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Showing content with the highest reputation on 08/06/2018 in all areas

  1. MOB, I'll PM you my email. The game was awesome! It was a great close to my Gen Con, which consisted of playing five(!) and running one game of RuneQuest in Glorantha.
    2 points
  2. Cant wait for anything in hard copy
    2 points
  3. Which raises the question of what's different about spirit cults, especially as Rune Cults are described as existing for tribal ancestors and wood nymphs. As for divine or not, I don't believe RQ:G is based around the four worlds system. Given page 269 mentions "powerful spirits who have not made the jump to godhood." I think in RQ:G, spirit vs god is a matter more of power than of origin. For example the Thunder Brothers in the RQ Bestiary (185) are mentioned as ranging from cult spirit level to gods in the own right.
    2 points
  4. As someone who was first introduced to Glorantha through King of Dragon Pass, I actually had the impression that Elmal was the 3rd most important god in the entire Orlanthi pantheon (behind only Orlanth and Ernalda themselves) and Orlanth's de facto #2. More to the point, I was a big fan of Elmal: his Heroquest was the hardest in the game, but that fit very well for what it required of Elmal and just made it even more epic when you pulled it off, and becoming the king even though you were Elmali and thus looked down on by followers of Orlanth felt very satisfying. Basically, Elmal was The Man,
    2 points
  5. I've started working on the Suebian and the Holy Faliscan Empire of the Suebian Nation. As indicated above, they will be loosely built based on the Holy Roman Empire which means there is both a decentralized and a centralized power (Local Nobles and the Empire), both a small Imperial Army and Regional mustered Army and a small navy (20 or 40 ships). Based on the Era, I's still working on the basics both skills and culture, the Unique class is a bit trickier, not that it is hard to do, but more on what cultural element I want ot focus on (currently debating between Artillery or Clerg
    1 point
  6. Just wondering what kind of Clockwork powered insanity people have added to their games of Clockwork and Chivalry (Or at least tried to slip past the G.M 😋) I'm still trying to figure out how to get one of these bad boys in.
    1 point
  7. Chaosium will publish a second, updated edition of the critically acclaimed Harlem Unbound, it was announced at Gen Con today. Harlem Unbound is the creation of African-American game designer Chris Spivey. The first edition was published to critical acclaim by Spivey's indie studio Darker Hue Studios. Spivey's first release, Harlem Unbound won three Gold awards at the 2018 ENies Awards. The new edition of Harlem Unbound will feature additional scenarios, new maps and new art.
    1 point
  8. The Köln Machinations is available now as a PDF. Hardcover and softcover versions will follow soon. It's 1610. All of Europe teeters on the brink of war. The Köln Machinations is a Clockwork & Cthulhu adventure for 4-8 adventurers, set in The Rhine River Valley in The Holy Roman Empire, in the Year of Our Lord 1610. The Köln Machinations is the sequel to The Heydelberg Horror and part of the A Clockwork of Orange campaign. Requires the Clockwork & Chivalry Core Rulebook, 2nd Edition, to play.
    1 point
  9. It was posted here on BRPCentral by user Dimbyd, IIRC, I don't have a copy. I didn't save the link, but the search shouldn't be too onerous.
    1 point
  10. Please also check out the free PDF QuickStart for RQG.
    1 point
  11. Never has a link been clicked so fast.
    1 point
  12. If you played in my RQG game "The Diet of Wyrms" at Gen Con on Saturday night could you get in touch? I somehow lost the bit of paper where you all wrote down your email addresses. As we talked about, I'd like to send you the background stuff to the scenario, the tumultuous events leading up to the Second Battle of Moonbroth (in which you all served so admirably, if not gloriously...).
    1 point
  13. In the Glorantha sourcebook p 198 in Gods, Spirits, Heroes and Demons we can read a litlle more information: We can see that: So it seems that there are very few distinctions between spirits and gods, except that about spirits: One thing that make gods being gods is their living in God Time. Heros and Demigods have a partail existance in the God Time. They didn't born with this, so it is possible to gain this existance. Perhaps spirits cults become a "true" divine one if the spirit exist in the God Time (and wish to become one)...
    1 point
  14. Continuation of the good Dr.'s accounting of the horrid affairs encountered beneath Saracenic Hall. Hats off to the PC behind Dr. Thomas Norton who continues to write such wonderful session reports!!! A surprising dinner is always the best kind of dinner The doors swing open effortlessly the CL.U.Ber's take a step back shielding their eyes from the sudden bright glow but as their eyes adjust they can make out whats in front of them. The room is large and richly furnished, several ornate and deep Persian rugs cover the stone floor, tapestries hang heavily from
    1 point
  15. Pardon me, your cruel Keeper, as I add a session report to the tapestry which the good Dr. Norton has been so diligently provided to date. See he is awash in the absolute tumulent of events which have been engulfing the party so I feel it is incumbent upon your host to lend a horror stained hand. The following narrative gives only a glimpse of what a portion of the party experienced under Saracenic Hall. There will be more added to this tale. And it may seem a bit disjointed, but before our brave heroes are swept from the board it is appropriate their trials and tribulations
    1 point
  16. @designmechinc Please follow us, and do whatever it is one needs to do to Twitterise.
    1 point
  17. without wanting to derail your thread, somewhere in "old" RQ was the concept that interracial CHA between some species was different to same species CHA. For example in Cults of Prax (classic) under Aldrya membership it says for the purpose of joining: I'd suggest that in a Tuskrider game everyone has 3D6 CHA except when dealing with other races although Id want to treat it like reverse glamour per D6 to make the maths easy. Like -10% comms per dice reduction. so normally 1D6 tuskers are at -20% dealing with other races. No though has gone into this BTW.
    1 point
  18. I've actually tried homebrewing this before, a long time ago. No real useful notes--most of them in my head--but I hope some thoughts will be helpful. A really, really big challenge with homebrewing up a BRP version of WoT is figuring out a balance between "This really feels like the books!" and "Oh, this game is incredibly unbalanced." After all, in the novels there's really nothing scarier than a well-trained Aes Sedai or Asha'man with an angreal. A powerful channeler, unopposed by other channelers, can level a city without an enormous effort. That doesn't make for a balanced game (alt
    1 point
  19. I ran the GenCon scenario eight times over the last few days. There was not a single time the games were even remotely similar. One scenario was basically a race war on a small island, one had prospectors trying to mine silver, one revolved around a conduck getting busted at Duck Point, one (not making this up) ended in TPK because an NPC shady figure who resembled Don King got his hands on a comb that controlled fate, another had the Trickster befriending a throng of trollkin and turning them into something like the Seven Dwarfs...unreal how different every single experience was.
    1 point
  20. The key benefits of moving to a new edition (IMHO) is that it's where all the current support and "action" is. New content, buzz, excited players, promos from publishers, from retailers, etc etc etc. Secondarily (but you may feel otherwise) is new-and-improved rules, etc. RQ3 is effectively a "dead" ruleset -- other than a very few die-hard fans putting stuff online, expect no new content for the game (that said, it's a perfectly usable RPG and if you're a DIY'er of game content by preference, this may be inconsequential to you!). 6th edition -- from The Design Mechanism -- has been re
    1 point
  21. What Toadmaster said. RuneQuest was first, BRP came later. The early thin BRP rules were like today's Quick Start rules, presenting the basics of the d100 system. I have two copies, that was included in my RQ2 box. The examples are for fantasy gaming using the d100 rules.
    1 point
  22. Yea. what pleased me about Clearwine is that it WASN'T a wall around some wattle huts. There is so much potential in Dragon Pass. It seems that every step you take, there are crazy magical features merged into the landscape - a Rainbow Mounds and Snakepipe Hollow at every turn. I don't want it to be about Migration Period clans stealing cows from each other. (Though a bit of that is fine).
    1 point
  23. I could not resist trying for a better view of the Clearwine panorama, it is just too awesome...
    1 point
  24. I think that's pretty self-evident: it's deliberately far from the bog-standard pastiche of Fantasy Medieval Europe, thus, people have no internal visualization to work from. That's the source of the (imo, overly-) excoriated identification of various aspects of Glorantha with IRL historical analogues. You can make as novel a setting as you like, but people CRAVE visualizations. Yes, people have historically imagined the Orlanthi as (variously) Teutono-Celtic-Norse Northern Europeans. They have a god that throws lightning bolts, live in steads, and are sword-swinging, cow-thieving
    1 point
  25. Ha ha thanks for the links. That map of Clearwine. That's more like it!
    1 point
  26. These days I prefer systems like FATE and HeroQuest, although for Glorantha I still prefer a version of RuneQuest/BRP for it's nuts and bolts approach. So I think RQG will be my go-to Gloranthan game once it is published. However it's good for Glorantha itself that there is now a 'Glorantha D20' game, given that D&D is still the most commercially popular rpg on the market. As a player I don't mind playing D&D 5E or 13A D20, but I probably wouldn't GM either. However I'll be more than happy to play in 13AG if my D20 GM wants to run a Gloranthan game I'll support anything
    1 point
  27. Just my two cents, but there were plenty of us back in the day who had campaigns full of combat and adventure in the big rubble. And Runequest doesn't really have rules for handling things outside of combat either. It was just something you understood was to be played out through roleplaying. The idea that 13G was going to be a different take on Glorantha, more adventure-centric and less anthropological dissertation, was a big plus for me.
    1 point
  28. I'm a bit confused by this... - One unique things are specified to not be of any use in combat. So "I am the only adopted daughter of Javis Gan" won't help Griselda a lot in a punch up but it'll give her a lot of clout with Trolls in the Rubble. Quite often they lead to story elements being created customised to your character and short circuiting ability checks. - Backgrounds link you into religions, cultures and roles in that religion and culture. If you've got the background "Champion of the Antorling Clan +5" you can use it much the same way as you could in HQ. You're friendly w
    1 point
  29. I look forward to your follow up post "Some thoughts after playing 13th Age". I've played 13th Age - not the Gloranthan version. I'm someone who gave up AD&D having discovered RQ and I've never been able to play D&D again. I was very surprised with 13th Age, it was quite refreshing after 20 or so years of avoidance. We played in the D&D Dark Sun setting - it was great, exploring, trading, survival and fighting. I'm not someone who would GM this, but would certainly play it again. I suggest you give it a chance and play it.
    1 point
  30. So here's a brief recap of how things stand at the moment, On our way to Norwich after the battle of Naseby we sought shelter in a church during a heavy rainstorm and then we were promptly ambushed by a band of bandits and a fake vicar. We managed to barely fight them off but during this battle one of the party discovered a strange red bell hidden in an open tomb of a Knight and ringing it made something strange and terrible happen which meant we had to kill again the bandits and fake vicar in their new and terrible form and the Player had a new secret friend in the form of a mini Nun. We
    1 point
  31. Version 1.0

    115 downloads

    The BRP system uses a lot of rules for firearms - but there are no complete examples how they are used. This PDF explains how Volley Fire is used correctly, what the difference between 1, 2, 3 and bust entries in the Equipment list is about and how modifiers will affect the dice rolls.
    1 point
  32. 293 downloads

    All errata I found over the last 4 years are included in this PDF file. One version you can print out and replace the pages in the PDF, the other one is to show you where the errors are if you have the hardcover book. I also included a comments file you can import with Adobe Acrobat Pro into your PDF to get a corrected version (you should make a backup, though!) Since I cannot upload .zip files, here's the link to my Dropbox: BRP Errata Print and PDF Here's the Forum thread: BRP Hardcover Errata And here the Text List from the thread: Pg. 17, 22, 381: There should not be boxes i
    1 point
  33. 190 downloads

    Don't know if people recognise it at all, but MW and CoC use different Movement rates. I like to use some creatures from both of these settings in my BRP game, so I came up with this easy movement table.
    1 point
  34. Here are the two locations visited by the PC's during their stay in this busy port town; Three Sisters Trading House and The Grey Lady "Tavern". The Factory of Mbey on the northern coast of Senegambia, The Peony's first stop after departing King's Lynn.
    0 points
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