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Showing content with the highest reputation on 02/03/2020 in all areas

  1. The first planning meeting for the Rivers of London RPG took place last weekend! Chaosium's Lynne Hardy and Mike Mason worked with writers Paul Fricker and Keris McDonald on scoping out mechanics, player roles, and the setting. And with Richard Hardy and Lucy Fricker on board as willing guinea pigs, Lynne then ran the first-ever RoL scenario to test out key game concepts. All went well and the scenario is something the team are developing for play as an intro game!
    4 points
  2. The Cult of Orlanth Murderous is a very quiet subcult of Orlanthi extremists who train in secret valleys in the Rockwoods. Their runes are air, mobility and death. They presently operate via the porous borders of Balazar and the Elder Wilds. Trickster grants them Strike. Coming soon to a Lunar outpost near you.
    4 points
  3. Here's a Family History generator: http://antikvanti.com/priv/rq/famhist.php
    2 points
  4. Now there's a YGWV I can get behind
    2 points
  5. Honestly, this would piss me off completely as a player. The game is not about "what makes the story cool", it is about making your characters shine in the story. If the duck's player has invested a lot of playing time in developing his character skills, seeing them nullified and the character put at risk of anti-climactic death is not cool at all. Players should know what to expect when they use their skills, particularly when their characters are masters at them. This is also one of the reasons that makes me fiercely opposed to the "rulings, not rules" approach to RPGs. GM rulings
    2 points
  6. I think she's my favorite character in the Expanse. I was very interested in where the developments of Season 4 will take her. Can't say much as spoilers aren't nice.
    2 points
  7. If you do and let me know I’d be happy to add it to the Early Family History pdf.
    2 points
  8. Hi all, Novice GM here and I am going to run RQ:G for a bunch of friends and have some difficulty finding family histories for non Sartarite Characters. I am mainly looking for Pavisites, Tarshites, Sun Domers and maybe Esrolians. The campaign should start about 1618 and lead the players towards the liberation of Pavis. I do have the 'Early Family Histories' accessory found in the Jonstown Archive but there is no mention of the civilisations mentioned above (except perhaps Esrolians). Thanks a lot in advance for any help you may give. Alex
    1 point
  9. Julia, our 'merc of merch, has dubbed February our #CreatureFeature month. One creature from the RQG Bestiary for every day of February on Redbubble. We have them all, from Aldryami to Wyvern. Art by Cory Trego-Erdner. And speaking of Aldryami, the plant people of Glorantha, here's Day One! https://www.redbubble.com/people/chaosium/works/44436206-aldryami-by-cory-trego-erdner For day two, it's a Thunder Brother: https://www.redbubble.com/people/chaosium/works/44529154-thunder-brother-by-cory-trego-erdner Excuse us for trolling, Day three it is Uz: htt
    1 point
  10. This is my first post here, so I'll start by saying hello! ☺️ I am a long-time RPG GM and I'm currently learning Runequest Glorantha from scratch, with a view to run a game soon. I decided to run a simple one-on-one combat scene between Vasana (without her bison, or magic, to keep it simple) and a wolf to see the rules of combat in action, and hit a snag right at the first roll, when the wolf got a critical hit with its Bite. I could not find any mention anywhere in the boxed set of what special damage would be appropriate for the Bite. After giving it some thought, I deci
    1 point
  11. Is it possible to heroquest, to contact and receive power from gods in forms which have not experienced some godtime events? So could a heroquester bring the cult of Orlanth the murderer into time, premier owner of death? Or Eurmal the destroyer, from before the LBQ, the chaos god who stole death again and again, to wreak his malice and destruction by giving this power to yet another god? Or the fertility goddess Malia, from before she joined the unholy trio?
    1 point
  12. There's this: https://www.cradleofheroes.net/ By @Toferc is I'm not mistaken.
    1 point
  13. Hellow, Rukbat, and welcome! I agree that wolves' fangs just aren't long enough to Impale -- the fangs don't penetrate far enough to do extra "impaling" damage, even though they are "puncture" wounds. Properly speaking -- that is to say, for maximum accuracy -- teeth like that should probably do a new type of damage on a critical, "tearing" damage or the like. Another possibility is to roll some extra crushing damage -- some of those bites can crack bones! I would (just off the top of my head) define a "tearing" critical as -- does normal damage, but destroys the armor in that
    1 point
  14. I honestly don't think it does. IIRC, both the Keeper Rulebook and Gand Grimoire both suggest many alternatives for failed spell castings, but I don't remember there being a unified way to do it. Serious question: Why SHOULD there be a unified way to do it?
    1 point
  15. Lots of good Ernaldan "home and hearth" types find, in a crisis, that they can henna-up and go Vingan. Ernalda becomes Orlanth! 😮 There is always another way ...
    1 point
  16. It is not a matter of not accepting the risk of PC death. "The PC died because the giant had 300% in Maul and this was too much for him to handle." is extremely different from "The PC died because the GM decided on the spot that he was not able to handle a giant with 40% Maul when the rules says he should". But as Lordabdul said, we have reached the point where we are discussing some general concepts about "simulative" RPGs rather than the RuneQuest rules.
    1 point
  17. bonjour I would say impale ( I have a dog) the fangs can stay inside (not detached from the mouth 😉 ) just the beast can decide to keep them "in" its opponent or try to take (pluck ? not sure of my translator) flesh, that is not "just" laceration in the bestiary there is a similar answer for saber tooth cat of course a saber tooth is bigger than a dog / wolf fangs but seems to me more appropriate
    1 point
  18. Interesting. I do think Ernalda should be more like Orlanthi in that reguard she does play the part of "archetypical good wife" and that is her lot in life
    1 point
  19. IMO the two spells you list are not worth further limiting. The SAN loss for turning into a raven is pretty dreadful. As bad as seeing a mutilated corpse (1d8). Nevertheless, lets pick these spells apart for you. If you wanted to be a complete monster you could force the newly fledged raven to have the same fly skill as the character i.e. nothing + basic raven skill, and have them hopping and flapping awkwardly around the backyard learning to fly, while going slowly more crazy after each casting. This sort of defeats the entire purpose of the spell however so I would advise against it.
    1 point
  20. Birdcalls have, presumably, diversified a lot since (the rest of) the dinosaurs died out. Everything today descended from those few species of birds that survived the Cretaceous extinction around 65 MYA (birds as a whole having diverged from non-bird dino's about 140MYA; but leaving plenty of feathered dino's not pursuing a bird-ish track). Dino vocalizations may have been a LOT more diverse than that... they had a lot longer to diversify!
    1 point
  21. I’d probably allow it, though I might question In the case of a huge cave troll. Basically I’d go with what makes the story cool. If it’s fun to have a super effective duck parrier running circles around a giant troll then I’d go with it. If it’s more fun to express the power of the opponent swinging huge hits at a tiny target, then I might disallow the 100%+ opposed rules. One of the things I like about RQG/BRP games is it’s easy to make these kind of calls as a GM, and it still retains a logic. I guess if you’re clear on what a “parry” is actually doing in game, it beco
    1 point
  22. Carrying mounts is a silly idea. And they're usually far too heavy! It would be much better to have the mount carry you and all your gear!
    1 point
  23. Earthshield? Your shield has infinite HP...
    1 point
  24. Anything to RQG, a great temple requires 750-4,000 lay members and initiates, and is run by a High Priest. The Sun Dome County in Dragon Pass has about 10000 inhabitants and we know there's a High Priest. I think it's safe to assume that most of the men will be at least lay members of Yelmalio, if not initiates, so it's likely that it qualifies for Great Temple status.
    1 point
  25. Agreed. This is only one of the reason I dislike this 1 skill rule for attack and defense (but not as much as I dislike the over 100% opposed rolls rule). I already had a discussion about this subject with Jeff. I acknowledge his arguments, but it is still (for me) in opposition with my personal experiences, both as player and as a former fencer. Edited 5 hours ago by Kloster added former, as my last fencing championship is 35 years ago Then again, the weapons tend to break pretty easy, so, I’ll prefer to lose that wooden shield to my broadsword.
    1 point
  26. I am not really a Cthulhu player.. (mostly BRP, RevolutionD100, Mythras) but like to read Cthulhu thread out of curiosity and, of course, I haven't read this adventure.. hence take my opinion with a grain of salt... I would say logic is not too important, it could be what you want for best impact.... - maybe the players have enough problem as it is and nothings happen. - maybe something appropriately horrible happen, like their mind is unravelled leaving hem like a baby or a vegetable... - maybe the player destroyed the illusion of rationality and had a glimpse at the true nature of
    1 point
  27. Though I'm very fond of RQ and BRP game mechanics, personally I would make a GM call in these situations. For me the best starting point would be asking what would be the most satisfying outcome for the story. If its a hulking 10m giant with arms the size of trees, then for dramatic purposes I'd be inclined to house rule for story purposes that: This isn't a standard combat situation whereby a 100% + parry skill can negate the effectiveness of the Giants attack. Blows from the Giant that hit their target will hit at their normal chance, and will do large amounts of damage, probably killi
    1 point
  28. The Bestiary says that giant wasps can carry a rider of up to their STR in SIZ, so a STR 10 wasp can carry a SIZ 10 rider. It also says that riding horses can carry a rider and gear for a day. Then says that a horse might not be able to carry a heavy rider. So, we could assume that a steed can carry its STR in SIZ. RQ2 had 1 SIZ= 5 ENC, RQ3 had 1 SIZ = 3 ENC, RQG has a KG equivalency table but doesn't say how many KGs someone can carry. another issue with editing, I think. If you say 6 ENC = 1 SIZ, then a SIZ 12 rider with 18 ENC of gear is effectively a SIZ 15 rider, so n
    1 point
  29. Thanks guys, I appreciate the time you took to answer my query. What I meant was that there wasn't enough juice in those histories for non Sartarites. I'll look through the Glorantha Sourcebook maybe I can come up with something of my own perhaps as lordabdul suggested. I will keep an eye out for any new additions to 'Early Family Histories' and other material that might be of interest. And thanks jajagappa for the advise. Thanks all. Alex
    1 point
  30. Oof, that is some heavy SAN loss right there. Well, at least it is good to see Mat Pat discussing something worthwhile again instead of bashing Mario.
    1 point
  31. Ernalda description seems to me too close of women description by a lot of men (sorry @Sir_Godspeed maybe I paraphrase you, but without social lore ) maybe less now than a century ago, but still a lot. the good wife : managing children houseworking farming waiting at home before healing her husband after the hunt / battle the bad woman : mocking young and innocent men seducing and manipulating man to obtain what she wants always in the shadow (or how to start as one of emperor concubine to THE king wife, or how to get back her father from Moon Hell
    1 point
  32. If you are playing in or reading about Glorantha under duress, where should I direct human rights activists to help you out of that quandary?
    1 point
  33. This isn't just a Western trope - I heartily recommend reading Sherry B. Ortner's "Is Female to Male as nature is to culture?" It was part of my introductory classes in anthropology, and while it's almost 50 years old and thus is not exactly cutting edge (and has been fairly criticized on a number of points) I think it still holds up very well, and serves to highlight a number of reasons why women - almost universally - get the worse deal, culturally. Here it is for free. It's 20-odd pages, but you don't need to read everything to get the point, and it's written it a fairly approachable
    1 point
  34. I just happened to find a player/character list while I was looking for something totally unrelated. Astrid = Rory, Jhorkel = Rory, Genevieve Bujold Priestess of Three Feathered Rivals = Ray, Genevieve Laurin Initiate of Orlanth and Polestar = Ray, Hannibal Lee Initiate of Babeester Gor = Chris, Aciling Initiate of Humakt = Charlie, Mudd Initiate of Orlanth = Lynn, Worg (Mudd's wardog) = Lynn. second log found: Naimless, Priest of Humakt = Sherman, Naimless Initiate of Chalana Arroy = Sherman, Mikhail initiate of Orlanth = Rory, Sevil... initiate of Orlanth = Rory, Wyvark init
    1 point
  35. Interesting, I mean, the almost default human darkness and Uzphile cult is Argan Argar, but it is not a close fit here. An argument could be made for a hooman being almost as good as a good “Value Trollkin” and if said warrior was a spearman it would narrow the differences so there is your death and darkness... Again, interesting, I am looking forward to seeing what folk come up with for an answer to your question. Two fifty for an eyeballAnd a buck and a half for an earHappy hour, happy hourHappy hour is here Either The Tragically Hip or a great Troll cover band!
    1 point
  36. I have STR requirements for all of the weapons in my game. Light Weapons (a descriptor I use in my game) give a bonus of +1 for every 10 full points of surplus STR the wielder has. Heavy Weapons (another descriptor I use) do +1 to damage for every 5 points of surplus STR the wielder has. I add +1 to the wielder's base STR score for every 10 points of SIZ over 10 that the wielder has. My damage chart runs like this... +1 +1D2 +1D3 +1D4 +1D6 (yes, I skip 1D5 because you have hit very large creatures at this level). +1D8 +1D10 +1D12 and so on...
    1 point
  37. The POW cost is a tremendous cost. The ramification of it is that you could cast that spell just one or two times and make your character completely unable to resist the effects of spells cast on them because of a weak POW. What will happen is that they will get potentially unbalanced advantages in one or two games and then render themselves very ineffective from then on. That might be a good lesson to learn. Right now, my players know over a half dozen spells between three characters. And they have only cast one of them once. Because they are too afraid to cast them. And that is exactly
    1 point
  38. Mechanically the balance is delivered by the SAN cost; the character will be aware that each time they cast these spells they're one step further towards a total collapse of their mind. One is also limited by the box as a conduit - how safe from harm is that box when unattended? Who knows about the box? That should play on the character's mind. Socially, and it's a brilliant touch having only one investigator able to cast these spells, this character could soon draw some unwanted resentment, suspicion and even envy from other pc investigators. Why is is you that can fly to safety on a wh
    1 point
  39. Nochet ba-doom-tish...
    1 point
  40. And the actress, Aghdashloo, is Iranian Turkmen, and I want to have her babies even though she is a quarter-century older than me. Oh my god that voice
    1 point
  41. We're presuming a far future with strong tech but we don't want to break reality with "grav tech", so let's presume they can handle the mechanics of the ring pretty solidly. Or just make the entire ship like the Mormon colony ship Nauvoo in The Expanse: a tremendous spinning habitable space with zero g appearing in the "middle air".
    1 point
  42. give ships a spinning ring so wounds can heal and people can poop. do not google the problems with digestion in space unless you really are not squeamish because words like "the poop glove" appear. also, in space, nobody cares that you can't fry because your nose is stuffed from blood in the head so you can't taste anything. astronauts basically rely on chili and texture. in short, let people have access to zero-g in the center where the drive is but mostly live in a spinning ring providing significant enough g to prevent injury to the body and allowing cooking and joy.
    1 point
  43. Hear hear! Eh I was GMing Borderland (I think) I found this being so frakking useful that I started doing that everthereafter in all games I GMing, I must have produced dozens of booklets with stats over the years, and you can often reuse them in a pinch. Pre PDF I either xeroxed and glued them together or typed them in to hypercard stacks. Ahhh ... those was the days. Stat blocks in the texts I hardly read any more, they are just annoying. Sometimes I even make booklets with such stuff removed.
    1 point
  44. Hey klecser, Having just returned from NecronomiCon Providence, where I ran this exact adventure three times successfully within the four hour time slot, I have some advice on how to run this as a one-shot. Please note, I wrote this adventure with the intent that the first half of the adventure is a slow and careful collection of clues, which then leads to a second half of (hopefully) breakneck terror as you race to defeat the monster. SPOILER -- SPOILER -- SPOILER ... ... ... ... ... Okay, here are the changes I made to run Shadow Over Providence as
    1 point
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