glad that a system you love, Runequest, is returning as a way for you to play Glorantha. I'm also extremely grateful that you have bought The Coming Storm and are keen to get The Eleven Lights. But just as a counterpoint, I came *back* to Glorantha with HW having gone cold on Runequest. I needed a rules-lite engine that was focused on story over simulation; I needed a 'one-roll engine' when I wanted it and blow-by-blow when I needed to go deeper; and I needed the liberation I felt from the game's necessity to co-create Glorantha as part of *your* story. Most of those I play with, and many other people deeply involved in the HQ era output have exactly the same experience: we grew up on Runequest but at our table we needed something that 'got out of the way' more as a system. It's antecedents are all there in Chaosium's output: Ghostbusters and Prince Valiant influenced this product, and its DNA shows throughout them. So even 'back in the day' Chaosium was experimenting with different rules sets for different folks. We believe there is a need to meet to both people's needs: those who prefer the more story-focused, rules-lite approach of something like HQ, and those that want the more traditional approach of something like RQG. Now, I still think that RQG is likely to deliver certain types of stories better for me, and if I find the time and a willing group I'll gladly give it a shot as well, but its worth remembering that for many HW/HQ was exactly what they were after. So welcome back, the tribe is a little more diverse that when you left the hall, but there is room around the hearth fire for all of us.
  3. 12 likes
    We're going to keep the bulks after the rules and bestiary down to 128 (unless there is a special reason like a big campaign pack or a cults book). So what had been the GMs book is now the GM book and the Hero's book. And that means we can add heroquesting scenarios to the Hero's book.
  4. 11 likes
    I love HQG (not surprising since my name is on the cover) and I'm a big fan of Robin's HQ2 rules. I also love RQ and have been playing it for most of my life. I also love CoC. Each of these games scratches a different itch for me. Some people aren't big fans of RQ - fine, they can explore Glorantha with HQG or 13G. Others are big fans of RQ alone - fine, they can use RQ to explore Glorantha. Options are a wonderful thing.
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  6. 11 likes
    We have lots of news on that coming up. Just watch for the next RQ Design Note....
  7. 10 likes
    We will be doing Rune spell cards, as for many players it makes it very easy to know what Rune spells they can cast can do. Cuts down on the amount of memorization a player needs to do - and helps at the last minute realizing that Wind Words is exactly the right spell for the situation at hand.
  8. 10 likes
    Here's some more art we recently shared with the 13th Age in Glorantha Kickstarter backers. Consulting our Thanatar Catechism, we're told that priests of Atyar are known as Horns. The acolyte of Atyar is by Rich Longmore. She's wielding at least one magic-blasting head, and will be accompanied by several spot-illo Thanatari heads! Meanwhile, Storm Bull lowers his own horns to charge the horns of Chaos. This Eternal Battle rune by Kalin Kadiev will be in the Storm Bull berserker section of the classes chapter. Kalin is doing a bunch of other illuminated runes, most of which are appearing in the heroquest gifts section of chapter 3. More art in future updates!
  9. 10 likes
    A new RuneQuest Design Note from Jeff—there's been a lot of progress on RuneQuest made, including some very big decisions on the product schedule! TLDR: New RuneQuest will be out for Christmas—and will not be Kickstarted. http://www.chaosium.com/blog/designing-the-new-runequest-part-13/
  10. 10 likes
    I have added a couple of image maps for New Pavis and the Big Rubble. The maps are in a format that I can easily amend, so I hope to be expanding them in the future. I am looking for comments/criticism/etc, so please feel free to reply here or PM me, whichever suits. Apologies for the quality of the artwork, I have the very basic 5% default skill in drawing and it shows.
  11. 9 likes
    The new edition of RuneQuest will be formally known as RuneQuest: Roleplaying in Glorantha, or 'RQG' for short. Rather than try to give the new RuneQuest edition a number, calling it 'RQG' neatly avoids any confusion... RQG is due out for Christmas 2017 (and it won't be Kickstarted). More details at the link: http://bit.ly/2oMh1PZ
  12. 9 likes
    There was a lot to criticize about the Mongoose approach to RuneQuest (prior to Loz and Pete re-writing the rules). The HQ rules do not encourage you to make up myths that break the canon. That statement is about as true as Trump's claim that his inauguration was the best visited ever. Making up a myth where Orlanth strives to become a sun god and succeeds is wrong. Making a myth how a drunken Orlanth boast makes him make half a fool out of himself acting like a sun god is within parameters. Invoking Humakt for joining stuff goes pretty much contrary to his Death/Separation power. If you can make the Humakti shape something by applying separation, that's fine. Chop at the unfriendly tree/giant/whatever until what is left will fit exactly to the task at hand is a cartoon feat of sword mastery, but remains in the realm of the blade. Using the blade to drive nails into wood - no cookies. Using the blade to provide nails from bigger pieces of wood - barely acceptable, especially in face of the sample myth of the Sword Story which explicitely has Humakt complain about being treated like a cottar (crafter). I think that your conception of Gloranthan canon isn't what that canon was about, either. I accepted to play the role of a guardian of canon and consistency during the delivery of Hero Wars and Heroquest 1 as one of the so-called regional experts, and again as caretaker of the Buserian incarnation of my index. At roughly the same time, I was a fairly active contributor to the (sadly disappeared) Lokarnos project which provided an overview of fan activity in the Glorantha and RuneQuest area, which did keep track of explicitely variant ideas and stories, too. Greg Stafford is the creator of Glorantha, its myths and its history, and while Greg cannot know or remember every detail of things he barely brushed in his creative process and which might be detailed in later creative visits to the subject, there is a rather consistent body of Gloranthan material that defines canon, or if you want to be sarcastic, the party line. There is significant room for other authors to fill in blanks or to extrapolate from that body of material, but there are contradictions that ought to be avoided rather than introduced and then retroactively diminished. That was part of the mission statement for the regional experts. To be available for authors to check facts, to get quick references. This resource wasn't used by the authors for the MRQ Gloranthan material at all. Mongoose got lucky with the editors of the Gods books, and very lucky with contracting Loz and Pete Nash, but by that time they had produced their own very variant canon, due to some blatant oversights and blunders which could have been avoided with minimal effort. I was genuinely shocked by the EWF description in the Second Age book. While it did not contradict anything in the few (and often misleading) paragraphs written on this subject in the Glorantha Book of the Genertela box and very little of the history outlined in Troll Pak, it omitted almost everything in King of Sartar, and pretty much everything Greg had prepared about the EWF since - not a single mention of Obduran the Flyer. Having a doddering Vistikos Left-eye as chief administrator of the Great Dragon Outline project as the core of the EWF was a major fumble and soured the entire EWF side of the two rivaling empires. The EWF martial artists were a fun idea, and worked with the canonical concept of the EWF. Later supplements tried to retrofit the available EWF info into the Mongoose canon, but it remained a retrofit. Dara Happa Stirs shines by ignoring the Mongoose EWF canon, and going to the source. More of that approach, and earlier, and my verdict about the Mongoose Glorantha content would be different. A number of authors went off with their own interpretations of Glorantha, both for the Hero Wars/HeroQuest series and for the Mongoose publications. On the HeroQuest side, some let's say variant interpretations of Glorantha made it into print, while others like Jamie Revell's take on the Malkioni of Seshnela or Loskalm or Shannon Applecline's take on the Aldryami were not published by Issaries. On the Mongoose side, it appears as if everything was published that didn't have too many spelling mistakes. I know very well how it feels to have worked on a tangent or aspect of Glorantha for quite a long time only to learn that certain basic assumptions from earlier works weren't meant to state what I read from them. Quite a bit of my own material on the Holy Country was built on such tangents, and I had to keep it out of the publications, regardless of it having seeped into "fanon". It took several approaches to the presence of the Malkionized Orlanth worship of the Aeolians to produce something that was consistent with Greg's vision, and a few of those approaches were published by Issaries, anyway. Admittedly the History of the Heortling Peoples appeared significantly later than those publications and brought new insights, but there have always been pipelines to the source for the authors, and the Issaries publications didn't ever contradict the then existing canon, although they may have spun their presentation in ways that could mislead. I keep getting surprised when re-visiting Glorantha material, much of which I have re-typed and somewhat re-phrased over the course of the years in order to create my index and its descriptions. I get greater suprises when looking through new material, or taking a closer look at text blocks that appear to repeat an earlier source, except for a few small changes. Some of those small changes that are so easy to overlook when reading a very familiar text have big consequences. I don't touch the long cult write-up of Kyger Litor even with a very long stick - by now there must be a dozen versions in fairly high-rated canonical credibilty sources, and more if you include fan versions that may have made it into fanzines, convention books, freeform games' background material or Mongoose products. So: I care about canon. And I wince when myths are proposed that bend canon badly. I like to add twists to those so that the net outcome will be salvagable. Adding a bit of ridicule, for instance. Comic relief is an astonishingly significant part of myths. It is fine to have gods act against their core nature - if you have them face failure in a tangible way. The story may focus on how the day was saved despite the blunder of your favourite deity. I don't feel too secure as a gamemaster using HeroQuest rules, mostly because I have trouble framing the contest difficulty with those opposed rolls (I can calculate the probablities with a BRP approach very easily even if the mechanics are more involved, and lots of die rolling ensues), but I feel very secure as a narrator of Gloranthan stories and adventures. I have been adding myths or at least deep history to my campaign settings already during my RQ3 days whenever I created a somewhat magical location or situation. It is what you do if you prepare your own games rather than playing some prepared scenarios. It is not a special feature of HeroQuest as a game system, or of narrative game systems as a whole. Any story-oriented game with the crunchiest of systems will have speculative myths and histories not covered by official background. A well informed narrator/game master who respects the setting will be able to twist player-suggested variations in a way that hurt his knowledge of canon the least.
  13. 9 likes
    The RQG Quickstart debuts on June 17th as part of free RPG day. (10 copies per participating store) RQG Rulebook, Screen Pack, and Bestiary are scheduled for Christmas 2017 GM's Guide and Scenarios Book for 1st Quarter 2018 Heroes Book and Dragon Pass Campaign for 2nd Quarter 2018 As a side note: all of the remaining RuneQuest Classics (Pavis, Big Rubble, Griffin Mountain, Borderlands, SoloQuest Collection, TrollPak, and RQ Companion) are scheduled for release between now and July of 2017.
  14. 9 likes
    This will be going up as the next Design Note, but here it is anyway: RQ2/3/G are quite different mechanical engines from MRQ and its iterations. Now part of that is a different design team - the RQG team includes people who were involved in the design of RQ1/2/3 (Steve Perrin, Ken Rolston, Greg, and Sandy), and who have tons of work trying to improve and refine those rules (and correct what they consider to be mistakes in those early rules). We've also been able to draw on folk like Sven Lugar who were involved in those original books, to help answer why certain rules were developed the way they were. Much of RQG's design comes from work Greg did in the 80s and 90s trying make RQ2 a better fit with Glorantha (little of that work ended up in RQ3 but a LOT of it ended up in KAP). Jason Durall of course was the author of the BRP BGB and has a familiarity with the strengths and weaknesses of the full range of BRP variants. Chris Klug took Sandy's shamanism rules and ran with them, informed by his background as a designer (James Bond 007, DragonQuest). So we put together a top notch design team for RQG. As everyone on the team saw it, the key features of RuneQuest are: 1. A combat system that is dangerous and largely "intuitive". As a player, you should not need to know how the rules crunch together to be able to say stuff like, "I block Grognar's axe with my shield" or "I try to take cover from their missiles and cast a spell" or "I charge at the broo with my lance while I am on bisonback." 2. An ability system that puts everything important that a player might use to resolve a problem with on the character sheet. Characteristics, abilities, etc. You look at your character sheet and you know what you can do. It was widely agreed that RQ2 was mostly "not broken" - the main weak points were with how Rune Magic was obtained (one use prechosen spells acted as a disincentive towards it use and meant that nifty color spells were rarely used), the disconnect between Initiate and Rune Master, and social interactions. It also thoroughly lacked guidance for handling heroquests and heroes. The passions and traits of KAP were actually originally developed for RQ2 (as part of an unpublished RQs project of Greg's called The Dragon Pass Campaign, which was one of the secret foundational documents for KAP, Epic, and KoDP, as well as greatly influencing HQG). The gestalt moment was realizing that Runes easily double for traits and are actual more manageable than the KAP traits. Additionally, we built the RQG rules with one setting and one setting only in mind - RQ. That means any pretense of having a "generic magic system" could be thrown away. That meant we could use Gloranthan Runes rather than generically applicable traits. We don't pretend that worship of Odin functions mechanically anything like a Gloranthan cult, or that the RQ combat system needs to accommodate widespread use of modern or futurist firearms. In short RQG is intended to be the best iteration of the original designers' vision of RuneQuest, updated and improved. Everyone on the team is very proud of the result. It is a very different rules system from MRQ1/2/Mythras, which had a different set of design goals and a very different design team (with essentially no overlap).
  15. 9 likes
    We aren't doing a Kickstarter for the new RuneQuest because: Kickstarters take up a lot of resources to set up, run, and administer long term. They end up costing us over 12% of the money raised, off the top. Stretch goal "additional new content" often greatly delays the release of the product by many months. Many game stores are reluctant to order Kickstarted product because they figure most people have already bought it. The only way to keep shipping costs "reasonable" is to ship everything at once, so if you have a lot of rewards in the KS it ALL has to be done before anything ships. In short, we found that we spend a lot of our time, more than anything else, focused on Kickstarter tasks at the cost of "making the game" tasks. For unknown products we will still use Kickstarter, but for everything else we don't feel we need to. Kickstarter is a wonderful marketing tool. It has many benefits and advantages. That doesn't mean it's right for every product we produce. As for being "puzzled by the organized play choice", we will probably launch it early in 2018. Because it is #4 on the list doesn't make it a 2019 goal or something. As always, you are welcome to ask before assuming something negative. If we had Kickstarted the new RQ, the campaign wouldn't have probably launched until September at the earliest, and if there had been stretch goals with new contents the first books would probably not have come out until some time closer to the middle of 2018, pushing everything else further into 2018 with an OP campaign possibly not until the end of 2018 at the earliest. We prefer the new timeline. Three great RQG products out this year, followed by additional items every month or two after that. We know what each of the books is already, without stretch goal added content. To be clear, we are building an RQ product pipeline that will release 6 products per year, at a pace of a book every other month on average. Big gaps between new product coming out sap the momentum. Kickstarters make maintaining that momentum harder to do.
  16. 9 likes
    As for the RuneQuest: Roleplaying in Glorantha Kickstarter, we'll be making some announcements about it very soon. Yes, that's the name for the new edition of RuneQuest. We've started referring to it is RQG for short.
  17. 9 likes
    We welcome Ian and Sue on board the team! (Ian Cooper is the new line editor for the HeroQuest Glorantha RPG) "Sue and Ian both bring a much needed range of skills, experience, and a passion for all that is Chaosium. They game every week. They have been a part of our tribe for many years", said Rick Meints, Chaosium President. More here: http://bit.ly/2no9sg8
  18. 8 likes
    Sharing some new art from our 13th Age in Glorantha project: https://www.kickstarter.com/projects/416625372/13th-age-in-glorantha/posts/1860922
  19. 8 likes
    Correct. You can make sacrifices of permanent POW to your cult/god, and these will become dedicated Rune points for that god/cult. You can have Rune point pools for each god/cult you are a member of and make sacrifices for. When you join a cult, you automatically sacrifice 1 point of POW, so you've got at least 1 point. Starting adventurers generally have 3 Rune points - more experienced adventurers have more, and based on background rolls you might end up with additional Rune points available. When you cast a Rune spell, you can cast any of the cult's Rune spells you know (many are taught to all initiates, while others are for Rune Priests, Rune Lords, and the ever-elusive Rune Lord-Priests). You announce how many of your Rune point(s) you're going to spend, and roll for your affinity for that Rune. Typically, this affinity will be pretty high (70%+) so it's usually a success. If the roll fails, you don't spend the Rune point(s). If you are boosting the Rune spell with magic points, the magic points are lost. If you fumble, the Rune points are lost. You can regain spent Rune points with Worship rolls on cult/god holy days, maintaining holy sites, and creating votive images of your god and placing them on sacred ground (temple, etc.). The amount you get back varies, but on many holy days even a failed Worship roll merits a return of Rune points.
  20. 8 likes
    it's just that, for whatever reason (probably more through accident than design), no brand new scenario material set in Glorantha appeared in those eight years (1984 - 1992). As mentioned, we're not going to do anything like that: plenty of scenario material is planned from the go-get, from stand-alone one shot adventures through to campaigns.
  21. 8 likes
    Actually I have been doing exactly this for some time now. Filling in those uninhabited houses in New Pavis for my Pavis campaign. I have pages of this, so here is a sample of a quick cut/paste. As you can see I have developed the settings a bit, incorporating what is already there and putting some more meat on the bone. As Jon Hunter legitimately says, empty buildings are there for GMs to use for their own stories, which is why I have been filling mine. The notation is simply (Sex-Age-Origin) in case you were wondering. D15 Inn. Reed Inn *(1 star is the charitable minimum). The name comes from its damaged sign, and the fact that the walls and furniture are made of flimsy dried reeds. Hourly rates are available for guests, making it a favorite for near-destitute local prostitutes, and fresh linen is extra, and probably stained, if available at all. The place is noisy, insecure, and unclean, and has had multiple owners, on a scale of ever increasing disrepute. Drink is available in cheap plenty, generally the worst and lowest quality hooch, plonk, and rotgut that can still get you buzzed. Bolgs are acceptable currency here. Vinegary watered down wine, kvass on the turn, watery koumiss from sick beasts that might give you a disease, beer watered down to the point where it may well actually be the beery urine from other inns, and washtub gin have all been sold here. There is never any food. Well that isn't entirely true... Wise patrons don't even ask for food because the current owner is a troll who delights in eating ghastly smelly things. The current owner is Bagzaga Rag (F31Troll Stronglands-Pavis Rubble), a Dark Troll and Argan Argar cultist who works for the Red Bastards Street Gang in partnership. Bagzaga likes the textures of the walls and the smell of the drunken vomiting guests, and rumor has it that if someone is murdered on the premises, she invites the local trollkin around and they eat the body together. For their part, the Red Bastards supply the awful booze and stop the "God's Own" street gang of Suntown from harassing "their troll". The Red Bastards also like to hang out at "the Reed", and will encourage local would-be musicians to try their skills working the venue for tips. All in all, this place is a disgusting seeping sore on an otherwise somewhat respectable district, and many local residents would like to do something about it. The Red Bastards however see "the Reed" as "their investment", and make a point of causing plenty of trouble for any local resident who complains too loudly or too long about the Reed Inn. Patron reviews have suggested that Reed Inn makes Loud Lilinas look like a palace. P12 The Dorasar Building. A two story building with a Zola Fel motif fountain in the inner courtyard, and a glorious inlaid facade depicting the gods Pavis and Sartar clasping hands in friendship across the plains of Prax. The Dorasar building was owned by the Council of the Pavic Republic, but ownership has passed to the Patroma Family since the occupation, who in turn pay the Governor Sor-Eel a portion of the "rents". The Dorasar building has been altered and improved with notably apolitical decorative mosaics, and attractive internal faux colonnade frescoes around the courtyard gallery and its little Zola Fel motif fountain. The current superintendant is Dorbur Too Far (M36Tarshite), and he is supported by 4 lunar hoplite guards placed there by the Governor to secure his interests. The Patromas try to encourage interesting and profitable businesses. Their current tenants include: P12a Outrageous Fortune Bowyers **** (Excellent quality arrows, javelins and spears) Owned by Lett the Hammer (M27Origin Uncertain), who will claim to friends that he is the rightful heir of the Carmanian Empire by birth. The truth of this claim has never been verified or disproven, and it is generally considered that Lett is an entertaining madman. Lett's work with missile weapons displays rare skill, and it is known that the rapier that he wears is for more than just show, after a fight he had at Gimpy's. Rumors suggest that the shop is haunted, and it has never been robbed as a result. Filia the Owed (F22Pavic) is Lett's pretty and long suffering "common law spouse" who lives and helps keep shop. They have no children. Outrageous fortune is on the ground floor with its own street entry door. P12b Fresh Bitten Furniture **. Run by Krot Threefang (M36Crabtown), a dark troll initiate of Argan Argar whose clan live in Crabtown. This unusual shop offers stone furniture, urns, and statuary that has been nibbled into shape by value trollkin. Surprisingly, the workmanship is quite good, often featuring quite reasonable "carvings" of local themes, including bucolic frontier life, lunar troops keeping the peace in wealthy New Pavis, hauls of loot from the Rubble, and so forth, and there is not a trace of trollkin drool to be found on the finished items. Krot has found business slow of late and has begun to take in other furnishing inventory to make up the shortfall. Fresh bitten furniture is on the second floor overlooking the gallery. P12c Tamali's Pastries and Hot Beverages ***. Tamali (F36Horn Gate) is a woman of Oasis folk origin, whose personal story of slavery, escape, adventure and misadventure has seen her travel as far north as Raibanth, as far south as God Forgot, and as far west as Rathorela. Unknown to pretty much everyone, she is an adept level sorcerer who hates all gods but Luck. She makes wonderful cakes and pastries, full of air and local delicacies, and serves a variety of spicy drinks, all non-alcoholic. She is happy and comfortable now, and dearly wishes to forget her earlier life, and will only ever mention anything about it when quite drunk. Her shop is the only food shop in the Dorasar building and it serves the tables around the fountain courtyard. Tamali is on the ground floor and occupies most of the gallery with folding tables and camp stools for customers. As she is generous with her food to other shop owners, nobody complains about this intrusion onto the public space. P12d Horst's Quality Maille *. Horst Redscab (M41Tarshite) (as he is known) is a dealer in armor. His home is elsewhere. Horst is a Tarshite from Dunstop who served with the Supply Corp of the Lunar Army and while an adequate metal worker and armorer, he has no guild ticket from any city, and is at best only a journeyman in skill. As a result he cannot get Metalworker's Guild certification in New Pavis, so he gets around it by claiming that he is selling "reconditioned" armor, and so doesn't pay any guild fees to boot. This has members of the Metalworker's Guild very angry, as Horst can apparently "recondition an entire suit of chain from a mere single link" it is said. Horst beat the Guild's court case against him with a bribe to the Governor. Currently Horst sells mainly to Lunars and their sympathizers, and his armor, while metal, is totally average in quality, but some of the only gear you can buy in New Pavis. Horst has an apprentice in the form of Dunkan, (M11Pavic) a boy who serves as his virtual slave. Horst's Quality Maille is on the ground floor opposite to Tamali's. P12e Fantastic Fabrics ***. Trell Redbonnet (M32Helmbold-Sun County) is an Etyries initiate from an unremarkable family of Sun County farmers who regard his Lunar conversion as a form of utter betrayal and opportunism. He is known for wearing a crimson Phyrgian bonnet made of magical red wool. Trell imports all manner of fabrics from across the Lunar Empire and the Holy Country, as well as buttons, ribbons, colored threads, and everything that a tailor or dressmaker could ever want. His shop is a riot of color, with exotic fabrics, even including Kralorelan silks. Trell's Guild papers are in good order, and he is on surprisingly good terms with Brygga Scissortongue, and is a vocal member of the Free Pavis faction, vocally claiming that if people were allowed a free say in the way they are governed, they might choose to get rid of the Lunar Army but would ultimately choose stay in the Empire. Fantastic fabrics is on the second floor overlooking the gallery. P12f Eternity Beckons ****. Turpan Chiselhand (M24Pavic), initiate of the Flintnail Cult and Pavena the Hag (F71Pavic) a Priestess of Ty Kora Tek are partners in this business. While most cults can handle the ritual disposal of the dead in their own particular way, Pavena and Turpan are specialists. Pavena is a compendium of knowledge about the death rituals of the regions of the known world, and personally knows the heads of most cults, and has a ready source of Ty Kora Tek initiates and paid mourners to help her. Turpan is strong and skilled at working in various materials. Between them they can take most of the worry out of a funeral, including the retrieval (assuming it is within New Pavis or somewhere non-dangerous) and preparation of the bodies, the making of arrangements for the disposal of the body with the religion in question, whether by burial, cremation, or entombing, grief counseling up to and including the summoning of the deceased for a final farewell, and the execution of any wills via the Lhankor Mhy or Irripi Ontor temple. It is a complete and very professional operation that tries to offer dignity to any customer regardless of their coin. Eternity beckons is on the ground floor with a discreet street entrance for delivery of bodies, quite at odds with the grand entrance on the inside.
  22. 8 likes
    Ah Adari, a favourite place of mine too and one which I did quite a bit of work on a couple of years back for the campaign which I'm still running. Me too! I used Oliver Dickinson et al's piece in TotRM as the springboard, but added elements which attempted to situate it more firmly into the kind of Glorantha we know today - including additions to Oliver's history which lead to it being the desperate and dangerous frontier trading post it is today. This thread is giving me some great ideas for additions and modifications to the Adari I imagined, but also interesting is that some of the things which define my Adari tie really nicely with comments so far. Oliver Dickinson's stockade and its ramshackle troll settlement next door sits within the remains of a larger walled city. Almost nothing can be seen of the ancient walls or city - the TotRM map shows a remaining section of wall, and I've added another couple of very low remnants, a ruined gatehouse and some mounds suggestive of buried structures. The Issaries Temple is the only surviving intact building in my Adari from ancient times. I've described it as being covered in sculptures in which "human and troll forms dominate, but there are also carvings of elves, dragonewts, centaurs and herd beasts." Although Issaries is the patron I also include Adari the Founder. But Adari died way back in the First Age, and is forgotten to history except by the name of the settlement he founded. The circumstances of his death are unknown, but the lack of a protecting founder is cited by many to be the reason for Adari's perpetual failure over the centuries. A large, headless statue of Adari stands in testament to his impotence and the rather hopefully named Magnificent Acolytes of Adari seek the Head of Adari and other artefacts which they believe will bring a resurgence in Adari's fortunes. Hmm, leads me to wonder about the Pavis Plan: did Pavis understand more than anybody else the failure of Adari, and take some of its ideals away with him to found a new city? I trace this to the 13th Century ST. With Dragon Pass closed to humans and Pavis sealed during Gerak Kag's dominance, Adari becomes isolated and is repeatedly sacked and rebuilt. Its surviving inhabitants take on a desperate fatalism and only the ancestors offer respite. Ty Kora Tek is also popular. Great idea. So that's why the Issaries Temple has weathered all storms so far, and also why despite all the sackings and depredations Adari has kept being stubbornly repopulated and remained a trade nexus. Links really nicely with an annual aldryami pilgrimage which I've never understood the reason for until now.
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    The cards are not really interesting to me. as long as we are near the wishing well.. what I would like to see is first one sandboxy campaigns of Griffin Mountain and original Pavis/Big Rubble scope and quality. Several introductory one off type scenarios droppable 'anywhere'. One railroady campaign of Borderlands / River of Cradles quality and scope. then books of Sun County, Shadows on.Borderlands type expanding on those areas. Then another sandboxy one. Areas where they are set does not matter too much as long as it is relatively reachable from Dragon Pass and Prax with reasonable moving of characters. Tarsh, Esrolia, Prax maybe Dragon Pass area which we have not seen yet...Maybe wolf pirate saga spanning the world. all of these should be original not rehashes or reprints of already sometimes published material. All of these exposing something interesting from Glorantha. I would prefer that these not be sartar cattle raiding stuff but that is just me.
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    I will buy the game. Cannot judge it before I have seen it and played it.... cannot really compare it to anything before that. More than the rules (much more) I am waiting the scenarios and campaigns. There is perhaps too much concentration on the rules sometimes - I have always been more interested in quality campaigns, sourcebooks and scenarios - I buy many more of those than rulebooks but this rulebook I will buy...
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    You say this. You may believe this. Can you prove it? Among the many possible interpretations of YGMV, one that I submit should be taken to heart - there are many ways to play Glorantha. RQ; HQ; 13G; KoDP; freeforms; board games; and coming: card games and the I don't know quite what to call it: The Gods War. What I enjoy is not your preference, and I accept that you know what you like and that's OK. Can you accept that I prefer something different?
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    That's a campaign idea I have been nurturing for a few weeks now: At th end of the world, when Jagreen Lern's chaos hordes subjugate all of the Young Kingdoms to pave the way for the Lords Of Chaos, one rag-tag group of survivors from all over the Young Kingdoms, desperately fighting to stop the advance of the chaos forces, hold out in a fortress somewhere - with a sorcerer of some kind among them, who researches to try and open a portal to another world where the survivors can flee before the inevitable victory of chaos. Anyone ever done such a thing?
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    I posted this on my RPG blog, and thought it appropriate to share here - cuz I feel like it needs to be said... I love BRP. I flat-out LOVE it. It is the simplest, most logical, most straightforward, most elegant RPG system I have ever come across. Period. If BRP was a dancer, it would amaze me with its moves every time I saw it dance. If BRP was a musician, it would make my jaw drop every time I heard it play. I’m being a little bit facetious and hyperbolic there, but really that does describe how I feel about it. I love the big gold book. One cover. 300+ pages and its got 99% of everything I need to run any kind of campaign I could want. Say it’s too long, or too overwhelming. Sorry. I don’t agree. And, by the way – I love the Resistance Table, and Strike Ranks. Yes – I mean it. A year or two ago, I acquired a huge cache of D&D books – from original to 3.5. Oh, and Pathfinder stuff, too. I got kind of intrigued. And I decided to not only check them out thoroughly, but, for fun, to convert my favorite old AD&D characters, long ago mothballed, to 3.5/Pathfinder. And also to BRP. It was an enlightening experience. Certainly, 3.5 improves on a lot of things from clunky old AD&D. It’s a lot more streamlined, quite a bit more logical and flexible, and it flows much more nicely. But as I began to adapt these characters, I found myself getting irritable. It’s a lot of work. All the tables, the feats, the skill system, the levels. Why don’t the experience levels and the spell levels of magic-using characters sync up? Wouldn’t it make more sense if a being 10th level meant you could cast 10th level spells? Why is the combat system so damn complicated? It still looks like miniature warfare rules. In fact, it looks more like miniature warfare rules than the AD&D combat system! I would never want to play it. And then I converted them to BRP. And it took mere moments. Because there’s so much I don’t have to think about. Break down the characteristics, calculate derived stuff, assign the skills and – boom – you’re done. Nothing is lost – it’s all there – just a hell of a lot simpler. A few years back I got GURPS Cabal, an interesting occult RPG setting, and looked at with an eye to doing a BRP adaptation. The biggest revelation was the magic system. See, the Cabal magic system is built on occult arcana, and there’s a host of modifiers that will affect the outcome of any spell. It takes a whole (lengthy) chapter to detail it all. And yet, looking at it, I realized that the entire thing could be boiled down to a single, simple table of modifiers. One table. One page. Why do people like to complicate things? That’s another thing I love about BRP. It’s ridiculously simple to add to or subtract from. If you must. Still, I keep seeing posts about adding things, like “feats”. I can’t see the purpose – when I converted those old characters to 3.5 and then BRP, there was nothing in “feats” that couldn’t be covered by skills and skill levels. Oh, “advantages/disadvantages” – I see that one come up a lot. I once gave someone great offense on yog-sothoth.com when I said I couldn’t see any real benefit to adding them to the game. And I can’t. Hey don’t get me wrong – if you really like “feats” or “advantages/disadvantages” – by all means – add them. But you’ll never convince me they’re necessary, or make the game better somehow. Okay, I admit, I’m feeling a little bit like, well, let’s put it this way… Lately I’ve been reading my way through the run of The Dragon magazine. It’s sometimes hilarious to see Gary Gygax’s infamous rants about players monkeying with his game, foaming at the mouth over things like critical hits, hit locations, point-based magic systems, weapon proficiencies, monsters as player-characters, etc etc etc. And how the game was perfect and you would screw it up royally if you changed or added any little thing (of course, strictly speaking Gygax wasn’t totally wrong – AD&D didn’t have a lot of flexibility and any changes always seemed to feel bolted-on) (I should also note that many rules-variants that appeared in The Dragon were pretty awful). Well, I won’t say BRP is perfect. I don’t believe in perfect. But its perfect for me. It’s the closest thing to perfection I’ve seen. I won’t say you can’t or shouldn’t mess with it – actually, it’s a lot easier to mess with than many (most? all?) other systems. But I will say I don’t feel the need. So, yeah, I love BRP. And I’m going to play BRP. And nothing else, really. Because as I said – it can handle any setting or genre I care to throw at it. I hope that Chaosium will continue to support it. But if they don’t – well – for years before the big gold book came out, there was a community out there – well not really a community, just a bunch of us out there in the wilderness - who basically adapted our own versions of it, cobbled together from RQ and COC and Stormbringer, et al. We played BRP even though it was barely on the market. And so, I’ve done it before. I’ll do it again if I must. I love BRP (said it again) and I have great, great affection for Chaosium. But I’ve got what I need if they decide to shut the taps off. And by the way, Chaosium – with all due respect, CoC didn't need "fixing".
  28. 7 likes
    Jeff gave a brief hint about the new rules for Hero characters in this Design Note: "Heroes gain an increasing presence in the otherworld, which becomes a tremendous source of power, but also requires that the hero be worshiped to maintain it (that worship can be regular or propitiatory). A hero can return from the dead, and can gain other abilities such as unaging as a result of heroquest gifts. Heroes no longer need to be "super-skilled" - their "Hero Soul" and heroquest gifts enables them to do remarkable things, even if their actual skills are in the range of a Rune Lord or Priest." (And signed off by saying that too will likely be the subject of a future design note).
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    Personally I don't think that the Glorantha forum is the place to attack any system for playing Glorantha. It should be for discussing Glorantha itself. If you want to express your opinion in the Runequest forum on the merits of Runequest over the Heroquest engine, then it might be an appropriate place. I would use less emotive language that 'rape the canon' if you don't want the debate to decay into a fight. Personally, I don't find its very fruitful to attack another game system to extol the virtues of my preference, but if you like to stir up trouble, that's your choice. The topic here was about the value of the background that Mongoose produced during its ownership of MRQ, concerining the 2nd Age. I'd politley ask you to stick to that so this thread does not get derailed by the snide remarks. I think most people have offered that Mongoose's interpretation is no longer considered canon because it is hard to separate the wheat from the chaff cleanly. There were some talented writers involved, with terrible constraints, who produced some good material that can be used for inspiration (as I say Dara Happa Stirs is a favorite), but even the best of the books have dubious elements to them. One major problem was that any 'Gloranthan' feel seemed to be sacrificed in favor of generic fantasy, perhaps because it was assumed that would mean it appealed to a wider audience. For example, IMO the Clanking City has always seemed a metaphorical story that contrasts Romaniticism (the Glorantha of myths, gods, and heroes) with Modernism (our own world of soulless consumerism). For my part it has far more to do with Tolkein's' Scouring of the Shire' than a poor take on Moorcock's struggle of Chaos (magic) vs Law (science). But because the former is a more difficult idea to represent and perhaps sell, the struggle against the Zistorites was cheapened into a sub-Elric 'science as magical powers'. But that said I always remember this. When you use Glorantha for gaming, then what happens at your table should be about whatever is fun for you and your group. Certainly, I doubt that even Greg strictly adheres to 'canon' when gaming, over having fun with his friends. Just because it happens in your game, doesn't mean you it has to conform to canon. Your Glorantha Will vary. So if you find stuff there that entertains you, and the way you want to use Glorantha to have fun, more power to you.
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    There is another angle to this story. The Bison Riders have "freed" elves from the Lunars, sure. But obviously not so free that the Elves are then able return to their home forest on their own accord. I think the Bison Riders have the elves they liberated stashed away at some oasis deep in the Praxian hinterland. The elves might be free to leave, but know they can't - they'd shrivel and die trying to cross the trackless arid plains. So they're stuck there. Meanwhile, the Bison Riders put them to work tending the gardens, which haven't looked this lush and productive since the Green Age.
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    We'll give this topic an hour to cool down before it reopens...
  32. 7 likes
    The other Praxian tribes likely call it Stinking horse enclosure, home of cheating Horse Founder who hides behind walls. This roughly translates to Barbarian town in Tradetalk. Lots of Praxian nuances are lost in translation.
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    In both RQ2 and RQ3 it was extremely difficult to become a Rune Master and gain access to reusable divine - so much so that when I asked how they had Rune Masters in the Chaosium House Campaigns, the answer I got was "we just created our characters as Rune Masters - we almost never managed to raise an initiate to Rune Priest or Lord." That's what David Dunham and I used to call the "initiate trap" - all the cool magic (ie reusable magic, allied spirits, iron, etc.) becomes available at Rune level, but it was nearly impossible to get there (especially if you were foolish enough to use your one-use Rune magic). Admittedly, it was easier in RQ2 than in RQ3, but in 20 years of pretty constant play, the number of Rune Masters I manage to achieve was ... maybe two. Given that a lot of the rules were about being Rune masters and that is when you really got to play with the fun toys, everyone on the team agreed that there was a BIG disconnect between Initiate and Rune Master. The disconnect was so bad that plenty of players and GMs assume that RQ was designed so that Rune Masters were really for play and should be retired. A look through the Chaosium house campaign folders say exactly the opposite.
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    Orlanth Sylvanus, the Wind in the Leaves, represents both the destructive aspect of the wind, blowing down trees and opening up clearings for new growth, and the gentle aspect of wond, carrying seeds throughout the forest. When he was young, Orlanth came to Aldrya's Forest and issued a challenge. A Gigantic Tree accepted and slowly moved into a clearing to face Orlanth, digging his roots deep into the earth for strength, but Orlanth summoned all his might and blew so hard that he stripped the leaves from the tree and uprooted it, throwing it back into the Forest. Laughing, Orlanth asked if there were any more challengers. A young, green tree accepted and trembled as it walked into the clearing, eventually digging its roots into the ground. Orlanth summoned his breath and blew once again, but the sapling bent backwards, so far that it almost touched the ground, standing upright again when Orlanth stopped blowing. Orlanth laughed again and recognised him as his friend. Soon afterwards, the seeds blown from the Gigantic Tree and the sapling took root and grew all over the Forest, far from the Clearing. Orlanth swore to protect the Earth and the Forests and left. Worshippers of Orlanth Sylvanus are often Elf-Friends, operating on the edge of forests. They enter forests to deal with aldryami and have first rights on those trees and branches that have been blown over. They are forbidden to pick fruit but can gather any wind-blown fruit they can find.
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    As a veteran RQ GM of about twenty years and hundreds upon hundreds of RQ sessions, this is great news. I do have some thoughts and requests, be they ever so humble. I own and have used pretty much every scrap of material ever produced for RQ2 and RQ3, including a lot of the 'zines (Tradetalk, Reaching Moon, etc). And perhaps the most accessible and useful single book in my arsenal has been the "Gloranthan Classics IV, Borderlands & Beyond". The reason? The quests. Accessible, often open-ended, in addition to using almost all of them, they have spawned dozens of side quests for my groups. That compilation is a great mix of locales, local history and background, NPC's, and adventures. We need more books like this. The other Gloranthan Classics are also wonderful, and go-to books for me. But Griffin Mountain especially is the book that loves to hate me. It's so incredibly exhaustive, yet leaves me wandering in the wilderness of Balazar. My current campaign is actually entering Balazar this month after retrieving Raus's sword, and the preparation time for me has been extensive to say the least. My players prefer the option of episodic adventures (side adventures) as well as larger primary narrative quest chains, and they don't want to be caravan guards working for pennies. Griffin Mountain provides me with few fully fleshed-out side adventures, and no overall narrative chain of quests to build on. If you wanted to make Griffin Mountain the best thing ever, you'd do a Balazar Quest book as a companion to the existing materials. I'm working on writing it myself right now for my group, but I've got a day job! So to sum up: 1. Give us adventures, and lots of them, primarily for mid-level adventurers. Hard-working characters with skills in the 50's - 70's who get their hands dirty. Not fancy Rune-priests who always have their salamanders handling their wet work. RQ has always been at its best for our groups when our characters are middling in skill and power. 2. Build on well-established and beloved areas. Take us back to the roots, and let us delve deeply in to those areas. More personalities, more background, more enemies, just plain more of Dragon Pass, Sartar, Prax, Sun County, Balazar, Dorastor, etc. So basically, fix the sins of RQ3. I want more of the books that I have constantly rotating across my desk: And less of the pretty stuff that never leaves the top row of my bookcase: Anyways, my group is excited and ready to go. Bring on 2018!
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    The observant among you will notice that spring has allegedly arrived. Those who succeeded critically in their Perception roll may also notice that we didn't publish a Mythras Monthly scenario in March - this was mainly due to PeteCon and getting Luther Arkwright: Parallel Lines ready for print, but we'll be resuming during April with a Classic Fantasy module: N1: The Terror of Ettinmarsh by Peter Webster. It should be ready around mid-late April, and there'll be the usual announcements. Mythic Britain: Logres is now shipping from our US distributor and is available from Aeon too. Luther Arkwright: Parallel Lines is completing a final proofing and will then be heading out to the printer. This is a softcover book, 172 pages, and contains 8 complete missions for Valhalla agents spanning multiple parallels. There's months of play value in this single volume and we're looking forward to getting it into your hands. We've also been busy receiving manuscripts for various projects. Mythic Constantinople is into editing, After the Vampire Wars is in pre-prep, and we have various Classic Fantasy modules in different stages of readiness. It's going to be a busy year. Finally, because spring has sprung, I've (finally) added a dedicated character sheet page to our website - http://thedesignmechanism.com/character-sheets.php - if you have a homegrown character sheet, especially a form-fillable one, send me an email at lawrence DOT whitaker AT thedesignmechanism DOT com with the sheet attached; we'll review and hopefully include on this page. Happy April, everyone.
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    A new RuneQuest Design Note from Jeff: http://www.chaosium.com/blog/designing-the-new-runequest-part-15 Icv2.com has noted we're "pulling in a lot of star power for the new edition". Indeed we are: members of the RQG design team include Steve Perrin (RuneQuest), Sandy Petersen (CoC, RQ), the 'rune czar' Ken Rolston (Elder Scrolls, RQ3), Chris Klug (DragonQuest), Jason Durall (BRP, Conan) and the 'grand shaman of gaming' himself, Greg Stafford.
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    If only there was a massive compilation of all Gloranthan lore? I have to expect that it would be at least two really big books. Probably a whole additional book just as an atlas. Jeff, get on that.
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    Some armour this time... Body Armor A: Plate armor 1. Dara Happan muscle cuirass with plate shoulder-flaps and gorget. 2. Holy Country muscle cuirass. 3. Pelorian Barbarian Belt cuirass with fixed gorget. 4. Orlanthi cuirass with gorget and hinged groin-flap. 5-6. Orlanthi articulated cuirasses with spaulders and gorgets. 7. Orlanthi cuirass with articulated plates and pauldrons, and a tall gorget to protect the throat and lower face. B: Scale armor 1. Light scale hauberk with reinforced shoulder-flaps and leather pteruges. 2. Praxian lamellar hauberk, made of plates of horn on a leather backing with a leather fringe. 3. Orlanthi heavy scale hauberk with leather pteruges. 4. Grazelander or Pentan scale hauberk with sleeves, worn with a war belt of metal plates. 5. Grazelander scale coat with a war belt decorated with two Sun Horses. 6. Orlanthi long scale hauberk with a metal and leather war belt. 7. Darjiini long scale hauberk worn with a small pectoral bearing the symbol of Alkoth. C: Triple-disk cuirasses and Pectorals 1. Pelorian triple-disk cuirass. 2. Ornate Lunar triple-disk cuirass depicting the head of the Red Goddess. 3. Lasadag Lions officer’s pectoral depicting Karndasal. 4. Lunar officer’s ‘undress’ Polaris pectoral. 5. Holy Country militia plate pectoral. D: Composite armor 1. Linothorax of linen and tooled leather from Mo Baustra, with decorated pteruges. 2. Lunar Linothorax of linen and scale, with an embroidered design of the Red Emperor in the guise of Yelm the Archer. 3. Ring mail hauberk with leather pteruges. 4. Tarsh Exiles hauberk fashioned from plates of cuir boilli with heavy leather pteruges. 5. Yeloranan hemithorakion half-cuirass worn over a scale hauberk with leather shoulder-flaps and pteruges skirt. 6. Turtle-shell cuirass – used in the Holy Country and by initiates of Hiia Swordsman. 7. A rare and expensive chain mail hauberk probably manufactured by dwarves, with short leather pteruges.
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    Aren't we lucky that shortly we'll be having not just one but two (then three, when 13th Age is out) active rule systems to use for Glorantha? It's understandable that not everyone likes the same system, and in fact it would be a bit weird if we all did like the same thing. But this gives us multiple ways to pull even more gamers into the wonderful world of Glorantha.
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    Lemme see, the cattle raid and tula game par excellence, King of Dragon Pass, sold hundreds of times as many copies as any MRQ supplement. I'd say there are quite a few fans of cattle raids and clan rings. From a business perspective, the Mongoose stewardship was a disaster. Despite having a good distribution network (much better than we at Moon Design had at the time - we relied primarily on direct sales), Mongoose RQ sales dropped off a cliff. Compare the care that a licensee like David Dunham or Sandy Petersen takes with their Gloranthan product - well actually there is no comparison. Artistically, we consider it a disaster as well. Mongoose's approach to making books meant even good writing went poorly edited. Glorantha concepts and themes got reduced to pastiches. The Zistorites were reduced to steampunk abominations, the EWF little more than D&D Dragonborn. You might disagree with that assessment - as is your right - but objectively we think you would be wrong. But if you enjoyed playing MRQ materials - great for you! Follow your bliss in gaming! Just don't expect us to share your sensibilities.
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    I'm looking for someone who would be willing to prettify up a chart for inclusion in a Gloranthan supplement. After reading Mallory's In Search of the Indo-Europeans, I put together a language tree for the major human languages in the Dragon Pass area, showing approximately when they diverged. A few interesting bits of information there.
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    Please do not equate improvisationally Varying Your Glorantha in a way you wouldn't enjoy with rape. Part of what Chaosium is doing right at the moment with Glorantha is encapsulating it in three different game systems that appeal to different gamers' desires & tastes. RQ, HQ, and 13A all do different things well, others less so, and reward different player competencies and play styles. Some players' eyes glaze over at the thought of calculating percentages for a big list of skills or groan at the prospect of tracking hit-points per limb. That doesn't make RQ a crappy game. It just makes it the wrong game for those players. I actually dig the old crunchy style games too, hell, I own multiple editions of Rolemaster & Car Wars. The people I usually play with OTOH are either fellow old hands who are nonetheless much more into lighter fare like Warbirds or Dungeon World these days, are young adults who have only played computer RPGs or maybe D&D/Pathfinder before, or are children who haven't even learned what "percentile" means yet. I have had successful fun games with these players, often getting through character creation in under 15 minutes with people who have never played a tabletop RPG before. I can see where HQ delivering something other than what you were hoping for and that was a poor fit for the way you & yours like to play left a bad taste in your mouth. By all means, keep playing & enjoying RQ as it is clearly the game for you. Please try to remember though, that this is a big tent and we should endeavor to treat one anothers' tastes with respect.
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    So the characters carry some identification with Tada which is supposed to bring them to the Green Age, where they are going to drop that aspect and go do something else. One way to treat this is that whenever you go to the Green Age and do something, you are automatically carried over into the Golden Age, and have imprinted the myths with your action, just as your action has been imprinted on you. From the sound of your party composition, your players are very likely to fill the part of the disruptor. In Pelandan myths, this guy is called Vogmaradan. The Esrolians have a myth about the Three Bad Men, one of whom is Kodig - the same Kodig who is later named as the eldest son of Vingkot, but in Esrolia - Land of the 10,000 Goddesses he appears in what looks like late Green Age or Early Golden Age troubles myths. Now Kodig is a convenient way out, a jump to the Vingkotling Age. Note, however, that emerging in Ezel with the marks of Kodig is bound to cause all kinds of grief for the characters. But it doesn't have to be Kodig. You might just as well end up as one of the core supporters of Genert, and on the horizon there is this horrific army of Chaos gathering. You are right in the middle of Genert's Garden, you are honor bound to lead your portion of the Garden's forces into the maw of the opposing forces. You may exchange pre-battle witticisms with Yamsur, Seolinthur and all those other guys whose faces and names you cannot remember, for some odd reason, and strangely few if any of the other leaders present can remember your faces, or names, or may even bump into you as if they weren't aware of your presence. The Battle is approaching... Okay, this was really nasty. But then, entering the Green Age is already big and fairly often bad mojo. Jumping off a somewhat trodden and predictable path will most likely place you in a much bigger fix. You might use the cut scene above, and possibly a small number of similar unexpected consequences, as ominous flashes as the players prepare to deviate from Tada's path. Finding yourself in the Sword Story, as Grandfather Mortal. Fighting alongside Kargan Tor, leading the defense of the Celestial Palace atop the Spike. Plunging down from the Sky next to Sky River Titan, Hard Earth and a couple more deities, ten altogether. Appearing as the sworn bodyguards of King Vingkot in the Battle of Stormfall. If your players know at least some of these myths, they might wish to reconsider, and take on whichever burden Tada carried out of his myth. Maybe, after presenting these alternatives, you might saddle them with their desired outcome on a wave of very weird and possibly devastating changes. Maybe there could be a cut scene where the rebels approach Yelm to deliver the fatal strike, but it all ends with two marriages - Tolat with Artia, and your Vanganth Character as Orlanth taking wedding vows with Sedenya. I don't know what makes your players tick, but things like this might shock them. You might have them emerge as Rashoran, teaching their new insight of illumination to the other gods, finding eager disciples in Orlanth's Other Brother and his betrothed goat goddess. The Green Age is deep trouble. Refusing the reward of the Lightbringers' Quest may look like an easy alternative.
  46. 6 likes
    What? You mean they're going to change it every time they use it??? Turns out "RQG" actually stands for "RuneQuest Gregged Edition"
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    I have, indeed, created a monster.
  49. 6 likes
    BTW Jason & Jeff, we sincerely appreciate you guys taking the time to respond here. I'm not sure how many people realize how relatively unique that is in the gaming firmament.
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    I see your point, but the question was: "Though this is interesting, and gives flavor for the world, is it of any use in the adventure?" As the adventure is, as mentioned above, not in or around a temple or concerning a particular cult, such information would be just background info that the GM would either: 1) read to the players, or 2) ignore. Reputation is called for in the quickstart. As is the concept of Ransom. Abilities, though augmenting, might get to over 100%. There is a chance of gaining a new passion. The scenario covers travel, so it made sense to include it. Encumbrance affects everything an adventurer does, physically, hence its inclusion. The magic lists have been abbreviated. We also trimmed the skills list to remove things like Boating, etc. that would not be useful in the confines of the quickstart. 42 pages of rules plus adventure, six pages for pregens and their mounts/summonable creatures, and one for advertising/information. Again, it was a space consideration. If it doesn't/won't come up in the adventure, it's not in the quickstart rules.