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Showing content with the highest reputation on 05/03/2019 in all areas

  1. 3 points
    Spell Matrices are one thing, but special ingredients are the purview of Alchemists. I promote the promulgation of secret recipes for folk items, from Herbal Remedies, to Flying Staffs. I allowed Alchemy as a skill for , healers, shamans and cunningfolk in my old campaign and often had them offer elixirs and medicine pouches for particular purposes. Certain Cults or Cultures knew of certain magics in the world. So a Windberry Wood Staff is a secret know the Storm folk, Kolating Hermits and such. Introducing regional and specialized magic and enchantments to the world can add a lot to play. Want a Colymar Cider to have a special batch with magical powers? Sure, tie in Tarndisi for plant blessing magic and she'll be apples. It is said the folk in Alone use special stone fragments in the best of their houses, said to be fragments of Hard Earth itself... very resistant to both Giant Kicking and Chaos attacks. The Aldryami of the Redwoods have a magical resin they coat their weapons with to make them especially effective at penetrating magical defenses... said to be made with natural plant resins mixed with a powdered Spell Strengthening Crystal... Have a bit of fun with things too. An Eurmal invisibility potion made with Skunk Musk... you're invisible for the duration but stink for a week after it wears off.
  2. 2 points
    My understanding is that a HeroQuest is more than just an adventure, but rather a repeatable interaction with a myth. Suppose I told you the story of Excalibur, and that I knew the secret to the myth that would allow me to HeroQuest into it. The secret (maybe some sort of ritual) allows interaction with the myth, like you going into it. You would then be a character in the story, and by the end you may be able to change the reality that is built upon the myth, or bring some sort of magical ability back out with you. It's not just an adventure because it's already "happened" and is repeatable and changeable. I remember reading on some source book about the god learners trying to convince two goddesses to switch places in order to prove that the gods were all interchangeable. They had to heroquest into these myths many times, and each time taking actions to eventually convince them that they were the same person or something. Maybe think of it like getting sucked into a re-run of a TV show episode, and being able to change the story in subtle ways each time.
  3. 2 points
    Funnily enough, I've been looking into thatching as a roofing material lately. Thatch is quite hard to get burning, it's describe as being like 'a closed book'. Of course once it gets going is a different matter but it won't burn like a haystack. Thatch is quite light compared to other available roofing materials of the era so it can have lighter joists and battens. Pavis roofing is liable to be reeds which is unlikely to burn. Not because there is no straw available but simply because there's a lot of reeds nearby.
  4. 1 point
    I'm new to Glorantha and I am starting to GM a campaign using the preview edition of the new RQ (earned my copy GMing at GENCON). I am trying to run a campaign for Colymar Tribe characters starting in 1625 (starting with the intro scenario in the quickstart rules). Please forgive my Glorantha newbie questions, but I could use some help from veterans to absorb all this material. Where can I find RQ stats for the important NPCs like Starbrow, Argrath, Fazzur Wideread, etc? Especially Beti Orlkensorsdotter, who I gather would be the current Colymar Queen and therefore the most likely for the PCs to encounter first. I've been reading *King of Sartar* (the 1992 book, not the comic; well actually both) so I am gaining some familiarity with the upcoming events and important NPCs, but where do I get their stats? After some determined googling, I figured out that stats for the Crimson Bat are in *Cults of Terror*. What other references should I acquire to get the stats for other NPCs that they may encounter in and around Sartar during the Hero Wars? Any leads would be appreciated.
  5. 1 point
    I've taken this from a thread discussing whether RQG has priority over HQG to this forum, since it is of more relevance here and applies to all the current systems for playing in Glorantha. Yes and no. Yes, there are ways to make any kind of adventure into a heroquest. And no, there are things that are at best quite hard to translate into a heroquest. There are quests that serve to give the questers a personal exposure to the deeds of their deity in order to acquire their magic and an understanding of the deity's role in the world. The magics gained on such quests can be means for problem solving, to be applied to the specific task that is at hand. On the other hand, this works only for problems with sufficient build-up time. There are quests where you enter the Godtime and interact with the myths directly, taking the role of your deity or a role that fits your position in life without being dedicated to that deity. Entering the Godtime and acting there requires identification with some actor or at least observer in that myth. (The type of quest mentioned before works both in a This World quest in ritual re-enactment and in actual crossing over to the Godtime, which entails ritual re-enactment, too.) Mostly, you will do like your role has done, and re-inforce the existing myth. Quite often, that will aid your cause by setting something right that has gone wrong, often through enemy action. But then there will be moments where myths provide a choice, different versions to choose from, and your choice may affect the outcome, and how your actions in Godtime reflect to what happens to your community (or the community you have been recruited to serve). And there will be moments where the myths originally didn't have such choices, but you introduce one, and deviate from well-known paths. That may result in you getting new and surprising powers out of that, and that's already a great achievement. That may result in creating a new path through Godtime that others may traverse, reinforcing that branch of the story. And that may ultimately change mythic reality for all of Glorantha if you go deep enough, reinforce that new path enough, and find the way to make others accept that path. That's creative heroquesting and can be about the rise of a new way of magic, like the Red Goddess did and like Argrath is about to begin, and it can be vile God Learning, destroying the way the world works.
  6. 1 point
    Seth takes an entertaining look at the sci-fi setting "Cthulhu Icarus", part of CTHULHU THROUGH THE AGES. Although in space, no one can hear you (fail your Sanity Roll and) scream, Seth says he and his players had "a ton of fun" with this setting.
  7. 1 point
    Yes, it has arrived! Welcome to the new Mythras podcast - Mythras Matters! In this episode -'May your Mythras Matter' - an interview with one of the co-creators of Mythras, Lawrence (Loz) Whitaker, and a sneaky peek at what will be new from TDM in the month of May Hope you enjoy! https://www.buzzsprout.com/266482/1054877-1-1-may-your-mythras-matter
  8. 1 point
    "The mythical roleplaying game from the co-creator of RuneQuest is a legend in its own right, and continues to define epic adventure decades after its release. Pendragon is a fantasy RPG like no other... it represents a master of roleplaying and worldbuilding at the height of his powers." Recognition of Greg Stafford's genius in this great review of KING ARTHUR PENDRAGON 5.2 in the latest issue of Tabletop Gaming Magazine (May 2019): http://bit.ly/2IVCmD2
  9. 1 point
    I am loving BRP central, myself This Page is honestly some of the best experiences in the cyber realms I have had since pre-net days of Stadtel BBSs run on the fabled atari 1040st-—Sherman, set the way back machine to the 80s. The Rrrock, and oh damn can't remember the name of the BBS (citadel?) but it was the best ever and the SYSOP was King of the Popes (Hey Bald Dwarf, are you out there? C'com Dimitrius, I know your here). The conversations were long, short, airy, eriudite, hilarious... and now a massage from the swedish prime minister... slap itty slap itty slap... heated and often helpful. Especially if help was asked for! And best of all from around the world (often on the SYSOPs and his slow friend's dime). Hell there was a thread about super-string theory was easily as long as the Pavis and the three billion questions thread found in the Glorantha Forum! Anyway should a praise thread be needed why doesn't some one do so and begin this anew there... You can quote me on that. Oh hell I think I will do that anyway...
  10. 1 point
    This has to do with Gloranthan cosmology and the concept of Godtime. While Glorantha kept evolving and devolving throughout its mythical ages (Green Age, Golden Age, Storm Age, Lesser Darkness, Greater Darkness, those "Gloranthan pasts" have never gone away (except for the bits which were rent apart retroactively in the Greater Darkness - while you may visit Genert's Garden with a plethora of his allies, you won't be able to recognize many of those which had been eliminated by the Chaos horde. But in Godtime, the Golden Age keeps going on. Umath is born in an undying moment, and in another one he is fragmented into too many pieces by Shargash/Jagrekriand, and it is possible to visit these in reverse order (especially for Lunar questers knowing the technique of Chronoportation). Heroquesters visit these events to experience their deity in them if theist (divine rune magic is the magic of being your deity), taking that feat back to the mundane world as an ability for themselves or to be shared with their (divine) cult, or the cult worshipping them as heroes. There is also the possibility to cross the paths of other heroquesters, and to exchange powers with them throuh a heroquest challenge. This does include obscure witnesses on some station of the myth your quest is following, too, if you can make a sufficiently reasonable identification. In the end, it is about getting magical effects - either directly affecting the mundane world you return to, or affecting your own ability to wield magic in the mundane world and in Godtime. Think of "Dream Journey to the Unknown Kadath", which has both the conventional, bookish way to enter the Dreamlands, and being suddenly dropped inside a dream. That's like visiting the caves near to the Maggot beneath Snake Pipe Hollow, or sailing beyond the Inner World. There are realities (or perhaps rather irrealities) in the Cthulhu mythos which are much like Godtime, and then there are simply distant worlds, and there are the Dreamlands. You can visit those, or chase villains on power trips there, and if you visit Yuggoth, you're likely to return with Mi-Go technology. Wielding the Ultraviolet or a sword taking on abilities of the Unbreakable Sword isn't that different. In Dreamlands interactions with other Dreamers, you can alter the experience and knowledge of these, and of course your own. You might destroy them in a meaningful way. The Eleven Lights (the campaign companion to the setting description in The Coming Storm) has the Red Cow heroquest, a clan secret which is regularly repeated in order to retain the distinctive magic of the red cows for the clan herd. It also has the Eleven Lights quest which takes you on a grand tour of the Outer Worlds of Glorantha, a different form of the Hero Planes. Get these books... Sartar: Kingdom of Heroes has heroquests, too, but the two mentioned above are possibly more typical. Another good introduction to heroquesting is playing King of Dragon Pass, the computer game for mobile phones and tablets by A Sharp, or its successor (and, in a way, prequel) Six Ages: Ride Like the Storm (?). Read the reports on the Lightbringers' Quest in the Glorantha Sourcebook. It tells the journey of Orlanth and his Lightbringer Companions into the Underworld, to restart the universe. And then read the story how Harmast Barefoot brought back Arkat (and later Talor) by following this quest, with changes to the quest due to incomplete information and different choices in the Godtime. In a way, yes, a heroquest is a very dangerous adventure where you go to weird places. What you do in those magical/mythical places will affect the magical reality of the mundane world you started from - much like time travel does in softer SF or the Cthulhu Mythos. Having the hero chalenge is a bit a mechanical way of asserting that (and how) the journey into the realm of the myths has changed the protagonists. But note that this quest isn't among those I suggested above. IMO this quest is rather specific and not that typical. There are a few heroquests in the Sartar Rising scenario series for Hero Wars/first edition HeroQuest. And 13th Age Glorantha has a bunch of other fun concepts on heroquesting, like the concept of a living dungeon, but that's a third rule system you would have to break out. In a purely scenario-design aspect, that is correct. Basically, if your adventure is about very mundane activities, there is a good likelihood that it does not turn out to be a heroquest. On the other hand, much of the mundane reality of Glorantha has its definition in Godtime, and it is possible that a perfectly ordinary cattle raid (or counter raid) suddenly turns into a Godtime myth that has a very similar story. Or possibly a bunch of very similar stories, leaving you the choice to choose one. And no, only very few of these stories have official write-ups. The ones we have a good format for their descriptions are from the King of Dragon Pass computer game. A few of these are reprinted in Sartar: Kingdom of Heroes, IIRC. The complete collection should be in the Stafford library Vol.11: Book of Heortling Mythology. The myths of Glorantha are more than background fluff. You can ritually enter them, and play them out as you know them, and learn how to be like your god, and to use the magics of your god. You can more physically enter them hoping to solve a problem you have, identify certain stations of the myth and protagonists therein with your foes, summon them into this myth and deal with them having the advantage of the mythical structure of the world behind you. However, you're hardly the only one to do so, and you may be drawn into this as one of the bystanders or opponents, making stations that sound like easy pushovers suddenly deeply challenging, and what you might have perceived as being in your advantage might turn out to be working against you - possibly on a different issue - as your opponents frame the mythical context. It is possible to invoke a mythic parallel for a situation at any time in an adventure. Your player characters or the patron of the adventure may do so, and so may the opponents. This can elevate an ordinary conflict into a major magical change in the world. The challenged opponents may turn down the transfer into the realms of myth, or they may steer you into a very different version of this myth, or a different myth altogether. Reading the Glorantha sourcebook should give you a good basic idea of how the various Gloranthan deities are interconnected, and how they turn up in each others' myths. Over time, you will discover other possible connections, and testing these out - whether as a thought experiment or as an actual scenario - is pretty much like a heroquest for you as a player or GM (in addition to being one for your character or party). Entering the Cthulhu Mythos, leaving ordinary sanity behind, is quite similar, but there the big goal is to return to a world unchanged by great magics. In Glorantha, everybody has left ordinary sanity behind and is quite willing, sometimes even eager, to accept such changes to their world, without ever jumping over the fence that Call of Cthulhu ultimately provides for the characters who have delved too deeply into the Cthulhu mythos, forcibly retiring them to a sanatorium or an evil cult. I think this exchange does make a good thread for the Glorantha forum, which is why I will start a thread there.
  11. 1 point
    I play a more spirit-oriented game with the animist spirits crowding the real world, so I get what you mean.
  12. 1 point
    All those riverside houses will have water spirits living in their reed thatched roofs, ancient fire dousing sprites and the ghosts of long dead fire hating fish... Cooking done in bakeries and not at home. Constant watchfulness for sparks and those doing the watching keeping captive darkness spirits in sacks. Stone houses blessed with Mostali mason charms and the latest Lunar tricks... What wood there is, is unburnable Aldryami holy wood. Pavis had it covered, he knew what he was doing.
  13. 1 point
    Yes and no. Yes, there are ways to make any kind of adventure into a heroquest. And no, there are things that are at best quite hard to translate into a heroquest. There are quests that serve to give the questers a personal exposure to the deeds of their deity in order to acquire their magic and an understanding of the deity's role in the world. The magics gained on such quests can be means for problem solving, to be applied to the specific task that is at hand. On the other hand, this works only for problems with sufficient build-up time. There are quests where you enter the Godtime and interact with the myths directly, taking the role of your deity or a role that fits your position in life without being dedicated to that deity. Entering the Godtime and acting there requires identification with some actor or at least observer in that myth. (The type of quest mentioned before works both in a This World quest in ritual re-enactment and in actual crossing over to the Godtime, which entails ritual re-enactment, too.) Mostly, you will do like your role has done, and re-inforce the existing myth. Quite often, that will aid your cause by setting something right that has gone wrong, often through enemy action. But then there will be moments where myths provide a choice, different versions to choose from, and your choice may affect the outcome, and how your actions in Godtime reflect to what happens to your community (or the community you have been recruited to serve). And there will be moments where the myths originally didn't have such choices, but you introduce one, and deviate from well-known paths. That may result in you getting new and surprising powers out of that, and that's already a great achievement. That may result in creating a new path through Godtime that others may traverse, reinforcing that branch of the story. And that may ultimately change mythic reality for all of Glorantha if you go deep enough, reinforce that new path enough, and find the way to make others accept that path. That's creative heroquesting and can be about the rise of a new way of magic, like the Red Goddess did and like Argrath is about to begin, and it can be vile God Learning, destroying the way the world works.
  14. 1 point
    It doesn't line up perfectly when you're a bit OCD like me and get annoyed by very small details You can see it in your picture where the vertical stem of the "E" shows up twice, and the baselines are not totally lined up (in your case it's definitely caused by the damage on your cardboard base, but even in my picture you see a bit of the same issue). Oh, did I turn the Masks one around? Haha, I didn't realize it I'll check when I'm back home, but yeah, good idea, I'll turn the Runequest one around too then!
  15. 1 point
    Hello, was wondering if Cthulhu Dark Ages and Cthulhu Thru the Ages would provide some Cthulhuian goodness to Magic World? Want to try Magic World and have a fantasy based Call of Cthulhu game. Thanks. Mike
  16. 1 point
    I first encountered KAP in 1985 when a friend bought the boxed set. I've always loved the cover art from that first edition. I read somewhere that the original art (or possibly the colour separations) turned up. Is there any chance of Chaosium offering a print for sale? I recall that CoC art prints were available back in the day. I had the one featuring a ghoul sitting on a headstone, to my parents' consternation.
  17. 1 point
    Some notable first impressions of the new RUNEQUEST Slipcase set from TV writer/producer Robert Hewitt Wolfe, RPG and video game writer Mark Morrison, Newt Newport of D101 games, and others...https://www.chaosium.com/blogunnatural-selections-22-impressions-of-the-new-runequest-slipcase-set "Final first impression 10/10. Will play. Great presentation, tons of content, a wonderful relaunch of a terrific game."—TV writer/producer Robert Hewitt Wolfe. "RuneQuest: Roleplaying in Glorantha subverts many of the tropes of both the fantasy and RPG genres. It makes you care about the world on a profoundly personal level. It makes you invest in your character's story so heavily that you don't want to risk their death. It evokes a sense of vulnerability that is reminiscent of Game of Thrones… It's absolutely one of the games you need to try."—Brian Holland, Good Games. "The new edition is so beautiful. The Chaosium team have brought Glorantha to life in living colour, beyond everything. I can't get over the vibrancy of the world... It's the best possible time to get interested in RuneQuest."—RPG and video game writer Mark Morrison (interviewed in the Good Games article above). "Cheaper than its constituent parts, easier to assimilate, faster to run... this is the best-researched setting that fantasy roleplaying has ever seen, topped by a robust system that meshes integrally with the fluff."—Antonios S. review, RPGnet. "Newcomer friendly, with all the Glorantha you need being hard-baked into the rules. In my opinion it’s the best out of the box representation of Glorantha ever."—D101 Games, publishers of the fanzine Hearts in Glorantha.
  18. 1 point
    It's a full moon at sunset on wildday. From there it goes to full half on freezeday, then crescent going on waterday, then to dying on clayday. Following dying is black on windsday, crescent coming on fireday, and finally empty half on godsday before it gets back to the full moon.
  19. 1 point
    1D6+2 (Elric! ringmail) is "objectively worse" than 4 (RQG Ringmail) or even 5 (RQ3 ringmail)? Plate armour 1D10+2 is "objectively worse" than RQ3 (8) or RQG (6)? Ok, 1D10+2 is 0.5 points worse on average than RQ3 plate. But at that level, you could say "RQG armour is objectively worse than RQ3 armour".
  20. 1 point
    I know it's often agreed with but I'm not really seeing the Kingdom of War being an inversion of Loskalm and vice versa. May be the suggestion would be better expressed as Loskalm will end up like another Kingdom of War but I don't find that sustainable these days given the Guide's talk about the Great King of the West (The number one fact about him that Ethilrist thinks is noteworthy is that he has Brithini Sorcerors Guie p750) The Kingdom of War has its own philosophy (Glorantha Sourcebook p180) which is to have "burst all bonds and broken magical walls" It is a relentless drive that has freed them from the Ban and consumed their humanity in doing so. Hence I think the Kingdom of War was the author of its own evil and not caused by anybody else. Besides undiluted evils rarely make as interesting antagonists as more human ones (compare and contrast Ramsey Bolton, King Joffrey and the Night King with Cersei, the High Sparrow or Tywin Lannister). I know the Gate of Banir is said to be in Timms but there is an apparent chaotic hellhole in Charrg (in the Argan Argar maps, the Bleak Land can be made out in the shaded portion) and it's where the local Uroxi were earning their bread and butter (Entekosiad p42). This may be referred to in the Entekosiad as Burneledos p70. That looks like a far more convincing place to summon chaos from. The relevant sentence could be construed as suggesting that Arinsor's staff is to be found in Timms but that would have to be an extremely clunky reading. My current thinking is that the struggle against the Kingdom of War is important not because it causes Loskalm to become Evil but that in order to defeat the Kingdom, the Loskalmi have to jettison some of their cherished ideals and struggle with the consequences. Loskalm will be stricken by internal disunion as it strives to adapt to new threats. The King becomes more poweerful but at the same time, the respect decreases and politcal instability including assassinations becomes commonplace.
  21. 1 point
    I occasionally miss the days of HQ1's Three Worlds model, simply because of the weird amusement factor it brought. Like how The Stream was an essence, so that meant some ducks had become... wizards? (And how Joseph Greenface, as a shaman who was 'Priest of the River God', was an animist who led theistic worship of an essence.)
  22. 1 point
    Yes, one can also experiment with less variation, like d3+3 instead of d6. Or even try to derive something (simple) that yields the equivalent of an RQ jumble of armour. However, I too soon get the uneasy feeling that "you may drive out complexity with a pitchfork, yet", etc. Start out with a standard collection of suits of armour with assigned AV, add any special considerations, and that's normally enough.
  23. 1 point
    No. At least, not usually.
  24. 1 point
    I am definitely of the opinion that one would have to roll a world lore or cult lore (fire knowledgeable cults) or the Insight skill to be able to grasp the paradox (again that modern man has no probs with but a Gloranthan..?) of fighting fire with fire as opposed to the obvious earth or water. Perhaps a forester might get it automatically or with a very easy idea roll INT x5 Or even a Battle roll cou;d be used here as someone pointed out—I really like that idea of using Battle skill to take the fight to the fire, sorry for not remembering and giving proper credit? Ahh there he is, Ian Absentia. Great call! What do you all think, is this wrong to think fighting fire with fire is not obvious? Good call. Hmm, Joerg, would you in this case assume one need a passion roll to stand firm and not run or go fetal... Honour for instance, or Love (stead) if it's in danger of being burnt or some such appropriate passion. I could see wild fire being like a Dragon and HR such a thing. Love hospitality! Though Pavis never struck me as a city of enlightened self interest. I could see Old side not really caring (to understate it, I believe the language might be a little more colourful) if Rich Hill was alight, but it the wind shifted... "to the buckets Our bothers (freudian slip?) need us," might be heard. Meow! Cool, very cool! Wowsie, wowsie woo woo Pebbles Schlepprock Jinkies. Velma Pretty darn cool dood me As to Eurmal, I am going with Bootse's comment and everything thing RHW says on Oakfed sounds pretty good! (you try to argue with the mis...nothing) Cheers
  25. 1 point
    This is an idea that I also use but it brings up one problem: what if the player rolls a Complete Victory on the first roll? The PC is picking the lock and all of sudden the whole stealing of the princess' necklace is solved. Okay, it is a rare situation and you can come up with all the nice ideas of how the door leads PC directly to the closet with the necklace there ready for grabs or something. But in a sense, there is always the possibility that the player can pass the contest in one or two rolls and skips the rest of the tasks. And the tasks here are the things that bring tension to the contest.
  26. 1 point
    I am loving BRP central, myself This Page is honestly some of the best experiences in the cyber realms I have had since pre-net days of Stadtel BBSs run on the fabled atari 1040st-—Sherman, set the way back machine to the 80s. The Rrrock, and oh damn can't remember the name of the BBS (citadel?) but it was the best ever and the SYSOP was King of the Popes (Hey Bald Dwarf, are you out there? C'com Dimitrius, I know your here). The conversations were long, short, airy, eriudite, hilarious... and now a massage from the swedish prime minister... slap itty slap itty slap... heated and often helpful. Especially if help was asked for! And best of all from around the world (often on the SYSOPs and his slow friend's dime). Hell there was a thread about super-string theory was easily as long as the Pavis and the three billion questions thread found in the Glorantha Forum! Anyway should a praise thread be needed why doesn't some one do so and begin this anew there... You can quote me on that. Oh hell I think I will do that anyway... Done, a new thread has been created and it's meant to praise BRP central, head to the tavern, you can ask anyone here for directions. Cheers
  27. 1 point
    I wonder how Oakfed shamans would feel about it. Would they encourage the blaze or help with the efforts to stop/control it? How would worshipers of the other lowfires or gods like Veskarthan feel? Surely there are gonna be some people who have different feelings about a whole bunch of fire spirits in one place than that they need to go away. Edit: this is honestly one of the most interesting threads we've had here imo. Talking about how people would deal with more real-world issues in Glorantha is really enlightening. And talking about how issues like this could be used in-game is even better.
  28. 1 point
    It's to some extent a question of emphasis. A game where armor and hit point values for each part of your body is an important thing you regularly to engage with, where magic is concretely specified and used by spending points, where the reach and weight of different weapons changes when it's your turn to act, and so on directs your attention to different things and encourages a more down-to-earth mechanistic way of engaging with the game world as you play. It's not an either/or proposition, but they tend towards different proportions of focus. More "mugging a baboon for its greaves," as Laws likes to say. That's not a value judgement. Horses for courses, strokes for folks, etc. Catch me in the right mood and I'll relish a crunchy grind-out combat. However if someone generally prefers the Jungian showdown in Red Moon Rising or the extended courtship challenge in the The Colymar Campaign over detailed resource management and tactical skirmishes, adapting content that emphasizes the latter sort of play more so than the former, while possible, is not preferable. I am happy for RQ to get such great support and for Chaosium to be healthy and successful. The economics are what they are. I may nonetheless sigh now and again as things I was looking forward to for years are realized in forms less well suited to my preferences than I had been expecting, even as I appreciate the lovely production RQ fans' money makes possible.
  29. 1 point
    This is something I wrote up a while ago for some character background in a non-Glorantha game, but it seems to me like it would fit in well in Glorantha with maybe a couple of changes to small details: Once there was a fire who burned in a grate. When he was damped down to a little spark and he slept, he dreamed hungry dreams of the wood and thatch he saw through the bars of his grate. He dreamed of the wildfires that were his ancestors. "Just set me loose for a moment," he sighed in his sleep. "And I will feed my hunger. I will be an inferno." One day the grate was left open and the little spark was free! He leaped from the hearth to the table, from the table to the chair, from the chair to the curtain. He reached out with fingers of flame to climb to the roof. But a woman spoke and made him pause there. "You should let your hunger be satisfied," she told him. "With what you have already burned." "Why should I? My hunger is powerful and I would fill it." "If you do not temper it, it will control you." "Why should I care?" "Because people will fear you. They will tear down everything around you that could feed you. They will bring water and sand to quench and smother you. Your flame will be extinguished. You will be cold and dead. You know this to be true." The fire flickered with doubt. "If this is as you say, why should I not blaze hot and hungry in the short time I have left?" "You have a choice. If you temper your flame and walk with me, you will be more than a blaze that burns once and goes out. You will be many fires. You will be fire that brings warmth, fire that brings light, fire that gives comfort. You will be fire that cleanses, fire that consumes, fire that kills. When it is needed, little spark, I promise you will run free and hot and wild across the open plain. You will roar and your smoke and flames will reach up to the sky. Just choose." The fire chose. When the woman walked away from the house, flames danced in her eyes.
  30. 1 point
    Pretend. While duck Eurmali can learn sorcery, they only pretend to be wizards.
  31. 1 point
    In Pendragon, ratings above 20 get added to your die roll. If your total is over 20, you score a critical success. (Normally, you score a critical by rolling your rating exactly). HQ breaks ratings down into 20pt brackets, called Masteries. When a rating hits 21, you have reached the first Mastery level, notated as 1M, with the 'M" representing 20. a total of 25 would be written as 5M, while 47 would be 7M2 ( i.e. 7+(20 * 2)). Your TN is the number before the M, but your result gets bumped up one grade (Fumble -> Fail, Fail -> Success, Success -> Critical) for every M you have over your opposition. BRP games vary a bit from one implementation to the next, but speaking broadly your special or critical success thresholds are based on a fraction of your skill percentage, your chances of attaining them rise even when you hit the maximum overall success chance. Percentages over 100 can also soak up penalties, help with splitting for multiple actions, penalize your opponents in opposed rolls, etc. - depending on the specific game. All three approaches work reasonably well. The Pendragon and BRP approaches start to fray when you approach double the base range, though as a practical matter that isn't really a problem in any actual game I've heard of. (I think Lancelot has a ~30 in his Lance skill in Pendragon. Highest any character I played ever got was a 24.) The HQ approach , while perhaps harder to grasp at first and having a little oddness right at the breakpoints, has the benefit of continuing to gracefully and meaningfully scale up and up. While the spreadsheet I linked to doesn't encompass Mastery, the odds and result distributions for 17M3 vs 15M3 would be exactly the same as 17 vs 15.
  32. 1 point
  33. 1 point
    Cities propagate fires well in the upper stories. The larger houses, especially the square ones with the light shaft in the middle, are basically furnaces waiting to be lit. Cooking fires may be a lot less common than you might expect. There is a great likelihood that much of the cooking will be done in the streets or open courtyards, with fast food providing the most warm meals. In Orlanthi cities, I don't think there is a difference between the militia and the fire fighters, except the choice of the champions.
  34. 1 point
    Fire is an interesting thought. And makes perfect sense to a modern man. Now yer average govmint boorocrat who gets approached by this crazed looking (Oakfed shaman, or?) who is spouting some nonsense about how a salamander (fire elemental) is the solution to his fire problem could lead to interesting role playing.
  35. 1 point
    I agree. Once the investigator enters play their skill levels are set and no longer tied to their characteristic scores.
  36. 1 point
    In pretty much every Gloranthan human culture in the greater Dragon Pass area, punishment for crimes is one of the following - pay a fine, be exiled, be enslaved, or be killed. Of course, if you can't pay the fine but your crime is insufficient to be killed or exiled, then you might become an indentured worker. People might be held in a safe place until they either pay their fine or are killed - but the idea of imprisoning folk to "serve their time" as a punishment is likely unknown.
  37. 1 point
  38. 1 point
    Thank you ever so kindly of taking a chance at being ostracized amongst your peers. Well said!
  39. 1 point
    My non-canon speculation: From all this I'd expect Raibanth to be socially stratified to the Nth degree (everyone, down to the street-sweepers, knows how many generations separate them from the Sun or an Emperor), with a fair bit of pointless fighting over 'giving the wall' (in the 16th century in England, bravos would try to intimidate their lessers into stepping out of their way - 'out of the sunlight' in the case of Raibanth - and stab people who didn't make way. A cruel, inward-looking place, with its tensions intensified because of the obvious presence in the sky of a more dominant philosophy. The Lunar Way is viewed privately as a dangerous innovation by the City Fathers, but they can't oppose it outright. Every generation, more and more people are lost to it. Yuthuppa is a very organized place. People know their places, but it's much less unidirectional as in Raibanth. Castes are organized by work rather than by descent per se. The Yuthuppan census is a yearly thing. The ruling class are distracted intellectuals and engineers, not haughty Yelmites. There are a lot of students from elsewhere in the Empire, generally behaving either studiously or badly as the case may be. While Raibanth probably has street lighting by night, Yuthuppa forbids it - it interferes with star gazing. The greater social cohesion (compared to clan cohesion in Raibanth) helps to allay the night-time danger of burglary and theft.
  40. 1 point
    Ironically, Orwell did seem to be paying attention.
  41. 1 point
    Yes, this. I have an account and post here and there but FB is useless to actually follow a topic. I do not FB every hour of every day, instead I may check my feed once or twice a week. Trying to find posts relevant to me as opposed to the garbage FB wants me to see makes it worthless. If the information is on the companies site in a format that I can search and read, like a forum, then I follow it. If I have to dig through social media feeds to painstakingly excavate small grains of news, then I go find another game. The only thing that screams "do not buy our products" louder that over reliance on social media is defaulting to PODcasts. If I don't have time to search and skim through pages of social media streams, how can anybody think I have hours to listen to people babble about minutia just in case they actually mention a usable piece of information. I may sound a bit harsh, but I work full time with a hour+ commute. I actually love my job, but my gaming time is very very limited and I absolutely refuse to squander it digging for information that should be being pushed to me. The social media and PODcast craze masquerades as methods of easy communication, but the reality is it makes product information virtually impossible to easily access. Quick, in less than 5 minutes tell me if the 50 minute PODcast gives a release date and price. Quick, jump on FB and in 5 minutes or less find that post from sometime last Wednesday. Pretty much the only companies I really bother with are the ones that maintain active forums with an actual company presence or they maintain and actual updated website with a news page/blog. Well I guess I should end my rant now 😳
  42. 1 point
    Perhaps the Compromise should be seen as a geas sworn by the Gods? They can obviously break it, but, for reasons we do not know, they strongly prefer not to.
  43. 1 point
    Prior to this section you've quoted is the paragraph on p 211 :- Missile Weapons Missile weapons are weapons that leave the grasp or possession of the user to reach their target, usually traveling through the air. There are two types of missile weapons: thrown and projectile: thrown weapons are typically melee weapons that are balanced for throwing. Thus, the javelin is a one-handed spear that can also be thrown. This category includes throwing axes, darts, throwing daggers, javelins, and rocks. . Projectile weapons are weapons that project a missile at a target. This category includes bows, crossbows, slings, atlatl, and staff slings. (my emphasis) The paragraphs relating to Thrown Weapon Damage Bonus says "If an adventurer using a thrown weapon has a damage bonus due to STR and SIZ, their thrown weapon gains only 1/2 the normal effect of the damage bonus. " Thus, yes, the 1/2 DB should apply.
  44. 1 point
    Ha! I was thinking "wait a second, I remember having this problem before, but where?", and yes, it must have been for the Masks slipcase. For that one I just gave up after a day, took a deep breath, closed my eyes, and threw it away. I just received my RQG slipcase and I'll do the same here -- it's just not worth the trouble. I'm keeping the little cardboard tray though. That one's handy.
  45. 1 point
    We are trying to save and migrate them. We have no further specific news on that at this time. We want to preserve that content.
  46. 1 point
    Slavery might be more enticing than you might think for those to be enslaved. They don't die, they get fed and for non nobles this is more of a change of boss than any thing plus some are able too if skilled buy their freedom or earn it
  47. 1 point
    I think the mistake is assuming that Gloranthans have a better solution to the problem of captives than ancient world humans had. Your basic choices are: Ransom them. Works great for important people and potentially very lucrative. Also it means people are more likely to not kill you or your kin if they are captured. Downside: they might return with armed companions after being ransomed (the Julius Caesar problem). You are stuck with them until the ransom is paid. Put them to work. A source of labor and skilled labor. Downside: they are dangerous and can rebel. Kill them: Solves the problem of having dangerous captives. Downside: often angers the gods, probably results in their kin doing the same thing to you. Also means you forgo lucrative ransom or labor.
  48. 1 point
    You're making the assumption that your players can never attain a level of power or effectiveness that will allow them to rival powerful NPCs. That's a mistake as far as I'm concerned, since you're curtailing your players because of narrative fiat. I agree that it should be difficult and rare for PCs to become akin to such lofty figures as Hofstaring Treeleaper and Kallyr Starbrow, but why should it be impossible? And furthermore, why should it be impossible that they come up with an effective plan to neutralize them even if they are not their equals? (I'm assuming that you meant "neither outcome) Your game is your game, so if the narrative-focused, tight storyline is what you and your players enjoy then more power to you. I believe that it is much more fulfilling to allow players a freer hand to interact with the world, grow, and leave their own mark.
  49. 1 point
    Two problems with that: first, those stats are for D&D, and none of them approach what I would call Hero- or Superhero-level power, surprising since they were written by Dave Hargrave and would be beaten senseless in an Arduin Grimoire-power game. Jar-Eel at level 12? Really?
  50. 0 points
    Ah yes, about your gases - carbon monoxide only crops up in connection to combustion and is not a natural subterranean hazard (unless you have regular fires in badly aerated caves). Unleashed water is another hazard, whether underground (you might find a pocket of air to sit out the drowning hazard for a while, but you need to be lucky for that, and the air won't last forever) or above ground. And the other three elements can come in as terrifying and lethal fronts.
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