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  1. 7 points
    Just want to mention, Greg would have been 71 tomorrow. Walk proudly in the Spirit World Greg.
  2. 4 points
    Yes, but also no. Some of my thinking has developed with the thread. Lets try this. There is a one Fire rune: Vezkarvez The first 'god' to devolve from that rune was: Ezelveztay. It devolves by association with other runes into the Keskeskenni One amongst the Keskeskenni is considered the most fitting and given the title Emperor, or Yelm, or Lightfore. IMO Yelm and Lightfore are both titles that change hands, and can be translatd as Emperor. There are three brothers Lodril, Arraz, and Dayzatar who are the earliest 'worshiped' generation of sky gods Arraz is the first Yelm/Emperor/Lightfore. He is the celestial Emperor. Yelm/Arraz and Dendara have a child: Murharzam. He is the earthly Emperor. He is one of their eight children, which has always implied to me eight ruling deity suns of the cities of DH that are acknowledged (though 10 ought to be the number) I suspect this may be a relationship similar to the Red Goddess/Red Emperor. The Blue Dragon Oslir forces Yelm/Arraz from the sky; Murharzam defeats the serpent to become Lightfore/Yelm. Arraz is I think, now, the servant or something lesser not the Yelm/Lightfore any more. Orlanth kills Yelm/Murharzam. Other suns hold for the role for a while Yelm/Antirius (who dies), then Yelm/Polaris and Yelm/Ourania On earth there is a a succession of Emperors At the dawn Yelm/Antirius returns, but is not the sun disk, just a planet (Lightfore). At the dawn the sun disk is not Arraz either, who is now a star. The sun disk is something new, associated with Time. Under the Bright Empire the sun disk begins to receive worship, many myths of holders of the title of Yelm or Emperor are transferred to the sun. The sun accumulates all these individual Lightfore/Yelm/Emperor myths i.e. parts of Arraz, Antirius, Murharzam even perhaps Polaris and Ourania, The entities that were formally a Yelm decline in importance in worship. Or something like that. It's possible that Yelmalio is just a Bright Empire composite of the sons of Yelm i.e. the bits that were left over once we had done this 🙂
  3. 4 points
    We quite deliberately did not cap spirit magic as in RQ2.
  4. 3 points
    Their ongoing practices may or may not be helping Dormal buoy the Boat Planet and keep the seas open for all, but you can bet they believe it to be so. That sort of sorcerous-veneration-nearly-indistinguishable-from-theism is also straight out of Belintar's playbook.
  5. 3 points
    My guess is it's related to the earth or farming, due to it also being found in Navestos, the farming god. (There may be shared root in Earthtongue between Nav and the theyalan Nalda, which seems also to have a similar connection, with Nalda Bin the stick farmers and Ernalda.)
  6. 3 points
    it is, of course, impossible to cast a self-only spell on someone else by Mindlinking to them. But impossibility is a mere inconvenience to a proper trickster. There should be a "Cheat" spell that allows the caster to ignore one rule per point.
  7. 3 points
    It's still an arbitrary limit. It just varies. RPGs are basically collections of arbitrary limits: CHA for total memorisable Spirit Magic; CHA for Rune Point Cap, are two contextually relevant ones. Q: "Why isn't the Spirit Magic limit 2xCHA?" A: "Because." It's arbitrary. I see zero need for arbitrary limits in this matter of Spirit Magic maximum variable spell. I'm perfectly happy with setting story-based ones that can be overcome: the overcoming creates story, and taking advantage of the opportunity means an opportunity cost in other aspects of opportunity.
  8. 2 points
    Yes, playing it and loving it. My setting is San Bernardino CA 1870. The area as a whole was part of the Spanish crown, belonged to Mexico, then the Republic of California for about a month before it became part of the US. The area was on the very edges of the Spanish mission in San Gabriel and became part of the Mexican rancho system. San Bernardino was then purchased by the Mormons for their new colony in 1856... (the area had been seen by Mormons from the Mormon Battalion that fought in the Mexican-American war). Brigham Young called the Mormons back and the area devolved into the true wild west. Before the Civil War it was also a hot bed of Southern sympathy. The Mojave Desert and Death Valley are to the Northwest, literally thru the pass (The Cajon Pass which straddles the San Andreas fault). The parents of Wyatt Earp live in the outskirts of town. The Serrano and Cahuilla native Americans live in the surrounding mountains trying to maintain their way of life. Gold and Silver are in the mountains, in the Big Bear area and in Calico (which today is still set up as a western town). There is a lot of desert and wilderness and the train wont be here for several more years. I converted The Haunting to be at the Barton Villa (Google it. Purchased by Dr Ben Barton from the Mormons in Old San Bernardino). I just bought the Stillwater campaign from Chaosium and am fitting it to San Bernardino. It's been real fun. I found some old maps the Mormons did of the city layout so i'm making a map starting from 'Whiskey Point' (so called because there was a saloon on each corner, which is the corner of Third and D. But anyway, i'm rambling... DTT is tons of fun. (Also have the the BRP Aces High supplements and Devil's Gulch). Also converting 'Freak Show' which is a CoC scenario with a travelling carnival.
  9. 2 points
    I thought that the best way to defeat the living Devil (Wakboth) is through dropping a few cubic kilometers of Truestone on him. The Devil overcome by the Ritual of the Net (Kajabor) was already dead, but still active in the Underworld. The LBQ is a complicated variant of the Summons of Evil which requires to summon (or indeed, cross the line and bring it back) a lesser evil to overcome a greater one. The ones performed within Time appear to have summoned the Devil (and not necessarily Kajabor, but the morally evil one) as their side effect. So really, the quote by Argrath should be amended to "Every six hundred years, some witless Orlanthi hero summons the Devil through a Lightbringer's Quest, and almost breaks the world getting rid of it again." And that's the real victory of Gbaji.
  10. 2 points
    I never cease to be amazed by the heights of concise arguments here... Feel free to ignore me. The Guide gives us a Silmarillion level collection of the old story data. I would be happier with a Book of Lost Tales level of access to these stories, though I am happy to ignore the later rehashes of the Tolkien estate, and wouldn't go as far with hoary Glorantha documents, either. The name "Naveria" is a title, with the component "eria" clearly meaning "woman". The meaning of "Nav" is obscure. I still think that the concept of the static emperor is Brightface. Whether his myth is limited to Naveria or whether it is paralleled elsewhere (e.g. in the bit about confronting Basko, Molandro and Jokbazi on his ascent in the as hoary Jonstown Compendium tidbit). IMO Brightface is a Change of Cycle myth, not Golden Age, or at least not the one that the God Learner monomyth would recognize. One problem I have with the Monomyth is that it suppresses all earlier cycles of rise and decline. These may be even less solidly remembered than the pre-Gods War fragments. All of Glorantha is a collage or mosaic of mythic fragments, the Hero Planes as much as the mundane world, where the Gods War has destroyed much earlier detail and richness. The spider silk reconstruction is what we have to work with, but it is just what could be salvaged, far from what went on. Entekosiad is the one Stafford Library document which gives hints at some of these earlier cycles, which makes it the richest and at the same time the hardest to parse of the library pieces.
  11. 2 points
    Arkat was as much a mortal as Sheng, and that changed only with his apotheosis around 500 ST. The notion of Gbaji apparently became a world-wide effect spreading from the Bright Empire (unless you ask the Dara Happans, who will say that it spread from Brithos), so a Dara Happan origin might be a possibility. When exactly did Malkioneran emerge? The School of New Order appears as part of the Return to Rightness crusade already under Hadalin, the first manager, and tried to take over the rule in Seshnela when Pilif the Magus fielded his claim for the throne, and only barely was overcome by Saval. In a way, the conflict between Saval and Pilif was a re-hash of the conflict that was triggered by Hrestol and Faralz a few years into Hrestol's exile in Brithos, where the supremacy of the sorcerer (Zzabur himself) over nobility was in question. Saval all but exterminated the New Order in Seshnela, but on Jrustela the Order changed its organization. We have a slight chronology problem here. Saval's savage revenge against the New Order predates Annmak's conquest of the Autarchy by a generation, and due to the internal strife, I doubt that great advances against the Autarchy were achieved under Saval. Yes - it predates the first mention of Argrath by about seven years, I guess. No idea when Harmast Barefoot first entered Greg's writings. Unlike the other prose pieces in the Hrestol's Saga collection, Hrestol's Saga (his original quest to kill Ifttala, the mother of Pendal) is actually a finished story of nine short chapters and a tenth giving an outlook on later events. Two other unfinished stories are included, the rather long visit of Sir Faralz on Brithos (which at least features the Kingslaying, unlike Patrick Rothfuss' Name of the Wind series which features the adventures of the Kingkiller) and a much shorter fragment about Sir Lokalm (no s in the name), a young man-of-all eager to show his mettle through a chivalrous quest (name a monster, slay it, encounter otherworldly opposition and guides on the way) - in his case a mysterious ferryman who refuses to be paid (always a bad sign). This fragment ends there and then. Hrestol and Faralz in Brithos has a whole lot of courtly interaction, playing out the caste laws and limitations, and then some action sequences and some high magic politics, culminating in the abdication of Zzabur and the hunt for Faralz the kingslayer (where this fragment ends). Greg was great at writing expose prose for interesting characters - Aftal the Waertagi in Missing Lands is another such piece that plunges you into the middle of the action, and then leaves you on your own. With an upgraded gazetteer and a bunch of cameos, each of these could be sold as HeroQuest scenario books, I suppose, or using some other story-telling system like Prince Valiant. Maybe this format could be marketed as "Glorantha: the Origins - Make Greg Stafford's early visions of Glorantha your own." Much of the genealogical stuff and the kings list from the Hrestol's Saga collection have been published on the old glorantha.com website. While you are right that there is a difference, I think that Greg might have been hard put to point out the differences. My main argument is that there was a lot of heroforming but little heroquesting on the Bright Empire side of the Gbaji Wars, whereas Arkat is generally named as the grandfather of heroquesting (never mind his contemporary and probably equal Harmast, the Stanley to Arkat's Livingstone). (BTW, any weird strings I failed to catch in this post would be commentary by Max, my office feline.) Isn't that a common "secret" of all Truth cults? LM, Yelmalio, Humakt, IO, Buserian all are masters at misguiding others outside of their immediate groups. I don't blame all orthodox Yelmic worshippers to be adherents of Gbaji, but I do blame the origin of this doctrine to have arrived there by the methods of Gbaji. But then, maybe Yelm is as innocent as Nysalor was of all the bad things Gbaji did (or had people do in his name) - somewhat, but yet not quite innocent. That's almost too easy. If this was the case, the Mashunasan exposure to the Ultimate test would affect Gbaji, but I think that Gbaji would be able to stand that test, and possibly twist it into a new Antigod way every time he was made to undergo a new, improved version of this. The Initiation of Orlanth myth is a set of mystical conundrums served by the Evil Uncles, and escaping the Uncles' tests (does every Heortling undergo Orlanth's trial, or can exceptional characters choose to or be forced to undergo one of the other brothers' trials?) is the first mystic experience of that quest. The Star Heart part is the second mystical quest. Both are presented as remarkably free of Gbaji, possibly thanks to Harmast beating a way avoiding most of Gbaji's traps where thousands of other contemporary initiees succumbed and perished. But then I do feel that Gbaji may have laid one trap there, too, causing the ones closest to Orlanth to trigger the release of the Devil. No idea whether Harmast was directly responsible in the Gbaji Wars (Arkat and Talor were the ones to produce the Chaos curses, both rescuees of Harmast), but if this theory holds water, Renvald would be one prime suspect for the appearance of the Devil in the Second Age. The honors for the Third Age summoning of the Devil go - of course - to Argrath Maniskison. Solipsism is a mystical failing, but is it Gbaji? Is it Chaos? Is this just giving the name as a cheap label? That's Rashoran's demise, at the claws of Ragnaglar, Thed and possibly Malia (one "l", no apples involved). Nihilism, really. Mystic hubris is what Greg called "failed mystic", see e.g. Sheng or the major antigods like Keltari or Oorsu Sara. To be honest, I don't see the necessity for mysticism in the appearance of Gbaji. Bad myth-interpretation and myth-presentation of past events like Garangordos in Fonrit is sufficient. (Intended as bad puns...) That's the best description of Sheng Seleris I have seen so far.
  12. 2 points
    Imo, capping is a sign of weakness from the DM. Womble gave so good advices. In my games I always let the characters go to a 4pt spell quite easily (but costly). Then there is a gap to get a 6pts spell, they need to find a shaman to make it done, or buy it pricelessly. To go above this 6pts, it will automatically be a quest reward or regalia. It may comes from a HQ or even from a big great powerful shaman as a reward, etc. Or even from a king. That kind of stuff. I also give one more option but far risky : they can either summon or spirit travel(shaman) to try to get a spirit with 6+, tame it and get the spell. But it's kind random and above all, it attracts Master Spirit ... (now that I'm writing it, even get a 5 or 6 pts spell would be risky). The only thing you need is to let the option available, players need to know this is possible. But you should play around it. And above all, it should be "kind of required" atm of the game. After all, you won't let your player face the Bat with BS3 do you ^^'
  13. 2 points
    Hrestol's Saga, Smrestol's Saga. There are better things to do then to make appeals to authority based on the use of a particular name in some hoary text that neither Greg nor Chaosium bothered to release publicly. Except that Naveria is not a goddess whose name is obscured in the myth whereas Brightface is.The myth is not about the early days of name-giving but when male gods had their identities concealed while doing evil- only in death are their names revealed as is the case with Gorental (Entekosiad p28 and footnote). The Naverian myths occur in a different cycle of mythology which does not require such apophasis. Nope. That's not what Ian is suggesting. Ian thinks that Yelm was a construct to worship an unknown Sun God worshipped in Peloria during the Golden Age. As such, Yelm is not parallel to Brightface etc because Yelm may not have existed in the Golden Age. Golden Age: Brightface (Darsen, Entekosiad p28)), Emperor God (Naveria Entekosiad p78), ??? (Dara Happa), Radiant Origin (Pelanda, Entekosiad p47) Storm Age: Ersonmoda (Pelanda, Entekosiad p38), Antirius (Dara Happa, Glorious Reascent), Elmal (Vingkotlings, Book of Heortling Mythology), Kargzant (Horse-riders, Glorious ReAscent), All-Seeing Eye? (Rinliddi, Glorious Reascent) For example Brightface, Radiant Origin and the Emperor God are parallel to each other because they are sun gods worshipped in Peloria during the Golden Age at the same time but are different from each other. The gods are different in the Storm Age because the nature of the Sun changed. The Dara Happans lost their original sun god and took up the worship of Antirius. When the Sun came back after the Dawn, they had statuary, fragments of myths etc but no sacred texts or surviving documentation from the Golden Age.
  14. 2 points
    Almost, but not quite there... (the idea that Malkioneran is 'an entity', rather than a way of looking at the nature of reality, is where you are going astray here - the Devil is a cosmic problem within time, not a single being). I would have said the Red Emperor and Sheng come as a pair, and the Goddess, being a goddess and not a mere earthly Emperor, is beyond either. That is a certainly one way of looking at it, though I think Kazkurtum is too Peloria specific, and too associated with The Emperor. Which is to say, Dara Happans might agree, but other cultures would not. [Abiding Book] We agree with the idea that it is the expurgation and reduction of The Abiding Book that is the error, not the book itself. In particular, the Hadmalists always said inclusion of the allegorical and moral aspects of the book was essential, while the Malkioneranists first reduced the Abiding Book to the Abiding Grimoire, and eventually removed even the structure of the book from the working grimoire just leaving the derived magic. The Sharp Abiding Book may have been one path along the way to error, but I think the Makanists were merely misguided, it was the Malkioneranists who led the God Learners along the path to true disaster (and The Devil). Impossible Landscapes, where Malkioneranism begins, is clearly an artifact of either Arkat or Nysalor (taken from an Autarchy ruin). As more magic is discovered from it, they learn many 'many new, sometimes strange, practices'. Yes, the knowledge from it is interpreted by the (nascent Malkioneranist) School of the New Order as being about understanding of the Invisible God and heroquesting, but its clearly about heroquesting from an Arkat and/or Nysaloran perspective (and certainly, we know the God Learners made use of pagan religion and mythology freely without seeming to be bound by spirits of retribution etc), and increasingly departs from Makanism. I don't have access to Hrestol's Saga (feel free to share relevant portions with me), and as far as I know it far predates the MSE and RM published sources. I do think we need to be careful about interpreting the evolution of Greg's thinking about heroquesting with the evolution of Malkioni understanding of heroquesting. I'm not that sure that, in magical terms, there was any significant difference between Nysalor and Arkat apart from moral code, and varying experience with the magic of their respective allies. Gbaji is the Deceiver, for sure. But he is a mystic concept, and beyond mere Truth or Illusion as expressed by the Runes. Gbaji can lie with Truth. I do not think orthodox Yelmic doctrine has the Gbaji nature - it is a mixture of Truth and Lies, like all major religions in Glorantha. Gbaji is mystical falseness, Gbaji is solopsism and selfishness. Gbaji is what happens when you see the world is Illusion, so you decide that nothing is true and everything is permitted, and if everything is meaningless why not do exactly what you want? Yes. Gbbaji is mystic hubris. I think of Gbaji as very much like Aleister Crowleys concept of 'the Black Brothers' - having crossed the Abyss and experienced mystic insight about the nature of reality, if you then rebel against the dissolution of ego into the all, lapsing back into ego and solipsism, you become a Black Brother, and are toxic and destructive no matter the good or evil of your intentions.
  15. 2 points
    No. There were two Golden Age Empires in Peloria - the Kingdom of Perfection which Yelm ruled and the Decapolis which Murharzarm founded (late Golden Age, after the invasion of Nestendos). Kinda like the difference between Egypt under the Old Kingdom and Egypt under the Middle KingdomThere is an massive artifact known as the Gods Wall which is thought to depict Yelm at his entrhonement. It's been suggested by many people that the Emperor on the Wall is actually Murharzarm. What Ian is talking about with Yelm being a constructed deity is that the Solar Cult of Golden Age Dara Happa had long been forgotten as a result of the Gods War and that the historical Dara Happans had no way of knowing how to worship him anew. They had access to Antirius who knew that he was the Sun of the Storm Age Dara Happa but also knew that he wasn't the desired Sun of the Golden Age. They therefore constructed a cult of what they thought might have been the Golden Age Sun God from the many fragments of myth that they had (Ian says this took place during the Bright Empire - I think it took place earlier) It is pointless in saying that Hrestol or Zzabur knew of Yelm. What they knew was the visible sun. What they didn't know (in Zzabur's case didn't care about) were the myths and rituals of how to worship him - the Sun of the Golden Age - correctly.
  16. 2 points
    The trouble is that the source (the RuneQuest Companion p18-19) has the Closing descend after the fall of the EWF which is now not the case. More recently, History of the Heortling Peoples has the Hendriki conquering large parts of Esrolia in the same period but the Black Galleys on the Mirrorsea are nowhere to be seen. The Black Galleys are now placed in Jrustela I don't think the Black galley is a native troll design. More likely they plundered it from the God Learner ruins. Of the classical troll countries, there's only a few possibilities. SHADOWLANDS: Crowded out by the Waertagi and then the God Learners. Never enough space or time to establish a navy. BORKLAK: in north Fronela, probably where Oral-Tal is now. Probably kept in check by the Waertagi until their destruction in the Elder Race Wars. KOROMANDOL and DOZAKI's NEWHOME. The Koromandolese I think are too unsophisticated to establish a navy. The Newhomers could and would have used it to carry out seaborne raids of Kralorela and possibily Vormain. No longer extant ever since the Kralori conquered them. ANDIN and ARADINNI ISLES: Have a navy but may or may not be trollish. FOZERANTO: Destroyed by the Golden Fleet after attempting to conquer parts of the Eastern Isles. May or may not be trollish. They were apparently allied to a sea goddess that lost a battle with chaos.
  17. 2 points
    Having just run the Battle of the Queens in my RQG campaign, this is what I did: Asked them to identify what roll the PC was taking in the battle: Warrior and fighter; Missile caster; Magical support; Healer and medic; or Recorder of deeds/messenger Indicated that those who wished to augment their subsequent rolls with Inspiration, should identify whether they are inspired by a Rune or a Passion, and make those rolls Then had everyone make a Battle roll (considered adding a Penalty for Prince Kallyr's bad omens, but didn't end up doing so) for the opening scene of the battle Somewhat like a Group Simple contest in HQG, I narrated the flow of this stage of the battle based on the sequence of their results Missile casters and riders generally acted first, fighters fought in the melee, messenger was sent by Queen Leika to Prince Kallyr and had to add in a Ride roll through the battlefield (in time to see Kallyr fall & die) Queen Leika made a rousing speech (i.e. succeeded in her Battle roll which gave everyone in her group a +20% bonus for next scene of the battle Previous Inspirations carried forward; those who failed prior Inspirations could attempt Inspiration via a more limited set of options: a Rune or Passion associated with Queen Leika, the Colymar (or a Colymar clan), Orlanth, Air, Movement, or Truth Then had everyone make a Battle Roll for the second scene of the battle Again narrated results based on the series of results (this time the messenger got to ride to rally the Cinsina and got to see Queen Ivartha fall) Number of battle successes indicated that the Colymar had driven the Lunars back into the Creek (and were busy warning folks not to get too much blood in the Creek itself lest they feed the Delecti's undead downstream) At the conclusion, depending on Battle results, they either took wounds or gained experience checks. Could have elaborated pieces further, or added in some set encounters (e.g. a fight with some named Lunar NPC), but seemed to work well for what I wanted and the players appeared to enjoy the overall flow.
  18. 1 point
  19. 1 point
    Feel free to tell us about your best (or worst) ever trickster! For me, it's like walking a tightrope. Fall off in one direction, and you disrupt the game, alienate the other players, and people don't have fun. Or even worse, everyone has fun except for one player who is deeply upset about something, sometimes something trivial like their character being eaten. Fall off in the other direction, and the character becomes a harmless jester, an occasional source of amusement, but without the frisson of danger. The trick is to walk that line between being a dangerous sociopath and a fun character to have in the game. In the end, the ideal is for everyone to say "yes, it was an interesting experience, sometimes nerve-wracking, sometimes annoying, sometimes hilarious, but overall, looking back, I'd say it was enjoyable." And, when it comes to an end, why not make it spectacular, with a farcical chase scene, a dramatic showdown, histrionics, and brutality. If I post an example, it will probably be about Gribble, my most successful and notorious trickster character. Favourite Use For A Lie Spell: "I killed the Crimson Bat, three times!" - this just made the predicament worse, and directly led to being beheaded for serial murder. Second Favourite Use For A Lie Spell: "He was an assassin, I saw a poisoned dagger hidden in his cloak", after pushing an innocent beggar down a well. Actually I have no idea if he was innocent, we'd only just met him. He might have been a vital plot NPC, I never did ask.
  20. 1 point
    I have gotten into a Weird Western mood via watching a few Weird West movies....El Topo and Bone Tomahawk to name two. Dead Birds another. So while the iron was hot I ordered Down Darker Trails and am looking at the PDF. Very nice. Anyway....I have a few pretty good ideas for scenarios already. I'm just not sure where to use them. The right players are hard to find. I am thinking of doing a convention scenario for a con that's coming up. (Gotta)Few Ideas thusfar... -Pappy Yig's Snake Oil. Whole towns are going insane and mutating. The enigmatic and wily Alphonso T. Hazard, the salesman/wizard must be stopped. -Whateley's Go West - West Dunwich a weird town folks wander into, some don't wander out. Things happen. -Arkham Ho!....Miskatonic U. sent out a team to research native cultures. Strange caves...lost culture...locals avoid the whole area...investigators are part of the team. Anyone else dabbling with DDT?
  21. 1 point

    Version 1


    DON'T DOWNLOAD THE FILE HERE. THIS VERSION HAS BECOME CORRUPT. I'M PLACING A DROPBOX LINK FOR A GOOD VERSION OF THE FILE HERE. https://www.dropbox.com/s/3utuirebgjpzewy/BRP_Fantasy_Treasure_Generator.ipt?dl=0 What's that dragon guarding? This is a treasure generator for use with BRP fantasy settings, like Magic World. The generator will prompt you for a treasure type, which BRP critters don't have listed in their details/descriptions, so I advise using a third party "manual of monsters" to cross reference the treasure type there for individual creatures. I personally like AD&D recommended treasure types. You will also need the small,FREE NBOS program "Inspiration Pad" to use this table which can be found here: http://www.nbos.com/products/ipad/ipad.htm (I know it says Ipad but there's a windows and even android link.) YOU NO LONGER NEED TO CHANGE THE FILE TYPE IF YOU USE THE ABOVE DROPBOX LINK PLACE THE "BRP_Fantasy_treasure.DOC" file in the C:\Users\Documents\Inspiration Pad Pro\Generators DIRECTORY AND RENAME IT TO "BRP_Fantasy_treasure.ipt" This table will allow the Chronicler to generate treasure types A-Z, as well as individual items such as Magic Weapons, Miscellaneous Items, Rings, Wands, Staves, Rods, Armor and Armor Pieces, Shields, Cursed Items, Mundane Items, Jewelry, Gems, Potions, Scrolls, and Spell Books (using Classic Fantasy and Magic World spells) as well as the suggested value in Bronze Pieces for each item. I placed ALL this information in one table so as to keep it as simple as possible. Can't say the tables are easy to edit if you're not familiar with NBOS, however, after a little tinkering it's pretty easy to add new items or descriptions to any category. I've run through hundreds of tests with each category and it all seems to work well but if you ARE familiar with NBOS please don't grief me too hard on the table set up. I know it's not very clean.
  22. 1 point
    Yeah, I'm pretty mouthy today. I just cleared a month of PowerPoint and got four hours sleep. So while trying to see how far down the coast noted Blue Moon expert (and possible knowledge saboteur) Thorloss the Scribe could've gotten in the early 850s I'm reminded of the 842 invasion of Esrolia, still a troll protectorate within the larger EWF complex. The annotation in MSE is interesting in a larger Malkionite mytho-historical context: The dragons can muster the help of all the krjalki races. Some speculate that those are actually creations of the dragons . . . when pressed, the dragons can muster members of every nonhuman race to their armies, even Aldryami (who have an unbroken history of friendship with us in the West). Now the children of Malkion have fought at least one dragon empire before, whether you consider the Hykimites and the Serpent Beasts as aspects of the same civilization or not. Back then the dragon people were the crown of "beast folk" creation, the kings of the forest keeping all the more profane totemic nations -- lion people, elk people, horse people, bull people, wolf people, bear people, elephant people, maybe eleven beasts in all and more -- in their proper shapes. You could speculate that all of the beast people are actually creations of the "dragons" and when pressed the "dragons" could probably muster members of every forest nation to their armies. This would be when the lore of dragon speaking and dragon slaying entered the Western way. Of course overt draconic influences are extremely rare there now. They've been largely exterminated and their orphaned children converted into today's horals and dronars according to their lot in life. As the frontier pushed east and eastern missionaries pushed back they met new dragons and more exotic krjalks. The pattern was set. By the time the West gets to the Shadowlands they know how to deal with monsters. The question is how the Aldryami and the "dragons" diverged. Hrestol (there he is again) is busy with the children of likita and while there are elves in the forest also they're already aloof, almost as though they'd be happy if all the meat people could be manipulated into wiping each other out. Of course the "unbroken history" is a lie because the elves were some of the Bright Empire's strongest allies . . . along with the beast nations of course. Looking at the map Rist straddles Kartolin Pass in the dawn times, keeping the Hykimites and Serpent Beasts apart or at best managing their contacts. I'm no conspiracy buff but it's a shame that Rist was one of the forests that had to die. Think of what they knew and what secrets they took with them when the survivors withdrew back to Dorastor to brood on the end of the world. And Peloria is interesting because there aren't a whole lot of atavistic hsunchen or draconic influences left there either. Not a lot of elves for that matter, some digijem nations and a dwarf or two but short on krjalk. Were there once elders here and they just got absorbed into the human mob or drawn out into other people's wars? Can we bring them back, or is that just what the Chaos/Monster Empire is all about?
  23. 1 point
    They are all likely broo - host species are probably quite varied (or at least the artists thought so).
  24. 1 point
    And the forests will echo with something! Does anybody remember "something?"
  25. 1 point
    I'm sure Ralzakark can - he's got skillz!!
  26. 1 point
    Did Thorloss visit Locsil and the nearby Ingareens? One of Dormal's companions was a troll, and "stole" the secret that had helped discover and that was freely given to everyone on the coasts, however despicable they may have been (Alatan scum, Vadeli, cannibalistic Yggites). The only place where Dormal found no takers was Ramalia (which may have weakened his magic).
  27. 1 point
    Yet. It is a Thed spell, so I assume will be in the "Chaos Gods" book for NPCs. That annoys me a bit, as any PCs in a Gloranthan game might worship 6 cults, perhaps, but their NPC opponents might worship any number of cults, especially Chaos Cults, so I really would prefer the Chaos Cults before PC Cults.
  28. 1 point
    Not really. The Cradle was probably affected by the Closing, as it was sucked into Magasta's Pool. The Ship Raising, or the Return of the Boat Planet is what stopped the Open Seas spell from being required. Dormali will claim that it is still required, though, as it gives them a reason for being, even though Dormal is the Helmsman of the Boat Planet.
  29. 1 point
    It's almost easier to recalculate the chronology than it is to force someone so prestigious (and probably caste-bound in more ways than one) to take Jrustelan transport but the Svagad Fleet was evidently good enough. The Triosos wave is probably more of a problem in a post-waertagite environment but they might be a deliberate sacrifice coming in from the island to consolidate "the alliance" as the sorcerers become dominant and history repeats. They suffered our wooden boats in order to achieve the greater mission. I would love a Dormal's Journeys at some point to go with those Unfinished Tales editions. EDIT of course in my deepest fantasy he's looking for Brithos in order to assassinate the blue man and liberate the peoples. But when he gets there it's all just these tragic huts, reds and browns in squalor. And he realizes Time has already had its revenge on the sorcerers, there's nothing more he can do. So he teaches the natives how to sail.
  30. 1 point
    I'm not sure if I can see Vezkarvez or Ezelveztay as incarnations of the Fire Rune itself - imho, they supersede (and precede) those concepts and strike me as more in line with Glorantha (the goddess), the Invisible God (in the sense of being a world-maker who stands above the separation of runes as separate, definite entities), the Draconic/Vithelan Ouroboros/the Cosmic Dragon, etc. etc. In short, they appear to be another entry into Greg's tendency to give his polytheistic mythologies a monistic anchor-point. It's a motif that repeats itself a lot, though not everywhere, in Glorantha. As for the rest - again, it's certainly possible, and I do love a good mythic conspiracy. However, I think this latest "summary", while very clean and straightforward, mimicks the "orthodox" Dara Happan propaganda (ie. the Reascent) a bit too much without taking into account the differing perspectives we have. In other words, it appears to me to be essentially a re-jiggering of some names and titles, but essentially the same narrative. I personally strongly doubt larger section of that narrative, partially due to not knowing how tampered with it was during the First Age Dara Happan reconstruction, but also due to the almost mind-boggingly complex and contradictive partial narratives we have from around the Pelorian basin that just doesn't fit into it, and which appear to be older than it. For example - both the Monomyth (or some Heortling myths, iirc) and Dara Happan myths seem to argue that the Emperor was a being who was "chosen/elected" or what have you, to lead and rule (and was apparently specifically made for this purpose). I'm skeptical of that, or rather, I'm skeptical that the apparent turn to centralized, patriarchal power was entirely legitimate. Something fishy went on there, as per the Entekosiad (or even the Vithelan myths, which depict Vith and his successors as less solar-centric, if indeed they even are solar entities).
  31. 1 point
    Dazzling fore and aft but this bit triggers a Recognition that's been emerging throughout the thread thanks to the 6A material, etc. In a planetary environment "little suns" behave a lot like "storms" wandering freely and struggling for a place in the sky's lower reaches. As we know one of the siblings is enthroned, some are subjugated, others exiled, a few killed. "Umath" is another child of the sun from a different mother. Call him a "little sun" too or call him a storm. He aims high and is brought low. One of the "little sun" peoples develops a little differently in his memory shadow. Maybe they were raised in isolation, unconnected with their cousins until later. This has all happened and the copper records, being flat circles, imply that it will all happen again. The Dayzatar cult remembers and is gently elevated to irrelevance, leaving dirty buserians behind. Lodril is more complicated. Weird vestiges persist on the fringes, places like Pent where archaic sun and storm are still at war, the vestigial elemental cults of Ignorance, whatever they had in "Umath"ela before their mythology was combed out. Put an umath back together, find a lost city (did he ever have a city or just need one of his own when there weren't enough), be a lost tribe, raise a planet.
  32. 1 point
    I got RQ as soon as the 1st copy got to Spokane. Always been my favorite game and setting. And yes I am a much different gamer these days. Much more sober if nothing else. Some of the things I was interested in exploring in a game are no longer that big a thing anymore. ad things I wasnt interested in are now more interesting. But it is still RQ and Glorantha
  33. 1 point
    A limit that is based on a relevant characteristic is not arbitrary. It's pretty much the definition of "not arbitrary".
  34. 1 point
    For the Black Fleet to survive anywhere on the Mirrorsea Bay, it needs access to a cavern depot/shipyard right on the shore, much like the ancient Egyptian .Red Sea naval base. This base doesn't have to be inside the Shadow Plateau, but could be inside a lesser rocky outcrop on the shore - a place like Lylket, or possibly under the ruins of Lylket, which has known troll tunnels connecting to the Plateau proper. Of course the Black Fleet wasn't seen - it sails in Darkness. How much good that may have done after the Closing is the only valid objection Peter produced. The accounts from the Readjustment Wars are rather scarce and only deal with the Hendriki perception of them. Esrolia - Land of Ten Thousand Goddesses barely mentions it twice in short paragraphs, and that's where they happened. The detail in History of the Heortling People is hardly better, and doesn't have any naval outlook at all. The Kingdom of Night had some beef with the Islanders - possibly both arms. Gloranthan Sourcebook p.62 times the conflict to the arrival of naval westerners in Dark Esrolia (probably before the Kotor Wars). This initial alliance would explain the placement of Lylket, too, but fails to explain the Slontos invasion of Heortland. Anyway, Dark Esrolia is the time when Ezkankekko's folk had access to Esrolian ship-building resources and timber. Fleet implies more than a dozen such galleys, though probably nothing like the Esrolian trireme numbers. Operating in Darkness, possibly using Sea Troll "marines", such a fleet would have ruled the Mirrorsea at night, but would have needed a shady hide-out during the days. The nature of the conflict of the Esrolian Pelaskites (it is, and always was, their coastal fisherfolk who built and crewed the triremes, as clients of Enfranchised Houses) with the Rightarmer Pelaskites somehow eludes me, to be honest. Could it be about the Rightarmers' open acknowledgement of the Ludoch as their overlords, rather than Ezkankekko's Kitori and Trolls? The mainland Pelaskite settlements are in all likelihood bound into the Kitori Shadow Tribute system, but the Isles may have been an exception from early on, and that might have rankled. However, the OOO probably had lost most of the Heortling tribute following the Tax Slaughter in Kerofinela (even though that mostly may have been against the tribute that went to Dagori Inkarth rather than the Kingdom of Night). Building a fleet of Black Galleys aiming to institute a tributary relationship with the Rightarmers may sound like a way to compensate for loss of a mighty tributary by adding a new one, but the nature of the Kitori Shadow Tribute is really a form of equal exchange, and it would be quite Trumpian to suddenly step up and claim that the Rightarmers are behind in paying for their protection after centuries of ignoring that, and quite dubious Silver Age precedents if there were any at all. Pelaskites are ubiquitious on the Mirrorsea Bay and in the estuaries of Kethaela. Only the Leftarm Isles and the Poison Shore have no permanent settlements of theirs. Nochet, Karse, Leskos, Sklar, the County of the Isles, the Esvular peninsula, Storos and Rhigos all have significant Pelaskite population. The Rightarm Isles have few humans that aren't Pelaskite, mainly trade agents and specialists in Seapolis. The Pelaskite culture isn't uniform on the Mirrorsea Bay. Esrolian Pelaskites are bound to have adapted to the Grandmother system, and may at first look be mistaken for weird Esrolians. They probably speak the Esrolian dialect with anyone not from Pelaskite origin and keep their own dialect among themselves, or on the ships. The Black Fleet as a tribute gathering instrument meeting the Rightarmers after the God Learners had been cleared off might make some sense, and wouldn't have been affected by the Closing. (The wealth of the Rightarmers had been affected by it, though, which would mean that they had to pay the tribute in population rather than wealth.) The Kingdom of Night might have collected a parallel to the Danegeld from the Islanders, which would of course make them quite open to promises by Belintar the Stranger. On the whole, I prefer to make weird and apparently contradictory statements about Glorantha work rather than de-canonize everything in sight. The above is an attempt to keep a fleet of Black Galleys in the region, and possibly re-emerging once the Wolf Pirates are off on their Circumnavigation. We don't have any Rightarm Isles military events after 1621.
  35. 1 point
    Hmmm. Well, Shi Godzilla and the Legendary Pictures version of Kong have already kind of gone there. Let me think. The Elder Gods’ whole schtick is that they are mysterious and unknowable as well as disgustingly powerful and dangerous. Humans can’t comprehend them, can’t determine their goals or motives, can’t communicate with them. Azathoth, their chief, is mindless. Godzilla was like this in his early movies — an unstoppable and unpredictable engine of destruction. But King Kong and Godzilla are more fun when they aren’t merely massive destructive beasts, when they show personality. Both of them fight other monsters and smash buildings not only to survive in a harsh world but because they enjoy it. Kong is a sucker for a pretty face and will pursue his favorite across continents. Godzilla has allies and enemies among the monster population and is a bit of a bully. His 1990s incarnation actually smirked when he thought he’d blown away Mothra’s hatchlings only to roar in pain and chagrin when they latched onto his tail. In contrast, do we have any idea what Cthulhu wants or enjoys? It is the difference between the monster being a symbol or impersonal event or the monster being a character, however unpleasant. Which is scarier? An entity that kills you because you just happened to be in the way, or a monster that hunts you specifically because you displeased it somehow? Stats for Godzilla here (2 write-ups):
  36. 1 point
    In my old Imther campaign, tricksters were a recognized part of the society and expected to add the randomness in life that would keep society from either falling into stasis or devolving into 'violence is always an option'. A couple of my players ran tricksters, notably the aptly named Hysterious and Impetuous. My favorite event though was when I ran a one-off marriage in the village of Moonpost. Marriages in Imther were only truly blessed if a trickster actually played a good trick on the bride, groom, or whole ceremony. Lots of things kept getting messed up in the courtship, including one of the groom's best men being seduced by the bride-to-be. The backstory was that it was the bride who turned out to be the trickster. One of our most memorable sessions. More recently in my HQG campaign, when the heroes were captured by the Lunars, stripped of their weapons, and sent to the stockade within the camp, one of the other prisoners turned out to be a trickster by the name of Rostoth Oakmoss. To help the heroes escape, Rostoth used his Great Swallow. The heroes did go along with this escape plan. I was expecting them to just wait until they were regurgitated, but they got scared of possible falling into the stomach acid, so decided to try the Other Door in the Trickster's gut. Led them into the Otherworld, of course.
  37. 1 point
    Book of Battles has maneuver rolls, sample foes (you typically fight one round with a given foe, rather than to the death), and abstract measurement of how much the PCs are in the thick of things expressed as their "Rank" (first rank is the killing zone, second rank is behind that, etc.). It measures your overall progress on an Intensity scale, where 0 means decisive victory and 40 means decisive defeat; commanders oppose Intensity with their Battle skill, and lots of events affect it. And there are forms for the GM, any leaders, and other PCs to keep records on what happens every round. As this indicates, the system is surprisingly "crunchy" where the original Pendragon rules are not; good if that's your thing, though they're very tightly focused on Arthurian knightly battles and would likely need some adaptation to handle the wilder, weirder Hero Wars. L5R 5th edition's mass-battle system is more abstracted but structurally similar: the two army commanders set their strategic objectives for each round of battle (like "capture a position" or "grind the enemy down"), and leaders of cohorts in their armies take actions (like Assault, Reinforce, or Rally) to try to achieve it. You get rewards for achieving the objective. Armies are rated for Strength (which is reduced by attrition in the form of casualties) and Discipline (which is reduced by panic), and can have special abilities, like cavalry inflicting extra panic if they take the Assault action. PCs are typically expected to command armies or lead cohorts (any subsection of an army which acts on its own, from a squad on up); in a round, a leader can choose a stance (tactic), narratively move their cohort on the field, and perform an action. Fortifications and defensive terrain reduce attrition for forces in them, and have a measure of how hard it is to push those forces out. The one downside is that it doesn't really provide much structure for PCs who aren't leaders or commanders. L5R 4th edition (the only other one I have) has simpler rules that focus more on roaming PC heroes and less on the details of the battle itself — the army commanders make opposed Battle skill rolls to see who's winning, then each PC makes a check to see how much Glory they win, how many Wounds they suffer, and whether or not they have the opportunity for a Duel (a one-on-one fight with a foe using the normal melee rules) or a Heroic Opportunity (a chance to change the course of the battle at some risk, such as getting a shot at an enemy commander or having the opportunity to fall upon the enemy's reserves before they can be committed to the fray). I think I'd mix bits of the L5R 4th- and 5th-edition rules to get about the level of abstraction I like. I want a system that tells me which army will win if the PCs don't do anything to affect the outcome (and how it'll win) and that takes the opposing leaders' tactics and forces into account, but that doesn't get bogged down in detail. And I think I prefer the Duel/Heroic Opportunity idea to the Pendragon approach where you and a foe always each take one swing at each other and are then swept apart; it seems a bit more flexible. YMMV, obviously.
  38. 1 point
    One thing that Greg and I discussed is how to have traits above 20. What came about from that discussion is the following: The stat remains at 20. However, it can be raised as plusses to the value. For example, a trait of 20 which is raised by the rules, would now be 20 (+1). A 22 would be 20 (+2). A thirty would be 20 (+10). The values in parenthesis would come into play when the value drops below 20 due to checks in the other trait, or by a modifier. Valorous of 20 (+3) for example would still be considered a 20 when there is a modifier to Valorous of -1 to -3. Greg loved the idea, but I do not think it reached publication. But, I have used it in my campaigns since.
  39. 1 point
    I ditched conventional Movement AND the basic Strike Rank system for one where each SR equals one second of time. My movement rates were based on METERS PER SECOND (SR) and consisted of (for a human): Sprint: 8m/SR Run: 6m/SR Trot: 4m/SR Walk: 2m/SR Crawl: 1m/SR
  40. 1 point
    In Mongoose Runequest 2 and Legend, common magic is capped at INT divided by 3, so if your INT15 the maximum Bladesharp you can get is Bladesharp 5. This avoided arbitrary limits and tied the spell magnitude to the characteristic. I like this approach best and will be using in my games.
  41. 1 point
  42. 1 point
    Finished (deliberating if the unicorn is large enough, but they are smaller than horses).
  43. 1 point
    I think it would make Atgxtg’s back saur, I mean sore.
  44. 1 point
    Because no one asked for it (but should have): King Tut aka The Pharoah Source: Batman, 20th Century Fox Television, 1966 Quote: “I am Tut, Master of Thebes, King of the Nile, Moon God of Thoth! And that’s just on Momma’s side of the family. I must proclaim my reincarnation to the faithful. Hand me the telephone.” Gentle, bulky William McElroy was a beloved and respected professor of Egyptology at Yale University until a blow to the head during a student riot unleashed an arrogant, aggressive alternate personality. As King Tut, the middle-aged academic believed himself to be the boy king of ancient Egypt and his current urban location the capital of Thebes. He immediately gathered a small band of loyal followers and set about to re-establish his rightful rule by any means necessary. Tut broadcast threats from a faux idol he set up in a public park. He kidnapped prominent and/or wealthy citizens and demanded ransom or favors for their safe return. He even re-created an obscure Mesopotamian drug, intending to place the entire population under his hypnotic control. King Tut was defeated following each outrage and, after treatment, returned to his teaching duties. Inevitably, however, the accident-prone professor suffered additional head injuries and returned to a life of crime. Clever and cruel, King Tut is a bombastic tyrant given to wild mood swings. He can shift from towering rage to weepy sentimentality to quivering cowardice within moments. Tut is a committed theme villain, dressing in voluminous colorful Hollywood epic robes, maintaining pet crocodiles, keeping a variety of supposedly authentic torture devices at hand, attempting to steal rare artifacts from prominent museums. King Tut retains the professor’s encyclopedic knowledge of the ancient world and is skilled in forgotten magical and medicinal arts. Unlike many Batman villains, he isn’t a gadget hound. His tools tend to be mundane ones dressed up in gold paint and Egyptian motifs. His heavy scepter makes a handy club, and he’s reasonably competent with a khopesh. However, he’s a coward in a fight, hiding behind his followers unless he can sneak in a low blow. Tut’s emotionalism and lack of physical bravery might cause some adventurers to underestimate him. However, he is smart enough to have discovered Batman’s secret identity twice, losing the knowledge when he reverted to his William McElroy personality. Despite his tendency to be a bully, King Tut is also quite persuasive, able to convince both former students and goons-for-hire to eagerly support his cause. Tut always has four or five minions, a rotating group of specialists for whatever his current scheme is. One of these is always a svelte “queen” half his age, an attractive girl who acts as a spy as well as arm candy. King Tut requires his henchmen to dress in costumes worthy of a 1950s biblical movie and to adopt Egyptian names and an archaic speaking style. As long as they pay him proper homage, he’ surprisingly lenient with them but is ever jealous of his girlfriend’s attentions. (“It isn’t every young girl who gets to wrap her arms around the King!”) William McElroy is a tall (6’4”) Caucasian man of considerable girth with thinning brown hair. He sports a longish chin beard, wears conservative suits, and exudes an air of Teddy bear shyness that some female students find appealing, much to his embarrassment. Since his first few transformations, McElroy has taken the precaution of wearing a reinforced bowler hat in a vain attempt to prevent them. King Tut isn’t shy at all and takes full advantage of his perceived attractiveness. He hides his bald spot beneath ornate helmets and headdresses, and his boosted confidence actually makes him smarter and better looking. King Tut was created specifically for the 1966 Batman TV show, appearing in all three seasons and more often than any foe except the main four (Joker, Riddler, Penguin and Catwoman). He appeared in the comics and in animation belatedly because Fox Television held the rights to the character. Sadly, Victor Buono, the actor who portrayed King Tut, died at age 43 in 1982 of health problems related to his size. He was only 28 at the time he played the role, although he appeared older. STR 11 CON 8 SIZ 16 INT 17/21 POW 10 DEX 13 APP 9/13 Hits: 24 (CON+SIZ) Damage Bonus: +1d4 Move: 10 Armor: 2 kinetic (headdress and voluminous robes) Attacks: Brawl 25%, 1d3+1d4; Khopesh 30%, 1d6+1d4; Scepter 45%, 1d6+1d4 Skills: Command 72%, Drive 40%, Fine Manipulation 42%, Hide 47%, Knowledge (Egyptology) 72%, Language (English) 85%, Language (Ancient Egyptian) 57%, Listen 30%, Parry (with khopesh) 30%, Persuade 72%, Medicine 45%, Research 62%, Science (Pharmacology) 42%, Spot 30%, Status 52%, Stealth 47%, Teach 77% Powers: Super Characteristics +4 INT (12) and +4 APP (4); Regeneration 10 levels (30); Extra Energy +50 (5), total 60 Failings: Wild mood swings (+3), Super identity must be activated and in an obvious manner (by being bashed in the head, +2), Hunted by the police (+2) Notes: As a supervillain, King Tut had 500 skill points plus 170 personal skill points based on INTx10. He had 84 super power build points based on his randomly rolled unmodified characteristics plus 7 more for Failings, total 91. He spent 51 power points, holding 40 in reserve for whatever his next scheme is. His Regeneration power represents his ability to survive and recover from repeated head trauma.
  45. 1 point
    You-said-he-said-but-nobody-cares. Picking away at posts in detail is not a great idea. I came close to that trap with Kloster at the top of this page, I hope I didn't come across as overly nitpicky and if so I apologise.
  46. 1 point
    "The Great Fatted Bull". It's a great story from a great writer who has waited 4,000 years to be published. And it's wonderful #Gloranthafuel H/T Kalin Kadiev
  47. 1 point
    Now my head hurts! 😵 I prefer simple tactical movement systems. "Your character moves X hexes per combat round, period. You can move half of that and still attack."
  48. 1 point
    I've been running a DDT arc in my game for about six months now. I love the book and the setting, although I'm still learning my way through being a GM, and Keeping Call of Cthulhu, so including western flavor in that is a bit of a balancing act. I actually haven't run either scenario but I really like the look and feel of Pawheton's adventure ("Something from Down There"?) I started out with Sundown, a 6e convention scenario for free on Chaosium's website. Since then I've used this campaign to flex my homebrewing muscles and tie into an earlier campaign. One session I had the PCs adventure into the deserts near San Rafael and had them explore the Ghost Mission and accompanying Shadow Desert, though I wish I had spent more time on that. We stopped in Black Mesa, Oklahoma, after that to visit one PC's estranged father who had gotten himself involved with the man in the tan jacket (Nyarlathotep). Our last session was spent in Normal, OK, where they investigated a few disappearances that turned out to be a wendigo. I'm preparing to run "The Iron Ghost" from Fearful Passages as it is based around various space-times converging on a train, as well as "Amidst the Ancient Trees" from the 7e Keeper Guide (that will be relocated to Bozemon, Montana). If you're looking at other scenarios that could make the jump to ~1880, I think Dead Light could work well if you found a location where a torrential rainstorm is plausible; you could also look into moving "An Amaranthine Desire" from Nameless Horrors to some coastal settlement in the Pacific Northwest. I'm sure "Ties that Bind" (Doors to Darkness) would work well too. Music is a big part of my games, so I've had to dig a bit to find tracks that fit the mood and the western flavor. Tracks from The Legend of Zelda tracks such as "Stone Tower" (I'd look for a more mellow version of "Gerudo Valley" if that was an option), The Adventure Zone (Dust and The Eleventh Hour music is perfect), Derek & Brandon Fiechter's western music, and instrumental versions of a few popular music songs ("Doolin-Dalton" by the Eagles and Marty Robbins' "Big Iron") are what I've built my soundtrack around. One of my books (can't remember if it's DDT or Doors to Darkness) says that there are supposed to be two more books in the Down Darker Trails lineup, so that could be even more fun.
  49. 1 point
    Elric! And I guess Magic World for me
  50. 1 point
    I tend to use RQ3 for the base. In my opinion it's better thought out and has more "check & balances" than the systems derived from it (and/or RQ2). Plus is mostly compatible with any of the add on rules and options from BRP and BRP related games. Just about anything can be ported over.
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