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Showing content with the highest reputation on 07/08/2019 in all areas

  1. 5 points
    The beginnings of the Pendragon Resource site are now up. It's very "bare bones" for now, but I wanted the old Nocturnal Media forums available. Please ignore any "this site is insecure" warnings. It's on http not https for the time being, while some issues are sorted and there is no danger. http://greathall.chaosium.com You can find the old Nocturnal Media forums on the Archive page. Eventually they will be imported and all of the broken links removed and replaced. They can be browsed, but not searched at the moment. Trying to click Log in, View full site and Nocturnal Media forum will not work. If you've any questions please ask.
  2. 5 points
    Latest: this time a more Lunarized soldier from Furthest. If it had occurred to me earlier, I might have attempted to draw most of the Tarsh units to illustrate the variation in weapons and armor, and the varying levels of Lunar influence. Now need to think about that half page of white space in the Arcane Warfare chapter... The mini set displays all the sketches (with exceptions of horse armor and an Orlanthi chariot). The other drawings of weapons, armor, shields, fortifications, maps are in addition to this.
  3. 5 points
  4. 5 points
    Personally, I wouldn't impose that on a PC Duck unless the player was genuinely interested in role-playing such a character.
  5. 4 points
    I am the "mostly" GM, but the ONLY one for RQ/Glorantha. We'll see if it takes fire in my group, and others become willing to GM it. As the GM, I am designing the concept/backstory for a Duck NPC who I hope becomes a recurring sometime-ally / sometime-rival. Lunarized duck, sometime follower of Jar-Eel, now estranged from the Empire. Just because I'm the GM, doesn't mean I can't make interesting characters to explore! I just need to take care not to MarySue them.
  6. 4 points
    Last weekend I stumbled upon what is surely a leak from Glorantha into our reality – a tipple clearly favoured by ducks must have slipped through a wormhole to find itself at a pub in the New Forest on the south coast of England. Alas, as the designated driver I cannot vouch for the efficacy or otherwise of this tempting cider, and I confess to wondering at the provenance of the apples from which it is brewed – could they be from a certain famous village on the road to Runegate? This is actually brewed fairly locally to me, so I shall report back on its gustatious qualities when I next track down a pint.
  7. 4 points
    Ducks have lower STR than human, so the ENC problem can be very problematic. With the same armors a human is wearing, your duck will barely be able to walk. RQIII had armor ENC depending on SIZ, but not RQG.
  8. 4 points
    Today, the uroxi was taken down by a tusk rider. First thing in the action sequence. One horrible critical tusk gore. He didn't die, but the faces of the rest of the players as they saw the strongest fighter impaled on the ugly end of a boar and dragged for a few rounds was priceless. Gods damn it I love this game.
  9. 3 points
    I believe this has been posted on this forum before, in some other context, but this always struck me as some kind of performance a Dara Happan noble might commission for a gathering at his residence, but really, it would probably fit anywhere in Central Genertela, and would probably be somewhat archaic by the Third Age. Here's a non-vocal piece, ostensibly a religious hymn: Just to be clear, I don't want to discourage people from using more modern and familiar music in their vision of Glorantha (or more modern and familiar music as mood-setters), but I think these pieces serve a decent role of conveying ways in which Glorantha probably is both pleasant and weirdly alien to us, through the "odd" sounds of the instruments, and the progression in the melody, which doesn't quite fit with how modern audiences instinctively "know" chord progression to go, if that makes sense.
  10. 3 points
    More seriously... Ducks have long occupied a sort of fragile place in Gloranthan gameplay. Partly a Grim Death-Rune species, born to kill. Partly Donald-and-Howard-and-Daffy: comic relief, occasional character more than a regular, 1970's-RPG-weird, etc. With Orange Sauce. Partly a tragic, warped folk: ducks who cannot fly (n.b. ducks are actually amazingly powerful flyers in the RW, so the Durulz are even more accursed than it first appears). I aim for doing all 3, ideally. The Durulz know that others see them as silly and pathetic... and yet the Death Rune sings its dirge within them, and they see those others as fundamentally frivolous, flawed... dying. It can make a duck grumpy, it can! Specially on a nice day for a fly over to the next river BUT OH WAIT, NO, I CAN'T, CAN I?!!! So, DeathRune, plus kinda pissed at the world, plus they ARE a minmaxer's nightmare, so whatcha gonna do? As others have noted -- it's really more a choice for a Roleplay-centric player, someone who will relish the conflicts and dichotomies. I don't see any reason to even TRY to sell the "Death Drake" concept to a player who puts MinMax character design in his top-3 RPG priorities.
  11. 3 points
    Give the elf a bag of sacred seeds, and tell them they are on a mission to secretly plant them wherever they can. Nobody gave them this mission, they just instinctively know that it is what they should be doing. They hear it in the whispering leaves of every tree. Maybe they need to plant a seed before they can get each Rune Point back. Maybe "planting" just feels sooo gooooood....
  12. 3 points
    Looking over The Book of Heortling Mythology again, I notice the throwaway line about Beren(eth) and Reda(y)lda: "All of their daughters were the Red-Headed Women." This would normally be taken by the Orlanthi to refer either to Vinga or to Redalda (who is the only one of Vingkot's daughters who has any real description given to her, noting that she is red-haired), but it might instead be an artifact of Osara once being present among the Berennethtelli. Further evidence might be that it says that the stories of the Red-Headed Lodge of the Berennethtelli are "included" in the saga of House Vinga, the collection of tales about the Warrior Women of the Vingkotlings. Later Orlanthi who forgot about Osara might have just assumed that it was a local name for Vinga or something and just subsumed the tales of the Red-Headed Lodge into those of the Vingans.
  13. 3 points
    That is a very recent phenomenon, and by no means universal in the present day. Plenty of religious people, my aunt for example, believe that other religions are worshiping devils or evil spirits.
  14. 3 points
    I couple of things that have arisen from the recent rather heated discussion about the old MRQ SRD both here and elsewhere, that have mentioned the position of the OQ OGL that I feel need answering from me as the creator of OpenQuest (OQ). 1. OQ is in the process of moving to the Legend OGL, The bits of Chaosium IP that were in the original MRQ SRD as in names of Gloranthan beasties (Gorps, Broo etc) never made it into OQ even in its 1st version. Elsewhere someone has argued that Ducks, Elementals and Spirits are Chaosium IP, there certainly weren't depicted as such in OQ where they were more generic fantasy in their presentation. I've had discussions with Jeff Richard from Chaosium/Moon Design over the years on this Just to be 100% Which leads me to the 2nd point which has always underpinned OpenQuest's legality, which folk won't be aware of. 2. Before I released OpenQuest, in Sept 2009, I showed it to Greg Stafford who quickly consulted with Jeff and they okayed it. I didn't feel the need to make a great song and dance about this because I knew at the time the MRQ SRD OGL covered the work adequately and if anyone was to use OQ's own SRD that was the basis they had to use to keep it clear. I then contacted them again via Jeff when the MRO License was withdrawn, because by then I had quite a stable of OQ releases (OQ + adventures, River of Heaven, The Company), plus there was a growing number of credible commercial works built on OQ such as those put together by Cakebread & Walton and translations such as the French version of OQ. Again because I had asked before doing, acted respectfully OQ and all the works based on OQ are OK by Chaosium. And finally, because it seems that it needs pointing out, both here and because its the no1 question from the asked by the people who contact me via email about the OGL: 3. What isn't OK by Chaosium (and myself) is if you use the OQ SRD to make your own Call of Cthulhu or RuneQuest clone, or any other game that is based upon IP that you do not have written permission to use. its worth noting that even when OQ is clearly using the Legend OGL, you would still be breaking section 15 (which is in short, only use IP you have the rights to in your games). When OpenQuest 3 comes out you'll see this reflected in an updated OGL and also in a "How to use OpenQuest to make your own product" section, in both the book itself and the OQ 3 SRD. I'm not prepared to discuss the ins and outs of this here, so I'm disabling comments for this post. If you have a valid question about OQ and its OGL, drop me a line at newt@d101games.com.
  15. 2 points
    Many of my players want to play Elder Races. I recognize that many Elder Races are estranged from Human Civilization, so I'm trying to figure out how to construct a situation that would allow a Green Elf and a Duck (or any Elder Race) to participate in a game. I made it very clear to them that we are not running a DND game with a different setting and that there could be challenges associated with playing Elder Races. At the same time, these Elder Races are some of the main carrots dangling in front of faces that interest a lot of new players. Especially if they came from DND. They are used to and are most interested in the fantastical. So part of the goal here is to combine the best of both worlds and not say "no" when just a little work can meld everyone's desires together. Items that need solving: 1) What angle could I take that could explain why Elder Races would associate with humans? For the Green Elf I was thinking that they could be an emissary for Green Elves trying to work with humans even if their people won't? They either wouldn't go into human towns, or is there some kind of glamour that they could cast that would allow them to do so? 2) The stats for armor for Elder Races are frequently very low numbers in the Bestiary. For example, a Duck has average armor values in the 2-3 range. Does this mean that Ducks CAN'T or DON'T wear the heftier armor value pieces of humans? Or is that a "commoner" value? It's going to be a hard sell for one of my players to "really want to play a Duck" and then find that Ducks have no armor and they have basically chosen a mechanically less effective character. "No, you can't do that" isn't going to be an option here, so please consider helping me address the situation over going into "THAT NOT HOW GLORANTHA WORK!" mode. This isn't the thread for you, if that's your reaction. Thanks much.
  16. 2 points
    I went with the countertenor baroque piece because in part because it sounds unfamiliar to most of my players and the baroque courts of absolutist continental Europe fit philosophically with the celestial court. The Orlanthi is a form of worship used in the Highlands and Islands of Scotland, again similar to the Orlanthi and becasue the payers are not going to be familiar with it. It's the deep voice of the oktavist that I imagined booming out in perfect darkness that creates the link with the Uz in my head. I avoided Clannad/Enya becasue I dont want my players latching on to thinking that the Orlanthi are celts. I'm not saying I'm right, but this is just my personal thinking My general reason for picking something are: Does it fit philosophically Does it sound unfamiliar Is it reasonably possible for the target culture to have the technical know how to build the instruments. I have used this one for Lhankor Mhy https://www.youtube.com/watch?v=locW-9S00VU&list=RDxG4kcf_1DgE&index=2 Esrolian https://www.youtube.com/watch?v=_PfRSr0F9eM
  17. 2 points
    If playing to advantage, rather than disadvantage one might consider what advantage a non human race has over a human character. The biggest advantage , I would think, would be to plot as a device, that is a mirror to reveal humanity to itself
  18. 2 points
    In our campaigns we have had some pretty succesful ducks. There are options on the world of Glorantha for almost every race to find ways to really shine. A Duck Rune-Lord can be kitted in pieces of iron for weaponry but, they can also probably wear Aluminum Armor which would make swimming not a problem at all. Most of the actual AP value in later fights is made up of Magical protection. Even wearing as much Iron armor as a Human Humakti can strap on they can only get to about 10-12/13 depending on how you read the armor stacking rules and how much ENC they can carry. Ducks are best suited to being sneaks, thieves, priests, stuff not quite as much on the front-lines like Bill said. We have had success with dual wielding Humakti Death Ducks before though. Literally a whole group of them. Though such groups tend to have a 'Shelf Life' so to speak.
  19. 2 points
    Same as the Real World... Orange Sauce.
  20. 2 points
    Having individuals from one of the three major elder races join the party places a number of restrictions on the party. As a rule, it is hard to be both an elf friend and a troll friend, and whether it is possible to be a reciprocated friend of dwarves isn't quite clear, although it is possible to be a valuable asset in some greater task of those dwarfs. Aldryami and Mostali have mandatory home leave, or drag their human companions along to their homes. Aldryami in Colymar lands might join Tarndisi's grove, which would make their way home rather short. The Elder Race encounters in Griffin Mountain are rather untypical of their respective species, written to please normal elf/dwarf expectations. The mostali party consists of individualists with too many generalist skills, and their leader should really be a noncombatant Gold dwarf rather than the competent warrior king. They are however what many RQ2 players regard as their Elder Race normal. Trolls as party members are easy. They have a number of disgusting habits, but that's not different from certain human stereotypes like alcoholic Storm Bull berserks or tricksters. It helps to have one or two humans with similar predilections in the party. Trollkin may be a lot easier - they make excellent ablative meat and tragicomical relief, and can be on par with ducks. Great Trolls are first and foremost meat shields. But both great trolls and trollkin can be real characters - a trollkin could easily fill the role of Sam Gamgee to another party leader and provide servitor wisdom, and a great troll could act as a moral compass and even as social glue. Dark Trolls are power houses, especially female ones (XU healers somewhat less). Unbroken aldryami following High King Elf or one of the deities shared between aldryami and humans may attach themselves to Yelmalians and Earth worshipers. They are pretty restricted in their abilities to interact with larger groups of humans, and they will have to have some sort of mission, whether gathering intelligence or persecuting specific enemies of the forest. Aldryami twenagers might set out or be sent out to experience humans and other non-aldryami. Other types of aldryami may be played, too - dryads and pixies are possible. A dryad away from her tree/grove would be rare, and would have to have a very special doom or mission, but with a high likelihood to be a shamaness there might be a sufficiently good motivation. Even so, many an aldryami will be unavailable for certain missions, and have a hard time to participate in things like the Sacred Time rites away from their own people. Greatway Individualist Openhandists are borderline able to join a party, but would need some reason to do so, too, and some means to be effective. A work team might be easier to integrate than individuals. A tin darf operating a set of gremlins and/or nilmergs might actually have enough indirect abilities to be an adventurer. Iron dwarfs are pretty boring munchkin warrior-smiths. If you want a tank, especially against trolls or elves, having an iron dwarf on your team is fine. A gold dwarf could be inquisitive, but their main role is that of an overseer and decision maker. Useless in practical skills, a gold dwarf would need some subjects to heed his commands unfailingly in order to put up with more disorderly people (like e.g. a disciplined team of Templars). I think that a mixed party of several dwarfs and attached humans might be able to work, with a dwarf-driven storyline. Merfolk are difficult to integrate into any land-based adventuring. A predominantly coastal/high seas game can have them, and the Holy Country boasts two cities that can be visited by merfolk, too - certain roads of Nochet, and most of Seapolis. The City of Wonders used to be such a place, too, and it is possible that the fish road nexus somehow survived the disappearance of most of the rest of the city. Dragonewts as player characters will probably produce rather variant Gloranthan experiences. Other non-human species are easier to integrate, although centaurs are almost as limited in their choice of terrain as are merfolk. Morokanth might be a lot easier, although narrow passages or steep inclines mean the end of the road for them, too. Ethilrist's demon horses can at least send out their riders - a possibility for Morokanth with awakened herd men, too. Wind children are hopeless for indoors activities. Wyrms as player characters are oversized and both overpowered and under-skilled. Two-legged beastfolk, newtling bachelors, magisaurs, tusk riders, baboons, gorillas, keets and other such creatures work as party members with similar effects as trolls. Lunar cultist chaos humanoids might be feasible in Lunar lands, but would require some World of Darkness approach to deal with their destructive urges. (Gene Roddenberry's Andromeda TV series has a broo PC, Rev Bem, in all but name, but that crew is as weirdo as a crew can get.) Pairing such characters with a sidekick to function as ersatz-character in those situations where the main character cannot function might be a way to solve the individual exclusion problems. Otherwise, your party might need some kind of followers that can be shared by players of currently inconvenienced characters - something like the Ars Magica troupe play. If you want a party with exotic party members, these exots will always be outside of their own social group other than the party. You can have something like Torath Manover's Lightbringer party with a fledgeling exile power structure of their own. You should be prepared to bring the party into the homeland of their exots on a regular basis unless those characters play the exile for some reason. It is your choice how whacky and how surreal you want your Glorantha to play out. Personally, I prefer atmospherically dense gaming over weirdness. Would-be players of extreme characters should give me a good idea how they want to play such a character, what kind of storyline they see for those special challenges of such a character, and how they mean to integrate that character into the party and the storyline. That goes for ducks as well as for trolls or ludoch. Special needs characters can expect to be left out in certain scenarios, and as a consequence will have slower skill progression than the rest of the party. There cannot be a guarantee that they will balance this with more spotlight in scenarios where they can participate, either. When playing the savage bodyguard/sidekick of some socially well integrated leader, I aim to be socially embarrassing in a consistent way, and can be as much a pain in the posterior as a well-behaved trickster. When GMing such a party, I expect some consistency, too, and a roundabout way to produce results rather than "good Orlanthi style behavior" by non-Orlanthi (replace with Esrolian or Praxian as needed).
  21. 2 points
    After an initial common enemy/goal has been dealt with an aldryami community might encourage the 'ambassador' elf to continue to spend at least some time with his comrades because... they want a reliable informant with access beyond the Aldryami lands / when somebody needs assassinating it is easier not to have to sneak into a town or lure them out of one / picking up weird non-aldryami ways makes them uncomfortable and there is a haunting concern that their agent may have gone native
  22. 2 points
    You most certainly can have an elf adventurer, and it could inspire some fine role-playing opportunities, but I think the thing here is that it should not just be down to the GM to come up with a credible reason for Aldryami to be part of a mixed adventuring group. If your player wants to play an elf then let them rationalise what the bejeezus they are doing outside of their forest, getting into scrapes with a bunch of Orlanthi etc - and if it doesn't make sense, tell them nobody believes them, have NPCs (and perhaps other players) react in an appropriately suspicious fashion, and encourage them to come up with something better. Also, think about the other practicalities - where will they worship to recover their Rune Magic? Will they return to the forest regularly to do so? Will they face prejudice amongst the Sartarites? At the very least they'll be looked upon as an oddity wherever they go, and will be singled out by trolls on sight. These are problems that you could base at least a session or two around (e.g. founding a shrine to Aldrya outside of the forest). I think players intending to play non-humans should be aware of what they'll be up against, otherwise they are likely to feel put-upon when the world does not respond to them in the same way as the Forgotten Realms etc would. A common goal is fine, but once it has been achieved you'd probably expect the elf to return to the trees, so you'd need to think about transforming that goal into something long-term sooner rather than later.
  23. 2 points
    Ducks are easy to add as they participate in Orlanthi culture anyway and are basically people. Anyone picking a duck expecting a good fighter (or good anything physical, really) is in for a disappointment, though. That's just how it is. Trolls are people, just usually enemy people. You want some Argan Argar worshiper to make a troll crossover work. Broken dwarves or Pavis dwarves aren't inconceivable as PCs (other dwarves likely are). Elves... that's hard. Potentially some kind of ambassador elf? Or an unlikely alliance in pursuit of a common goal? The Yelmalio cult may be your best bridging tool here, as the elves have it as well. Nothing should theoretically be stopping non-humans from wearing heavier armour, but I imagine it's a rare duck that puts on enough armour that swimming is no longer an option. Also, it all has to be custom made or adapted if you have a weird body type.
  24. 2 points
    Well any errors to the actual rules are still a Chaosium thing; AB&B won't be fixing any of those. We are making rules additions in terms of creatures, spells, and Sorcery vs. Alchemy but otherwise that is not something we deal with. We will be matching up cultures in the setting with the culture types in the rules. But that is not adding rules per se. (And I know folks know this already but I just like to reiterate for new people coming along). As for the setting issues, I think we can all agree that the original setting material had tons of potential if it had been allowed room to breathe and time to mature. Unfortunately it did not. What we are looking to do is one big fun setting book that has everything a GM needs to run one shots and campaigns using Magic World as the system. This includes using all of the MW subsystems, including and especially the sailing rules. In fact dare I say you may be able to run a campaign that is purely traversing the treacherous seas of the world. (checks notes) Yes you will be able to do that. In answer to the question, we are addressing some of the issues, but the main issue is AB&B is getting to show off its full rigging (see? sailing metaphor) where as the Southern Reaches never got the chance. And we hope folks will be happy with what they get. And we hope that Chaosium will be happy with how we use the license for their game. And frankly I hope we can lure some other fantasy rpg fans from other systems to try MW or to at least use the setting for their games. Whether they be BRP adjacent or something totally alien.
  25. 2 points
    Forgive me for relinking to this pic, but I feel its time is due, again…
  26. 2 points
    Strictly speaking, all the polytheists (Hindus and Pagans) I know are of the opinion that any one religion certainly does not cancel out another one. The theology maybe be mistaken, sort of, in terms of exclusivity, but they wouldn't imagine telling someone that their god or goddess doesn't exist. So I would emend your statement by saying, "that's what most monotheist religions think all the others are (or, for the broad-minded ones, at least the incompatible ones that can't be termed Abrahamic)." Edit: In Glorantha, as in a fair bit of non-monotheistic cultures, the 'wrongness' of a religion is in its strangeness, abhorrent practices, or incoherent motivations, not in the existence of its divinities or spirits or concepts. I admit, however, that most polytheistic Gloranthans think that the Invisible God is implausible and that many mystic paths are a bit recondite.
  27. 2 points
    SPOILER: suspect it will turn out the Stranger Things kids have been in a CALL OF CTHULHU campaign all along...
  28. 2 points
    I was running a session of RQ at a convention in Poland a few months ago. The players - all new to RQ and a few new to RPGs - were trying to herd sacred cattle when two saber-toothed cats showed up and spooked the herd. One of the characters - again the toughest of the group (and a D&D player)- tried to get control of the cattle with his Herd skill. AND failed. And a stampede started. And then he realised that his character might well get killed by stampeding cattle. He looked shocked, then smiled, and then said, "this is so cool - I think I am going to get killed by cows!" A few luck dice rolls later, he was still alive (although banged up pretty bad), and the other players had killed the saber-toothed cats. But the next time an optional combat occurred, the player said, "No way am I fighting this guy if I don't have to. I nearly got killed by a cow!" And so they had a very tense negotiation instead of a fight. Wonderful fun!
  29. 2 points
    That's sort of what I was thinking... Before the SMU is actually formed. It came together as a ragtag bunch of magicians working together... Which sounds a lot like a typical adverturer party. I'd imagine it became a cohesive whole only after quite a while. Before that would have been lots of fun and shenanigans... Also, the PCs would obviously have to prove their worth before being officially accepted. Years of side quests there on behalf of the Prince...
  30. 2 points
    The new tin inn from the GM's screen pack - by the way if you haven't bought the GM screen then buy it , its amazing.
  31. 1 point
    I don’t want to derail the Monster Creation thread. But I do want to discuss what monsters you find disturbing and why. As I mentioned earlier, some critters scare me more than others. Gollum, The Stepford Wives, and the Pod People from “Invasion of the Body Snatchers” are creepier to me than, say, the Universal Monsters or King Kong. Maybe it is because the threat is more personal than Godzilla, who will stomp anybody, or a horde of zombies, who will eat anybody. In the former case, they’re coming after YOU specifically. In the same vein (pun intended), the modern day vampire from the original “The Night Stalker” TV movie scared me more than any version of Dracula I’ve seen. He drove a car, raided a blood bank for supplies, kidnapped and kept a woman prisoner as a potential snack (after casually strangling her attack dog), and lived in a rental house that could be just across the street from yours. Yikes! Somehow, the vicious orcs from “The Two Towers” or the titular apes from the original “Planet of the” series didn’t affect me the same way. Sure, I wouldn’t want to meet them in a dark alley (or in a daylit street) but the fear factor, the eerie chill down one’s spine, wasn’t the same. Likewise, the assorted androids from the original Star Trek (or the Cylons from Battlestar Galactica, or Doctor Who’s Daleks) weren’t nearly as terrifying to me as the Borg. The others merely want to kill or enslave you. The Borg want to make you one of them. Why do you think this is so? What monsters scare you particularly and what makes them so eerie?
  32. 1 point
    Less seriously: what do you call a Durulz spy? Peeking Duck!
  33. 1 point
    Might i recommend Rimsky-Korsakov's Scheherazade for the Lunar Pantheon, I Know it might fit better in Pamatela, Fonrit perhaps. But is it different and foreign and strange enough to evoke Satraps, Mad Sultans, young girls dreaming of becoming Red Moons and crimson bats. https://youtu.be/zY4w4_W30aQ Cheers
  34. 1 point
  35. 1 point
    The Lyonesse RPG, coming next year, has some incredibly fiendish ways of imprisoning powerful magicians - assuming you are a powerful magician yourself, and command the right sandestins. If you're familiar with the Lyonesse stories, then the fate of Twitten of Twitten's Corner, or Sartzanek, who killed several wizards, can be easily replicated within the game (assuming you're a magician of course. And on the right side of Murgen).
  36. 1 point
    I would worry about personality long before, all the way during and long after the character creation. That would be to make him or her shine! To just be a good character... that's a different matter. I have been trying to figure out how to say this since your character creation videos. I have a niggling bother and I do not want to dampen enthusiasm but I find a little bit to much worry about min/maxing in your thinking. If you use common sense, It is very hard to nerf a character in RQ G. Not very hard, just hard. Make it a difficult ride, yes, simply choose a character with disadvantages. A duck perhaps. Howard the Duck was a mistake walking, a wise-quacking Neanderthal cigar sucking, fedora wearing throwback to the forties in the groovy let to all hang out seventies. A short but kinda cute duck having sex with a bombshell, in comics. When he insults everyone, is nasty when everything is against him (in his mind that is always), how does he come through it all smelling good, A great personality to overcome all his many disadvantages. Mello Yello, MOB's own character who was a baboon who so desperately wanted to join Yelmalio he painted himself yellow and would hang out with the files and parody them when they would train. Nerfed, could be, great. Yes! To make an console gaming analogy If you choose a humakti, yelmalio, chaos assassin, or elder race you have decided to choose the Difficult Setting in your players options for DOOM 3, good luck. The defaults are of course easier. Pregens going through the adventures book easiest of all. But that is not what you are looking for. Had I warned you away from the easy path earlier when you were worrying about character generation it would be easier to say that the stats have relevancy, yes, eventually you will want 18s and 90%s but having difficulties to overcome should not dissuade you from doing it a certain way. From doing it your way. If logic tells you that it will be more difficult one way the mechanics will usually bear this out. Not alway, sometimes the rules suck and let you down. Kinda like life. It sucks but lacks a referee to kiss it and make it all better <grin>. Sometimes it will take the campaign to finish before you have a better handle on the rules . This is okay. Not every character must be The best you can be in the army.... oops wrong public service announcement. No, but what is common to humans? I think 2 point or three would usually be common to humans as well As a scout skirmisher or guide , especially in bogs, yes... Frontline otherwise, only if stats say so. or the ducks personality (as Clinton would say, define, wise)... In answer to your question from a min/max angle... look for professions where a small size is an advantage or not a disadvantage. Thief comes to mind of course, scribe, sorcerer, detective sort, assassin. ETA interestingly this works by duck's personality stereotype as well as size. Cheers
  37. 1 point
    Season 3 felt especialy like a CoC investigation to me. I loved it.
  38. 1 point
    Bestiary pages 31-32. Per the box on page 31, any occupation is available and Ducks worship the Orlanthi deities.
  39. 1 point
    For RQ3, wher CON scaled with height, yes. That's why the sorceror in my game would throw multispelled 1-point Venoms at giants as each 1 point spell was 1 point of damage if it overcame MP. In RQG, CON is static. STR and SIZ scales, CON does not. It is odd that giants have such low CON compared to other similar sized creatures like dinosaurs. I think that's a mistake - maybe it should not scale as steeply as STR and SIZ, since most big monsters have SIZ that is half again their CON and STR that is two to three times, but it should scale.
  40. 1 point
  41. 1 point
    Common enemy is a fair bet, a Malia cult expansion in the marginal regions between humans and elder races, a chaos bloom. Something on those lines? Elves and other man-rune races have a bit of an empathy problem, but they at least can make an effort to produce scions that look man like and can pick up human/troll/baboon emotional cues when the forest council decideds that there is an interest in communication. Dragonnewts and Orthodox Mostali are pretty difficult to plumb in. Even Pavis Dwarves are unlikely to join up with other elder race companions. At least the Pavis and Elder-wilds have some concentrations of elder race habitation close enough to each other to have occasions for contact. They don't have a lot of trust for each other, but then young adventurers have less respect for tradition than the average non-human
  42. 1 point
    Btw, you can also find many useful ideas for an SMU campaign in the 13th Age in Glorantha book. It includes material related to the Eaglebrown Warlocks, the Snakepipe Dancers, and the Eleven Lights. p.326: "But the mass battles of the Hero Wars and Argrath’s organizational coups are not our concern. Your 13th Age Glorantha campaigns make the PCs the heroes that count. There won’t be any pivotal battles between the Lunars and the Orlanthi if the cosmos falls apart first. Our treatment of the Sartar Magical Union focuses on how affiliation with bizarre groups and traditions can shape your character’s heroic attempts to prevent the world from unraveling. The groups in question might or might not eventually come together as full-fledged members of a magical Union, but even if not they’ll provide your heroes with powers to use against Chaos and other enemies." Perhaps if you're campaign focuses on the Eaglebrown Warlocks, you are sent off as "storm-chasers", looking for signs of the Thunderbird so that you can gain: a Thunderclaw (a melee weapon, usually sword or spear) hurled from the sky by the Thunderbird; or the Magnificent Wings Cloak; or the Eaglebrown Mask; or perhaps even a Thunderstone to hurl at your foes. Or pesky Raven keeps stealing your weapons or magics and you need to track it down to defeat it once and for all. Might even need a quest into the Gods War to do that - but you'll need to defeat Sun Hawk and his allies first. p.409 has an example of another possible scenario: "For example, perhaps the Sartarites have been taking shipments of enchanted copper weapons and ritual paraphernalia from the Shaker Temple held by the Tarsh Exiles to the northwest. The Sartar Magical Union is using these sacred items for a powerful magical effort that they have underway. When these shipments mysteriously cease, the characters are sent to the sacred mountain of Kero Fin, Wintertop Fort and the Shaker Temple, to find out what has blocked them." Or p.410: "One of the PCs’ regular contacts has a special mission for them. Ironhoof, the heroic centaur leader of the Beast Men, is leading an elite regiment of centaur spirit archers in coordination with the Sartar Magical Union, so he is far from Beast Valley. He needs someone to bear a message to his captain in Duck Point, and since the heroes are going that way. . . ." The adventure Ascending with the Eleven Lights (p.434+) looks at a different group from the Sartar Magical Union and ties in well with the Eleven Lights campaign.
  43. 1 point
    There's some additional information on warlocks in general in HQG as a distinct "occupation". It's also a relatively new one, the first units of the SMU forming under Argrath in 1624. "The magicians of the Sartar Magical Union are popularly called “warlocks” after a derisive comment by the Lunar general who opposed them in 1627. They include men and women in roughly equal measures, as well as a substantial minority not so easily classified— far more than usual in the population. They have been taught techniques to wield great magical power through meditation, austerities, chants, ecstatic dance, and even sex, to achieve a higher consciousness and unshakeable focus.... While performing their collective rites, the magicians are physically defenseless and must be defended by bodyguards. Many warlocks have been Illuminated by Argrath or his Companions. The warlocks are widely feared, and their cryptic and often transgressive words and deeds do not endear them to the superstitious. They are nonetheless under the direct protection of the Prince, who favors them greatly." As a military unit of course, they also need food, clothes, supplies, etc. So they will need merchants, probably scribes, wagon-drivers, scouts, etc. - i.e. everything you might expect in any adventuring band. They are new, so likely still building up the power of their wyter, and are going to need objects for rituals, things to increase their power and status, ways to prove themselves and earn enough to support their organization, and discover/uncover ancient secrets. From the Guide, p.736, "While the Lunar Field School regiments had been trained together and had comparable magical power, the mounted battalions that Argrath organized were a dizzying array of temple priests, bush shamans, twisted philosophers, wandering devotees, crazed holy men, a mystic or two, and various adventurers. Yet Argrath melded them together by creating new magical societies with greater powers than the sum of the members. Argrath showed them that they could, in this way, do what the great Lunar magical schools achieved when they devastated whole armies with their power." Identify their commander, and determine what they need to do to pursue their objectives!
  44. 1 point
    It's also worth noting that you may not need to exactly model every detail identically... Take(for example) Glorantha: RQ (any edition) has its Battle/Spirit/etc magic, and had its Rune Magic, and the game-world manifests in a certain way, as per the rules. But the HW/HQ engine doesn't have those mechanics. Some "spells" in HQ get called "charms" and others seem to be treated with the same mechanics as mundane skills. The mechanics result in very different details... But it's all still recognizably "Glorantha" in look AND feel... === So, start with M-Space, add in a hefty dose of the punk-ish Luther Arkwright vibe, maybe grab some elements from Snead's After the Vampire Wars and/or Worlds United retro 50s/60s? Stop there and playtest a bit. Possibly sprinkle some Odd Soot over it all? And/or Agony&Ecstasy? Even re-skin some of the magic systems from Mythras core?
  45. 1 point
    As the Tarsh civil war heats up, they are going to be allies of Sartar. Latest image. The saga of filling up white space: Introduction - full Fundamentals of Warfare - full Arms and Armor - full Regional Warfare - full The Battlefield – full Transport and Mobility - full Fortifications and Siege Warfare - full Arcane Warfare – ½ page Gods of War - full Armies of Central Genertela – n/a Army Lists – n/a Appendices – ⅛ page Index – n/a Sources - n/a Going to see if I can fill the Appendices gap with another Tarshite regiment.
  46. 1 point
    This is one of the overall issues with RQ - the spells are so bad at supporting certain kinds of mythic resonances. An Odaylan in HeroWars has a lovely set of abilities, capped off with the amazing "Sleep Back To Life". An RQ Odayalan can turn into a bear for 15 minutes to beat people up (assuming a hefty investment in Rune Points).
  47. 1 point
    I would love to see a KAP 5.2 Roman Empire book with the added option to start your Pendragon campaign before/during the Roman occupation of Britain 😀. Or just Playing during the Roman Empire would be great to.
  48. 1 point
    Totally agree with you Ian the Gempei Period of Japan is by far the most interesting stage in Japan and the best suited for Roll Play with these rules IMHO
  49. 1 point
    Is this Mythic Babylon 5? OMG This is Awesome!!! Mythic Babylon 5. I can't believe it. OMG. My favorite Scifi comes to my favorite game!!! OMG... OMG. 😉 Rod OMG
  50. 1 point
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