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Showing content with the highest reputation on 10/18/2019 in all areas

  1. I'd like to see a playable M-space version of a solar sail drive. It was a big part of Larry Niven's "The Mote In God's Eye" but I've never played an RPG that had ship design rules that would allow PCs to build and operate a spacecraft with one. (How's that for getting back on track?) And it is non-FTL.
    2 points
  2. THIS POST WAS MADE BY DUCK BANDIT GANG.😤😤😤☝️🦆 REAL BILL HOURS, WHO UP?🤑 (I regret nothing) Although I do preger "Bandit Ducks!" for the catchiness.
    2 points
  3. *Laughs* Am already running the Quest of the Red Blade, and plan on running the CoC adventure as well. THEY ROCK!!
    2 points
  4. Also, Taoist "elements" is kind of a translational misnomer. They're seen more as influences than physical substances. So it's not a matter of being made of wood, but being like unto or affected by the nature of wood. !i!
    2 points
  5. I was haunted by this idea of sorcery in Runequest/Glorantha and just wanted to give it another moment in the sunlight. I think there's some real juice in that and i would be an interesting expansion of the game/theme whenever we do move to look at more Western focused supplements.
    2 points
  6. Hi Rune Friends, I am thinking about running a RuneQuest or HQ campaign focused on ducks, just because I like ducks. I’m fairly new to Glorantha and I’d like to explore a lot of different locations with the players, rather than focusing on one little piece of the map. That might work better with my fairly superficial knowledge of the setting. Kind of an episodic game, treating travels briefly except maybe for dramatic combats, and then jumping to the next destination. I read some of the Travels of Biturian Varosh, so my initial idea was to recreate some of that, maybe wi
    1 point
  7. The glorious Gloranthan game Six Ages: Ride Like the Wind is now out for Windows and Mac! Life between myths. Lead your clan into legend or obscurity. Six Ages: Ride Like the Wind is a storybook strategy game, immersing you in a land of old gods and magic. Available now from Steam and from GOG. Six Ages is also available on iOS, where it is currently rated 4.82 in the Apple App Store. And it's 'spiritual successor' to the magnificent King of Dragon Pass! Release date trailer:
    1 point
  8. I'd love to see this setting developed for Mythras; Russ Nicholson, the artist who does the designs for the Abraxas setting, has done some pics for the Mythras Monster Island. It would be great to see a Mythras supplement for Abraxas featuring his art. Is there any chance of this happening? https://fabledlands.blogspot.com/p/lost-continent-of-abraxas.html
    1 point
  9. I decided to write an Halloween adventure for my group and came up with stats for the Irish Dullahan, the original headless horseman, and decided to post them in case someone else wants to do a Halloween adventure for Pendragon. It goes by a few different names, including one in Welsh that I can't find again. It gallops about the countryside at night and is a sort of Banshee/Grim Reaper type of creature. In game terms I see this either as window dressuing for another adventure, or as some sort of obstacleor guardian that the knights must get past. As it doesn't speak, social interaction is som
    1 point
  10. My Down Darker Trails campaign (The Catastrophe Engine) is heading towards its conclusion. Due to complications with schedules, it's broken into two separate campaigns in the last month, but I hope to finish The Catastrophe Engine sometime early next year after roughly two years and about 30 game sessions (probably). Here's what I used for it so far: Prologue - Ill Met in the West The Evil Gun (Blood Brothers) The Murders in Midnight Terror on the Sequoyah Star Dark Tongs of Chinatown Worms! (Deadlands) The Last Valley The House on the Hill (Chill)
    1 point
  11. The Duck Bandit Gang sounds awkward to my ear. Yozarians Gang doesn’t convey the essence of duck, but the cover pic does. How about Dastardly Ducks? Yozarian’s Gang is my favourite though.
    1 point
  12. I would go with "The Duck Bandits!" and yes I know it wasn't in the options. As for why the ducks would be on the road, my first lame idea would be that they are on a quest to find some legendary McGuffin related to fighting their undead neighbours.
    1 point
  13. You're going to love this one-shot when it comes out in the Jonstown Compendium: By the way, what title do you prefer? The authors are undecided...
    1 point
  14. Heh, funnily enough that Genertela map is the same as the one in the AAA, but with a way better resolution than the unreadable one in the PDF...
    1 point
  15. You know I think yours is the first post that actually mentions running the adventure. Congrats!
    1 point
  16. Newly released - Syrinscape's new Egypt SoundPack gives you a complete sound solution to the fourth part of Call of Cthulhu's Masks of Nyarlathotep: https://www.chaosium.com/blognew-syrinscape-soundpack-for-masks-of-nyarlathotep-egypt
    1 point
  17. You're very welcome! If I may, you are sorely missing some serious entertainment (and other chances to honor Greg's memory...) if you don't also download and play the other free "We Are All Us" adventures (for Pendragon - by Greg himself! -, Call of Cthulhu, Runequest and HeroQuest). They are available strarting from here: https://www.chaosium.com/we-are-all-us-free-adventures/
    1 point
  18. The thing is, we have. It's just a lot more boring than we had hoped. But it's not an assumption. See, even if Special Relativity's axiom of light speed being an ultimate upper limit turns out to be wrong, the amount of energy required to get even close to that speed is forbiddingly high. I mean, really, really forbiddingly high. Why would aliens leave? And why would then not another civilization come, settle and stay? At least one of the many civilizations that must exist in our universe would feel the need to grow and spread out. That one would grow exponentiall
    1 point
  19. Even if we are not sure about our own physics, we can deduce from the fact that there is no alien colony on this planet. Sure, I do FTL SF myself from time to time, have even written a novel or two with it. But let's not kid ourselves: Those are no less fantasy than stories with elves, dwarves and orcs.
    1 point
  20. Maybe controversial is the wrong word? But basically I have seen several online reviews that expressed disappointment with the product. The physical version (which I don't own) supposedly has not-great printing quality, and the PDF version (which I do own) is downright unreadable in some cases, so much so that the map legend is a separate downloadable JPEG file on the Chaosium website because you can't read it on the PDF. It's also generally speaking quite bare-bones: it's really just the assembled "green" maps that you can see in the (amazing) Guide to Glorantha, but without much else (no roa
    1 point
  21. Dunno. While I believe that we are limited by real natural (and supernatural) laws, mankind has consistently accomplished feats thought previously to be impossible. That's the point of the Tower of Babel story in Genesis. God Himself said (speaking of the bad people who were giving Him the middle finger, mind), "If I don't do something to stop these guys, they will establish an Evil Galactic Empire with their baked-mud technology. There's nothing they won't be able to accomplish." And that's why He confused the languages.
    1 point
  22. I never saw the basic concept as a problem at all. Lots of people love playing vampires... which are even more monstrous (unless they sparkle). Geist, one of the NWoD games, presents a more open/aware relationship between the host and its partner, and it works fine in that game. But, for me, I saw the Nephilim's nature of 'possessing' different bodies through history as a weight to be carried... reacted to. Trying to make it a happy circumstance for all involved kind of waters down the setting, IMO.
    1 point
  23. Are you talking about the product description on the Chaosium website? Additional materials include a 20-page reference booklet full of charts and references for ease of play, a 16-page full-color Gloranthan calendar, seven ready-to-play pregenerated adventurer characters, regular and deluxe adventurer sheets, squad and a non-player character sheets, as well as full-color fold-out maps of Apple Lane, Clearwine, Dragon Pass, and the world of Glorantha itself. If so, then yeah, sadly, those last few words are not correct, there's no map of Glorantha as a whole in the slipcase set as f
    1 point
  24. I tend to feel that we literally do not know what is possible and what is not. Every few decades, people seem to think that they have finally got things almost right, that there are no new Great Breakthroughs to be made (only details to work out). History suggests that we are probably no more correct than they were. And science fiction doesn't really care; everybody has their own hard-vs-soft thresholds for their sci-fi. 😁
    1 point
  25. FLAMAL HAS A FEELING RIGHT NOW also wood represents "life" so it's not as odd as it might seem
    1 point
  26. I have very few gripes about the BGB as it sits on the shelf, all pretty. It was brilliant in its day, and it's still a great toolkit. The few gripes I do have are non-functional shields, wonky firearms and the fact that it's a rather uninviting read. Fix up the few shortcomings of the combat chapter, make it pop a bit more, add in some of the later games' stuff and maybe an expanded "how-to" section, and Dustin might have to come tell us again that the book sold surprisingly well. But for the love of Cthulhu, don't change the baseline.
    1 point
  27. Good discussion. See what you started, Tigerwomble? AlthoughI I own CoC 6th edition and supplements and monographs from the same era, for me the BGB is the core rulebook, for a couple of reasons. I missed Chaosium's 1980s heyday, choosing to play other games, although I was certainly aware of Chaosium titles. So I came at the system as a complete newbie. I liked Lovecraft's stories but wasn't sure I was ready for hardcore horror role-playing, and the lurid covers made it look hardcore. In similar fashion, i thought the very notion of Ducks was a hoot but wasn't sure I was ready for t
    1 point
  28. I am awaiting a visit to the pond of William {Duckbill) Burrows, the great sharp shooter of apples, drugs and words—an heir to a vast fortune created by a sage who invented a new quill for recording scrolls decades ago, A wandering poet by the name o’ Avian Ducksberg (well?) could, well, wander in for a bit of a “druluz duck in”...* and stay to recite his epic wail to the uncaring gods called “Quack” ! At about the time the band the Grateful Ducks are well into their second song (about two hours in) called “I Know You Rider” the Tuskers arrive... mounted by the vile Tusk Riders...
    1 point
  29. I must agree with g33k here @Rick Meints, (have not said so before but long time fans of your work!) there might be a schmuck or two that will get in an ill deserved sucker punch, but hey ya got free brainstorming (lack of emphasis on the brain increased emphasis on the storm, unfortunately) and worth every penny. As long as the herd stays on track, (not a good track record, alas) you should have a few good comments pertaining to your question. Now that is unfortunately all I can contribute as I have not not read the BGB and have not seen BRP since it was a small stapled handout in the bo
    1 point
  30. If one were to update the BGB, my main request would be to keep the format as black print on matte, white paper. I find all the glossy stuff or anything with a background hard to read, esp with glare etc. But, my eyes are old. Otherwise, I'm not sure what I would really change. The BGB is pretty...big. So adding stuff might be difficult. However, I could see adding Stunts and similar options form varius BRP pubs, and perhaps adding something like advantages and disadvantages. A non BGB option might be instead to produce a Compendium of these additional rules.
    1 point
  31. The BGB is one of my favorite RPG products ever. I am thankful for Chaosium keeping it in print as that makes it more relevant and accessible to my players. For the campaigns I have run in various fantasy and historical settings, the thing that would help me the most in terms of preparation time is an extensive bestiary. With the plans for multiple Fantasy Earth settings, a bestiary that covers natural animals and mythic creatures would be useful. I know that wouldn't fit in the core book, but I think it would make for a useful separate product for all the Mythic Earth settings and for ho
    1 point
  32. I am starting the Eleven Lights campaign next week, so I'm working on stats for important NPCs in the first adventure. Here is my version of Ostling Spotted-Fur. Name: Ostling Spotted-Fur Age (Birth Year): 28 (1590) Gender: Male Reputation: 20% Keywords: Telmori Brave Homeland: Sartar Tribe: Telmori Clan: Fur Runners Faction: Telmori Occupation: Noble, Hunter Appearance: Buckskin and rawhide clothing, high cheek-bones, long loose hair, moccasins Characteristics [Wolf-Form] STR 16 [32] CON 11 SIZ 11 DEX 14 INT 17 [8] POW 14 CHA 15
    1 point
  33. Matt Ryan's map of "The Castle of the Kite", from KAP adventure THE QUEST OF THE RED BLADE, one of the five FREE scenarios we'll be releasing on Oct 10 to mark the first anniversary of Greg Stafford's passing. The scenario is by Greg Stafford himself. #weareallus
    1 point
  34. Pavis, Gateway to Adventure, p. 68, on Corflu:
    1 point
  35. Dunno... I think I can see the viable "adventuring sorceror" here... A couple of long-term "Buff" spells, cast before setting out. 1-2 "hurt the other guy" spells, needing a round or two to cast (so the party has to protect the sorceror) 2-3 utility/control spells, often cast out of battle to solve non-combat issues (but if utilized in combat, the party again needs to screen/protect the sorceror). I don't see anything that makes this style of adventurer "unplayable." If you want to play a scream-and-leap kzinti, you have Gloranthan options; the studious academic isn't one
    1 point
  36. Sorcery is a major pillar of magic. Geez, look at the things you can do with sorcery - you can effectively reproduce the effects of all but the mightiest Rune spells WITHOUT a cult. WITHOUT cult restrictions. WITHOUT even needing the Runes. Heck, you can obviously create balls of fire or whatever else you want. But you do this through meticulous and lengthy study. Learn your INT worth of Runes and Techniques and you have a lot of potential combinations. An 18 INT sorcery has 7 Runes and Techniques they can learn. So pick Fire, Earth, Movement, Fertility, Combine, Summon, and Command. That gets
    1 point
  37. In that sense, 'adventuring' sorcerers are as aberrant - and as weird, to those who understand the context - as broken mostali and rootless aldryami.
    1 point
  38. You guys may want to get all this petty hate speech out of the way now before the new RQ and even 13G drop in wide release... Nothing at all wrong with having preferences, stating them, sticking to them fanatically and so on, but it's a real turnoff when you keep coming back to that well. I've been a fan of both Runequest and D&D since I was in middle school. Now I'm firmly in middle age. I have always been a "RQ guy," but will play anything. The biggest turnoff for me, in any endeavor/group/hobby/occupation/whatever, is the elitist, smarmy jerk who knows better than everyone el
    1 point
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