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  1. We provide Imperial/US customary units of measurement for our readers in the UK and US, free of charge.
    5 points
  2. Woah, that is a lot of responses. I will try to start sharing what I can! (Thank you for reaching out and letting me know about this and the RPGpub thread). OpenQuest is the core of the rules system. As for why OQ and not 13th Age, I love d100 gaming, and for Kalypsis—the setting of Jackals—the super heroic nature of 13th Age was not a good fit. I tried several other systems (d20 based) while developing the setting and none fit the setting and theme as well as my old love OQ! I ended up with some minor changes to character creation and combat options. Looking at the ANE epic poems, I
    5 points
  3. Yes, as Akhôrahil says, if the event has become a myth then it can be HeroQuested to. Mythical events create their own space within God Time and you can HeroQuest to the God Time event. What you cannot do is to HeroQuest to the GodTime event and then jump off the HeroQuest to the actual event within Time. Unless, of course, that is a scenario the GM wants to run. Yes, but you cannot change the actual event. You might make a mythical change that can then be referenced in your present. So, for example, you might bring Paragua a Dart to Kill Pavis, but he might be prevented from
    4 points
  4. In a recent episode of the 'Ken & Robin Talk About Stuff' podcast, Robin Laws himself talks to the HeroQuest line editor, Ian Cooper, about these interesting new developments for the line. http://www.kenandrobintalkaboutstuff.com/index.php/episode-393-sonia-plus-melted-cheese The discussion starts at 34.06.
    3 points
  5. .... ?! so... Jane is the person you normally set out to piss off??? uhhhh ... May I humbly suggest you look for a different strategy?
    3 points
  6. Completely understandable, and I respect your opinion. This is mine. I feel there are many more ways spells could be used successfully then simply "they must become the bad guys". I recommend my own video on understanding mythos magic here, and this will form the basis of my entire argument, but spells are useful most as a Plot Device. When they are taken as more than stats on a sheet of paper and instead serve the unfolding narrative, that is when they are most useful. And yes, experienced Keepers very much know how to improvise and adapt as the game sees fit. For example, I never t
    3 points
  7. A Humakti and an Orlanthi thane are traversing the Starfire Ridges when they espy an unnatural, rectangular yellow blob below them. The Orlanthi says, “Hey, climb down there and find out what that’s for”. The Humakti descends to a wide ledge, prods the blob with his scabbard and notes that it appears to be an altar made of some rubbery matter. With a screech, a harpy drops on to the altar and tries to claw the Humakti’s face off. In one movement, he knocks the creature over with his scabbard, draws his sword and severs its wing bone on the altar. The Orlanthi eventually climbs down and, s
    2 points
  8. Thanks, all, for replying to my post. Some very good points raised and plenty for me to ponder on. I'm sorry, Klecser, if I offended you by raising these discussion points. I was not stating fact, only my opinion. I was not telling people what is "good" CoC or bad. I was only airing some worries that affected my playing in the past. It's down to style of play - if you are comfortable with Investigators and magic then fine. I'm not the one to tell you to stop it. If I'm stating the obvious to you, or to anyone, then ignore it. CoC magic rules are far more harsh than other, earlie
    2 points
  9. Dimbyd has it correct. I would point to the formats for Romance of the Perilous Land and Paleomythic for insight into the Jackals format. And both it and the campaign it will be in English. The touch stones for the campaign are things like The Darkening of Mirkwood (as a campaign set over many in game years) and the unification of Israel under Saul as seen in Samuel. Essentially, the goal of the campaign is to take the Luathi from city states to (hopefully!) a kingdom. Your campaign will vary of course! It has been suggested I start a sub-reddit for Jackals. I plan to engage with fan
    2 points
  10. While correcting some errors I noticed that some quests/descriptions/details jump around the book quite a bit. With it now being over 1400 pages long I figure this might be a problem for anyone but me reading the material. So...I'm delaying release a few more days so I can add links and bookmarks to the pdf. That will make it much easier to read the pdf without a lot of flipping. Be patient with me
    2 points
  11. I really like this take. I hate talking about Canon because it feels like I'm setting out to piss someone off. Normally Jane.
    2 points
  12. In short, yes. Arkat mainly kept the info to himself. The God Learners later found Arkat's notes in an otherwise innocuous text with a misleading cover they had imported accidentally from a Stygian Empire deceased estate library sale (if memory serves me correctly).
    2 points
  13. Here's an example of what I do. We're in Earth season 1626 now, but I'm not done with this season's market/campaign notes sheet yet. Each adventurer has a spare inventory sheet, because the normal character sheet has nowhere near enough space to keep track of what you're carrying around. I made this in particular with a mind toward dungeon crawling, so it might not fit everyone's needs. You find something, you ask how much ENC it takes, and you note where you've put it. Core rulebook ENC is your body ENC, and you can hold more than that just trudging around in packs without significant pe
    2 points
  14. Oh, they try impossible things all the time. Currently, it's looking like one of them is going to try taking down King Argrath because he's getting his bad draconic juju all up in Orlanth's righteous blowing. Goading's for getting them to attempt the impossible thing I want them to try.
    2 points
  15. You need to goad your players into trying impossible things? Mind. Blown.
    2 points
  16. Does that prohibition also apply to goading my players into trying it? They're already about to go on a cosmonautical quest anyway...
    2 points
  17. Awesome, exactly what I was looking for! Thank you @Crel and @soltakss.
    2 points
  18. That seems 100% on-point thematically to me, as well. Good idea. For me, doing a heroquest really ought to be about the community supporting you. Since the adventurers are River Voices, I'm sure they've got position and connections enough for a community to be willing to support them on the quest. Perhaps try using their Loyalty (community) Passion to test for support? Given their status, I think that "curing our Chosen Heroes" qualifies as a community boon to be pursuing—trying to cleanse their Chaos wound isn't selfish, but makes them better able to help the community. @Puckohue's
    2 points
  19. What I'd say is that it is a set of rules written down on paper and if those rules don't stop your players from learning magic then they can learn and use magic as much as the rules let them ( and as much as the Keeper gives them access to spell learning ). Magic in CoC is limiting anyway ( Sanity cost and POW cost ) so there isn't much scope for players becoming Mordenkainen the Magnificent before their psyches turn to porridge and they have to be written out of the campaign. I think you are overstressing over something that just doesn't happen. What I think you are really saying is
    2 points
  20. BTW, all of the above only matters to a few of us Gloranthaphiles. For all but a few Gloranthans, they see the magical worlds exactly as their priests or sorcerers or shamans teach, and those rules work for them, and well enough that they need no more. And for players in a game, each of the games systems set in Glorantha have rules that guide how it all works. And that works too.
    2 points
  21. Thank you, that reminded me of this picture of Argan Argar traders in Six Ages: Ride like the Wind: 😋
    2 points
  22. Hello, I’m new to Runequest Glorantha and this forum. I’m looking for an online RuneQuest Glorantha game. I’ve played once before at GenCon last year, and I own the books. I’m located on the East Coast of the US. If you would please point me to an online game that needs players, or a place where people post for players. Thank you.
    1 point
  23. 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 th
    1 point
  24. Shaman of Kolat Required: You must be a devotee of Kolat, the Orlanthi god of spirits and shamans Play Style: You mix commanding your spirits to fight for you, attacking with wind or spirit power directly, and assisting your allies. Ability Scores: Charisma is your most important ability score because you make deals with spirits or sometimes control them by force of will. Dexterity is important because the storm pantheon is all about motion and winds are literal motion and you are linked to wind spirits. Shamans of Kolat gain a +2 class bonus to Charisma or Dexterrity, as long
    1 point
  25. <looks blank> Do people play in any other language than Inuvialuktun??? huh People are wierd.
    1 point
  26. That is a really good point. Plus, it is the BRP forum.
    1 point
  27. The motif on the shield which merges horses' head with a Mobility Rune is intended to reflect the Enerali Horse People ancestry of the Orlanthi in northern Ralios. The armor and helmet illustrate a section about the heavier armor that was worn in the (failed) assaults on Kartolin. The helmet design is influenced by Anglo-Saxon/Viking 'spectacles' helmets as I wanted to find an element to distinguish between the other Orlanthi drawn for 'Armies and Enemies' and those of Ralios. This warrior is probably riding home from one of the assaults on his Galana pony. Instead of vambaces, he wears
    1 point
  28. Pulp looks fun to play and a welcome addition to any RPG collection, but it seems to me to be using CoC background and most of the system to run adventure games based on Indiana Jones, the modern Mummy movies etc. Well, 1930-1950's "pulp fiction" style anyhow. I've never played it, true, but it looks fun. I can't possibly 'diss' the game at all. But I think a bit of me, the deep-down fan of HPL, feels it's ... um ... not Call of Cthulhu. I suppose I'm the sniffy one who thinks it takes the mickey of the original source work and turns it into a light-hearted romp. Nowt wrong with that, of
    1 point
  29. Does that prohibition also apply to goading my players into trying it? They're already about to go on a cosmonautical quest anyway... If they are under your supervision, they should be OK. I prefer using subtle tactics, so that I make things sound like the Players' ideas not mine, or they naturally come to a point where the impossible thing is better than the alternatives. Of course, I am as subtle as a brick, so it's fine in theory, maybe not so much in practice.
    1 point
  30. Is there any information about disappeared city of the White Heart, or the White Heart Revelations?
    1 point
  31. I concur. Although if someone can summon a Air Elemental in a hurry... (I'm not familiar with the pregens for reasons I've muttered about before)
    1 point
  32. Tell him I approve and that I'm cheering for his success!
    1 point
  33. Kids, don't try this at home .
    1 point
  34. Yes, if it’s a sufficiently mythical event, ideally where the Compromise is a bit shaky already. Castle Blue, Battle of Night and Day, Orlanth vs. Zistor...
    1 point
  35. This raises the question as to why any references to yards are needed. I thought RQG used metric (vs. HQG not using it).
    1 point
  36. Or if you think the obsidian thing is a bit high tech, merely the kind of snow goggles polar expeditions used (which keep out light and reflections) should be a lot better than nothing. Scott's snow goggles Inuit-style snow goggles, bone
    1 point
  37. David - there is not a split canon. There is a Chaosium canon moving forward. As an aside the Sourcebook is written as a collection of in-Gloranthan documents, and WILL be contradicted from time to time cheerfully. I just need to know where I have done so inadvertently. And the answer appears to be less frequently than assumed.
    1 point
  38. if you like paper copies, smoking ruin is out very very shortly.
    1 point
  39. First Level Spells Breath of Life (Breath Friend) Ranged spell Daily Triggers when an ally falls to 0 HP Effect: A nearby ally can heal using a free recovery. 3rd level spell The target can also roll a save against each save ends effect. 5th level spell This spell is now recharge 16+ after battle instead of daily. 7th level spell The target can heal using two free recoveries instead of one. 9th level spell This spell is now recharge 11+ instead. Deep Well Guardian (Deep Well) Ranged spell Daily Standard Action Effect: This summons a Deep We
    1 point
  40. I’m fairly certain the idea of the rules is this: In an opposed exchange, for purposes of this exchange only, if the participant with the higher modified skill has above 100% (or if both have the same modified skill above 100%), then reduce both participants’ skills, percentage point by percentage point, until one of the following happens: the higher-skill participant’s skill reaches 100%, or the lower-skill participant’s skill reaches 0%. This has some unreasonable outcomes in practice, but at least it makes sense as a rule. It’s incomprehensible that they could mess up pretty basic
    1 point
  41. Another set of unboxing pictures ...
    1 point
  42. I dislike all published rules for skills over 100% In my own game, wistful sigh, I used a Heroic Success rule, at a chance equal to 1% for each full 100% of any skill attempt. Exactly identical to a Crit, except granting an immediate second attempt at the same skill % and the same Strike Rank ; and not necessarily against the same opponent or obstacle It worked pretty well, and there were some truly epic moments when my players rolled that 01 or 02 in some particularly desperate situations when all seemed lost !!
    1 point
  43. Hi, I have found a recently published article on bronze age swordsmanship and the resulting damage to weapon. The paper uses an experimental approach which compares the damage to to replica weapons in simulated fights to damage observed on archeological weapons. It concludes on the way these weapons were likely used. The article also describes things like sword handgrip, and shows pictures of recreated swords and sword fights. I think it might enlighten us on the historical parallel of bronze age warfare for our Gloranthan interests. The article : https://link.springer.com/artic
    1 point
  44. Hi there, I discovered RQ when I tired of AD&D and saved up my pocket money to buy GW's RQ2 in 1980. My friends and I played RQ through Balazar and the Elder Wilds, Pavis and the Borderlands up to and through the AH RQ3 period and the wonderful RQ Renaissance of the early 90's - Sun County, Strangers in Prax, Dorastor. I went to Convulsion several times, met Greg and even landed up with a copy of Sandy Petersen's campaign notes from the Convulsion auction in 1994 (?). Great memories. Then I guess life got in the way. I moved to Australia in 2005 and all my RQ stuff has sat in b
    1 point
  45. Hi Folks, It's the Peter Cakebread half of Cakebread & Walton. Thanks for all the lovely words I can't really express how much the support and encouragement means to me, I'm passionate about our games and know that you all are too! Long story short, C&W is still on hiatus, although our stuff is still available. Whether I'll be able to resurrect the company and get back to publishing new material is very uncertain. I really want to find a way to move forward, but, as some of you have guessed already, things are not that simple. Long story, long... The really good news
    1 point
  46. Wow I downloaded it and it looks pretty good, if not blaphemous, heh heh Actually those 'kewl powerz' are pretty good Simon that better have cleared up your writers block , so that you can get back into some gritty Merrie England stuff for us !!! 😎
    1 point
  47. Trolls aren't really affected, as they use Darksense rather than vision, or rather they have both.
    1 point
  48. Only -5% for wearing sunnies in the dark??? I think you missed the 0 on the end of that number there! Shouldn't your Rose-Coloured glasses have a -50% to Insight? 😛
    1 point
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