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Showing content with the highest reputation on 04/13/2019 in all areas

  1. 6 points
    And welcome to Glorantha, where a discussion on Slavery ends up as a discussion on starvation and survival in Prax, for logical reasons.
  2. 5 points
    This evening's rework (not redrawing). Some extra changes needed. In this case, the original sketch of the rider was shaded, first with pen and ink, then digitally, and re-merged with the zebra.
  3. 4 points
    Thank you for your kind comment, but I'd like the material to be as 'good' as I can make it. Today redrew one of the simpler sketches. [A long day and couldn't do anything difficult.]
  4. 3 points
    So, total newbie and I have a literal crap ton of rules questions. I don't want to be the guy that starts a billion threads and maybe there is a better place to ask small questions than here? Let me know. What if new players posted very simple questions in this thread so they were all in one place? I'll start simple with a few: 1) I picked Orlanth Adventurous as my Cult/Subcult because it seemed logical to start Sartar. The rulebook says that you get +20 to one cult skill and +15 to another. Can one of those bonuses be stacked with the "+10 sword skill" for Adventurous? Or do I have to pick Orate/Sing/Stormspeak? 2) The rules refer to additional Rune spells being attainable by "sacrificing POW." So, if I start with 12 POW, I could go down to 11 to get another spell. How exactly does POW regenerate? Coming from CoC, so sacrificing POW is something I would do if I were trying to get my character to go insane. Do people tend to pick high POW scores at creation and immediately buy it down for a bunch of spells? What's "typical?" 3) I see the benefit of the family history section and I plan to do it when I have more time. Sartar has three bases passions. The "skip family history" box says to "add three passions." Is this IN ADDITION to the base Sartar passions?
  5. 3 points
    Woohooo, I will now go away to drool on read my tomes... cheers
  6. 3 points
    I'm hoping for some of Andrey Fetisov's excellent adventurer illustrations to be rendered as 28mm figures, myself. As far as I'm concerned, he's nailed the Bronze Age influences (both Mediterranean and Central European) perfectly, while adding some truly amazing Gloranthan colour to the mix.
  7. 3 points
    This is why many cultures in Glorantha are opposed to writing down their most important knowledge. Once it has been written down, it can no longer change with reality, and will inevitably become inaccurate over time.
  8. 2 points
    Hi guys, Just wanted to let you know that I uploaded my character sheets (p.1 and 2) for Human, Elf, and Troll races in the Download section. These 2 pages should be sufficient for players who prefer to write their own backgrounds/biographies. Here are most of the changes from Chaosium's sheet: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original", "Current", and "Species Max" characteristic lines, added armor type/ENC/SIZ per location lines, added a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), added a "Race" line (replacing "Ransom", which was removed), added race-specific color and pretty pictures to the frame, and probably other minor things I forgot about. Enjoy!
  9. 2 points
    No, but sometimes my players make me think that they might be...
  10. 2 points
    I co-designed and wrote the text for the Star Wars Strategy Showcase puzzles for Star Wars Miniatures that appeared on wizards.com in the mid/late 2000s. Not even close to the level of work it sounds like your wife did. Her name is on my shelves. As an educator, I'm used to being "on camera." I have another YouTube Channel about mechanical pencils with a decent amount of Subs. We all dabble in a lot of things, right? First video is uploading, focusing on an Intro and selecting a Homeland. I'm going to go all-in on Family History for the series. Update:
  11. 2 points
    We've got some in our RQ game and we used them for HQ and they make a surprising difference. Way back when, in our RQ2 days, we went on a HeroQuest, the rewards of which were a "Bigger Damage Bonus". It was a meat-grinder, mincer of a HeroQuest, but we all made it through to the end. With a huge grin on his face, the GM pulled out D6s which were about the same size as the D20s mentioned above, and gave them out, saying "If you roll your Damage Bonus with these, you can reroll 1s. How we didn't choke him to death by sticking them down his throat, I don't know.
  12. 2 points
    My mistake. Thank you! I like the idea of a Sartar character learning the Moon Rune secretly so as to "know thy enemy." Lots of conflict possibilities there!
  13. 2 points
    Historically, wergeld (compensation) evolved in a wide variety of cultures (modern Afghan society still uses it, and there are a few vestiges of it in Saudi law) that lacked a strong central government that could impose punishment for crime. It was up to the victim or more precisely the victim's family to avenge an injury done to them, generally by inflicting a reciprocal injury on the offender's family. Wergeld emerged as the alternative to the violence, and it was based in the notion of paying the victim('s family) for the loss inflicted on them. Different body parts and types of injury merited different levels of compensation (in the earliest English law code, a bruise that can't be covered by clothing is worth more than a bruise that can, because it injures the victim's pride and reputation, for example. So the injury isn't just physical). A major element of the size of the wergeld is the degree to which the injury might incapacitate a person or reduce their ability to function--the loss of a limb would be compensated more highly than the loss of a finger. Compensation for a death pays the family for the loss of the deceased's productive capacity (and related issues). Understanding the logic behind this system helps address some of the issues that have come up in this thread. 1) There is no compensation for the death of a Humakti, because the Humakti has no family who can claim the wergeld. 2) A wound that has been healed (such as a Chalanan re-attaching a severed limb or resurrecting the victim) merits much lower compensation because the productive capacity is restored. However the moral aspects of the injury (loss of honor and reputation) can't be healed that way, so some compensation could still be demanded. 3) The main reason to pay compensation is that the offender fears violent retribution from the victim('s family). Uroxi are typically unafraid of their opponents because they berserk at will, so Uroxi generally refuse demands for compensation. (In Norse sagas, this is one of the things that characterizes berserkers. Being badass warriors that intimidate everyone allows them to get away with all sorts of bad behavior.) Similarly, a clan with a high War rating is going to be less willing to offer compensation to a clan with a low War rating, unless that second clan has strong allies. Peace clans need War clan allies in situations like this, unless the Peace clan has a high Magic rating and can respond to violence with things like Blast Earth magic to destroy the War clan's food-producing abilities. 4) Laws dictating compensation aren't set in stone (because there is no central authority strong enough to enforce the law). Instead, they probably act as points for a starting point for negotiation about how much is owed. "Orlanth's law says that Swen is owed a cow for the ruining of his arm. Our healer wasn't able to fix the injury, so we demand that the full price be paid." "Nonsense! Everyone knows that Swen's a lazy drunk who can barely plow a furrow. Orlanth's law is for a true hardworking carl, not a layabout like Swen. We'll offer one sheep instead." "One sheep! That's outrageous! Swen has four children to feed, not mention his wife. Three sheep." "We'd pay three sheep if Swen's kin were men we fear. But his brother is a Lhankor Mhyte who can't pick up a blade without cutting himself and his father's so old he runs into things when he tries to walk. Two sheep and you'll thank us for our generosity."
  14. 2 points
    As to 'where the Hell has RQ been', well, it's been languishing for the most part. Just like with sci-fi games that have to compete with sexier IPs and franchises with movies and TV behind them, RQ has been the victim of the elephant in the room, DnD. Now, God bless DnD. Without it we wouldn't be where we are. Without WotC pulling us kicking and screaming out of our mom's basement and actually popularizing the hobby, tabletop RPGs might very well have died under the weight of computer games. They had the money to spend, the vision to make gaming popular, and the will to see that effort through. But with that success comes the problems. Everyone sees FRPGs in a DnD /World of Warcraft light. Other engines and methods of gaming get drowned out amid that noise. But be glad you found BRP, CoC, and RQ. Encourage others to find them. There is more than one way to skin a dire lion and the more we show other players what those ways are, the more converts we'll make. [PS, Sorry about the line-through crap. I have no idea where it comes from. It pops up on my posts now and again and I can't seem to get it to stop. Yes, I've tried the button at the top of the tool bar]
  15. 2 points
    Relax, my friend. Sometimes 'glaring errors' are what makes a given character fun! I once put together a 'thief' character that couldn't open locks! Turned out that he was a smuggler [and a devout member of both Issaries and Eurmal, thank you], not a second story man. He could talk you out of your boots in a snowstorm, but couldn't sneak for beans.
  16. 2 points
    Since Chaosium seems to be hoovering up games at the moment, perhaps you could just buy Hasbro?
  17. 2 points
    Good examples of how this could work have already been given. There are lots of ways this could work, I prefer uncovering a secret that allows peace to be brought. Also, the HeroQuestor could find some secret thing that allows them to blackmail the participants into peace. One of the things that the HeroQuest game has taught me is the Power of Narration. I don't always need a mechanic to do something, I can just tell the GM why something should work and the GM can say "Sure, that works", ""Nope, that doesn't work", or "Sure, that works, but ...".
  18. 2 points
    POW can be gained by overcoming opponents' POW using a spell. So, of you cast disrupt, Fear or something similar, at an opponent and overcome POW on the Resistance Table then you have a chance to increase POW, up to the Species Maximum, 21 for humans. I can see where you are coming from. In RuneQuest, you go insane through magic (Madness, Luneshock) or by a magical effect (Hearing the Crimson bat scream, taking part in the Nights of Horror, seeing the Crimson bat appear for the first time). Just seeing a troll,, elf or broo won't send you mad, as you already know they exist. However, in RuneQuest, having a low POW means you are susceptible to opponents' spells and Spirit Combat. Having a low POW isn't the end of the world, but having a high POW is normally better. Not generally, but I suppose it depends on the context. If you are generating a PC for a one-off that you'll never use again, then this is a valid tactic, as you get more starting spells. However, if you are in a campaign, you'll get far more Runespells as the campaign continues than you gained at the start during character generation. For me, chargen is the basis of a PC, the interesting stuff happens as the campaign progresses.
  19. 2 points
    My more minmax-y players definitely sacrificed some POW at the start for extra RP. It depends a lot on how much POW you roll (which in turn depends on the GM's rolling method). In my game, I had my players roll characteristics in order, but let them reroll the array if it was shite. This ended up with most of my adventurers having average or below POW, although each had other characteristics they were happy with. I feel like any starting adventurer with more than 13 or 14 POW should seriously consider sacrificing for a couple extra RP and extra spells. This can depend quite a bit on cult--sacrificing for bonus spells makes a lot more sense to me in Orlanth than in Engizi due to the breadth of Orlanth's spell list as well as his stackable spells (especially Flight). Once an adventurer has 5-7 RP they're starting to reach this magical point where they can Extend a couple points of a spell for long durations. For example, Shield 2 Extension 3 gives a week-long +4 bonus to armor as well as an equivalent Countermagic 4 (plenty for most spirit magic spells) and still stacks with other spirit magic or mundane armor. At a buy-in of 2 POW at adventurer creation, this is a fairly cheap price. Of course, then you don't have any spare RP for Heal Wound... But that's what the other party members you're defending are for, right? Another element to think about is at what point you want to stop stockpiling POW (unless you've become a Rune Priest) because it'll be too hard to succeed on a POW gain roll. POW Gain rolls are rolling below (21-POW)x5% for humans, because 21 is the human species maximum. (Rune Priests get a flat +20% to these rolls, but are also required to maintain POW 18 for priesthood.) At POW 13, you've got a 40% chance to gain 1D3 POW at the end of each season if you've successfully gotten a POW Gain experience check by using magic--whether Worship, Spirit Combat, or overcoming another's POW with your own spell. Again from a minmaxy perspective, Disruption or Befuddle are really a must-have. At 1MP, Disruption is plenty spammable to get that check. Befuddle's more of an investment at 2MP, but is a good option for characters with 15-16 POW or higher because just one or two successes can turn or even end a combat. In my play experience, pretty much every single player I've played with has tried to ensure they have some sort of spell which can be used to gain POW. The Gain-Sacrifice-Gain cycle is a slow, important part of character progression. Even after maxing out your RP in RQG, it's still relevant for things like enchantments and preparing for Divine Intervention.
  20. 2 points
    Well if you are looking for small minds to answer small questions, I is yer man. 1 You can stack either 15 or 20 percent to sword and then choose one other cult skill. 2 You won't go insane if your POW drops but 0 POW will kill you (outside of the scope of this question) but you will need some POW for MPs Luck rolls and character skill bonuses (not as important as MP) or possibly even 18 POW might be required by your cult to become or maintain Rune Level. POW does not regenerate but by opposing POW in a magic duel or though worship one can gain new POW. 3 No, those would be cultural passions not family history gained passions. Cheers and remember I have a little brain. Your mileage with this answers might well vary... Do not read while under the influence of licking toads, might cause baldness....
  21. 2 points
  22. 1 point
    I've found some general info on Arfritha Vale, but not so much on specifics like Red Bird Fort or Famous Bell. Does anyone remember if there is anything published somewhere, maybe in some fanzine?
  23. 1 point
    Bohemond's explanation is very succinct and useful, as it explains not just the how, but the why as well. Once you get the underlying logic, it's easier to implement it into a story, I'd imagine. EDIT: I don't know if Orlanthi use third-party witnesses/arbitrators in restitution negotiations, but in those RW cultures that do that, the third party might be entitled to some minor share of it (probably a fixed size, so as to not make them biased in making the restitution as large as possible). The conclusion of the negotiation might also be marked by a common meal - sharing a meal is almost universal cultural language for "no hard feelings" (even if it's only for pretend - optics matter).
  24. 1 point
    It was in the original Cthulhu Companion. I think it might have come from Different Worlds, but I no longer own all of those. 😕
  25. 1 point
    So following a tips thread, and experience of @David Scott using them at the Birmingham Glorantha Games Con. I brought 50mm D20s to a table of newbies tonight. I have to vouch for it. Because you quite often have to walk through the comparing results and applying masteries ritual, having the numbers visible to everyone really helps. Big dice and poker chips sing together too.
  26. 1 point
    1. Nope. My wife used to work for WotC and DnD. If you own any 3.0 /3.5 stuff, her name has a good chance of being in it. As we used to joke, 'Dirzzt Do'Urden was our sugar-daddy' 2. Yeah, I'm also one of those 'all aboard' type people. I shy away from the word 'inclusive' because of the political correctness overtones, but I still hate bimbo armor and excessive perviness out of peeps at my table. 3. If you've got the personality to do video, do you thing! I'm a Civil War reenactor who does a lot of school demos and I used to do stand up comedy, but for all that I don't video worth a damn. The camera just hates me. 4. You'll find that this board is very helpful. Actually, we're kind of like Civil War reenactors in that if you ask us a simple question, you'll end up finding out WAY more than thought you were going to
  27. 1 point
    In Sartar, Mon is the Enemy, due to the Lunars, so there won't be many general spells tied to the Moon.
  28. 1 point
  29. 1 point
    LOL, thanks. I'm kind of at "where the hell has RQ been all my life" point right now. The "four food groups" mentality makes role-playing games so bland. The attitude that "these are your choices and here's how its optimized" is just so incredibly asinine, sad and basic. Part of the reason why I've gotten into BRP in general (this and CoC) is because it is a deliberately simpler/more elegant system that compels creative decision-making. Are my examples of use of the Moon ruin kind of on the right track for creative use?
  30. 1 point
  31. 1 point
    18 vs 6 is 110%, and 28 vs 6 is 160%, so either way it's the same. 160%.
  32. 1 point
    I'm working on a Chalana Arroy heroquest, and since this forum did a great job helping me work the kinks out of an Odalyan heroquest, I thought I'd see if people could help me with this one. Here's the set-up: I'm running the Red Cow campaign, and one PC is a Chalanan. They discovered a place in the Staglands that is conducive to healing magic (basically +3 to healing magic tests). So Eindred (the Chalanan) wants to establish a shrine to Chalana Arroy there. (He's working on a way to keep the shrine safe, so we don't need to deal with that problem). He's thinking about doing a heroquest to prove that this spot is the place where Chalana Arroy performed one of her feats, the Hundred Healing, which I think is a nice use of a heroquest to strength the connection between a place and a specific myth. One of the problems that I think Chalanan quests run into is finding a way to make healing and peacemaking interesting in game terms. Healing is largely abstracted as a roll on the Harmony rune, so we need to add things to the framework or else the healing roll seems boring and mechanical. So that's one of the things I'm trying to accomplish here. Here's what I've got so far in terms of a myth: The Hundred Healing During the Lesser Darkness, when the Sun was dead but Chaos had not yet entered the world, Chalana the Peacemaker traveled the world, seeking to bring healing and peace to a world rocked with violence and feuding. Once, she came upon a dying man. With her soothing hands, she tended his wounds and saved him from death. While he was still weak, he told her that his people, the Red Wolves, had a mortal enemy, the Green Bears, who hated them because they were jealous that the Red Wolves hunted in packs while the Green Bears had to hunt alone. The Green Bears agreed that they would work together just once to kill the Red Wolves, and they had found him and forced him to tell them where they could find the Red Wolf tula, so that they could slaughter all the Red Wolves. He was too weak to warn his people, and so he begged her to find them and warn them. Chalana agreed that it was good to protect people from unexpected violence, and so she said that she would. She followed his directions, although the way was not easy, and eventually she came to the Red Wolf tula. It was too late to warn them, because the Green Bears had already begun their attack. There were many who were dying. Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded that she found. The Green Bears saw what she was doing and told her “You must stop healing the Red Wolves, because we want them to die. They have been our enemies for generations. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. She said, “I do not heal them because your claim has no merit. I heal them because all life is precious and I cannot bear to see it end. Death roams the world and it will devour Life until there is none left if we do not do all we can to keep Life in the world. If you kill me, there will be no one left to stop Death when it comes from you.” And the Green Bear chieftain was ashamed of what he had said and lost his will to kill her. Soon the Red Wolves were strong enough to fight back, and they attacked the Green Bears. Because the Green Bears were unaccustomed to fighting as a pack, the Red Wolves began to turn the tide, and soon there were many Green Bears dying and the Red Wolves were mocking their enemies. But Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded Green Bears that she found. The Red Wolf chieftain saw what she was doing and told her, “You must stop healing the Green Bears, because we want them to die. They have attacked us when we have done nothing against them. It is wrong to heal those who attacked us without provocation. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. “I have come to heal all who need it, and I did not heal you because I wished for you to win this fight. I healed you because every death makes the Darkness around us deeper and stronger, and I have pledged to bring light into the Darkness. If you kill me, there will be no one left to heal you when you need it.” And the Red Wolf chieftain was ashamed of what he had said and lost his will to kill her. And so as the Green Bears and the Red Wolves fought, Chalana the Healer healed the wounded on both sides, until she had healed one hundred warriors and none had died. Finally the Green Bear chieftain said to her, “Every time we defeat one of the Red Wolves, you heal him so that he may continue fighting us. They outnumber us and we cannot win this fight.” And the Red Wolf chieftain said, “The Green Bears are much stronger than us. One of their warriors can fight three of ours. Every time we defeat one, you heal him so that he may continue fighting us. We cannot win this fight.” Chalana the Peacemaker said, “Then if neither of you can win this fight, why are you still fighting? If you cannot win and cannot lose, you waste your efforts. The wise leader should find a way to resolve this.” The two chieftains saw that there was no point in continuing the struggle, and so they asked her “How can we make peace? There has been enmity between us for generations?” And Chalana the Peacemaker showed them that there was no need to fight each other at all. So my myth tries to provide a framework of stations that aren't all just 'heal the person'. A couple of the stations are (heal the first guy, heal the Red Wolves, heal the Green Bears) but she also needs to resist two efforts to intimidate her. I think the last healing is more of an endurance test, to find the energy to continue amidst the violence. And then she has to make peace by showing them that they don't need to fight. What I'm struggling with is two-fold. 1) the myth feels more like a folk-tale than a Gloranthan myth. It doesn't have any of the strange myth-logic that we find in the myths in KoDP (other than wolves and bears fighting and having to peace-make, which I stole from Issaries the Conciliator--when I run it, they will be literal animals). I'd like to make sure that it has a distinctly Gloranthan feel to it, but I'm not coming up with very much. Any thoughts about how to make it a bit more Gloranthan in its flavor? A second thing I'm wrestling with is that it's very linear. It has a very Do Thing 1, then Do Thing 2 feeling to it. Obviously myths are linear narratives as told, but I'd like to work in the HQ principle that heroquests don't always follow linear order, sometimes have metaphorical rather than literal stations, and so on. But once the quester gets to the fight, I don't see any way to vary the sequence of events or make them metaphorical without things getting really bizarre and abstract. For example, one suggested curveball for heroquests is to have the stations out of order or have a station missing, and I can't see a way to do that. Since this group of players is a bit novice (the Chalanan is totally new to Glorantha), I don't want things to get totally bizarre, but I would like have a decent curveball to offer them. Any ideas?
  33. 1 point
    My Suggestion: 1. Have all these things as House Rules and give Yelmalio Shield as a House Rule
  34. 1 point
    Nice. Is it done purely in a graphics editor, or do you have original files in some format that you render for a PDF? Does anyone have recommendations for good software for laying out character sheets?
  35. 1 point
    Or ask "Which are better, bows or slings?"
  36. 1 point
    POW is easy to increase with the right spells. POW is increased in two ways, the slow way and the fast, risky way. The slow way is to wait for your seasonal or annual holy day ceremonies and attempt a POW gain then. However, in order to do that you must be in a consecrated place with a full priest of the deity. Not every adventurer can schedule their travels for that, especially in a party full of mixed cults. The fast but risky way is to learn and use spells that attack another being's POW stat. If you succeed in that attack, you gain a skill check on your POW stat just as with a skill. The stereotypical Spirit Magic spells for that are Dispuption, Ignite [if you light a target's hair on fire -- see spell definition], and Sleep. Of those spells, only Disruption is offered in Orlanth Adventurous. Ignite is easiest-found among Yelm [NOT Yelmalio] worshipers, and Sleep is a cult secret spell for Chalanna Arroy, and they will not teach it to those who they believe will do harm to someone with the spell [which is pretty much describes almost every other cult]. Another way to learn these spells is to find a shaman and do him enough favors that he'll teach you the spells. I know from experience that that can be a long painful process. Insofar as sacrificing POW to your deity, that is part of the compact of being a bonded worshiper. Lay worshipers get limited social benefits, Initiates get most of the social benefits and limited magical benefits, Priests and Lords get the full menu. In exchange the worshiper must abide by certain restrictions. But it's a pretty piss-poor initiate who doesn't have 5 or more Rune Points [in RQG terminology] by the time they're 30. The Gods offer you wonderful Rune Spells that are much more effective than Spirit Spells via that POW sacrifice, and most cults think you'd be fool to pass up the opportunity.
  37. 1 point
    POW in Glorantha isn't really willpower like it is in CoC, so it's not tied to a sanity stat or anything. It's more of a measure of how in tune you are with the universe or how much the gods favor you, which translates to more powerful magical ability and luck. Sacrificing POW is pretty common in Glorantha, especially for initiates of gods who can gain Rune magic from doing so. It's also the easiest characteristic to increase.
  38. 1 point
    Or dare to enter the thread called "Prax and the thousand questions about the place."and ask about the lost LongNose Tribe... SAN rolls for the table! No,,, the horror, the horror...
  39. 1 point
    Oh you've definitely improved, and your reworked pictures are an upgrade. I'm just saying you have a lot of good drawings out there. Even your "bad" stuff isn't actually "bad" - it's just that your "good" stuff is better.
  40. 1 point
    I'm hypnotized. This is so unbelievable. inspires me to want to do something like this with my current group here in Brazil. I hope one day to have the chance to watch a live like this.
  41. 1 point
    Yes. More precisely, we have retconned a retcon. The look we have established in RQG is the look going forward.
  42. 1 point
    Overall I don't think it matters for games. @Jeff won't know what will be changed until it happens. Just use them as is. Maps that have been changed can be used for places that you don't have maps for, Chaosium is unlikely to produce a map for every settlement in Glorantha. Many years ago I used to run Pavis games, I didn't have the Pavis set, so used Carse from Mikademia press instead and just called it Pavis and ignored all the sea mentions and used river instead. In some respects it was better as the Lunars occupied the castle... It didn't matter
  43. 1 point
    I'm jumping on this part of your post: the last year I've learned to play-by-forum at rpol.net. I'd never be able to find time for more than a few sessions around a table a year. I've also found that as I've become older I'm not so quick-thinking anymore (that, or I've become more critical to my initial ideas) which is problematic both rules-wise and for story-telling. GMing-by-forum solves this by giving me time to prepare each post at any time in the day I can find a few minutes. I'm running an RQG-game now and I'm really enjoying it.
  44. 1 point
    Welcome home RuneQuest !!! Books arrived at my place in Australia three days ago! 😎
  45. 1 point
    I'd love an NPC creator, where I was not forced to add the +25 and +10 personal skills, but instead could just use the raw character made through the occupation and cult selections.
  46. 1 point
    The Penny Arcade team are led by Chaosium's own Mike Mason through crypts, graveyards, and catacombs to solve a most occult caper - this is the YouTube version of the Twitch Call of Cthulhu show earlier this week.
  47. 1 point
    Colouring in the second printing is different, but for me it's hard to describe, what's the difference. And if it's better readable or not depends probably on your eyes ... But what helps a lot is, that the full Dragon Pass map from pp.134/135 is part of the Gamemaster Screen Pack in a much bigger size. In this version all names are clearly readable.
  48. 1 point
    Lol. 1. Yep. And the existence of an intertribal organization fiercely loyal to its hero-leader is a huge change. 2. He's dead. 3. Basmol is in the gods and goddesses book. The men and a half are in the bestiary. Ostrich and rhino riders need to be added.
  49. 1 point
    Prior to 1621, Whitewall was the cult center and assembly place for at least four tribes - the Volsaxar, Bacon, Curtali, Sylangi - as well as an important Great Temple for the other Heortland Orlanth and the Kitori. Since 1570 or so, it has been under the rule of the Volsaxar, but from about 1540 to 1570 it was under the rule of the Kitori (who took it from the Volsaxi). The politics of this region is a mess. I know that Broyan is the first king who managed to be more than "first among equals" since the demise of the Hendriki kingdom in 1317, and managed to make himself the High King, or King of the Four Winds, or whatever weird title he had. Even those who opposed him recognised his uniquely magical authority. But Broyan died earlier in 1625, killed by the Lunar College of Magic and his short-lived realm has no heirs. I doubt he left any institutions, or even traditions of rule, as the timeline below shows. A quick timeline 1615-1616 - Volsaxi raid Lunar Sartar. 1617 - Broyan returns from Dragon Pass with the Sword and Helm of Vingkot. Broyan acclaimed as King of Hendrikings. 1618 - Civil War in Heortland between Broyan and Richard Tiger-Hearted. 1619 - Lunars invade Heortland. Siege of Whitewall. 1620 - Lunars conquer Malkonwal. Siege of Whitewall. 1621 - Siege continues. Whitewall falls to Lunar Empire and is "destroyed". Broyan in hiding. Great Winter. 1622 - Broyan returns from hiding. Lunars defeated at Battle of Auroch Hills. 1623 - Broyan fights Jab. Broyan goes to Esrolia. Siege of Nochet. 1624 - Lunars routed at Battle of Pennel Ford. Broyan returns to Whitewall. 1625 - Lunars kill Broyan. Dragonrise destroys Lunar domination of Dragon Pass. Kallyr Starbrow becomes Prince of Sartar. Kallyr fails LBQ. 1626 - Kallyr killed at Battle of Queens (rules only three seasons). 1627 - Argrath becomes Prince of Sartar. Wolf Pirates in Heortland. Wolf Pirates sack Whitewall (?). 1628 - Argrath fights Wolf Pirates. Argrath allies with Wolf Pirates and is acclaimed "King of Kethaela". Battle of Heroes. By 1625, the tribal structure around Whitewall is pretty much broken. In the previous five years, there's been: 1618-1621: somewhere between 5,000 and 20,000 Lunar soldiers have been camped out in the North Vale and the Markdale, building camps, making walls, launching assaults and magical attacks, etc. This likely did tremendous damage to the Sylangi, Bacon, and Volsaxi tribes. 1622-1624: Hendriking rebellion. Clans and temples look directly to the High King for support and loyalty, rather than to tribal intermediaries. Many warriors, volunteers, and devotees travel to Esrolia to follow the High King and fight the Empire. 1625: Broyan gathers a small (maybe 1,500 to 5,000) army of adventurers, volunteers, mercenaries, and devotees from Heortland, Sartar, Esrolia, and the Wolf Pirates. Instead, Broyan is killed by Lunar sorcery. Although much of Broyan's army likely drifts away, the core of it probably still there, dominating the local temples, claiming land and herds. I'd assume the head of the Orlanth temple is a Storm Voice with the support of many of these adventurers. This situation is like very fluid and unstable. Without Broyan, they have no single established leader. Some look to Kallyr, some to Harrek, others to Argrath, and still others think about making themselves kings or warlords in their own right.
  50. 1 point
    One thought: Sophie's Choice (i.e. based on the book/movie) - what does the Healer do when two equally important beings are simultaneously dying? Which does she heal and which does she sacrifice? Another thought: a third party. Spirits of Disease or scavengers (i.e. Hyena, Vulture, uz) show up to infect and grow with the dying, or to feast off the dying. Chalana Arroy has a vow not to harm another, but how will the healer respond?
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