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Showing content with the highest reputation on 12/02/2017 in all areas

  1. 3 points
    Well I say "rulebook." What I actually meant was that someone had found the torn off cover of a copy of Apple Lane and we had to play it with tiny lumps of coal because were too poor for coal sacks. At the risk of going even further off topic. The first session was boxing day after getting the GW set of RQ2 on Christmas day. It was Gringle's pawnshop with family including grandparents. Somehow we thought the Listen skill meant you had to roll it to hear each other speak. After slightly too much sherry it was about 3 hours of people rolling dice and shouting "I can't hear you!" "who's that screaming?" "there's a dragon in the kitchen!?" and "does that mean I'm dead?"
  2. 2 points

    Version 2.2


    A sheet giving boxes to track reload progress, Dexterity Rank, and the passage of overall combat time. This is sprinkled in with the usual fillable stat blocks combat skills.
  3. 2 points
    Hi Chogokin, I think I can help to explain the history of the attributes. Originally, there was RuneQuest. RuneQuest used a 3D6 scale for human attributes, much like most other FRPGs at that time (D&D). Since Strombringer and Call of Cthulu were derived from RQ (or, to be more accurate, the 16 page BRP booklet was derived from RQ, then used as the basis for Chaosium's other RPGs). Then, around 1982, Chasoium produced the Worlds of Wonder boxed set. WoW was a very simpled set of 3 RPGs that gave a basic fantasy, Superhero and SciFi setting by expanding upon the BRP booklet. Now to make the characters a bit more heroic, especially for Superworld, 2D6+6 attribute rangers were introduced. Also, to deal with situations such as super strong characters lifting and throwing big objects such as trucks and tanks, SIZ values were given for various objects. WoW led to the Superworld boxed set, released in 1983. Superworld gave a formula that allowed people to work out just what SIZ an object of a given mass would be. This formula matched up with the SIZ values given for objects in WoW, and with the new average SIZ of 13 (2D6+6). Also in 1983, Chaosium produced RuneQuest 3. Since RQ3 was going to be more of a generic RPG, not tied to Glorantha, some changes were made to make the game more generic. RQ3 also incorporated the new SIZ values from Superworld, with a few alterations at the extreme values. This was probably done partly to expand the SIZ scale to allow for animals and races that were smaller than a human, which was hard when the minimum human SIZ was 3. A minimum SIZ of 8 gave them more wiggle room to work with and could allow for a mouse, cat and dog to have difference SIZ stats. It also helped with giving PCs a higher hit point total, and made races suck as Ducks and Hobbits a bit more durable. Now at the same time, the decision was made to do the same with INT. I suspect that was probably so they could add fixed INT scores to animals to make them more viable as familiars. Since then, Chasoium have kept and used a variant of the Superworld/RQ3 SIZ table (with errors) in most of their RPGs, and have eventually changed INT and SIZ to 2D6+6 in CoC and Stormbringer/Elric! Hope that helps. BTW, if you want more heroic character's I suggest just going with 2D6+6 for everything rather than 4D6 drop lowest. That way you are assured that the dice wont sick someone with a with 3 or 4 stat.
  4. 1 point
    The [House Rules] Yes, but... thread taught me a lesson. I put some work in my gaming aids and I should share them because they could be useful to someone else. Let's start by a summary of the character creation rules of HQ2 and HQG: HQ2G_Character_Creation_Summary.docx The basic contest rules: HQG_Basic_Contest_Rules.docx My three panel screen (from left to right): The first two files are for those that prefer separated Simple Contest Results and Extended Contest Resolution Points tables: HQG_SCREEN_01_CONTEST_TABLES.docx HQG_SCREEN_01_CONTEST_TABLES.pdf The two following files (V02) are for those that prefer a single table for Simple Contest Results and Extended Contest Resolution Points: HQG_SCREEN_01_CONTEST_TABLES_V02.docx HQG_SCREEN_01_CONTEST_TABLES_V02.pdf HQG_SCREEN_02_CONTEST_PROCEDURES_V04.docx HQG_SCREEN_02_CONTEST_PROCEDURES_V04.pdf HQG_SCREEN_03_OTHER_TABLES.docx HQG_SCREEN_03_OTHER_TABLES.pdf Next is what I call my gaming aid booklet. References that complement the screen and informations I like to have on hand (the last four files are the French and English versions of the same two files): HQG_REFBOOKLET_01_Spot_Rules_Summary_v06.docx HQG_REFBOOKLET_02_Magic_Abilities_V02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00_English.docx Note: the text in french in the "Spot_Rules_Summary" file (beginning of the first page) is the translation of "The HeroQuest game system doesn't simply tell you how well you succeeded at a particular task: it tells you whether or not you achieved your entire goal. What is the goal? What is the expected reward? Combat (conflict) is often the mean... not the goal!" My alternate contest results table coming from the [House Rules] Yes, but... thread: HQ2G_ALTERNATE_CONTEST_RESULTS_TABLE.docx A two in one gaming aid that is a smaller size "alternate contest results table" should I decide to use this option (it's very likely) and a cheat sheet for setting narrative difficulties should I need some kind of safety net. I fold the sheet in half so it can be put into a plastic sleeve. Thus, I can take it in my hand if needed or the gaming aid can lie against the screen so I can throw an eye at it from time to time. The cheat sheet is based on David Scott (the sample difficulties) and jajagappa (the middle and final climaxes) posts in the Setting Narrative Difficulty thread. Unfortunately, I don't remember whom the tension bit is coming from. Please, let me know and I will edit my post accordingly: HQ2G_ALT_CONTEST_RESULTS_TABLE_and_DIFF_IN_HQ2_English.docx Another gaming aid with difficulties and pregenerated rolls. When it is extended conflict time, especially with group extended conflicts, there can be a lot of rolls to make behind the screen. Rolling dice when I am running a game is not something I enjoy, it can be more of a distraction than anything else for me. Here is a gaming aid with pregenerated rolls and the difficulties and augment values that can be updated as the number of sessions grows. The D20 results can be copied and pasted before a session from a random dice generator. Each A5 side holds 350 rolls or so with the current font: HQ2G_DIFF_AND_PREGEN_ROLLS.docx Feel free to use and change those files as you see fit, they are here for that.
  5. 1 point
    It is what Basic, the french edition of BRP, chose. The only problem is that it gives a quite high average (13). Now, with the BRP system, skills are much more used than characteristics, so it is not a real problem.
  6. 1 point
    I think RQG will be great in the fact that the setting of Glorantha will be imbedded in the mechanics. Runes, family histories etc. I also like how the consistent stat block will make the RQ2/RQ Classic reprints current as well. I like the richness of Glorantha, it feels almost like a real place to me. I loved the RQ2 resources which really made Glorantha come alive, and I really like the return of emphasising it's ancient flavour that Moon Design has focused on in the more recent depictions of the setting. However what I dislike sbout RQG will be the lengthy skill lists, and the fact that core characteristics are not a big factor in skill calculation. I think the stat+stat idea in the MRQ D100 SRD games (also in Chaosium's ElfQuest) is the best way to approach skills. For non-Gloranthan fantasy games I'll probably stick with Mythras or OpenQuest, depending upon how complex I want things to be.
  7. 1 point
    That's pretty much what I do for PCs with all BRP games; just make every core characteristic generated with 2D6+6. Works well.
  8. 1 point
    Amen, I use their Cold War Cthulhu for Delta Green. I'm reading American Cousins right now, great stuff!!! Love this series!
  9. 1 point
    I have been watching their Cold War books for a while but I just bought them all. I look forward to diving in!
  10. 1 point
    I just spontaneously have to express my sincerest happiness for the general usefulness and fast accessibility of the 7th Edition Quick-Start Rules booklet. I know it's not really fast of me, as it's been up for some years now, but THAT is what the gist of the BGB should be according to my taste. Light, only the core mechanics and lots of room to house rule the existing guide lines.
  11. 1 point
    Bipedal Morokanth. I don't know just where they came from, but they seem to have infested Glorantha. So I ignore 'em.
  12. 1 point
    Coal sacks? He were lucky! We used to dream of coal sacks! We had it tough. We had to hand-chew our d100s out of old ox bones, and played our RQ in our 15 minute breaks from 26 hour shifts at t'pit face.
  13. 1 point
    That's up there with Neil Gow's (author of Duty and Honour, Beat to the Quarters) tales of playing Basic D&D sat on coal sacks in a shed in the North East, for gritty rpg origin stories
  14. 1 point
    That was very similar for me. My first year with RQ2 was literally just the RQ2 book playing on a Saturday night with my family. I would draw up some sort of dungeon or maze and they would explore it to find money to pay off the loans to Gringle and end up in more debt than when they started due to having to pay for healing. Towards the end of it, an uncle in the navy got hold of a copy of Cults of Prax so we added new gods in. I didn't find out anything about Glorantha until the summer before uni when I bumped into a group who had all the RQ2 stuff and had played them all. When I went to uni, I got RQ3 and really didn't have a clue about how to run Glorantha so I ran a Thieves World campaign which eventually ended up on Griffin Island. It wasn't until about 8 years later that I eventually plucked up the courage to run a Glorantha campaign but that was really a generational Ars Magica/Pendragon style campaign set in Jonatela during the ban so I didn't have to worry about the world outside.
  15. 1 point
    I'd like to say I was one of the cool kids and RQ2 was my favourite, but it is RuneQuest 3. Oh the fun me and my mates had with that game. It was like being allowed to breathe after all the Gygaxian directives in AD&D and the training wheels of Moldvay's Red Box (we had yet to learn to say "sod it, this is my game I'll run it the way I want"). Also I jumped in with Games Workshop version, dutifully buying the basic slim volume first which I loved, because it was quick up and at 'em although I knew enough about RQ to know that I wanted the Advanced book as soon as I had saved up my paper round money for Divine Magic and Sorcery if nothing else. The Monster Book was next, because that made sense in a world of AD&D's PHB/DMG/MM Land of Ninja and Griffin Island were picked up in the great Games Workshop sale where pretty much all their RPGs (except their own lines which if memories serves me well lasted another 3-5 years,) were dumped in the sale bin, as part of their move to focus solely on miniatures. I always regret that Vikings never got the GW hardcover colour plates treatment. Not having Glorantha available, I spent my formative years GMing in worlds of my own devising. So despite knowing better, my RQ is a Generic Fantasy system. I didn't get round to using Glorantha until a good five years later when I used a good chunk of my student loan to buy all the Avalon Hill boxsets. That led to another ten years of my home game. Which by the end of it had lead to the stripped down system that would be the prototype of OpenQuest years later. I wouldn't go back to playing RQ3, Mythras is a fine inheritor in my opinion of that branch of RQ (the realisation of which makes me love it even more) but when I was originally designing OQ it was RQ3 I used as a reference, nicking a bit of RQ2's coolness an simplicity here and there. If you want to read more of me waxing on nostalgic about RuneQuest, I wrote this post on my blog Sorcerer Under the Mountain, a couple of years ago: RuneQuest and Me .
  16. 1 point
    Jon: Years ago my circle of RuneQuest players and I jointly and severally ran a cooperative campaign in Balazar, the Elder Wilds and the blank lands of Garsting and Jarst. One player/referee named Dave placed an isolated "Shangri-La" for Ducks in the Nand Valley along the lower Seronde River and called it the Republic of Canardia. Many an evening of silliness and deep frustration was spent arguing and negotiating with the "Founding Feathers" of this quarrelsome and absurd republic in order to repeatedly secure transit rights and safe passage to supply a player established community further upriver called Fort Yrmma. I still twinge and get unsettled thinking about it almost forty years later and I still haven't forgiven Dave for doing that to us! Cheers. Evilroddy.
  17. 1 point
    On the GW edition of RQIII, I disagree. Here was a very popular game that had suddenly been priced out of the UK gamers' pocket. What GW attempted to do was release a Quickstart version, at a pocket money price (I think the softcover 'basic' book cost £4.99, if memory serves) in a bid to i) get RQ into the hands of UK gamers at an affordable price; ii) widen its appeal. They quickly followed-up the basic book with the Advanced book and Monsters and these were, again, affordable. I actually really like the GW edition of RQIII and I think it was a genuine attempt to promote the game in a way that countered the hideous costs of the AH editions. I was working for Virgin Games in Leeds at the time, and I remember that it sold pretty well when it came out. If you view the GW RQIII basic book as a quickstart version, it was actually ahead of its time.
  18. 1 point
    Some years ago I proposed this tool for newbies in the gloranthan fanzine Rule One by R. Robertson : myth cards.
  19. 1 point
    When researching big numbers used by Gloranthans, I took a closer look at the Plentonic dating in the Guide. At first glance, it appears identical to the table in Glorious ReAscent of Yelm p.4, there is a significant addition: That's 20,000 years before the first (Dara Happan) people are created (according to this timeline), and another 10,000 years earlier than Murharzarm's enthronement in 60,000 YS. It was another 15,000 years YS before Umath's encounter with the eight planetary sons and his chaining/dismemberment. So basically, this list acknowledges the presence of Umatum alongside with the Yelmic Court for 45,000 years YS before coming into conflict. Yelmic and Brithini reckoning of Godtime years aren't that far apart - the Dara Happans allow 11,000 years between the Sunset and the Dawn, the Brithini add 3,825 to the number of 14,825 Turnings of the Red Sands of Time (which get extrapolated to correspond to years in history by calculating the year 1621 to 16,446 on p.112). Comparing documented datings from Kralorela or Vormain would be interesting (but those probably don't exist anywhere in the Real World). I still wonder what suggested the turn of years in Godtime. We are told that Godtime is cyclical, but what does that mean? Cycles of harvesting and of following beast migrations (whether wild or domesticated) are dictated by the terrestrial year. We know that the people of Dara Happa and of Brithos had cultures based on a majority of people engaging in agriculture. Murharzarm ordered canalization and irrigation when he overcame Sshorga, starting the ancient Dara Happan wet farming culture with its domesticated gazzam. This doesn't tell us anything about the rhythms and cycles of farming, though. Stars were invented when Umath disturbed the planetary sons. Prior to that, there was only the Golden Dome, under which the 10 orbs would hang, so only around 75,000 YS. Apart from those ten immobile objects and the golden dome, there was nothing to see in the sky. If Arraz and the Luxites/Shanassae were active prior to the planets' fall, such activity was limited to realms above the sun dome. On another note on YS dating: the Birth of the Red Goddess in 1220 almost fits into the extrapolation of the Plentonic dates. Strict Plentonian dating would have expected 1221 as the start of the 10,000 year era following the 1,000 year era of Yelm. The GRoY doesn't offer any suggestions about who should be patron of that era, but Lunar doctrine certainly will claim this for Sedenya. If not for the Carmanian occupation, the Dara Happans may have awaited that year fearfully or joyfully. The Carmanian overlords might even have used this, too, to declare this the era of Idovanus.
  20. 1 point
    Could this topic be sticky?
  21. 1 point
    As much as fantasy gaming is my meat and potatoes, I have to applaud Design Mechanism for releasing now several non-fantasy adventures to show the versatility of Mythras. Outstanding!
  22. 1 point
    Here is a reiteration of the info in HeroQuest Glorantha: Phase Outside the Glowline Inside the Glowline Full Half All glamours work normally as described in the HQG rules. All glamours work normally as described in the HQG rules. Crescent Go All glamours are treated as stretches. If a glamour is already a stretch then it may not be cast. Augments may be used as normal. All glamours work normally as described in the HQG rules. Dying Moon Only augments may be used. All glamours work normally as described in the HQG rules. Black Moon Only augments may be used. All glamours work normally as described in the HQG rules. Crescent Come All glamours are treated as stretches. If a glamour is already a stretch then it may not be cast. Augments may be used as normal. All glamours work normally as described in the HQG rules. Empty Half All glamours work normally as described in the HQG rules. All glamours work normally as described in the HQG rules. Full Moon All stretch penalties are cancelled. Praise the Goddess! All glamours work normally as described in the HQG rules. and a clarification from page 407 in Paris GtA (on which the HQG rules are directly based):
  23. 1 point
    My thoughts were that a Tarsh/Lunar Provinces book should be different enough from a Sartar/Orlanthi campaign, without being so alien as to turn people off. Close enough that Sartarite characters could conceivably visit for those wanting to maintain continuity, or as an "enemies" sourcebook giving information on Lunar(ised) cults. That said, I'd be happy with any area - exploring areas "in play" make them much more "alive"...
  24. 1 point
    You know what, I wish I'd thought of it before, but my (free, and thus worth what you're paying for it) advice to @Ian Cooper and @Jeff is to hire Chris Chin (Bankuei) to do a Kralorela book. He has deep knowledge of both Glorantha & HeroQuest He has run Kralori campaigns. He has shown the ability to critique problematic racial aspects about Kralorela that most of us may not otherwise notice while remaining constructively engaged with it. His output is good and conduct professional. The Blood Monsoon is rad. Much as I'm itching for a Ralios book, Chris's critique that the further away from Dragon Pass you go the more shallow and stereotypical the cultural presentations become is on-point. That's not to point fingers, there's a ton of practical and historical reasons why it ended up that way, but the opportunity to do better is there. Hopefully it can be seized.
  25. 1 point
    While I'm currently running Colymar and Nochet campaigns, my soft spot is for Lunar Provinces since that's where I started and developed large amounts of background for. If I ever have the time, though, I'd love to do a Vormaino campaign.