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Showing content with the highest reputation on 04/06/2018 in all areas

  1. The long-awaited return of this Glorathan Fanzine, featuring 48 pages of Myths, Interviews, Articles, and Scenarios (systemless, HeroQuest and for RuneQuest 2). Available from me at the d101 Games web store Note physical copies of Hearts in Glorantha 1-6 Collected, Gloranthan Adventures 1 & 2 are now back in stock at the D101 Games web store. Also, Drivethrurpg.com where you can pick up both print/pdf bundles and pdf only. Hearts in Glorantha at Drivethrurpg.com
    4 points
  2. New at Chaosium.com - THE ELEVEN LIGHTS in full color hardback! The Eleven Lights is a Gloranthan campaign set in Dragon Pass, taking the PCs as members of the Red Cow clan from the Occupation in 1618 through to the Liberation from the Lunar Empire in 1625. It features 20 complete adventures and many more outlines, and is a companion to The Coming Storm (also available from Chaosium). This product is for HeroQuest Glorantha, but can be easily adapted to RuneQuest as well. Available from our USA, UK and Australian warehouses.
    1 point
  3. In danger of being overly Platonic here, but I would suggest that the spirit is not imbued by the crafter, but rather due to whatever is the runic influence most significant to the brick's creation. It might be the Earth that gives rise to the clay, the Darkness that hid the clay from ready sight, the Water that allows the clay to be transformed, the Fire/Sun that bakes it, the Air/Storm that dries it, or the Moon that bids the construction rise into the sky etc, etc. Spirits are not of human creation, but rather define human relationships with that which the spirit 'inhabits'.
    1 point
  4. That link only leads to any user's own file page, and then complains that the folders don't exist. You would need to make the content of that folder public, but if there are copyrighted sources rather than collections of quotes, that would cause legal problems. But then my Spanish is non-existent, and my Latin isn't what it used to be any more, either, so any activity other than skimming the text inferring the meaning from similar languages would be impossible to me.
    1 point
  5. The initial material that Ian compiled in the Book of the Red Cow is still available: http://glorantha.temppeli.org/resources/misc/Book of the Red Cow.pdf It's set slightly farther back in 1605, but has characters from the prior generation that you could draw on for ideas.
    1 point
  6. While I'm not committing to anything until I see the final version of the RQG rules, I am at this point planning a whole bevy of house rules for combat. I'd be surprised if there's any group of "experienced" RQ players (regardless of which edition, or editions, they have that experience with) who won't be doing something similar. The printed rules form a nice baseline. They're not the last word on the subject, and every GM will adapt and modify to suit his (and his group's) tastes. Now, if you regularly play at organised tournaments (or otherwise move between different gaming g
    1 point
  7. My 2-inch RQ2 box is in tatters (I still have the individual pieces though!) and my copy of Borderlands isn't much better. Many of my other Chaosium boxes show varying levels of stress. I used to think it was just the Chaosium boxes but on reflection many of my other boxed RPGs show similar deterioration (most of the 1-inch Avalon Hill RQ3 boxes are still in pretty good nick though). So either (a) game boxes are not really built for the abuse that gamers hurl at them; or (b) I'm a bad person who can't look after his games properly. Hmm. Oh, and yes: my copies of Big Rubble and Ringwor
    1 point
  8. On the human scale, the Gloranthan cosmos seems to work much as our Bronze Age/early Iron Age ancestors believed their world worked. They knew the rule of thumb rules for building structures that wouldn't fall down (and some Mesopotamian law codes had pretty dire penalties for a builder whose work fell down and injured or killed someone) but also knew it was necessary to make sacrifices and bury figurines of the gods to supplement the purely physical construction. So a Gloranthan human will use both sets of 'rules', the 'physical' and the 'magical', though even in Third Age Glorantha the disti
    1 point
  9. 'magic and handwavin' is how Gloranthan buildings don't fall down. In our world domes, arches, cantilevers etc all work because of gravity and physics which are Gold Learner heresies in Glorantha. Just how does gravity work when the world is a floating cube in an infinite sea with a great big dome over head, the Moon sits within the atmosphere and the sun does actually go around the world? While it's great to try and get a handle on what's likely to be anachronistic the truth is that Glorantha is an alien world and not Earth's past, it is bound by its own of, and often contradictory, rules bas
    1 point
  10. We are trying to revive Wyrm's Footnotes, the Chaosium house magazine, so some of the cut material will make it's way out via that route instead. If time permits I can probably look at some of my notes from playtest campaigns and see if anything is of good enough quality to 'liberate'. It's a balance between getting that into a good form and working on new stuff. But I hear you.
    1 point
  11. You're referring to the typical abilities provided by rune affinities, e.g. the Orlanthi ones on p.123, right? Thanks for the reminder about this. There's so much good info in S:KoH.
    1 point
  12. For those of you interested in Heroquest across the world, there's an interview with Robin Mitra on the German language edition of Heroquest, which is supported by an additional book of 18 settings/ adventures and superb covers by French artist Eric Vanel. Original German interview at: https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.teilzeithelden.de%2F2018%2F02%2F22%2Finterview-robin-mitra-und-das-deutsche-heroquest%2F&edit-text=&act=url ; rough and ready Google translate into English at: https://
    1 point
  13. First Patrol: Fourth Entry [Recorded in Old Wyrmish] I sat down on the chair that tripped me to catch my breathe and idly watched as Chingua delivered a final mercy to all the final foes and the others set about stripping and piling their gear. Except Bera who moved to watch over the stairs coming up. Farangar had made his way up the outside of the tower and was creeping down the stairs giving us quite the start. In the room the armored tusk rider had come from was a locked chest and just as I was getting up to head over and open it, there was a crack from the stairway to the groun
    1 point
  14. I'm biased towards BRP as being the natural place for Moorcockian adventure, but hypothetically, what would be the focus of a 13th Age Stormbringer adaptation? Would you make the gods of Law/Chaos/Balance/Elements the Icons? What would the classes be?
    1 point
  15. Precious snowflakes can suck it. They'll always find something to be offended about. The dude above/right is wearing FAR less, and hell most of the background men we're practically getting upskirt sausage shots. (shrug) It's a good cover.
    1 point
  16. The Bonus/Penalty Dice is a great idea if you don’t want fiddly modifiers, although Mythras’s modifiers (optional simple variant) works just as easy with +/- 20% and 40%. So all my BRP games now use one of these ways of calculating modifiers, however the Bonus/Penalty Dice feels the more pulpy of the two. Depends on what flavour I want to run. For RQ I would go with +/- 20% & 40% modifiers, although I think if magic used the Bonus/Penalty Dice that would be a nice touch, I agree it would make it feel a bit more handwavey and magical. In fact I am sort of doing this with my Pulp Cthu
    1 point
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