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Showing content with the highest reputation on 05/21/2019 in all areas

  1. 3 points
  2. 3 points
    Are you sure this isn't the message you intended to write from the outset? The real-world-parallels chestnut is bait that brings out the worst in the grognards, and recent developments in Glorantha have purposely steered away from more concrete comparisons that bog down in argument instead of play. A skim through the art in the book gives a strong flavor of the cultures in and around Dragon Pass in dress, weaponry, and mythology. And the sections on homelands provide succinct summaries of the cultures. I find it hard to miss, especially going into it already knowing what to look for. It's too bad that you assumed that grousing over minutia on a message board typified the new edition of the game. It's also too bad that you decided to engage in it yourself. Message boards are too often distractions from actual play. Best of luck playing the games you enjoy. !i!
  3. 3 points
    Craziest familiar one of my players ever made never got actual play as the game ended and I believe that was the last thing ever done. They drained a wyvern of its blood then gave a ghost of a shaman size so that it would be the ectoplasmic plasma so to speak, ie, the wyverns ghostly blood. Then bound the ghost into the wyvern. Wasn't really an undead wyvern since it now had a soul, albeit a dead shaman's soul that flowed through its veins. Decided the eyes glowed ghostly blue. RQ3 days. Was more maximum game fun than something that would probably work per the rules as written.
  4. 2 points
    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but halves the wearer Spot and Search if worn in the dark (NOTE: Darksense is not penalized, sunglasses may be pushed up onto the wearer's forehead as part of the Spot or Search action to avoid penalty). Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  5. 2 points
    Your character is about to get his cheeky arse kicked by a certain Priestess so watch it! The list is getting way to long....
  6. 2 points
    I think they are free to any cheeky young Raven who asks nicely
  7. 2 points
    I say seller should offer a big discount for the party providing needed rare components available only in the Big Rubble Garden part!
  8. 2 points
    I find myself that podcasts are easier to fit into my schedule than YouTube channels -- I only have a short commute to work, and a bit of workout/running to let me eat chocolate like I used to, so I listen to podcasts during that time. In comparison, YouTube channels require your full attention. But there are also written-word feeds you can follow if that's more your jam -- I follow some filtered version of RPG.net and ENworld news, and receive the newsletters/follow the official blog feeds from Chaosium and other usual suspects (Pelgrane Press, Arc Dream, etc.). Back to the OP, I think another good book people might buy pretty soon after the Starter Kit and Core Rules book is the Pulp Cthulhu book. I've seen people get into Cthulhu with the wrong idea: they thought you could create characters with magic powers from the get go, or they didn't think it would be as hopeless and bleak (expecting action/horror instead of cosmic horror for instance). I think the Pulp Cthulhu sourcebook lets non-HPL/cosmic-horror fans still have tentacle-rich fun, and that's probably an option they need to know about early on.
  9. 2 points
    It makes sense to me, since we know that Extension requires a Rune Point pool dedicated to maintaining it. Without the RP backing up the spell, which are moderated by a CHA stat, which maintains a connection between the middle world and the god world, it drops. On the other hand it may be a legitimate move for a community that is facing annihilation to use up their Wyter in a last desperate move. Harrek's killing and binding of his god is a little like this. He might have sacrificed his community's wyter as part of achieving that. It's clearly an unusual move, though, and not something that normal, healthy communities do regularly.
  10. 2 points
    My Pinterest stream has coughed up the goods again. More figurine busts. The page has pop-up pics so it's a faff to link to the particularly relevant ones, I'll leave you to look at those that take your fancy https://www.planetfigure.com/useralbums/busts-2.733/view But to give you an idea, my mind immediately named this, 'Shouldn't that bear be white?'
  11. 2 points
    Firstly, Wyters of a military regiment should be casting those spells! And, I'd probably have it as part of the High Holy Day ceremony, in which the Wyter casts the spells and then, during the same ceremony, the initiates etc refill the Wyter's POWer. Secondly, it makes absolutely no sense to me for a Wyter to not be able to cast Extension - just because it's OTT/OP. If there's an incredibly awesome reason (or mechanic) that makes sense, I'd be all for it. But, the above 'arguments' don't provide that. We have Crimson Bats, and Harreks, and Jar-Eel, and Argrath... and the Lunar Colleges of Magic, and Argrath's Sartar Magical Unions... using the Wyters in the way described above seems perfectly in line with what's happening in Glorantha these days.
  12. 2 points
    Not if I I mean my Trollkin Ninja squad I mean somebody steals it first! More seriously... Damn, I didn't think Chaosium could make me regret missing GenCon any more (than they already had). I really gotta stop underestimating those people.
  13. 2 points
    Well thank you to those that took the time to reply to my questions. But I have also been reading other threads in the RQ forum and frankly it has been an eye opener. And not in a good way. I will be shelving my copy of RQ and going back to the CoC side of the house. I find it difficult to believe that the RQ forums and the CoC forums are on the same boards with the same company. CoC has some differences of opinion comparing purist games to pulp games, but they have never gotten this venomous about hw you are allowed to have fun. RQ books books are covered with pictures that say Classic Greek or Hoplite and yet to even mention it apparently is heresy or something. A player or GM trying to enter RQ based on the current core rule book really has no idea and cannot find anything in the core book to actually describe what the various tribe/nations are like. I can understand that they apparently disliked real world history enough to try and make everything completely different. Which is fine, except now the game has no entry portal unless you wish to turn a game into a full on research project. But the venom displayed on some of the threads I read is very revealing. Especially since it is apparently accepted as OK. Now I thank the three people that took the time to answer me directly, Crel, 7Tigers and Joerg, and their well thought out responses. You are great representatives of the RQ community. But I'll be moving on. I have very little free time to RPG at all and I simply cannot waste it in this environment. Good luck all and I hope you can get back to the FUN that is what RPG's are all about.
  14. 2 points
    I'm with you and @HreshtIronBorne on this one, @Pentallion. You're exploring the rules given to you by the designers. If the rules about wyters had been playtested more rigorously, we might have seen some limits published in the RAW. I think you found a very interesting set of ideas and rules around wyters and clan war. Some reasonable limits have been proposed to tone down the pure power-plays, leaving some powerful new options for RQG play. I've taken some notes for use in my own game. I find this thread interesting for addressing the stunt monsters in the Bestiary like the Crimson Bat or Cwim. I understand that they're designed using a "LOL, this is funny" principle and I couldn't see a way for RQG characters to ever challenge them (using the rules we currently have). But now we've got this "burn down your wyter" idea to think about. Can it be theorycrafted? Maybe. I'm probably not the one to try. But it expands the horizons of what's possible. And before the grognards start declaiming about AD&D/Deities and Demigods/"If it has stats, we can kill it," I know. I know. I've been around a long time. I read about it in the letters section of Dragon.
  15. 1 point
  16. 1 point
    You know David Scott, when I was playing in the 80s I was using this narrative technique to bridge where RQ 3 rules had gaps (even a great game like that had holes). Describing Sacred times, initiations, spirit combats,you know, not quite made up because it has roots in shamanism, and of course, paradoxically made up because that is how to weave magic in real world shamanism, within the power of the story.
  17. 1 point
    Spoiler ahead Dream dragons ahead! :}
  18. 1 point
    RQ2 prices are in the table on p.48. Selling price is 200 L per point of healing. Potion cost is ten times ingredient cost, potion potency is limited by your knowledge and your training in making the potion. If you want to make them yourself as associate member of the guild, you need to sell about 30/potion strength plus 12 potions to break even (paying for training cost and guild association), compared to buying them from some alchemist. If you decide to learn a stronger version, it's 12 sold potions again. As with casting Battle Magic, you should be able to make a weaker potion than your training would allow you to produce.
  19. 1 point
    Of no import, but I pronounce them: OR-lan-thee PA-vis (pa as in pack) XUN-chen (the Chinese sound that was originally transliterated as "hs")
  20. 1 point
    Yes, and MP's regenerate fully each day... at 1/24 per hour, and/or whatever fraction best approximates that.
  21. 1 point
    If you want to self resurrect, you probably have to die to learn how to do it.
  22. 1 point
    I recommend Tekumel too, and Tomoe Gozen. I have found myself returning to Philip Jose Farmer's somewhat obscure pair Hadon of Ancient Opar and Flight to Opar. Straightforward adventure books, but the primitive Khokarsan empire at the dawn of man is exceedingly well drawn and will provide some inspiration. It was originally intended to be a longer series, and there have been a couple of follow-ons written later by others (I was less fond of those). I thought those two books worked well enough alone. For Heroquesting with a British flavour, I'd recommend a look at Robert Holdstock's Mythago Wood. It spawned a longer series of books, but at the time I thought the first one was the best.
  23. 1 point
    Sure...if I wanted to do homework to fill in the gaps of the game system I'm trying to use, I could do that. But since I see no value in those experiences as it relates to playing a game, I could just as easily read the history of WW2 or a cook book. I shouldn't have to try and 'make it up'. The mechanics should be there if it is part of the game, or the system shouldn't include it (wait for our Shaman supplement!). But inspiration or not, none of that actually dictates the rules we use. Humans don't have POW that they sacrifice to gain the ability to throw lightning bolts...it's a game mechanic. I want the game mechanic. I don't care what the writer's inspirations were or their beliefs. I also don't agree that real shamanism is as you describe, but that's a different topic for another discussion. That involves interacting with one's beliefs (i.e. that there is a spirit world, that there are spirits, etc). That is traditional shamanism. That's great that that's how you do it. I and my players are playing a game however and we want the rules that govern those interactions. If its strictly roleplaying, that's fine (though why have social skills?). If there is a standard format for those interactions, then that is also fine but it needs to be spelled out. Essentially what I am getting at is there is a hole in the game system that shouldn't be there. Whether we plug it with something or not is us to us, but I'm not going to try and plug it with someone's belief that they had an out of body experience unless it somehow comes with mechanical connections attached. Battle Magic has no analogue in historic inspiration, yet it works just fine. Characters are ridiculously fragile compared to real world trauma, but that works okay too. The writers can use whatever inspiration they want, but none of that maps directly to game mechanics except as inspiration. Even if I believed in gods or spirits, I wouldn't expect the game mechanics to reflect my beliefs about how those things work (because that would mean we are playing a world devoid of flashy magic and monsters and that's boring). So what skill does he roll against when he gets there?
  24. 1 point
    I think most fantasy RPG's have the idea of limited-resource magic and common / frequent-use magic. Like... potions and scrolls, in D&D. You know your PC can get more, but not this adventure... what they have in this dungeon is what they have... when they're out, they're out. OTOH, some classes have Cantrips that they can spam at-will (ranged-combat Warlocks with Eldritch Blast, I'm looking at you). Not limited to magic, either; maybe in CP2020 your weapons-dealer could only get you 3 LAW rockets, and when you've fired them they're gone; sure, you con probably get some more, eventually... but not this mission. Etc. I don't think this is a hard concept for most gamers. I don't quite understand the advice you were given.
  25. 1 point
    Our friends at TYPE 40 have forged a sword - a RuneQuest sword, inspired by the weapon being wielded on the cover of the RuneQuest Quickstart. We hope to have this wonderful weapon on display at Gen Con.
  26. 1 point
    The revised hardback edition of King of Sartar has made a few small alterations to the Events of My Life list, including mentions of the Great Winter that were absent from the softcover edition. It deviates from the information given in the Adventure Book - Minaryth claims that Fistivos, Colymar king before Kallai, died fighting Telmori, whereas the Adventure Book credits Kallai with killing is predecessor. Now what business would a Colymar king have fighting Telmori in1603? The closest ones would be in Boldhome, as part of the royal bodyguard, although the absence of a Prince might mean that the Boldhome contingent was absent prior to the discovery of Temertain. It surely would have been a bad environment for Goram Whitefang, son-in-law of Terasarin and connected to the House of Sartar through his grandmother Onelisin. (There is a remote possibility that Fistivos may have been involved in the assassination of Terasarin's daughter Tarkala, or have given shelter to one of the assassins, and that Kallai assisted Goram in taking revenge. Fistivos' Seven Brothers clan is absent from the Colymar clan list, and his appearance so shortly after the Lunar conquest is suspicious, too.) One entry I wondered about is "1607: Clearwine burned." This is in the middle of King Kallai's reign, with no mention in the Colymar King list or the history of Clearwine. "Minara killed" (same year). There are a few deaths mentioned in the list, probably kinsfolk of the author, but he also keeps track of royalty. Minara probably is a fairly common name in Sartar. But this could also be the daughter of Onelisin, born in 1639 as the presumably youngest of the triplets born to Onelisin and Jostharl. Another thing that is somewhat strange that Minaryth keeps accompanying his mother through her marriage to the Orlmarth. How does a Hiording woman end up in Tarkalor's Keep with a son not claimed by either the local clan or the Hiordings, or if he remained Hiording, why did he grow up among the Orlmarth and in those many places?
  27. 1 point
    Yes, now that you mention it. It's been around 30 years or so since I read the two books.
  28. 1 point
    One book I found quite instructive is The Way of Wyrd by Brian Bates, telling the story of a monk's introduction into the quite shamanic ways of a pagan magician. For a historical fantasy, I enjoyed Poul Anderson's King of Ys series - four books on a fictional Phoenician city in Late Roman Aremorica (actually using Martin of Tours as one of the protagonists), about a Mithraic Roman prefect in the service of Magnus Maximus, based on the Bretonic myths about the drowned city. I found it influencing my views of the Holy Country. I eventually read it, but his first novel really made a barrier to his others. Greg wrote a huge endorsement for the mythic aspects of Watership Down. The fact that the protagonists aren't human makes this quite good preparatory reading for anyone wishing to play non-human species. The social moles of the Duncton Chronicles by William Horwood are another example of "furry" spirit quests, biologically implausible, but possibly quite Hsunchen. Chronologically, Maia is a prequel to the events in Shardik.
  29. 1 point
    The Zistorites (not the God Learners in general) were mass-producing magical swords that worked just fine in Zistorela on Kostern Island (in God Forgot) but which became basically mundane weapons (of inferior quality to Heortling ones) when removed from that place far enough. The crystals powering that magic clearly drew on some magic source inherent to that place, or inherent to the God Machine running below the Clanking City. Another way to create a magical artifact is to take an ordinary item to a heroquest, identify it with a mythical item, and return holding that artifact. This method is commonly used by all heroquesters, and the number of such items depends on the number of your heroquesters and heroquests. In this, the God Learners certainly had an advantage over most other cultures, although the Holy Country proved to be a hotspot of heroquesting, and its daughter culture in Sartar as well. The HeroQuest 1 material had the Chain of Veneration for the Malkioni, a method to channel and redistribute the magical advantage accumulated by their Worship Invisible God rites somewhat more directly to their zzaburi, possibly side-stepping the formation of a wyter, but then the history of Hrestol does suggest that he was more than aware of wyter magics. His quest to slay Ifttala, daughter of Seshna Likita and ancestress of the Pendali, was basically the quest to slay the wyter of the Pendali peoples. Snodal's quest to slay the God of the Silver Feet is similar. It is worth mentioning that these God-Slaying quests have very negative consequences for the questers.
  30. 1 point
    Or those of us who don't have websites, but happy to pitch in ideas here. My current campaign started with this premise: Queen Leika has returned and is looking to restore the strength of her tribe the Colymar. Ostensibly she has hitched herself to Prince Kallyr of Sartar as the Liberator, but in the past Sacred Time, things went horribly wrong. Prince Kallyr's rituals led to disaster, her closest companions slain, chaos unleashed, and dire omens seen across the land in every tribe's Sacred Time rituals. Queen Leika now fears Kallyr's days are numbered and she needs insight into the future. Once upon a time, the clan's founder Colymar sought out a vision of the future and performed a great ritual atop Colymar's Lookout to divine what his clan should do. Now Queen Leika calls upon the adventurers to aid her in this critical task - to follow the path of Colymar and find a new vision.
  31. 1 point
    That's really the core question. The world around is as much or little color as you wish to add. You can start with something very basic: a Dragon has Arisen. This is not just a dragon the size of a house, this is a True Dragon, a creature that is 10 or more miles long! It devoured in one bite, the entire temple of the Red Goddess and the army and magicians of the Lunar Empire that have suppressed your land for a generation. It circled the entire land, and dire omens were seen by your priests, priestesses, or shaman. Omens that point to the Hero Wars. This is the time to act - your clan is free! But already the other clans, many of whom collaborated with the evil Lunar Empire, are making moves, including against you and your clan. And what of all the refugees? Folk who have fled the wars and now seek to find a home among you? And then there's all the things the dragon has awoken, strange draconic things and monstrous chaos that all thought long buried, lost, or gone forever... There are any number of short arcs from there - just a matter of finding what story appeals to your players. The hated Greydogs have stolen your cattle, cattle needed for upcoming rituals (lead into the Broken Tower scenario). Or Queen Leika has returned, the traitorous King Kangharl devoured in the Dragonrise, but she needs loyal allies, and needs Apple Lane secured (lead into the RQ Adventures book scenarios). Or the rise of the True Dragon has indeed stirred up draconic forces in your lands - there's a lesser dragon, a dream dragon so to speak, that is attacking steads (lead into the last scenario of the RQ Adventures book). And what are the dragonewts doing? Everyone knows they do strange and vile things - they kill and eat babies, mutilate cattle, disrupt sacred rituals - and they have been spotted in your clan lands (lead into your own arc).
  32. 1 point
    Absolutely anything by Gaiman, especially Sandman's first 8 or so issues! Though Gaiman usually does not write anything that would resemble sword and sandal fantasy (See his Sandman/Orpheus arc that makes a liar of me) most of his books could easily exist in the realms of Hero Quests.
  33. 1 point
    Anyone of any gender can partner up, though marriage is usually between males and females, and formal marriage is a clan and bloodline-based affair, not a private thing - quite different from how we might do it; there's usually payments, contractual oaths, and even a duration negotiated. If a Vingan married they probably would do so as equals or with a bedhusband or bedwife, but Vingans often are less oriented towards settling down and having families than other Heortlings. Vinga did bear a child according to at least one myth, but she wasn't necessarily married. I suspect their brothers and sisters may raise any children they have. Now temporary initiation to Vinga is described in several HQ documents for purposes of vengeance or survival, to gain combat magic, and these types of initiations usually preclude any settled life: in fact, it's sometimes done by young widows and bereaved mothers to take part in ritual feuds. Generally speaking Vinga operates very similarly to Orlanth Adventurous. Orlanth Adventurous is the unsettled, bachelor, Orlanth, not the stead-father, chieftain, or protector: he is the thief, the raider, the explorer, and the befriender of strangers. These are also aspects of Vinga. A Vingan can become a king or chieftain, but I suspect the fertility aspect of Orlanth is there undertaken by a proxy, such as a brother or bedhusband.
  34. 1 point
    "What the characters will be doing" is really up to you, no? As I mentioned previously, although you can do the usual fantasy setting stuff (murder hobo, mercenary, trader, etc.), what I find interesting with Glorantha is having characters be part of, and take care of, a clan, and how that clan rides the waves of Dragon Pass history (some things they may get involved in, some things not). As such, the Red Cow books (The Coming Storm and Eleven Lights) (that @Paid a bod yn dwp said they're playing) are of special interest to me. If that's helpful I once read somewhere someone describe Gloranthan regions (and their associated RQ2 sourcebooks) in terms of character activity ("what the characters will be doing"). Those are probably very reductive (so I expect a barrage of long rants trying to add nuance to each item) but keep in mind the whole point is to get a very broad/general idea of what's what in Glorantha so you can see what grabs your attention and have something you can look into for more detail... so if the following list in indeed inexact, please try to keep the descriptions as short as possible. Anyway, if I remember correctly, it went a bit like this: Pavis/Big Rubble (and I suppose the newer Pavis sourcebook also applies): mega dungeon crawling Borderlands and Snakepipe Hollow: wilderness hexcrawl Griffin Mountain: mission-based (mercenary) gameplay (edit: Griffin Mountain is the wilderness crawl, Borderlands is the mission-based one, I got them mixed up) Sartar (Kindom of Heroes, Companion, or the old, slightly outdated Sartar Rising stuff): "heroic" tribal adventures where you manage your clan and make a space for yourself. To be compared with the maybe more "lower level" (as I understand it) Red Cow books where you're part of the Red Cow clan and not "in charge" of it. So as a result, Chaosium (and related publishing houses) has historically supported various types of campaign arcs and character activity, so it's up to you to pick what you think you and your players might enjoy, and pitch that to them.
  35. 1 point
    Me goes with the "bee" ... 😉
  36. 1 point
    Often it is preferable just to get a concept out there, with the assumption that enough information is there that people can start including them in their games. And then we can wait a bit for a later opportunity to handle some of the deeper nuances. For 95% of the games, what is in the core rules about wyters is likely enough. The RQ Campaign Book gives an opportunity for a little GM facing nuance.
  37. 1 point
    I included enough on wyters so people could include them in their games. Here's the Notes on Wyters section in the RQ Campaign book: NOTES ON WYTERS Wyters are intended to be a potential resource for player characters and their community. The description of wyters in RuneQuest Glorantha (pages 286-287) provide a useful overview of wyters. A wyter is the spirit of a given community. Weakening the wyter weakens the community. When a wyter weakens itself through expenditure of points of POW to cast Rune spells, it weakens the spiritual health of the community. If the wyter reduces its POW by half, the community may begin to collapse. Additionally, the wyter must be persuaded that using the magic is appropriate for itself. No wyter will endanger its community simply to function as a rechargeable POW battery for its priest! The wyter is responsible for the spiritual well-being of the community, and among its important roles are protecting the community from hostile spirits, vengeful ghosts, enemy gods, and more. Although such things trouble even those communities with a powerful wyter, this happens far more frequently when the wyter is weakened. Pity the doomed community whose wyter becomes weak enough to be defeated by an ordinary spirit or enemy shaman! Although members of the community may sacrifice points of characteristic POW to the wyter, this is in practice more complicated than the RQG rules might suggest. Normally such sacrifices only occur on the high holy day of the wyter, although a kindly gamemaster might allow an adventurer to sacrifice a point of personal POW to prevent the wyter from being extinguished. It is perfectly reasonable for the gamemaster to only allow adventurers to make such sacrifices – perhaps that the wyter’s characteristics assume that other community members are already making whatever the sacrifices that community can be expected to make. Alternatively, the gamemaster may decide that any community that has been significantly weakened by the wyter’s loss of POW is too spiritually weak to sacrifice POW for the wyter unless that sacrifice comes from the player characters.
  38. 1 point
    QuestWorlds is the forthcoming open-licensed successor to the HeroQuest Core Rules (HQ2) toolkit. The linked files are an excerpt from the SRD, currently released to only developers using it as a basis for upcoming games, such as Ron Edwards's "Cosmic Zap!" Glorantha-specific implementations, will continue to use the HeroQuest name (and reserve that term as non-open product identity) with QuestWorlds becoming the identity for the system family overall.
  39. 1 point
    the clan would be uber powerful, not uber weak. Because you included one little rule that says the clan can sac power to their wyter. And then you made it totally worthwhile for them to do so.
  40. 1 point
    Because if 40 Humakti worshippers each sacrifice a point of power they gain Shield 27 for a year? Not just the rules-lawyer chieftain, ALL of them. The wyter goes right back to 42. and next season, those same Humakti get Trueswords for a year. Those ain't getting knocked down when you've got 54 countermagic up. And that's just Humakt. Why wouldn't 40 Orlanthi all have permanent Flight for only 1 power per year? And the fact the rules state you can sac power to your wyter means everyones wyter will always be at max power because those benefitting from its powers stand to gain from saccing power to it.
  41. 1 point
    I mean the more I think about this, the more I would absolutely ruin a chief or high priest who tried to do this. "You broke our ancestral god - OUR ANCESTRAL GOD! - to do what? Our clan is dying, we have kin slaughter and more than half the community left to form a new clan, so that you be invulnerable? We have summoned the assembly and have decided to strip you from that office so that we might survive."
  42. 1 point
    So you have a maximum POW wyter for your example, rather than the normal 27 POW, CHA 14. This is obviously SUPER-clan, whose wyter is some god. Your wyter has 42 points of POW. In theory, it could blow 41 points of POW to cast Rune spells, but that is stupid unless this is a murder-hobo wyter. That wyter's POW has all sorts of other functions, like being the spiritual force of the community, keeping hostile spirits out of the clan sacred lands, etc. Reducing the POW of the community spirit weakens your community - this should go without saying (and not something that should need clockwork mechanical things). Why are the other clan members going to give up their POW - their SOUL - just so that our rules-lawyer chieftain can feel super-swell? Heck, reduce your wyter to POW 1, and maybe just it gets captured by a hostile shaman. Maybe some weak hate ghost with POW 15 decides to take its vengeance. Maybe a ritual enemy that normally is obeisance now can manifest.
  43. 1 point
    If a Wyter can use all of the spells that the High Priest knows, if that priest is an actual Priest of a Cult then would the Wyter be able to use his knowledge of enchantment spells using RAW? I am a power gamer at heart, it is true, I am also interested in finding out how all of the new moving parts of RQ:G are intended to work together and scale to represent the Hero Wars. Mostly, I just wanna know if what I am seeing the rules do is the vision that is intended for representing what happens in Glorantha. I personally think throwing around big-ass spells is hella fun and actually having rules for where PCs and Communities derive Greater Powers than were ever in the actual rules for older RQs, as far as I can tell.
  44. 1 point
    Sure, it's good fiction that we could use, but we could also come up with similar material ourselves with the general knowledge we have of fantasy shamanism.
  45. 1 point
    I hear you, but I also feel like I'm receiving mixed messages. Either in this thread or another one, multiple people said that Rune magic should not be used in intro games because it encourages players to erroneously use what is a very finite resource. Since Rune points only regenerate at festivals/certain times of year. I'm trying to balance this advice because my players aren't fools. If I encourage them to try it out, but remind them that points don't come back potentially for months, they'll understand that. On the other side of the coin, I see the point that blowing all your Rune points all at once is not how the game is played. Spirit magic makes total sense to use since it is largely based off Magic points, right?
  46. 1 point
    As Joerg says, Narrators can impose penalties, if they wish, for using keywords that are not appropriate. So, for example. if I have Warrior as a keyword, then I could just use that when fighting with a Sword without a penalty. However, I could be trying to jump across a ditch and could claim that Warriors are trained to jump across ditches, so I should be able to use it without a penalty. If I wanted to row a boat across a lake, then claiming that Warriors can row boats is a bit of a stretch, but I might have an Upland Marsh breakout of my Homeland Keyword, so could argue for that instead. Part of the joy of HeroQuest is bargaining with the Narrator as to which skills you can use in inventive ways. Sometimes the Narrator will agree, sometimes they will need persuading, sometimes they will assign a penalty and sometimes they'll say no.
  47. 1 point

    Version 1.0.0


    Scratch worksheets to use when rolling up RQG adventurers. Plenty of room for all the info and necessary changes along the way. Printer friendly. Any feedback, errata, etc., please let me know below.
  48. 1 point
    That is all fantastic and solid advice. I would also add a couple of other resources, the Miskatonic University Podcast, and the Good Friends of Jackson Elias Podcast. Each of these excellent podcasts discus ways to run your Call of Cthulhu games. If I don't mind saying so myself, each podcast is hosted by a roundtable of guys with years of experience running Call of Cthulhu. They're witty, sarcastic, and imaginative. I think fans of the Call of Cthulhu RPG greatly enjoy both podcasts.
  49. 1 point
    I have the pdf of this new version of Pendragon. I just wish they had copies of the physical books in the Australian warehouse, as it's just too expensive to order it from Chaosium with the copies being in the overseas warehouses. The book looks beautiful!
  50. 1 point
    Hey All - I humbly submit to you a tool that generates words, names, etc for roleplaying games. I noticed I had a pretty large number of generator lists built for Glorantha so I just wanted to share in case someone might find it useful. You can check it out here RPG Language Confluxer (Glorantha). Just a note - there are some data sets that are really small and tend to generate a lot of the same names or even some of the source names. This is, unfortunately, expected behavior. Enjoy!
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