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Showing content with the highest reputation on 12/01/2018 in all areas

  1. 4 points
    Suddenly I'm convinced that the Waters are mostly enthusiastic partners in this project. They might have all kinds of political, economic or eschatological arguments for why they're participating but I think it boils down to Death (Magasta) taking a forced holiday. Water won't "die" while the drain is plugged. It keeps falling as rain and sweeping in from the outer ocean, but that final psychopompous journey back to the Dame Dark is interrupted. Instead the Water rises and maybe in some places even leaps to reclaim its old favored spots. Awful waterspouts form, bride of the monster god carrying Water straight up to Sky. Gloranthan alchemists see an invitation to a divine wedding appear in their little flask. The rest of us know a grand banquet has been arranged. Blue Streak rolls up the dome, taking her people with her like always. But maybe she doesn't even drop this time but stays up there, a moon again. This time it's Tolat who dies, like Shargash who failed to fight the dragon. Wachaza and a new Wachaza. Boats and Boat Planets. Unalterable hundred-lettered Styx words. Blue People. Dormal's Last Stop. Good times. If all goes well, Engizi may finally be healed. Of course there will be recalcitrants to deal with along the way but one way or another they'll eventually be convinced to go with the flow.
  2. 3 points
    So it took two things for me to make the jump. One was the fantastic Seth Skorkowski 9 part review, that goes very much into the weeds and depth for me to make that decision and the fact that I know that there is a Korean Call of Cthulhu edition I can get for my wife.
  3. 2 points
    Ever since I first read the RQ2 Language proficiency expression"That junk isn't worth the clacks it would take to sink it", I have always been interested in the developed slang of the various parts of Glorantha. Now the Griselda stories are full of Pavic Argot expressions like "I do not figure even a rubble runner can stomach him", and I enjoy the Olaf Dickin's-son is written as if he speaks with the intonation of a Scandinavian speaking with a Cockney accent. Then there is the classic Stormbull line "Any chaos, all chaos." We also know that Orlanthi like to swear "by Heller", or say someone is "as staunch as Heller". So I put it to you, what other "Glorantha-isms" do you know? Do you have favorite in-game-world expressions that have become part of the game world, or that you think should? If so, please list a few of your favorites below.
  4. 2 points
    A fairly obvious one, but for profanity I have ducks substitute 'pluck' for 'fuck'. Given being plucked is one of the worst humiliations a duck can endure, it pretty much works as a direct substitution in most cases and is their favourite swear word. Get plucked, go pluck yourself, etc. 'Muddyplucker' is a name ducks use for their (communally unpaid) bar tab.
  5. 2 points
    Sramak's River extends well beyond the Luathan isles, effectively unlimited far. Just as size and distance lose their meaning in the outermost world, so does volume. There is also no telling how big the encapsulated Chaos Rift in the center of Magasta's Pool would be. Nobody has any idea how high the waters will rise, and the uplands that people from the coasts could flee to often aren't exactly fertile or habitable. The event will flood the richest agricultural areas for two agricultural seasons, and leave the soil badly diminished, and the wells and waterways all salted up. The overall situation will be very similar to being caught in the Real World tidal flats by the returning sea - at first you understimate the speed of the incoming water, then you'll be up to your hips or worse in water, and be battered by currents rushing in to take all the "food" out of the land. Melib might be an exception if they manage to retrieve the Red Sword.
  6. 2 points
    Presently reading through the hardcopy and finding and fixing typos. More than I would like, but it always seems easier to spot them on paper than on a screen. No typos on this page... [The images are derived from the Chigi vase.]
  7. 2 points
    This vote had me registred here after years! I have to say, that a OpenQuest Edition 3 will have lost me. There are already so many good Systems out there for every niche. Hell, I own many more systems than I want to play or could... Openquest was this nice, not so big and complicated D100 System, with very small basic rules and a slim book where all (and I mean all not setting specific rules) were in it. That was the actual reason to get into OpenQuest for me. Another Edition, in the worst case not 100% compatible with older setting and adventure books would just be a reason to walk away. And there is more to consider: If I go to a tablesession, there is so much to carry. That´s why I love rulebooks where the autors got everything into one book. Because added to this one book are other books: A setting guide, an adventure book, a gm screen, some big pictures and maps, bottles, some dice, paper and so on... Bigger sets of rulebooks aren´t always better... And like I told before there are very good, big rulesets out there for every taste... So I would like a cleaned up Version with maybe another layout and some other pictures (I did not like those, but that is a very personal thing...). What I would also like are more settings and adventures (at best setting and adventure in one book, like other D100 productions do it), but not another ruleset, again.
  8. 2 points
    I really like the idea of the three book approach for OQ3. I have the OQ Basics book in hard copy and love the format. The one thing I personally am not wild about in the OQ3 proposal is eliminating the three approaches to magic. I really like that OQ has three distinct and different sorts of magic, almost four if you cont the demon summoning of Crucible of Dragons as its own thing. I have never liked that in D&D all magic is really the same. The only difference between clerical magic and wizardly magic is in the spell lists. Otherwise all the mechanics are exactly the same. This makes me question why even have Druids, Magic Users, Clerics, and Illusionists as separate classes with separately delineated spell lists. Why not just have one spell casting class? If. setting is going to have different sources of magic I think they should be differentiated mechanically. I have played and enjoyed games where all magic is the same and comes from a common source. Unified magic can work well. But it needs to made part of the setting that it all comes from the same source and works in the same way. Not the priests get their magic from the gods, the shamans bind spirits, and the sorcerers study arcane secrets of intellectual and formulaic magic, but the mechanics are all the same. If you decide to unify OpenQuest magic into a single system perhaps the original three systems could make an appearance in OpenQuest Companion volume of optional rules and expansions as Blindluke suggests above. Also a reminder that you were going to remove "Flex" and "Set" from the category of "spears", but keep the "Long Spear" special rule for long spears. A rules clarification and streamlining that will help update things.
  9. 2 points
    The West in particular is a little like Kate Bush fandom. There's only ten studio albums we all share and then endless alternate mixes to die on.
  10. 1 point
    A mini scenario that sits between the second and third scenario of the GM's Pack, with a tie-in to another product... War in Winter.pdf
  11. 1 point
    Well technically an man like creature with an octopus like head. My son spent quite some time modelling it then get it 3D printed.
  12. 1 point
    About the only thing I don’t think was necessary was to switch core stats to the percentile format, as it looks a little inconsistent with previous edition stat blocks. Not a huge issue however, it’s much better than edition compatibility in many other game lines. I think defining the skill success levels was a big improvement over every other BRP game, having a Hard Success defined as such is a great thing. Would work well in RQ as well for breaking ongoing combat ties when trying to determine opposed combat rolls. I recommend just writing standard skill values on the character sheet, otherwise the sheet can quickly become cluttered and look over-complex. It’s not hard to mentally calculate the values on the fly or with a mobile phone calculator. I also would have preferred the skill list to be trimmed. I think Mythras is on the right track here with consolidated skills like Athletics and Perception etc, and this approach would have suited a contemporary version of CoC. I like simple modifiers, and feel that the Bonus/Penalty Dice plays well at the table, just like in D&D 5E. However BRP is a more granular system and I think I would have preferred Minor and Major numerical modifiers like in OpenQuest or Mythras, I just think that suits BRP better. However it is no big deal for those new to BRP, but it does feel a bit pulpy for experienced BRP players, it should of been a variant included in the Pulp Cthulhu rules instead of the core rules. The other rules additions for Re-rolls are great (Pushing and Luck). They don’t overbalance gameplay, and just provide rule structure for when a player wants another attempt (a common occurrence at any casual game table). It doesn’t lead to having powerful characters, instead I have found that it just extends the enjoyment. Roleplaying how a character puts extra effort into attempting additional non-combat rolls often leads to really interesting situations in order to justify the second attempt allowed in the Push rule. The stakes are also increased as well, as failing a Pushed Roll is a big deal, it is akin to a Fumble, so that’s always fun to see how it plays out. Also the sense that a character’s Luck is running out can add to the tension in the same way as seeing their physical capacity decline when their Hit Points plunge down, or seeing their Sanity getting stretched. So I feel that these rules often enhance gameplay experience by allowing some flexibility early on, only to add to a sense of desperation and heighten the drama later on. I love my GW hardcover CoC 3E, but found all the subsequent editions to be a rehash until CoC 7E, and these are the only editions that I tend to show people. They both have artwork that tends to capture new players, and they feel like different editions. .
  13. 1 point
    I wonder, since Malkion is descending from the perfect Mind or Intellect and draconic lore is all about ascending to spiritual perfection with the dragon, which is a beast, if what we've got with the God Learners/EWF is a ying-yang situation. at some point Malkion will be at a mid point just as the draconic mysticism reaches its philosophical midpoint and that seems to be about when both empire fall. Or right about when Pavis is mucking about. Pavis is where the western philosophy and the draconic philosophy met as they passed so to speak. His city represents that mingling of Man, Intellect and Spirituality. Only out of that could the perfect mixture of Man, Intellect and Spirit arise which became the Argrath. Or Elusu the little shit, take your pick. Either way, project complete. Doesn't it make perfect sense, then, that the Argrath first act upon returning from his circumnavigation isn't to become King of Sartar, it is to liberate Pavis and become it's King?
  14. 1 point
    I'm starting to get a potential idea of where all of these problems are coming from, which I think is twofold in origin, but could be redefined from 2(+1) into 1 in RQ:G. Using the opposed Runes as Passions in RuneQuest is an inspired idea, and one of the babies not to be thrown out with the bathwater -- and whilst that works well with most of the potentially rules-describable magical Traditions and Practices of Glorantha, it pretty much can't help but contradict Sorcery as well as any potential depiction of Mysticism in RuneQuest, and even possibly the "low" forms of the "common magic" and the "folk magic" or "local magic" if these were ever to be described in that rules system ... Thing is, here, though, these opposed Runic Passion rules were taken from a game system that had established these opposites as being extremes of behaviour, with a huge area of mitigation in-between from the opposed D20s rules system, whereas RuneQuest's percentile system seems to suggest a lot less wiggle room. I think that the opposed Runes % values need to be detached from each other, so that their totals could add up to both less than and more than 100% -- but I'd suggest that the decimals and units of each of these opposed values could never exceed the opposed hundreds minus that figure, so that for example a Humakti with Death 134% could never have Fertility/Life higher than 66% (resolving into an opposed roll 100% vs 32% in the most extreme case) ; and a Sorcerer with a very exaggerated Disorder 218% could not exceed 182% in Harmony magic (100% to Harmony% -118) (though this second % would most likely be far lower in such extreme circumstances). Mastery in this case anyway could still be defined as 90% + without having to prevent Sorcerers or Lunars/Illuminates from gaining Mastery in an opposed Rune. The second thing that bothers me is more particular to sorcery ; namely that not only does the "Rune Mastery" mechanic seem to detach its ability to use these Runes from the underlying D100 game system ; not only does it also IMO hinder these and those fun "incompetent sorcerer's apprentice" scenarios ; but also, it seems to be avoiding the general relationship between Sorcery and a player character's personal Runes, and this is the least well-integrated of all. As an aside, this "Rune Mastery" also looks to me like being a mechanic more suitable to a Mysticism write-up than a Sorcery one ... the sorts of New Age perspectives that try and promulgate these sorts of things do seem to be focused on some antagonism between the cognition and the intuition, but from this perspective, if Sorcery is to be cognitive, then it should not have an intuitive event at the heart of its rules description -- I'd say "roll special or critical success on the Rune to achieve deep understanding of it", The +1 is that not only is it very pleasing to see, over the long run, the successive Sorcery rules systems slowly coalescing around the core concepts in a more and more useful and pleasing manner ; but also that some very abstract ideas are being formulated into practical gaming rules more and more successfully. There shouldn't, anyway, IMO be any fundamental difference between Runes in Sorcery and Runes in the rest of the magic system, even though of course this is something VERY hard to get a perfect design for ...
  15. 1 point
    I can help but think that the Hunting and Waltzing Bands started out with a pantomime dancing dragon, like the ones used for the Heler rites, or in our world, for Chinese New Year festivals, and/or the Dragon and George festivities in England and elsewhere. By some bizarre deviation, the ritual combat when differently...
  16. 1 point
    I ran that at a convention, but slightly modified: In my game, it was set in a Star-Trek-esque Sci-Fi universe, and it still worked fine. It is full of Stormbringerisms.
  17. 1 point
    https://www.drivethrurpg.com/product/203486/Madness--Other-Colours In case you don't know, this Mythras adventure is a Stormbringer scenario with the serials filed off. If I remember correctly it was originally an Elric! convention scenario by Loz. It is quite obvious to re-locate it back to the young Kingdoms. You just need the name of a famous stealer of magic, the isle where he lived and the name of the tribe of bestial humanoids who moved there after his demise... Rules-wise, it will work like a charm with Mongoose Elric for MRQ2 (given that the system is basically the same). Elric for MRQ1 would also play converting on the fly. For other editions it requires a bit of conversion, but nothing really daunting.
  18. 1 point
    One of the things that is often hard to discern from all the writings is that there are two initiations, not just one. Around age 15 is the initiation to adulthood, as a member of Orlanthi society. This is not cult initiation. The new adults are lay members of Orlanth and Ernalda (and other clan deities) at this point. Subsequently, when they've satisfied cult initiation requirements (and feel the call to one or more deities), they will undergo the cult initiations, sacrificing their POW to the god and gaining initial rune points. Both of these are encapsulated in the RQG character generation. (In RQ2, only the first has occurred.) When thinking about Orlanth and Donandar, you have to ask whether you simply want the character to initiate to Orlanth and join the Drogarsi subcult (which requires the sacrifice of an additional 1 pt. of POW, though likely you can abstract this as part of what has been done during character creation), or actually initiates into Donandar as well. If the latter, then you need to complete the initiation requirements for the 2nd cult as well (I'd require this to be done on top of the base character creation in my games).
  19. 1 point
    Draconic magic is antithetical to the whole idea of grimoires and sorcery. The concepts don't knit together. That is why the God learners could never really get their heads around it apart for the "interesting mess" we know as "the Cult of Immanent Mastery". In fact Immanent Mastery has very little to do with actual Draconic Mysticism, and is more like a Hsunchen cult that treats Hykim and Mikyh as both dragons and animal ancestors, thus allowing adherents to transform into bestial facsimiles of dragons. So it is no wonder that Pavis doesn't write Draconic grimoires;' it can't be done, because Draconic Mysticism is a spontaneous emergence of inner nature, and you can't put that in a book and turn it into a formula, even if you are a God Learner and well aware how many angels can dance on the head of a pin to 10 significant figures.
  20. 1 point
    You will have a lot of fun. Welcome in Call of Cthulhu! Also look at the videos mentioned just above, if you want to. They are very well made. I'm not an English native speaker and still did understand everything immediately. Paul Fricker is an amazing teacher.
  21. 1 point
    And you did the good choice, in my humble opinion. Call of Cthulhu 7th edition gives the most flexible rules I have ever seen. Its rules can appear more crunchy than before but it's not true, actually. Rules wasn't that simple in the previous editions, especially when dealing with combats (grappling rules were quite complicated, for instance). With the 7th edition, everything has been streamlined and use the same mecanism, no matter what you do : trying to punch your foe, to knock him down, to pin him on the ground, to push him through the window... It is simple, fast, and makes sense because the result will depend on your size and strength compared to his ones. Likewise wound and healing rules are much more realistic than before and remain very easy. Finally, if you want to be sure to understand the rules correctly, they are explained by Paul Fricker himself in several short videos. Here is the first one: Have fun.
  22. 1 point
    I believe that is correct and how I've used it.
  23. 1 point
    @Videopete Thanks for the mention of Seth Skorkowski review! I checked it out and it is very informative (and entertaining)! I'm definitively making the jump as well, although it is less of a jump in my case, since I do not have any prior edition.
  24. 1 point
    So @Rick Meints, if my math is right, this means about now! Just fishing for an update... The holidays are coming fast, and those deliveries do take forever...
  25. 1 point
    In eastern Umathela, there are the Fonritans who are as chaotic as the Lunars. There would be roving bands of bandits and escaped slaves. To the north there are the Merfolk. Their greed and relative strength has led many of the coastal cities on the verge of plundering each other to pay tribute. In the wilds, there are God Learner ruins. Every now and then bad magic emanate from the ruins to plague human civilization. Somebody needs to go to the ruins to seal them up. But the elves have forbidden them to humans as the bad magics are not their problem. In Gargulla (Guide p633), the cult of the Son of Chaos are another source of chaos (I've taken to calling the Son of Chaos Demogorgon as that was originally a mispelling of Demiurge. The Vadeli may be defeated by they are still plotting. They are intent on corrupting the human rulers and encouraging the the construction of massive magical projects for defence against the Fonritans. In the West, the dwarves might have been building a fortress beneath the Stone Plains p640. The Iron Statue is actually a colossus that will fight in some future battle. They are busy selling weapons to humans and encouraging them to defy the Woodlands Judgements.
  26. 1 point
    I use extended contests and I like them. I haven't used more than one extended contest per session and it was generally for the climactic scene. I like the way Extended Contests build up the tension, I find them easy to manage and fast flowing. I allow a player to change the ability used in the conflict when it makes sense and I can perfectly imagine situations in which changing an ability could even be required by the circumstances. The bidding process reminds me of HQ1. I have tested the game once and didn't appreciate these bids. As far as I am concerned HQ1 confused me a lot at the time. @Atgxtg As far as I know you can only use a single Augment in HQ2G, to the exception of Plot Augments.
  27. 1 point
    Going through the book, I've found a few more things that I always thought could be changed slightly - most of these are simple matters of preference and probably not very important, but nevertheless: Modifiers for skill tests: I'm a big fan of the "use only significant modifiers" philosophy, but I don't like +/- 25 as a step. It just makes the math a little more complicated - why not stick to modifiers dividable by ten, like 20/50, 20/40, 20/40/60 or something like that. Calculating 38+20 is just a little bit easier than calculating 38+25. Also, I'm wary of suggesting "good role-playing" as a factor for granting a bonus on a roll. People tend to view all kinds of different things as "good role-playing", from good problem-solving to cooperative spirit to playing you character to the hilt, possibly at the expense of everyone else at the table. In the end, a bonus for good role-playing is simply a bonus the GM can give if he likes what a character is trying to do for one reason or another. This doesn't quite ring true with the BRP rules principles for me. It's a very small thing, basically a sentence of little consequence to the rules, but I have made horrible experiences with discussions about "good role-playing", and I feel a little rush of panic everytime I read those words. However, I'd love to see player-controlled passions as an optional rule (if I remember correctly, RoH has them, but OQ2 doesn't). I'd suggest having them work similar to RQ:G, where the player can decide to roll on them and they have a positive effect on a success and a negative effect on a failure.
  28. 1 point
    To be honest, I have never played HQ2, or HQG. HQ2 confused me and HQG, which was meant to make it simpler, confused me even more. I think I'm easily confused.
  29. 1 point
    Threads like this make me wonder if I'll ever care!
  30. 1 point
    I love the refreshed edition. The Gatan setting material deserves it's own book, and keeping the page count below 200 was a great decision. For me, OpenQuest is a game I run when I feel Mythras is too much for me and my players. That's why I voted for Option 1. But the best scenario that I could envision would be updating the current version of the rules with new 6x9 layout and new B&W artwork (Jakob is spot on saying the B&W layout of Crypts & Things looks excellent). The book would likely be around 250-280 pages long, and available in hardcover. This re-refreshed edition could be followed by a Empire of Gatan setting book, refreshed digest editions of Savage North and Crucible of Dragons (the latter being my absolute favorite) and an OpenQuest Companion book containing new gameplay systems you could bolt onto the core game if you need extra crunch. This would keep the game at an entry level of complexity, with the Companion being a toolkit covering the whole spectrum between OQ and Mythras. Some other books I would love to see down the line: - Adventures in Pherae - a set of published adventures to go with Crucible of Dragons - OpenQuest: Mythic Earth Companion - guidelines on using Mythic Rome, Mythic Constantinople and Mythic Britain with OQ (or just Non Semper Erit Aestas expanded into a full setting book)
  31. 1 point
    Its chaotic nature even disrupts the forum page layout.
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  33. 1 point
    Yes, it's absolutely familiar. Mythras took the RQ2 "Cult" ideas, wherein you had to have, e.g., 90% in [Cult] Lore and whatever core skill(s) the cult had (Sword for Humakt, Bargain for Issaries, etc). They broadened that notion to most sorts of organizations... guilds... "brotherhoods." They all like your organization-specific skills to be among the higher tiers of ability, before they consider advancing you to the higher tiers of power within the organization. And then CF re-purposed that general mechanism, saying "advancing a level in a class is exactly like upon advancing in a skills-based organization!"
  34. 1 point
    Answered in the other thread - Sorry, just seen that it was moved.
  35. 1 point
    Definitely get Rogue Mistress, even if it costs you a finger or something.
  36. 1 point
  37. 1 point
    I can answer some of these questions, but honestly I'd rather wait until we have more to show. But first, please take the arguments about the genesis of various other games to another thread, or vanish them altogether. Closest to hard science fiction. More Brin than Burroughs. Somewhere between the first two, depending on what your definitions are. Not the third. Yes, to be explained later. Ringworld, given it's leaning more towards hard sci-fi than anything else. This will be mentioned when the game is discussed further. We're not being coy here. Right now the author is still finishing up two big projects for us and is developing the "setting bible". Until that's locked down there's no point in discussing anything about it, as that might change.
  38. 1 point
    If anything, this tongue-in-cheek comment illustrates perfectly how 7th Edition got even more intuitive. Prior products are rife with rolls like: "Make a DEX X5" or a "Dex X2" roll. I find defining three clear levels of success to be far more intuitive. Now that all scores are based off 100, it is easy to compare to "below, half or fifth" values to determine success. I'm prepared to call early editions a bit too THACO for my tastes. "POWX3" for difficulty is inherently less intuitive than just basing everything off 100. If someone likes THACO, more power to them. I will tell you that THACO-like rules limited the accessibility of the hobby. Skill X[Integer] "difficulties" were far more crunch. I'm sure people will call this splitting hairs, but my area of expertise is learning and "Roll your skill, did you get under, half or fifth?" is far more intuitive for most people than "Multiply your skill times a number that is different every time and try to roll under that new number." There is one less mental step, and that makes a big difference for people. Whether or not someone thinks that "they should be able to do the math" needs to spend less time judging others and more time thinking of how to make things accessible, in my opinion. This is supposed to be fun. Doing a bunch of mental math isn't FUN for a lot of people. And nobody should ever tell someone how to feel about anything. Do we want a bigger hobby? 7th opens it up for a more accessible, less intellectually cliquey hobby.
  39. 1 point
    Arkat (Ralian sects, Stygian, and True Arkat), Rokarism, Mostal, and (why the heck not) Indlas Somer
  40. 1 point
    +1 on a full treatment of the Lunars. Oasis Folk stuff Ronance All the other deities of the Paps all those 10000 Goddesses of Esrolia (I presume it isn't REALLY 10K; and that there's lots of broad sweep that can apply to many/most of them, without each one getting a "full" write-up that mostly overlaps many others).
  41. 1 point
    The Agimori verson of Lodril. Lanbril. Hrestolism. Each of the Seven Mothers. Craftsmen gods. Zola Fel as opposed to Heler and Engizzi.
  42. 1 point
  43. 1 point
    *looks at the IRS* ……. I plead the Fifth. *starts drinking heavily*
  44. 1 point
    It's a boy! one of the six possible genders of Orlanthi!
  45. 1 point
    If you are looking at produce material based upon Open Game Content, I strongly recommend watching the five-part video series by Matt Finch in which he explains your rights and obligations under the Open Game License (OGL). Matt is a lawyer and is well-known in the Old School Renaissance (OSR) movement. He worked on one of the first D&D retroclones (OSRIC) and subsequently published his own game (Swords & Wizardry). As a lawyer, Matt is in a good position to explain what each section of the Open Game License means and how to use it. The videos take almost an hour to chew through, but clarify how to use the Open Game License to "publish" your own material: Part 1: What is the D&D Open Game License and How to Use it Part 2: What is the D&D Open Game License and How to Use it Part 3: What is the D&D Open Game License and How to Use it Part 4: What is the D&D Open Game License and How to Use it Part 5: What is the Open Game License and How to Use it As a minimum, You have to comply with the terms of the Open Game License - which means that you need to attach a copy of the licence to your work and update Section 15 to list all of the works that you are using Open Game Content from. You also need to clearly identify what parts of your work are designated as Open Game Content and which parts are Product Identity. And if you want to indicate compatibility with the Legend game system and use the Legend logo on your work, you need to comply with the trademark license that was available on the Mongoose site - http://www.mongoosepublishing.com/pdf/leglogopack.zip This seems to have gone AWOL during a recent reorganization of the website, but the key bit of text is: The entire text of the Legend RPG is designated Open Game Content, as is the entire text of all books in this line with plain colour covers and the words ‘… of Legend’ in their title. By using any Open Content material in any of these books, you also have permission to freely use the Legend Compatible logo on any publication or web site where this Open Content is used or modified. The Legend Compatible logo may be re-sized but may not otherwise be altered in any way. Legend, the text of Legend rulebooks, the Legend logo and the Legend Compatible logo remain Copyright Mongoose Publishing 2011. Any and all artwork included in Legend rulebooks is specifically not designated as Open Content, and may not be used without written permission from Mongoose Publishing. The compatibility pack did contains a copy of the Legend logo for third-party publishers to use. I can probably dig out a copy of the trademark license and logo if folks are interested.
  46. 1 point
    In a nutshell, yes. As Legend is OGL, you can use it, or parts of it, or whatever, in another OGL supplement. In fact, you should be able to use bits from various OGL works together, as long as you keep the various acknowledgments. You do not need to ask anyone for permisison to use the Legend rules in a supplement, whether Loz or Pete, Matt from Mongoose or whomever. All you need to do is to include the OGL wording and the relevant copyright wording and you are good to go. It's a shame that Mongoose have not continued with Legend, as I think it's a cracking set of rules.
  47. 1 point
    Keep in mind that this flood may be directed and we may have weird phenomenon like the Great Bore - a five-mile wide wall of water that traveled up the Engizi banks and jumped across the Trader's Valley to the Oslir.
  48. 1 point
    The humble belt buckle salesman is of course a reference to one of Greg's more itinerant early career choices. It comes up most recently in the description of the town of Hsin Yin in the Guide.
  49. 1 point
    I had a lot of fun with a campaign set during the 830's with Lord Pavis as the patron of the player characters, who were trouble shooters for the new settlement. The idea in the back of my mind was always that Pavis was creating a new universe within the walls - with new creation myths, and new elementals (similar to the new Lunar elementals) The Heroes reenacted some myths which were slightly different to the originals to reflect the new world. They escorted a cradle downriver and it turns out, in my Glorantha, that Thog the Giant (who was a baby on the cradle the PC heroes escorted to Hell) was the son of Lord Pavis and therefore a legitimate heir of the City.
  50. 1 point
    Marrying Pavis to the Red Moon is the official story, and I'm sure most of the straight Lunars believe it, but there seems to be a lack of urgency to the project. Nothing happens on this front between 1610 and 1625 when Argrath White Bull liberates the city. And the cult of Pavis wasn't exactly eager to make it happen -- instead, they were stalling. Thus, I don't really see a conflict between Ginkizzie and the priests of Pavis -- Ginkizzie has had centuries to make sure that the Pavis priests are faithful supporters or at least not harmful to the plan. If we assume that there is a Gbaji conspiracy among the lunars, I don't think they care much about Pavis -- they want control over Cacodemon's birthplace, and access to the Eye of Wakboth (now that they have learned of its existence). And thus neither the Lunars or the Pavisites invested much into the marriage. I don't doubt that the dwarfs are pulling the strings, but I think Pavis is a willing partner in their plan (as far as he knows the plan). It seems Pavis retired to his crystal palace quite voluntarily -- Flintnail had already left, Ginkizzie was only about 30 years old, and I doubt that the remaining dwarfs were powerful enough to be able to command Pavis. I wonder if the Plan requires Pavis to remain mortal (Grandfather Mortal's defining trait). That would explain why he has been pottering about in his stasis chamber instead of gaining immortality, like a proper superhero/godling. I also note that P:GtA portrays the cult of Pavis as strictly sorcerous -- and allied with the materialist-atheist-sorcerous dwarfs. Is there an anti-theist materialist-humanist agenda to Pavis' Plan -- the Man rune as secular-civilized humanism? Both elves and trolls have been present a long time, but there is no mention of Pavis/Flintnail attempts of diplomacy, treaties or alliance with them. But God Learners were evidently welcome, given that they were given a settlement in the city.
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