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Showing content with the highest reputation on 03/17/2017 in Posts

  1. 9 points
    At this point, books one and two are "text-complete" and 3 nearly so. Approximately one third of the first book is material from the original trollpak, and the rest is almost all new material.
  2. 9 points
    The printed RQ Quickstart will be sold for a nominal fee that covers our costs. The PDF of the RQ Quickstart will be free.
  3. 5 points
    Hello, Our goal is to push out 2 HQ publications in a year. That is a reasonable goal for us for now. It can take a couple of years from inception to finished book in your hands, and about a year from an ms being finished. A lot of that length is due to the labour intensive nature of the tasks (creating text and art, laying out etc.) and the difficulty in parallalizing some of those steps effectively (at what point can you commission art during creation of the ms etc.) We have some material written and waiting to go out, and we have more in 'development' and some at more of an inception phase. Of course HQG players can adapt anything for RQ or 13thAge as well. We are having some interesting discussions about the idea of systemless books supplemented with system books for them. But nothing concrete, just ideas about how to effectively meet everyone's needs given production constraints.
  4. 5 points
    One of the fundamental traits of Darkness is that it hides things and makes them difficult to know. No human can ever really know just exactly which underworld demon they are dealing with, because it's dark down there, and your eyes are going to lie to you. Trolls understand this intimately, and don't make a huge distinction between a God, a Spirit with some or all of the powers of that god, or even a troll devotee of a god. If it is powerful, and acts like they expect that god to act, what difference does it make? Any sufficiently angry and violent spirit is Zorak Zoran, and my Mom is Kyger Litor, as are troll Mothers, along with all the various maternal ancestor spirits we summon on holy days to give us strength and wisdom. Even for the Uz, what "really" happens in the Dark is mostly unknowable. The best you can do is put a name on something, tell a story about it, and hope you are strong or influential enough to make your version stick. And the further you go back into the Dark, the less distinct and recognizable things become. All the various Dehori become Dehore, vast and singular. Each and every troll is Kyger Litor, as are all trolls together, plus the parts of her from before trolls. The twin Gods of Rage and Compassion become closer and less distinct, and ultimately, Subere engulfs and conceals all. Finally, there is just Darkness itself, hungry, cold and unknowable, consuming whatever dares approach it too closely. exactly!
  5. 5 points
    Going back to the Great Darkness, the whole of Genert's Garden was breaking apart - actually separating and floating off. Such was the death of Genert that the very land was flying apart. This is key in Waha's myths. He went and tied all the parts back together and grandmother Spider pulled the net tight and everything (nearly) was pulled back together at the dawn. One of the parts that never broke away was Prax. It had better cohesion as it had the Great temple that is Eiritha, but it also had Zola Fel Zola Fel actively prevented Prax from breaking up he was at the edge of the void. The rest of the Wastes broke apart and drifted away, some never to be found again. They occasionally reappear as the Hidden Greens, their affinity with the land has never been lost and they struggle to reattach themselves. Occasionally a Khan of Waha succeeds and they rejoin the whole. There are clearly many less Hidden Greens than their once were. Looking at the "Catchment map" - these aren't so much catchents but weak water spirit demesnes. These mark the major chinks of the Wastes that were reassembled. I've got some idea in my head that once the powers of the Earth are weakened so much that that just the physical remains, that Water can hold it together. Sort of a last stand by Seolinthur's children. Likewise the Wicked Writher has a role in this due to the large number of these demesnes that it links together. Looking closer at the damage to the fertility, it's not just one thing: The death of Tada - Tada was Genert's fertility by the looks of it. Tada's Loincloth which holds the fertility of Genert's Garden was lost before the Dawn. Likely in a Hidden Green or in another exciting plot hook. The death of Genert, the premier land god causing the land to fracture. Physical damage - smashing (big fights), consuming (Storm Bull, Oakfed, Dark Eater), Transmutation (Copper sands, etc). Introduction of Chaos into the place - mixing it all up. The fertility is not only absent overall, but what struggles to exist is in spots - Prax as it was never broken, the oases in the Wastes form tiny pieces of fertility struggling to help, as do the serpents. There is clearly a relationship between these tiny water spots and Ernalda. She's able to flourish abet only in these tiny spots. Here's the Demesnes map for reference (it's posted elsewhere on this site, this may be more up to date, but still unfinished).
  6. 3 points
    Hi All, I've recently been thinking about creating a SB 5.5 rule set (much like Pagan Publishing did way back in the 90s for Call of Cthulhu in their Unspeakable Oath zine). What do I mean by this? Well, going back to the ELRIC! and 5th edition rule sets (maybe even 4th?) and revamping the variables for a more streamline style of mechanical play (as is the trend these days; unified dice mechanics . This would likely be more around the skill names and descriptions, magical abilities and other things like that, rather than the core mechanics (i.e. what dice you roll, the names of the stats, etc.). Am I barking up the wrong tree on this? Or something worth doing as an exercise on this forum even? Marcus
  7. 3 points
    There are several of us working on HQ material.
  8. 2 points
    Yes, Dan McCluskey is working on a new, 3-volume, HQ-based Trollpack. See the sticky post for more details, i.e.: Trollpack vol 1 ("troll info and adventures for humans")Trollpack vol 2 ("everything you need to run troll PCs in a trollish setting with a campaign based around trollish clan life")Trollpack vol 3 ("covering Dagori Inkarth with a full description of Redstone, and takes the campaign literally from 'tussle over a cave' into creative heroquesting, PC heroes stomping around like a chit in the DP wargame, and climaxes with one of the defining magical events of the Hero Wars")
  9. 2 points
    In the RQ3 world building rules, "barbarian society" was defined as a pre-feudal agrarian society with an assumed martial prowess of every adult, possibly excluding one or the other gender. This could include urban centers with higher degrees of organisation. Dumbing it down so that it becomes so indistinguishable that the players who don't show up again can say "yes, I tried Glorantha once. Just same old same old with silly ducks, no idea what people see in the setting." should be avoided. There are few unexcusable asolute evils in Glorantha. Violence, brutality, use of Chaos, slavery, oppression, deicide - everything has been done in the name of the good cause. "It was necessary at the time." Never mind that dethroning Yelm caused the Darkness(es). Never mind that the maddened horde witnessing the triumphant return of the Red Goddess on the back of the Bat has ravaged the lands in and around the Empire ever since, turning another formerly innocent portion of Peloria (Tork) into a Chaos cesspit. Neither the Orlanthi nor the Lunars are blameless or irrecoverably corrupt (although both sides are working towards the latter in preparation of the Hero Wars). When presenting the world through one side's world view, it is ok to depict the other side as tetering on the point of no return, or beyond it. I am just in the process of providing introductory pages to Glorantha for my German language glorantha page (www.glorantha.de), and I am trying to give correct information over preparing Glorantha in small doses. Given the absence of in-print German material for Glorantha, I guess I will have to include something to have an entry level experience for Glorantha. Possibly an imitation and overview of the campaign printed in RQ3 Vikings and RQ3 Land of Ninja (stripped of localisation, pretty much the same campaign, and a fairly good one, too), adapted to a few backgrounds. Alternatively, we could make this a community effort. Provide a bunch of entry level scenarios (with regard to necessary Glorantha knowledge rather than with regard to character percentages or whatever measurement is used) or even a mini-campaign to get people started in Glorantha.
  10. 2 points
    Black and Dark Eater are aspects of the hungry underworld god(dess)/spirit which has mothered the uzuz race under the name (or aspect) of Kyger Litor. Note that when the Eater at the Battle of Night and Day was wounded in the womb, it was Kyger Litor's daughter Korasting who bore the wound, not the greater being. When we are talking about Kyger Litor taking on a role in any context, we can never be sure how much of the greater being we are going to encounter.
  11. 1 point
    Character Creation It seems logical to look at Character Creation first and foremost in a revision. Below are the areas that I'm interested in revisiting (and streamlining). Defining Archetypes - Keep 5th's (and MW's) Cultures and Professions, or replace with more lifepath (yet to be defined) style of characters? Characteristic Generation - Random rolling or point allocation? Base line 2D6+6 for all 'human' characters or mixed based on Characteristic (i.e. 3D6 for STR, etc. 2D6+6 for those needing a higher base)? Skill Starting point - Keep Skill Category Modifiers (as per MW), or create a new 'Aptitude' system? Allocate point as desired or provide allotments (again as per MW)? Skill List - Keep 5th's skills or revise (i.e.I've always been keen on combining skills like Jump, Swim, etc. as a single Athletics skill, etc.). Look to change names of some skills to better reflect their uses ('Trap' can be incorporated into 'Repair/Devise', could 'Repair/Devise' be renamed as Engineer?) Allegiances - Better define what these mean and usage. I think that covers this portion of the rules. Happy to discuss. Marcus
  12. 1 point
    D A R K V A L L E Y a basic roleplaying adventure by don jolly v.1.1 dark cedars climb the slope of somber hills. the passes ring with the calls of wildcats. Here come the warm spring rains, the gifts of dreaming Texas. Here come the trappers, through the dark, truding with strange pelts in tow. Dark Valley, Texas. Which men may never leave. Dark Valley is a campaign for Basic Roleplaying that I'm currently running for my group up here in Brooklyn. It's a western setting with a few interesting wrinkles and five intersecting storylines in which the player characters have a chance to intervene. I've run a few sandbox games before, but the flexibility of BRP expanded the scope of that sandbox tremendously. I don't want to give anything away, but I will say a few things: this module contains a giant feathered tyrannosaurus rex and a church where old issues of Amazing Stories are considered modern scripture. In terms of structure, I tried to emulate the better 1990s CRPGs -- think of the selection of quests and encounters that make up the original Fallout and you've got the idea. Check it out here: http://www.daggermag.com/darkvalley.html (Just click the map to download the module's .txt file -- easy to edit and manage at the table)
  13. 1 point
    There are going to be three books, presumably each with their own title, and the subtitle or series name which might well be Troll Pak, possibly with Heroquest mentioned. Hero Wars or Heroquest 1 only had the Unspoken Word publication Uz - the Trolls of Glorantha, which basically was a scenario sized version of Troll Gods with a few pages on character creation. The name wasn't really memorable, luckily the acronym UtToG sounds a bit like an uz name. I expect the HQ2/G publications to be the usual 120+ pages per book, which is in sum way more than we have ever seen on uz (and they got up to a pretty good page count already on RQ2 Trollpak or the more distributed RQ3 troll material, spread across two boxes (if you substract duplicate Kyger Litor full cult write-ups, which was basically most of the troll content in Elder Secrets) and two separate scenario booklets (Haunted Ruins, Into the Troll Realms). Opponents won't be statted, and you'd have to be on top of the skill and ability system to demand the correct skills or success modifiers for a situation. In my experience, it isn't too hard to stat a couple of opponents if need be. Improvising spells to match HQ magical powers might be a bit more of a challenge - you always risk introducing something terribly unbalanced with that precedent. On the whole, the information I get from a HQ scenario is about on par with the notes I produce for a game session of my own for RQ.
  14. 1 point
    Orlanthi aren't barbarians, the Lunar Empire isn't evil, what is the world coming to? The more complex we make the discussion, the more we put people off. Keep it very simple, get them hooked, then reveal the complexity layer by layer through gameplay.
  15. 1 point
    I used a PDF version to help with Merrie England, much better than leafing through a book. It didn't cost anything more. Luckily for me, Paolo sent a number of books to someone in Birmingham for distribution, as I live in Birmingham, we just met in Geek retreat and I picked up my copy. Simples.
  16. 1 point
    Indeed - it looks as if it is the water entities (the oasis spirits, or Zola Fel) who bring the fertility to a level where farming gets possible. And where Ernalda has a chance to support farming (in case of the Zola Fel Valley farmers). Heler's rains have no chance to improve fertility on a hard-packed and hydrophobic ground, causing flash floods instead, but the situation might be different on tilled land.
  17. 1 point
    Honestly, the Chaosium website is a bit of a mess; but lack of web skillz shouldn't be taken as ANY sort of indication of their plans or priorities (other than having the website as a low priority).
  18. 1 point
    Not necessarily. The creature could be lighter-than-air for example, like a living balloon.
  19. 1 point
    Here's a piece of fantasy art by Angus McBride. For him, there's a fairly high fantasy quotient in the armour, but the bell cuirass worn by Penthesilea isn't unrealistic.
  20. 1 point
    I run play-by-post, so a bit different in time-scale, but I've been running my HQG Colymar campaign for 2.5 years and my HQG Nochet campaign for just over a year. Both are community-based campaigns, much as Ian's Coming Storm campaign, which I find works well for long-term.
  21. 1 point
    They can always put them into food and use alchemy to make sure that the magical ingredient "life" will be transformed to their best ability.
  22. 1 point
  23. 1 point
    Holmes definitely understood the value of infrastructure.
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  25. 1 point
    Yes, more are coming... I believe the current plan is to update their internal reference-standard of "what is BRP" for various authors writing BRP books. The first two out the door will be the next RQ and "Mythic Iceland" 2e (both are very-far-advanced, as projects; I am unclear which is likely to hit the market first); there have also been mentions/rumors of a "Noir Detective" book in early stages. They will keep making BRP books after those. I am unclear on how much of a "final" standard this BRP-internal will be... is it "done" now, with 2 volumes late in the pipeline? Do they plan to keep tweaking, continuously/forever, as feedback comes to them? Is it even an "it," a document? Or is it a seething inchoate morass of rule-modules and ideas and depraved inspirations, with each volume published drawing forth slightly different elements, depending on the haruspicy performed by each author after they do the Blood Ritual? Has this issue been decided (or even explicitly addressed) internally? But it's internal to Chaosium, so it doesn't actually need any nice "for public delivery" decision/statement: "This is an internal issue for Chaosium, not a public/customer issue" is all they need say. They do not currently have a plan to produce a new standalone "BRP" volume of this new(ish) core ruleset; I hope they eventually do come out with one... but I've stopped holding my breath...
  26. 1 point
    Given the whole whole horse thing is complex as the pol Joni are an accepted tribe at the paps, that's a complex answer. A better question is what if a non-Praxian was riding a Praxian beast, would they be safe. The answer depends entirely on the situation. Most of the Praxians will think - dinner, are we outnumbered, what can we take. In the case of pol Joni horses, is it worth attacking them, there's no dinner or glory option. Outlander horses aren't nearly as good a prize, not so well adapted.
  27. 1 point
    Given that the Pol-Joni are in this mix too, and the armistice of Prax keeps the nomads out of the valley. I think horses are common. popularity rankings: Pre 1610 Bison/high llamas/sables/zebras in equal amounts pol-Joni horses 1610-1625 Pol-Joni horses Sables - the most accessible in numbers given the occupation. Zebras high llamas Bison - uncommon due to the bison tribes defeat and outlawery. After 1625 Bison pol-Joni horses high llamas zebras
  28. 1 point
    Apologies to the artist, but: Some serious problems with the warrior's elongated anatomy, the armour, and with the composition. A creature as large as the leaping/falling lizard will, at best, knock her off her feet due to its mass and momentum. An image a faction of a second later would show the warrior crushed under the weight of the lizard.
  29. 1 point
    Presumably to better support the rewrite of Merrie England.
  30. 1 point
    Another fun thing is to look into period appropriate sensationalist headlines - libraries have been archiving newpapers for quite some time, including having them bound as volumes (though this is done rarely now today). If someone doesn't do well at their Library Use roll (or perhaps asks for help and words things on the vague side so they don't sound utterly bonkers) they could end up with fun little finds like that. There's a lot of 'stranger than fiction' stuff out there in the real world, be it as just fun flavor, or something that you can actually tie into your scenario as support of the weirdness the investigators are facing. EDIT: found the older thread on fonts, and so my question on fonts became a moot point
  31. 1 point
    Mutations in the real world are almost always some sort of defect. If i were running a Gamma World style campaign id make Mutant characters choose at least one if not two Defects. Sure you can be Super Strong but you have a noxious smell pheremone that attracts predators etc. Id probably throw in alot of ancient tech that was only usable by pure-strain humans as well, as mentioned earlier..Bioscanning technology..thats a great idea. Id give pure strains a skill advancement boost as well ( 1d8 instead of 1D6) if i could think up a way to justify it in the game.
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