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Showing content with the highest reputation on 08/27/2016 in all areas

  1. 2 points
    I'm sure in the world, Gloranthans have all sorts of evocative names for their spells (Biturian Varosh, Zero of Nochet etc's use of the prosaic names comes across as pretty clunky to read, but you could put that down to translation). I'm sure each culture has their own name for "Speedart", "Fireblade" etc. But the utilitarian God Learner designations are more useful for quick and easy comprehension from a game mechanics perpsective.
  2. 2 points
    One period I always wanted to see is a game set in the Conquistador period. The Conquistadors where Real adventurers ,traveling in small bands, most who died and a handful who struck in very rich.
  3. 1 point
    Guys, Participating to the bundle made me wonder about Legend and its appeal to the fans. Given that RQ6 and now Mythras is Pete and Loz direct refinement of their work on MRQII and Legend, what makes you choose Legend over RQ6/Mythras? Price (1$) might be a reason, or familiarity (already satisfied with Legend and didn't bother to switch) but I am more interested to know where you believe Legend is better than RQ6 from a rule perspectice? Thanks!
  4. 1 point
    Back in May this year, Tor.com featured the brilliant artwork of Russian artist Andrey Fetisov, remarking, "Doesn’t this look like a page from the most disturbing coloring book?" We took a look, and we agreed - Andrey's stuff is from the most vivid of nightmares! Accordingly, Chaosium has commissioned Andrey to produce a coloring book for us ready for Christmas, featuring ready-to-color scenes and depictions from across the Cthulhu Mythos - just like this scene from Through the Gates of the Silver Key. Chaosium's Cthulhu Coloring book will available for Christmas preorder later this year - http://bit.ly/2ce5Q0x
  5. 1 point
    I think you failed that "separate fire rune spell" roll there ...
  6. 1 point
    Hey! the tl;dr is a summary of my argument. i.e. if you don't want to read my long-winded explanation of why I didn't like what I was reading then here's my summary. I believe I have a pretty good understanding of what has been presented of the new system. Free INT is the cap on the number of MPs you can put in a spell; spell's strength is based on number of MPs. I happen not to like that model. It divorces effect of spell from skill of user. It treats magic as a machine gun with MPs as ammo. As long as you point it in the right direction you're ok. I prefer effect to scale with skill. However, appearances notwithstanding, I don't actually expect Chaosium to pander to my every whim.
  7. 1 point
    How rude... Given the long history of Deleriad with RuneQuest, I think he perfectly understands how this system is supposed to work...
  8. 1 point
    FANGS should be available in the free downloads section. Free Downloads Check out our free downloads to get you up and started: Player Handouts - Character creation and all the tables you need to play the game Fangs - A set of sample monsters statted out so you can use them immediately.
  9. 1 point
    Yep. That's pretty much it completely. I see a lot suggestions trying to correct a "problem" that is in practice self-correcting.
  10. 1 point
    Honestly, this was my only qualm about your description. Having spell flexibilty tied to a STAT and not a skill level makes it more or less fixed, not progressive. It's not going to change materially (particularly as INT is a very-fixed stat) as the character develops. Billy the New Wizard can adjust a spell as much as William the Magus 100 years later? That seems counterintuitive? Do we want a mechanic that says starting-out sorcerers are able to whomp stuff with 4d6 damage (perhaps offset by a low chance to cast)? My gut reflex says that this is an approach that might have worked in old-school rpgs, but is ultimately unsatisfying today both as a player and DM. Is the 'sorcerer' character in the party the gal with the "one shot kill" gun, but only has a 1 in 8 chance it goes off? So in the fight with the BBEG, the (young) sorcerer is doing nothing most of the time OR killing the BBEG in one shot making the other characters less relevant? The time to cast only matters if combat's actually begun. Giving beginning sorcerers the ability to fully manipulate their spells to a high degree gives them OP alpha-strike capability.
  11. 1 point
    Well, I see the prosaic nomenclature of Gloranthan magic as a feature not a bug. Ironically it's the most vanilla of all FRPGs, DnD, that has some of the most florid spell names.
  12. 1 point
    They study the transformation of one substance to another through alchemical processes. A big issue is that what people know about alchemy is rather medieval in scope which strikes at odds with the bronze-age feel that the guide strives for. The little notes that Jeff put up at glorantha.com show an inorganic focus (ie metals and minerals). I think the basic magic of the school is preparing acids and alkalis (by getting a sample of suitable fluid and casting a spell upon it with the strength of the acid or base equal to the effort of their spell). They also know how to ferment organic material to produce liquors of various strengths. I think the school knows how to make black powder (but never so controlled as the Mostali) and rather than turning base metal into Gold, they are seeking the making of Iron.
  13. 1 point
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  15. 1 point
    As an example of what I spoke about the focus of the schools changing over time, here's a little thought I had about the Zendalmathan School to resolve the inherent contradiction about an Archimedian Engineering School that rejects Empircism (deriving knowledge from sense-experience). The School once had an argument with a God Learner about the path of a thrown stone. The school argued that the path should resemble a circle while the God Learner proved arc of the stone was not that of a circle. True to their philosophy, the school denounced the arc as a corrupt sign of Makan and set about making up a stone-thrower that would fling its payload in the circle's arc. The magics required to produce such an effect would counter Makan's evil influence and thus be used to free humanity from its grasp. That work is ongoing and the school Still has not built its desired circle thrower. They laboriously build enchanted catapults, carefully calculating the effect of the spells and fire the payload only to end in failure. After it was reasoned correctly that the size of the catapult was a crucial factor (Makan would have trouble corrupting a larger catapult than he would a small one), the School has been building bigger and bigger catapults. Their best effort can hurl a stone weighing a ton a full mile ("doing the ton" so the school labels the milestone). Their failed designs are not thrown on the scrapheap but bought by the Kingdom of Loskalm for their defences. An unusual feature of these catapults is that the School quickly worked out the way to increase the effect of Makan upon a projectile. All the school's catapults can be used in such a matter. The stone travels in a straight line with no visible curvature in flight. The stone gradually slows down until it reaches stillness whereupon it falls to the earth straight down.
  16. 1 point
    If I wanted to do something really Howard or Leiber I would definitely do Safelster and Jeff and I have played games together there. Perhaps we could open the bidding with a Wyrm's Footnotes special or the like. Be good to gauge some interest. One model I have for western sorcerers is what would happen if Plato, Sophocles, Pythagoros etc. all taught magic to their students as part of their 'philosophy' teaching alongise logic, mathematics, epistimology etc. What if Marcus Aurelius's Meditations wasn't just about the rational philsophy of stoicism but a sorcerous grimoire too. Plato's stories of Altantis become tales of the Kingdom of Logic etc.
  17. 1 point
    It would be nice to see some new Legend releases, but it seems that Mongoose have nothing announced for the next six months *sigh*
  18. 1 point
    When he's in Bastard GM Mode, that is quite an apt description.
  19. 1 point
    On Heroic Abilities We left them out of Mythras for a number of reasons. First, I don't especially like them, but that wasn't the main reason for their omission. One of the issues people had with Heroic Abilities was the whole Hero Point economy, and why you had to spend your heroism to earn a feat. As we did away with Hero Points and introduced Luck Points (which work in a fundamentally different way), we'd have had to introduce yet another point tally if Heroic Abilities were to be retained - and we didn't want to do that. Thirdly, we introduced Mysticism, which we think does a far more elegant job of the kind of heroics the HAs set out to achieve. Fourthly, about half the Heroic Abilities are combat-focused, and we wanted to try to get away from the notion that combat is the be-all and end-all of the system. Fifthly, Pete didn't like 'em either. That said, if HAs suit your style of play, they're a doddle to add to Mythras, as long as you find a way of awarding them without a reliance on Hero Points. I like the HeroQuest reward idea mentioned earlier - a good way of providing an individual reward to something that should be a life changing event.
  20. 1 point
    Actually, we don't! Legend is slightly simpler than Mythras, but I think it also includes a few elements that while simpler, clunk a bit. Its part of the reason why we always viewed Mythras as an opportunity to fine tune the engine.
  21. 1 point
    I'll always continue to believe heavily in Legend as a system. It's personally my second favourite next to my own Eternity Realms that is.
  22. 1 point
    The same here. For example, I very much like Land of Ice and Stone, but I also prefer RQ6/Mythras to Legend.
  23. 1 point
    I wrote Land of Ice and Stone, Legend's Ice Age supplement, so I would say that is worth it for the survival rules alone. Vikings and Samurai of Legend are well worth buying. The Xoth supplements are OK, but I am not particularly interested in the setting. Yes. It was a shame that they were dropped for RQ6/Mythras. I understand why they were dropped, but they filled a niche. The way they are gained in Legend is better than in MRQI, so they have evolved a bit.
  24. 1 point
    From a player/GM point of view, Legend is a bit simpler that Mythras but there isn't much difference between them. Of course, The Design Mechanism will disagree with me here! However, from a publishing point of view there is a big difference. Legend is OGL and Mythras isn't. That means that someone could publish a Legend supplement without asking permission from, or signing contracts with, Mongoose Publishing. This gives a lot of flexibility for people wanting to write supplements. The fact that legend can be used with Mythras very easily means that Mythras players and GMs benefit from Legend supplements, more so than BRP or OpenQuest supplements. I tend to use whatever supplement with whatever system I am using anyway, so they are all the same to me.
  25. 1 point
    I don't think Legend is better than RQ6/Mythras, but the price sure is. However you might find that many people buy Legend for it's supplements and play them with the RQ6/Mythras rules.