Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/24/2020 in all areas

  1. Art and maps are coming in (most is already complete), final edits are being made, and layout begins soon. I'm currently in the "Oh, this too..." phase of polishing the manuscript.
    10 points
  2. I am planning to run RQ:G soon and so have been reading and studying the core book. Here is me playing through a scene to gain some experience. I used whatever the dice gave me and tried to play both sides fairly. Please excuse any grammar errors I wrote it as I went along... The Den of the Scorpion Men.pdf
    7 points
  3. In 1978, hot on the heels of the release of the revolutionary White Bear, Red Moon strategy game and the RuneQuest roleplaying game, Chaosium Inc. released Lords of the Middle Sea. This was a board war game, set in the post-apocalyptic ruins of a flooded North America, in the year 2401. Lords of the Middle Sea was Lynn Willis's first Chaosium title. Lynn went on to become one of the longest-serving members of the Chaosium team, co-authoring or contributing to such revered titles as Basic Roleplaying, the second and third editions of RuneQuest, the original Masks of Nyarlathotep (with
    3 points
  4. Thanks for the feedback everyone. lordabdul, I am pretty sure I missed and made some errors along the way. The Adventurers were from the website I listed so I should be able to track them down (https://www.cradleofheroes.net). The scorpion men I did not print off and they are generated randomly each time so would have to have a guess about them… I play mainly wargames such as Advanced Squad Leader and Star Fleet Battles but have a far more relaxed attitude to RPGs – I will never let the rules get in the way of a good story, and am therefore a little more lax in exact rule application The
    2 points
  5. Thank you sooo much to everyone who replied!! Going to pick up the slipcase first and the two suggested adventures. Really looking forward to gaming in this world and with this system!!
    2 points
  6. @Nevermet can you add some references to the types so we can all see what has been written eg Umbarism HQG page 203 EWF draconic consciousness HQG page 203 Kralorelan draconic mystics HQG page 203 Vithelan mysticism HQG page 203 the Umathelan Cult of Silence HQG page 203
    2 points
  7. I have a chapter on Illumination in Secrets of Dorastor. It describes the various schools, in a short form. It also gives new kewl powerz, because I like kewl powerz.
    2 points
  8. And that sage advice can be applied to most things in RuneQuest. Use rules that work for your gaming group.
    2 points
  9. One thing I really hope this thread will avoid. Lengthy discussions about what it means to be illuminated. All that boils down to is an argument about the terms. which hardly goes anywhere. A more productive way of looking at it IMO would be what do the Illuminates do with their new found wisdom? How do they function within society? For the Lunars, it's obvious: Get Lunar Magic. Ditto for the Kralori. For the White Sun Lords, this might be something like: The White Suns Lords were created by Karvanyar to wield Yelm's magic against the Dragons. Previously such magics w
    2 points
  10. Some immediate thoughts: I'm not sure that draconic mysticism is canonically a form of Illumination or brings Illumination, but if it is (and it certainly makes sense that it would be), then Vithelan mysticism should also be on that list, as its own bullet point. Yelmic White Sun Illumination is another Pelorian example. I don't believe there's any specific examples of MSE schools that practiced Illumination currently and/or canonically. My speculation/invention/interpretation (pick any two): The basic insight that makes up Illumination is simple: "There is nothing
    2 points
  11. I "solved" the problem by switching every place names for Welsh-based ones... My players are on the brink of nervous breakdown... Nonetheless I nearly finished my description of the Lysang clan which covers a good part of the Arfritha vale (together with some information also on the Malani to flesh out the tribe the Lysang joined after Kallyr's rebellion). It is quite big, nearly 100.000 words, with three introductory scenarios. But the default time is 1615. I hope I will have time to translate it in august for the JC.
    2 points
  12. This is the core rules Q&A, Dwarves and Iron are covered in the Bestiary. Yanafal Tarnils extra info I pulled from the upcoming Gods book
    2 points
  13. Inspired by the Argrath thread, I'm starting a thread about illumination so I can ask a bunch of questions. Or, more accurately, I'm going to summarize what I think Illumination in Glorantha in its current, published form. If I get something wrong, or if there's a cool variant, I'm all ears. Illumination is both an in-setting concept one can find characters in Glorantha talking about, and an "out of character" concept authors and players use to describe something about Glorantha. Illumination, generally speaking and out of character, is a cosmic awareness that allows
    1 point
  14. The following is inspired by the following thread and the resources folks pointed out in it. Thanks everyone. Anyhow, I've read multiple comments, in reviews and on the forum, noting that crushing damage weapons have a relatively weak form of special damage (unless your character has a good damage bonus.) So the question becomes, how does one beef up crushing weapons without running too high of a risk of unbalancing them? I think I have an answer. According to Rune Fixes 1 (https://www.chaosium.com/content/FreePDFs/RuneQuest/Rune Fixes/RQ - Rune Fixes.pdf), under "Subduing":
    1 point
  15. Was was a failed IMO attempt to make the Arkati into a Glorantha version of Nephilim's Major Arcana.
    1 point
  16. Yup. With this sort of set up you can plut the characters in anyplace/anytime, provided they aren't penned in to be at some other place. Highlander was what sprang to mind to me from what you mentioned so far.. Speaking of which, have you worked out how and why they are immortal yet, and if there is some overarching purpose to it? It wouldn't necessarily even be that severe. Modern scientific thinking thinking postulates that human memory works the way it does, and we forget stuff, in order to help remember the stuff we need to and want to. So an immortal who have lived for
    1 point
  17. Crush damage is quite significant. There’s a little ambiguity over the critical result in the core rules, but it’s been clarified here as being: Full Weapon damage + full damage bonus + full damage bonus, ignoring armour. That said it is very damage bonus dependant. With subdue and crush weapons, I might be inclined to just add +5% or plus 10% to the resistance roll to give a little bonus for subduing. That subduing roll could be applied to other body parts too for dead leg and winded effects. However the standard rules for damage to hit locations already includes incapaci
    1 point
  18. That's good because all I can find in Superworld is the standard STR versus SIZ on the resistance table....
    1 point
  19. We know of four forms/parts of Ralzakark, which leads me to wonder something. A lot of the time Gloranthan figures have seven components. Are there another three yet to be revealed?
    1 point
  20. The new Cthulhu Invictus is very cool. I'd recommend using that.
    1 point
  21. I always thought the jumps from 1d6 to 2d6 and on were a bit extreme. There are some better (IMO) alternative DB charts
    1 point
  22. Thanks Balakatun - looks like I now have enough online players to start my return to RuneQuest - I am very excited...
    1 point
  23. Okay so essentially my idea is that the characters are immortals travelling through the ages. The first time period would be obviously be Rome, likely followed by the Dark Ages.
    1 point
  24. Yeah the Romans had all sort of of engineers in their military so even Grease Monkey would probably be adaptable assuming the GM is willing to let the players have access to small siege engines and chariots. The idea of the Romans fighting off a horde of Deep Ones with light ballista and catapults could be very pulp-ish -at least as "Pulp" as .any Roman era game could be. I mean Roman Pulp would be a whole new genre. Cthulhu Roman Pulp is just so surreal. I try to reimagine classic Pulp characters, such as the Shadow or Doc Savage in and ancient Roman setting, with Mythos stuff in the backgrou
    1 point
  25. Great write-up! Probably the best and exhaustive RAW combat example I've seen. I particularly liked the clear usage of SR, the illustration of a variety of concepts (moving in melee, breaking spell concentration, augments, disengaging, chase...) and the treatment of parry against natural attack. I saw your other thread around "Parrying as scorpion man tail" but was not sure I fully understood its conclusion - I actually never thought about resolving it that way but I love it. Thanks for this most excellent example!
    1 point
  26. The only one that stands out as being completely unsuitable to a simple conversion would be Grease Monkey - even then I guess a tinkerer of mechanical devices would work, ex-military using ballistae, onagers or scorpios. I don't think using any of the others will cause many headaches.
    1 point
  27. Thank you. I am prepping for playing on Roll 20. Most of the maps I use are from 2-Minute Tabletop (https://2minutetabletop.com), I really like that style.
    1 point
  28. A lot of Kralorelan mysticism is probably actually theistic and sorcerous stuff clad in mystical clothing. The actual mystics withdraw to monasteries and stay there to pursue ever higher levels of spiritual insight and sometimes people consult them. They accumlate huge powers but there's an emphasis on *not using them* because they will tangle you in the world. When the Godlearners were there, they corrupted a lot of mysticism to be 'do disciplines, gain powers, hit people with them'. Where you gained a certain amount of insight, then used it to entangle yourself in the world. T
    1 point
  29. I'd suggest that you edit your initial post and say you will update it when new info is added. It will produce a useful updated resource.
    1 point
  30. There are (c) issues, I suspect. If someone wanted to sent a proposal to Chaosium to produce this as a Chaosium product, they've said they would be open to such a thing. I presume that someone who has already done the work for their own RQ game -- to run the 11L campaign under RQ rules -- would be best situated to do this ... ?
    1 point
  31. The way I see slow and mobility is that you just walk/run faster or slower, that's it, there's no molasses/water effect or similar. If you run while Slowed, you'll just find that you aren't making as much headway as you should - if you look at your feet, they'll seem to be in the right spot to take a full step, but when you look up you'll see you've only covered half that distance. Same kind of deal for Mobility. Does it make perfect sense? No, not in the slightest, Does it need to? No, not in the slightest. It's magic that makes you either slower or faster when it comes to locomotion, that's
    1 point
  32. Explanation... what for !? All you need is Love MGF* ! It can work for me.... There is another way to see it. As Slow is a spirit spell and we don't have Rune association with each spell, you can ask yourself : "What type of spirit is slowing down my target ?" -If you are part of a larnst cult : It's a spirit of movement, it slow the target by taking away it's movement. Slow in walking and slow to fall. -If your are an Aldryami : it's a spirit of vines acting like a "bondage". Slow to walk but fall as fast usual... -If you are part of a wind cult : It's a spirit of wind,
    1 point
  33. The official word on Illumination is HQ:G (GaGoG may revise this mind you) There's only two unknowns on that list - Jrustela and the Near Ones. I think the Jrusteli illumination is based on God Learnerism (although others disagree) but the Near Ones are a mystery to me as they were when first mentioned in Dorastor: Land of Doom. Draconic Illumination has been the "same" as Nysaloran Illumination as far back as the Big Rubble Boxed Set (one could get an illumination point by exploring the Puzzle Canal). I don't believe the Jernotians to be illuminated. Yes, their religion
    1 point
  34. Maybe it is not a standard, widespread ability and so is not listed in the core rule book. Glorantha has much more in it than the RQG books cover.
    1 point
  35. The debrief is one of my favorite parts of the game. It is a chance for the players to ask 'what if?' Sometimes, they realize they made the best possible choice; other times, they realize they made a serious miscalculations. And it affords me the opportunity to realize I made an error or failed to explain some aspect of the game in enough detail for them to understand what had happened. In short, I get much benefit as the players. Often players will ask about NPC's motivations that were hard to discern during the game.
    1 point
  36. To describe Ralzakark as a broo is like calling Harrek a pirate or Argrath an adventurer. True of itself, but rather missing the point. 😜
    1 point
  37. Couple of other things that I think are welcome additions. There's a page that talks about creating permanent magic objects and they integrated a cantrip system with their magic system. The have a basic alchemy system and an herbalism system. They've got a bestiary and an NPC section The setting has two basic magic types that I can see. Arcanists and Hedge Wizards. Say something about divine magic but didn't track it down. Setting is about 30 pages long. The rest of the book is mechanics. All an all a good deal for $8.
    1 point
  38. I take a pretty simple and admittedly simple-minded approach this sort of thing: Never let the rules get in the way of the PC doing something cool. It's a big part of why they play the game. If the Movement Rune seems logical to assist in moving up a wall, let 'em do it. If some of your players don't think that's restrictive enough, they're perfectly free to only use Water for Agility skills for their own PC.
    1 point
  39. I can see the thinking that leads to seeing them as somewhat the same kind, of thing yeah, but I don't think it's fundamentally right. A lot of western occultist thought in the 19th and 20th century actually looks a lot like post-modernist thinking (to really badly turn the complexity of it all into a phrase: "you create your reality"), so there is that, too. So, I think some of the mystical strains may actually have been building towards ideas that later emerged as post-modernism. However, just to pick one thing, and I think this cleaves in on the experiential (as opposed to simply philosophi
    1 point
  40. Oh, the Lunars are definitely descended from Nysalor, and the vast majority of people accept that claim, whether they remember Nysalor fondly or hostilely.
    1 point
  41. That's not a source. That's an interpretation. And it isn't a bad one.......just.......... Me agreeing or disagreeing with it with it is not the point. The point is that one can't state canonically "he is not a Broo" without struggling to cancel out that he is straight up called "the regal broo" in the Guide. p. 343. IIRC in Dorastor Land of Doom too. He is additionally described as such in Secrets of Dorastor as well. "Sitting on the throne is a Broo wearing golden armor and a large necklace that covers most of his chest. This is Ralzakark...." So not only is Ralzakark
    1 point
  42. It's in the preview PDF. There's not a lot about Famous Bell as far as I can tell, besides a couple of paragraphs here and there, but it's really making my head hurt to read stuff in French because of the cognitive dissonance about all the place names
    1 point
  43. Arkat put a lot of effort into making Nysalor difficult to reconstruct. Literally killing him, chopping him into pieces, and widely separating the pieces and then individually having them protected. So Ralzakark could heroquest to reconstruct Nysalor, but step 1 is 'retrieve all the parts of his body', and that is a very difficult practical problem, not impossible but currently unachievable. So he has to do it the hard way, without building directly on the power of Nysalor, but rebuilding it from scratch. And Ralzakark is impressive magically, but not in Nysalors league for raw power, an
    1 point
  44. Excellent products. Adaptable for RQ, but a tad odd that Chaosium blocks RQG stats being created for the Jonstown Compendium.
    1 point
  45. You can play RuneQuest that way. Perhaps you should play it that way. But you don't have to play it that way. If murder-hobo is your group's idea of fun, then it isn't wrongfun to be forbidden. RuneQuest is an awesome murderhobo game.
    1 point
  46. You can play RuneQuest that way. Perhaps you should play it that way. But you don't have to play it that way. If murder-hobo is your group's idea of fun, then it isn't wrongfun to be forbidden.
    1 point
  47. Harrek is an aimless murderhobo, but he never claims to be anything more or better than a murderhobo. No one but the Wolf Pirates regard him as a role model and they're also murderhobos. Harrek is a godawful monster, a blight upon Glorantha. But Harrek makes no pretention to anything more. Whereas, King of Sartar is one big 'ARGATH IS THE GREATEST MOST WONDERFUL PERSON EVER' propaganda piece, even though Argath commits crimes on a level that Harrek could never accomplish or even aspire to. Harrek is basically a mugger with superpowers. Argath unleashes Magical Genghis Khan (Sheng
    1 point
  48. And this is one of the game's biggest problems, since it means that you can easily "skill-tank" huge but not very skilled enemies, like giants or dinosaurs. It's perfectly fine if you have to parry, as they tend to do a lot of damage, but this reduction trivializes fights that should be really difficult. House Rule on this is that no-one gets the chance to hit or defend reduced by more than half. It's a little clumsy, but better than the alternative.
    1 point
  49. “That is not dead which can eternal lie, And with PDFs even the dead may rise.”
    1 point
×
×
  • Create New...