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

  1. The idea of Sorcery having some form of free-form Magic seems to fit, especially as a backup to their easier performed formulaic spells. It appears nowhere in canon, but given the small canon we have (in comparison to the Orlanthi vs Lunars focus), then it seems like something the God Learners would have stumbled upon in their experimentation. So yes of course many people may have been hoping to see some form of that, especially now that the building blocks for such a system are in place (ie: Rune + Technique). I cannot see how it would harm the setting, especially if free-forming Magic w
    5 points
  2. I can understand this and also that they are rightly proud of the hard work, intelligence and passion they put into Chaosium,
    5 points
  3. In all honesty no, I'm not proposing favorite mechanics in a vacuum. I propose what I would like to see given the way I'd like to imagine Malkioni sorcerers given my limited knowledge and appreciacion of Glorantha. The middle way I proposed with with sorcerers preparing custom designed spells in advance was precisely not "winging it" but applying to specific incantations the fundamental principles of runes and techniques which they understand rather than learning by rote spells transmitted by tradition. Forgive me if I quote myself and note the last line: And let me say one t
    4 points
  4. 4 points
  5. Like the Aeolians, Lhankor Mhy sages use both rune magic and sorcery magic
    4 points
  6. While I enjoy the flavor of colorful names from an in-game perspective (and certainly encourage such in my games if a player wants to go that route), a standard list of common spells (spirit, rune, or sorcery) is far easier to remember and work with (and same goes for magic crystals). Basic name, describe what it does and needs in order to work. Embellish as you wish in your game.
    4 points
  7. Ultimately, it seems like the chaosium is treading a perceived line of fanbase and commercial failure/ success stress. With that, there needs to be deciding factors that they have to stick with, as nothing is ever well designed by a committee. While some things may be liked by a lot of people and some things won't be liked by some, ultimately, it is chaosium's decision on what is in the final product. With the team they assembled, I can tell that they are as big a fans of their game as most here are and are actually invested in its success. With people that care about the game as much as
    3 points
  8. The question boils down to whether you want a sandbox or a written campaign. Griffin Mountain is a sandbox with adventure hooks, but it doesn't contain scenarios. B&B is a campaign consisting of seven scenarios. Btw, it's very easy to continue from the last adventure of B&B to GM.
    3 points
  9. As an aside, please keep in mind that the sorcery rules presented in the core RQ book is not intended to cover the breadth of sorcerous options - heck, it presents sorcery from the perspective of how it might appear in a Dragon Pass-centric campaign (it discusses Aeolianism, Lhankor Mhy, Lunar sorcery, and a very brief overview of Malkionism (primarily Rokari). The goal was to present a robust framework of sorcery that can be expanded in future supplements.
    3 points
  10. Semi-freeform in use does not model how I see Gloranthan sorcerers actually work. They aren't "winging it" - they use extraordinarily complex formula, like giant mathematical formulae. An individual sorcerer can develop new formula (and not just choose from a spell list), but it takes time and research. In some cases, I get the feeling people are proposing favorite rules mechanics - in a vacuum - rather than think about what the sorcery rules are trying to model.
    3 points
  11. Well Pizzaro was once down to thirteen men on his way to conquer Peru, while Cabeza De Vaca explored much of the Southwest of the USA with just 3 companions. And think of the fun you could have changing things. Lost Viking or Roman colony, El Dorado is real, , the last Sabertooth Tiger or Bigfoot encounter the party etc. You never know whats over the next hill.
    3 points
  12. Another period ignored by us in the US and Western Europe is the Russian/Cossack expansion east. The Russian did not stop till they reached Alaska and even traded with Japan AFTER Japan closed it doors to most European.
    2 points
  13. In terms of unfilled niches, going a little forward in time, it appears there is not really a French Musketeers rule set out there (which is interesting as I'd say that Dumas' The Three Musketeers is the Ur text of the style of play that is found in RPGs). (BTW, I know Flashing Blades is still around. But how much of a presence does FGU have in the RPG market today?)
    2 points
  14. I've been out of the Gloranthan loop for a long time, but It feels like the west is finally opening up & making sense in Glorantha. As a scarred RQ 3 user back in the day , the west was completely broken for me on many levels. The weird medievalist idea, and the inaccessble sorcery rules. When we were finally presented with sorcery NPC's in strangers in Prax (Arlatan, the troll sorcerer etc) they appeared to be overly complicated to run with all the extra book keeping. Could be interesting to see these characters revisited with these new RQ4 sorcery rules? If memory serves they were
    2 points
  15. I like it that thd Grey Sages of Lhankor Mhy are now Sorcerers. RQ2 presented them very well as being a collective of loremasters, and I always felt that they must of had a scholarly-driven approach to Rune Magic, as opposed to a faith-driven approach. RQ2 Rune Magic was broad enough to encompass several approaches to the magic. Most was faith-driven, but it could also conceivably be scholarly-driven (ie: Grey Sages,, Dormali, Goldentongue Merchants, Mostali etc), and also perhaps even intution-driven ( eg: Eurmali, Telmori, Dondandi Performers, Aldryami etc). It was not written like
    2 points
  16. With this option, the possibilities are endless. I've often thought a similar game moved forward to the times between Lewis and Clark and the end of the Mountain Men would be very fun to play.
    2 points
  17. Clearly the Outer Atomic Explorers have returned and will ultimately restore Lankhor Mhy to his true place in Glorantha and defeat the upstart Lhankor Mhy.
    2 points
  18. Just wanted to weigh in on a few earlier posts. As to spell naming convention, just pointing out - something along the lines of 'Alkazar's Itinerant inversion' is a lot to write on a character sheet when 'haste' or 'mobility' would describe the spell, just as well. Also would be helpful during game sessions. Player - "In the grim moments of battle, between foes, um.. I ready 'Jarret's Incandescent Obfuscation' to delay the enemy's approach" Gm - "Right. Fred readies extinguish. Just say extinguish Fred." Player - "fine... extinguish"
    2 points
  19. 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 points
  20. 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.
    2 points
  21. 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!
    1 point
  22. 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
    1 point
  23. Borderlands and Beyond is probably easier to run as it has a series of interconnected adventures. Griffin Mountain is an excellent sandbox but might be a bit harder to run. If you got Pavis & Big Rubble as well, you could do Borderlands, then do the Cradle, then go to Griffin Mountain through Gonn Orta's Pass, then return to Prax when things had quietened down a bit and finish with the Rubble Scenarios.
    1 point
  24. Went for the Greater God pledge!
    1 point
  25. And another Game I would be interested in is one based around the Honorable East Indian Company. Men of lesser birth and even lesser reputation could go to work for the company as traders or mercenaries and die filthy rich. All sort of politics skullduggery and out right conquest would be involved. The company not even had its own army but even its own Navy and even the Navy at times was expected to make a profit( Hmmm, How do you make a profit for the owners when you are in charge of a Frigate?) And if I am going to bring up the East India company how many of you are familiar wit
    1 point
  26. There is a complete and up-to-date list of all English-language supplements over on this page of the CthulhuWiki (part of YSDC). For most titles there is a summary page on the Wiki which captures the key details. There are separate sub-lists for things like the Chaosium Monograph series as well as games that are closely related to Call of Cthulhu but not technically CoC titles -- like Cubicle 7's The Laundry and Pelgrane Press' Trail of Cthulhu and the new Delta Green RPG by Arc Dream. The Wiki also has information about CoC material published over the years in Magazines ... and it has a compr
    1 point
  27. Just as well that I'm not in control of responding here for Chaosium (my pre-morning coffee and end of grinding day comments might be..err, 'defensive'). Two thing I keep in mind: one they probably have been through a year of grief (to put it mildly: would probably knock some of the joie de vivre out of you) and two that we're talking to a lawyer about rules
    1 point
  28. That an alchemical transformation has obviously swapped the letters K and Z, no doubt, as any alchemist can tell you, because the equilibrium constant K and the atomic number Z which uniquely defines a chemical element were somehow altered on a subatomic level. The very nature of the Gloranthan universe was subtly changed with the only visible clue being the shift from Ekozite School to Ezokite School. The real question is was this due to a failed or successful heroquest and did the school take the quest or were the dwarves fixing the World Machine?
    1 point
  29. I think you failed that "separate fire rune spell" roll there ...
    1 point
  30. 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. H
    1 point
  31. How rude... Given the long history of Deleriad with RuneQuest, I think he perfectly understands how this system is supposed to work...
    1 point
  32. 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.
    1 point
  33. 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.
    1 point
  34. Yep. That's pretty much it completely. I see a lot suggestions trying to correct a "problem" that is in practice self-correcting.
    1 point
  35. 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
    1 point
  36. 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.
    1 point
  37. 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
    1 point
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  40. 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 stor
    1 point
  41. Thanks. It may be true that a picture is worth a 1000 words, but sometimes you need to know the language to understand the picture. I agree he could have been MORE bitter about that. Magic World is one of the rough gems of the latter days of old Chaosium. I quite like its ruleset: it improves on the already strong Elric rules with many little touches (like skill category modifiers, levels of success,), I like the fact that it inherits RQ3 monsters and Elric's demon magic, I like its very evocative little setting. I like it was Ben's labor of love. Yet, its many typos, bland layout a
    1 point
  42. It would be nice to see some new Legend releases, but it seems that Mongoose have nothing announced for the next six months *sigh*
    1 point
  43. When he's in Bastard GM Mode, that is quite an apt description.
    1 point
  44. 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
    1 point
  45. 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.
    1 point
  46. 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.
    1 point
  47. The same here. For example, I very much like Land of Ice and Stone, but I also prefer RQ6/Mythras to Legend.
    1 point
  48. 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.
    1 point
  49. 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 fr
    1 point
  50. 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.
    1 point
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