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Showing content with the highest reputation on 01/07/2018 in all areas

  1. 3 points
    I am myself quite happy that Aldryami are all wood. I do love Ents too, so their strangeness doesn't bother me. I think the association was Elves = people of the wood. And there are many connections between trees and fairies in European myth - as much as water and wells and all that. Because of the old kinship of Ernalda and Aldrya, though, they have useful parts to play in a humanocentric campaign. But while not as weird as dragonewts or as mechanical as dwarves, they can be rather mystical and strange. When I was young and sad and scared I used to run into the woods behind my family's house, than ran on for miles, and find my favorite trees and watch the deer move cautiously by, find the pellets of owls, and dig in the ruins of old houses consumed by the forest. Sometimes I would stay all day. Whatever part of me that was supposed to be a savannah dweller seems to have been substituted with an arboreal creature. So the idea of ents or huldra seems quite appealing... The old enemies of elves ought to be rot, and insects, and wildfire, and most of all, men with axes and fire. Shadow is sometimes quite part and parcel of the forest.
  2. 2 points
    It was one of the most promising settings for the BRP BGB. Did anyone get to play it? What did you do with it? Did you adapt it to your homebrew campaign or played it RAW?
  3. 2 points
    Personally, I very much liked the visual representation of elves from Guild Wars 2 for aldryami in RQ: certainly vegetal, with more-or-less humaniform features (but not too much; nobody would ever mistake them for human from any angle). What I also found tangentially interesting was own reluctance to use them...it seems odd to want to source pnp FRPG ideas from video-game material, somehow, despite video games' tenure being only slightly shorter than FRPGs themselves. Certainly some ... cross-pollination in that direction can be viable?
  4. 2 points
    It's an amazing book. I haven't used it but I've thought about using it in a Young Kingdoms worlds jumping game. I'd lean heavily on the published adventure 'Worms Within,' only the PCs appear and are suspected of being instigators of the strange things happening in Korudav. Koroman is after them soon after they arrive but Batrabas Blueskin suspects that they're something much more. Sunswords and energy maces, all kinds of cool creatures and demons... I think it would be a great place to visit.
  5. 2 points
    There is a certain appeal to this idea... in a large, healthy forest, the different sorts of Elves compete (sometimes quite murderously) with one another. In the face of an outside threat to the Forest, they naturally and automatically unite against the outside foe...
  6. 2 points
    Here's a scenario all about it: MAD PRAX—BEYOND SUN DOME http://rpgreview.net/mob/madpraxintro.htm And here's an article all about them: THE MEN WITH THE GOLDEN GUN http://rpgreview.net/mob/goldengun.htm
  7. 2 points
    No, only one player played both campaigns. They all knew each other well and when he said the trolls would die and I agreed they passed on it. The elves preferred to be an all elf team. Having even a single human made life rough. One funny thing happened. They hid in a tree from some trolls who had been chasing them. The trolls circled the tree. The players wanted to know how the trolls knew they were in that tree. I said dudes its the only tree for miles....
  8. 2 points
    I have to admit to being left cold by many of the attempted depictions of Aldryami Frouds work combines elements of intense observation of natural forms realised through his great draughtsmanship, with a subdued palette, which seems to me to be the most effective way of tapping into the aesthetic possibilities of Aldryami. Natural forms, with a earthy inspired palette. Without that keen observation of natural plant/tree forms the concept of the Aldryami falls flat. Not saying Froud is it, but he's hitting on elements that make the concept work
  9. 2 points
    (technically, "leaf-shaped ears" appear in Tolkien in his elves, but that's kind of obscure... see here: http://tolkien.slimy.com/essays/Ears.html. (I wrote Lindon (publication, unfortunately was cancelled because of the licensing issues...) for ICE, so, I guess I still remember some these little bits of trivia). Edit: Chiefly, by "Tolkienesque" I mean tall and slender, rather than small and goblinish. The hollow-backed Huldra-folk are part of Danish folklore.
  10. 1 point
    I recently was stuck on vacation with little to read. I did have a copy of Sunless Citadel. Occasionally I like to take modules and BRPize them. So that’s what I did. Granted, I didn’t have a lot of my other material with me so stats will follow. If you please, the following are my notes on how I would run SC in BRP I should make clear my biases here. My first games were the RC version of D&D and T&T. Other games followed. I’ve had plenty of time in a dungeon environment and that sort of play bores me a bit. My own personal rules are that the PCs are heroes and can do heroic things, combat is an option but not default, combat should be really quick (because it bores me), nothing is true until the dice hit the table and that everyone is having fun, including me. Sunlight Citadel was published 17 years ago… excuse me, 18 years ago. I’m going to spoil everything. Once upon a time there was this fortress that had a group of elves that were some sort of a draconic cult. A dragon attacked and rent the earth asunder and the fortress sank into a chasm. Parts of the buildings were preserved because of magic protection stuff. Today a tribe of goblins and a tribe of kobolds live in the ruins. There’s a deeper twist with an evil druid. I can work with this! Here are the issues: 1. The map is crap. Throw it out. It’s a dungeon in which the kobolds and goblins operate in a single building. It looks nothing like a citadel, rather it is an offspring of Miyamoto’s ‘Legend of Zelda’ design. The point is to move the player from room to room, not to represent what a sunken citadel might actually look like. 2. The town and the new creature set up is crap. No real foreshadowing or room for the PCs to explore. In my mind, these are key to get the players interested in going on and to deal with the fall out of the completion of the adventure. My Preferred playing style. I’m an Elric! kid. Combat over 100% and dicing for criticals. I’m also of the school in which all BRP is basically compatible. Please take for granted the fact that even though RuneQuest was named before BRP it is a ruleset that the term BRP encompasses. I know. Totally edgy. My own home-brew game is influenced by many sources. I try to give my players a bunch of options while keeping my side of the screen as simple as possible. I use a sorcery and demon summoning similar to Elric!/Corum, a Wizardry system similar to Classic Fantasy, the Psychic system from the BGB, Elemental Paths from Mongoose and a Druid/Shaman system from RQ. I also use an alchemical system that is semi vague right now and my tickets and named objects system that I’ve posted on these boards. Who wants to go into the Sunless Citadel?
  11. 1 point
    This is of course what Hachrat Blowhard is (Orlanth + KL). Shargash / Jagrekriand is an ancient enemy, whereas KL was merely a rival (I suspect the Kitori describe Darkness Woman and Orlanth as lovers in a different spin on the "theft of the Darkness Sandles" story).
  12. 1 point
    Are those Eiritha priestesses adepts, or do they use sorcerous manipulation skills (other than Intensity) like they are known by Hrestoli Men of All or apprentice sorcerers? I don't think so. And I did not consider Waha Khans magical specialists, nor did I suggest that Rune Lords should be forbidden to use spirit magic from whichever source (unless taboo) or even sorcery spells with Intensity (irrelevant for HQ, but possibly relevant for RQG, and definitely relevant for RQ3 or the AIG playtest rules under which I ran a campaign). Possibly even with manipulations like Range or Duration if they aren't among the lucky ones who have 1D10 DI and hence an extraordinary closeness to their deity. Does the Pavis cult have adept sorcerers? I don't think so. Could it have some? Sure, why not, if an immigrant adept sorcerer feels it worth it to go against his philosophy and join that cult. Even though Pavis provides a grimoire, his cult is still structured like a theist cult, and City Harmony should still be on the table as a divine spell aka Rune Magic. Does the Eiritha Cult have sorcerers, even just apprentice sorcerers specializing in general sorcery? I sincerely doubt it. Other pantheons... Lhankor Mhy: initiates (cult rank: apprentice) and sages may have sorcery, spirit magic and divine magic. Lay members may have anything, and might be eligible to training in sorcery if they belong to an affiliated guild. Orlanth or Ernalda cultists can and will know sorcery if they are in appropriate guilds. They won't become apprentice sorcerers or learn advanced techniques. Non-Lunar Yelmies or Lodrili may have the same amount of sorcery. Illuminated Lunar Yelmies like Tatius are beyond any reason and might become tentacled chaotic adept sorcerer shamans who still sit at the top of a ziggurat and embody Yelm's justice with their every whim. Traditions and cults change upon contact with new concepts, and may adopt gifted or conquered magics. The change might require a lower case cult hero or two, but it can and will happen. Grimoires may be expanded by heroic effort, too. Adept sorcerers should be unable to devote to deities regardless whether they provide access to grimoires or not. Shaman devotees to deities better had be demigods in their own right, like Mistress Race uz. Same (btw) to Runepriest Lords of deities like Yelm or Orlanth with distinct cults for either. Any normal mortal cannot fulfil the time requirements, although demigods and heroes able to express multiple incarnations at a time just might. HQG p.137 states: It doesn't seem to allow acquiring these magics through active pursuit of an apprenticeship. It should be possible to worship both Orlanth or Ernalda and Kyger Litor. It shouldn't be possible to worship both Shargash and Orlanth without illumination, and even with it it should be next to impossible, even though the magic systems are compatible. I still maintain that even an Arkati or Kralori adept sorcerer cannot have more than an initiate relationship with an appropriate deity of their own pantheon, let alone some other deity. The other way around may be a bit trickyer - there might be ways to attune a grimoire within your religion even if you have developed a fetch or become a devotee. It isn't clear whether there are higher arts to sorcery that can only be learned through attunement to the teacher, as suggested by the RQ3 rules (which had the requirement of the apprentice to establish a link to the master's familiar in order to learn the higher manipulation skills). HQG makes it "a significant plot obstacle" without giving any suggestions how sorcerous orders would design them. This is vague beyond what is acceptable for RQG. Some form of POW transfer might be involved, as is typical for creating a permanent magical bond (and that's a Gloranthan reality, whether you expend POW or hero points or whichever other such currency a game system might provide).
  13. 1 point
    It is in the Guide, under the description of the Spirit World (pg 160) so it's still canon. From what can be seen in Sartar: Kingdom of Heroes, in the Cults of Sartar chapter (pgs 105-113) and later in rules and mechanics, the difference comes down to two things. The way you worship them, and the magic they grant. The magic is the easiest way to view things: deities grant rune magic (e.g. Humakt, Elmal, Heler), while great spirits have ranks of spirits following them who shamans and medicine men put into charms. (eg. Kolat and Telmor) Equally, the method of worship seems important. While deities are usually sacrificed to, spirits are worshipped using ecstatic adoration (A form of mass celebration involving trance inducing methods.) Those beings who grant both forms of magic (In SKoH: Odayla and Urox/Storm Bull) are worshipped in both methods. Of course, even in that book there are outliers. There's non-ecstatic adoration which is used by the Seven Mothers, Red Goddess, Flamal, and Chalanna Arroy.) And then there's Yelmalio, who's listed as a spirit, but grants rune magic, and only accepts sacrifice. And I've never seen him being referred to as a spirit elsewhere.
  14. 1 point
    Yeah totally agree with this interpretation of Aldryami. It's almost still too human in a way, but the organic flavour is really there
  15. 1 point
    Or rather that Greg was rather dogmatic about at the time, saying that softening the edges was reserved for the activities of the Hero Wars. Basically, the source of Rune Magic matters more to e.g. Pelorians or Orlanthi than the magic system it derives from. Dragon magic is as terrible as Chaos, possibly more so to the descendants of the True Golden Horde warriors than to the descendants of Orlanthi refugees who avoided the Dragonkill, and not terrible at all to devout Kralori. Jagrekriand's (Tolat's, Shargash's) hell magic is way worse than Deloradella's (Kyger Litor's) hell magic.
  16. 1 point
    The more important distinction of looking at the world is through the lense of your culture. As an Orlanthi, this magic includes both spirit magic and divine magic, and a smattering of sorcery for the learned occupations (mainly through Lhankhor Mhy's alchemy). As a Praxian Beast Rider, your deities are the giants and the ancestral deities, and you perceive the world through the lense of the Covenant. As a Kralori, you have the choice between state-supported acceptable magics, traditional hedge magics from your "officially this never happened" hsunchen or Beast Rider ancestry, or antigod magics, with no distinction along any God Learner categories applying. As a Pelorian, you may continue one of your or more of your ancestors' traditions (which include Western sorcery for Pelanda even before the arrival of Syranthir's refugees from God Learner Fronela) or join the Lunar Way. Only specialists in one type of magic should have real restrictions - no Shaman should be allowed to use sorcerous manipulation skills (Lunar ones are acceptable), and no adept sorcerer should be allowed to develop a fetch or become a rune lord (by any other means than discovering and wielding Balastor's Axe, an admittedly way too low entry criterion).
  17. 1 point
    Thanks for the explanation! However, that still leaves me wondering - I always thought that the division between three types of magic is very much a different way of looking at the world. Does that mean that in current Glorantha those worldviews are getting mixed and treated as complimentary? How does it look from the perspective of a member of the culture? Is it that the beings that give rune magic are more beings you are supposed to emulate, while those that give spirit magic only are the ones that teach about how to interact with the world/give powers (in form of spirits) but are not role models, so to say?
  18. 1 point
    Hey gang - lets not send people to pirated copies of books.
  19. 1 point
    @metcalph is correct Waha in HeroQuest Glorantha is currently the best example of it. Within a Pantheon many gods may have a mixed aspect to themselves. There are very few pure spirit pantheons (if any) and likewise very few (if any) theistic pantheons. Most are mixed to some degree, but can of course have different proportions of each. Sorcery can also be added to the mix. In the Orlanth Pantheon, Lhankor Mhy introduces a sorcerous element and in the Praxian Pantheon, Waha has a tiny element. Likewise with Mysticism. As an example have a look at the Praxian Pantheon here: Great three - Rune and spirit magic First Friends, Many Friends and Hidden Paths - Spirit magic only The Other Leaders - Most spirit magic only, but Yelorna, Rune and spirit magic and likely Monkey King and Baba Ulodra too. Lightbringers - Rune Magic, except Orlanth who has some spirit magic in the Wastes. The invaders - Rune Magic, except the Seven Mothers completely mixed. Outsiders - Basmoli - Spirit magic only
  20. 1 point
    ... such as ENworld (where MOB is quoting from)? (I think MOB is just noting it here (FYI the fanbase; and (for example) be able to point out to any of our gaming-friends saddled with "D&D uber alles"-itis))
  21. 1 point
    Given the nature of the unit manning it, I’d say it was pretty much needed.
  22. 1 point
    Actually from my perspective, it has shown me the opposite. There are several play-styles and traditions in play here, and where practicable, the rules should be written broadly enough so allow them. Even though my intent in Fanaticism is that the spell effects ALL attacks (melee and missile), I'm glad that it is easy and trouble-free for GMs who don't like the implications of that to interpret the rules in a manner consistent with their preferred style. The only downside to it is the occasion interminable forum debate, which - as long as it remains polite - is a small price to pay.
  23. 1 point
    No. It is interesting, in that the setting is so close to my setting, but with the Cthulhu elements, the content might also feel foreign. Bottom line, I hesitate to spend money on it at this point. I intended to use them that way. While reading Peter Hagendorf's diary, it is undeniable that over time, he lost empathy for the victims of war. He did not start out that way. A declining sanity pool, as the horrors of war mount, seems to capture this quite well. Still thinking about this. I think, I might make use of the multi faction part of the rules and let them at least all pay lip service to their unit (regiment) but their true faction might be something different. I like the idea of a local woman acting as a guide, if one of my players wants to portray that. I am pretty sure, one of them would like to be a priest or something similar. Getting my players' character wished neatly fitted into the story, will take some effort.
  24. 1 point
    I played wfrp 1 and 2, and have Zweihander. (Z) I've yet to read it all. My issue is that it has great ideas, but that it seems a little too gamey for combat. (I'm not a fan of maneuvres, etc., at variable action points. I don't like how Z feels at present as I simulate combat in my mind while reading it. Seems clunky.) I ended up getting Magic World as it was elegant and quick as a GM, but also as a way to introduce new players. But I imagine I'll take ideas from Zweihander, like the 'flip to succeed' mechanic. (E.g., if advantaged, you can read either d10 as the tens when you roll under.) The professions have nifty unique abilities, too, which can be ported over. My aim right now is to use Magic World in Warhammer. It's easy to model The Enemy Within campaign, I find, with Magic World/BRP. Including NPCs. Zweihander is interesting, and I'm still reading it (!), but it seems a lot of work for all involved. It's more complicated than wfrp 1 and 2, but in a way that seems awkward at present. (It made me miss the simple elegance of wfrp 1, yet that's what it was a homage to. I eventually discovered that BRP/Magic World/Runequest III can recreate warhammer more easily, but with the realism I want and freedom from rigid percentile limits.) I may change my mind in the near future. Zweihander is certainly an interesting tome, but a demanding read. I'm still following it and related publications (like the tarot-sized spell cards) with interest. Nikoli
  25. 1 point
    I have the same feeling - 600 pages is just too much. It's for a full time gamer, which I do not have a privilege to be. But I really like the art/layout in the Kickstarter/updated version. Reading the early access PDF, it seems to be very 'wordy'. It is evocative, but there is so much descriptive text that is so obvious and at the same time, sometimes there are important rules mixed. It is nice book to read first time, but very bad to use as a reference book. I think this game would have benefited much if it had a player (character creating, core mechanics), GM book (other rules like corruption, hazards, monsters, etc). I wish the Renaissance RPG had similar "theme" - layout, artwork, atmosphere. But same light and thin system.
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