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Showing content with the highest reputation on 09/09/2020 in all areas

  1. A discussion about the mythology behind Fantasy RPG and how to bring mythic themes into your gaming experiences. The panelists will draw on real world historical mythology (King Arthur Pendragon) and fictional (RuneQuest) as well as mixtures of the two (Nephilim and Call of Cthulhu). Sunday September 13th - 18:45 AEST / 10:45 CEST / 01:45 PDT Watch on PAX 2 Twitch. Merry Borys-Piatkowska @grajkolektyw of Poland's Game Collective interviews Chaosium’s Jeff Richard @richaje and David Larkins @sirlarkins. https://online.paxsite.com/schedule/panel/myth-and-fantasy-gaming
    2 points
  2. YMMV, but I think it’s one thing to adopt Paladin’s perspective that Christianity is objectively correct and you should convert non-Christians, by force if necessary, if you adopt the portrayal of Saracens and Persians as pagans who worship Apollo and Jupiter It’s another if they are actual real-world Muslims. I would not personally be comfortable playing through a version of the First Crusade in which the system represents it as objectively the case that the Crusaders are the good guys and it is a metaphysical fact that slaughtering Muslims en masse is absolutely and unequivocally good a
    2 points
  3. Umath's birth effectively caused the demise of Mostal, the World Machine. With the Sky Dome lifted off its pivot, the rotations continued, but the axis was unstable. It isn't clear whether the four pillars of the cardinal directions were erected as a first repair project to stabilize the sky dome. If so, Umath added insult to injury when he crashed into the White Pillar of the North, never mind that it was a judo move of Shargash/Jagrekriand which landed him there. (Or possibly Alkor, but that's a different topic.) For most of Orlanth's kingship, there was no direct confrontation bet
    2 points
  4. Yeah, although as written the character is "busy" all night. But in general "Lustful" for Pagans if off. The idea is that Pagans acknowledge and appreciate the power of fertility, not that their all sex maniacs.
    2 points
  5. Umathela's a big place. While Cerngorth and Kormarkan would certainly be worried about Afadjann, for other places worring about Fonrit is like the Sartarites worrying about Ramalia. Likewise the Season Wars were over 150 years ago and is remote from modern Umathelans as Sheng Seleris is. THREATS: CERNGOTH: Fonritans, Malasp, Vadeli EDIRUSS: Fonritans, Vadeli, Artmali HUAMAZ: Vadeli, Silence KALLIMA: Trolls, Vadeli KORMAKAN: Fonritans, Artmali ORIK: Vadeli SULAYZ: Mostali, Vadeli, Malasp THREAT DESCRIPTIONS: ARTMALI: Fonritan oppression
    2 points
  6. Wow! Thanks for all the great responses everyone! I'm unfortunately quite slow at answering on forums, so it will most likely be some time before I've answered all of you. But please don't take that as a sign of impoliteness, I'm going to respond to all of you. One thing that I thought might be best to deal with now: I'm actually quite interested in discussing and hearing others reasoning about Rathori, the White Bear and the White Bear Empire. And I love talking about demographics and warfare! But maybe those questions could become their own thread so as not to derail from the other, si
    2 points
  7. You want to lower lethality for newbies, give them two characters. Their primary, who they roleplay and want to play and their secondary, who wears a red shirt and has a name like N Sin.
    2 points
  8. *meh* the game includes diseases that attack the soul; the idea of poisons / venoms that might affect at least some undead seems perfectly fine in a fantasy game to me.
    2 points
  9. Not the premise of what? CoC? or Nephilim? IMO it is kinda the premise of CoC... human perspective/awareness coming up as narrow and irrelevant to a larger, expansive one. I never interpreted Nephilim as 'body rape'. Though the show I just got done watching, the old BBC show 'Intruders', is. It's pretty much the sort of thing old Mythos sorcerers get up to, and the nutty cult in Get Out... forcing their way into other people's minds/bodies.
    1 point
  10. Forgot to say this. Nothing interesting - I just meant that everyone might be given Cymri stats with a couple of added things that are specific to regional stereotypes. What those would be for the Low Countries in the Middle Ages, you would know better than I. Or what they are nowadays...
    1 point
  11. Okay. Or even making it a POW based skill would work for me. My major point here is that a unit that has it's morale break and turns and runs isn't rationally reworking their strategy, but panicking and fleeing for their lives. BTW, in real life morale tends to get shaken a lot quicker than in most RPGs. Most people don't really want to fight for their life, and it doesn't take much to make then want to give up and run away.
    1 point
  12. And it might be worth noting that medieval manors tend to be small plain buildings, not the elaborate mansions we think of as manor houses today. I believe I posted a plan for one awhile back and it's pretty much two levels and five or so rooms (Hall, Parlor, Kitchen Buttery, Bedroom, and maybe a Solar). Most manor houses you see in RPGs tend to be laid out a bit too modern with multiple bedrooms, libraries, chimneys and such. Something like... this:
    1 point
  13. Made some chars this week and I noticed that spirit combat was evaluating to 1D6+3 despite the Pow+Char being over 33 *and* the char being an assistant shaman. It should have evaluated to 1D6+4 with the +1 from the assistant shaman occupation? Phenomenal work Phil.
    1 point
  14. Yes, but he will not panic because of high morale. Morale does not mean 'fight' or 'retreat', it means 'panicking and doing whatever your emotions tell you to do', or 'not panicking and doing whatever your intellect or training tells you'.
    1 point
  15. Dunno, adrenaline is pretty powerful stuff. Also, some of the hit point damage can be construed to be shock and later blood loss (hence why you get hit points back quickly with First Aid). Also, people have been known to continue fighting even when mortally wounded, until finally their mortality catches up with them. It would be interesting to hear from people who have used this rule from Paladin, how it has worked in their games. Personally, I am worried that: 1. It would cause a 'death spiral': whichever combatant is hit first will get the penalty and hence will more likely to get
    1 point
  16. Oh, let me share this then, from my article Holiday Glorantha: Arrolia in Tales of the Reaching Moon #20 (2002): I think a new thread for the White Bear Empire makes lots of sense, if that's what you want to discuss in detail. It makes it easier for other folk to see what you're talking about.
    1 point
  17. (POW x3) + 1/2 Skill perhaps? SDLeary
    1 point
  18. Yeah, but Fonritans aren't Orlanthi, so why should they care? Glorantha isn't a world of universalistic morals, the Umathelans aren't going to care until the Fonritans move into their turf in some capacity. Which they did, iirc, with the whole war between Umathelans+Aldryami versus Fonritans, unless I misremember.
    1 point
  19. Strangely there are a series of books, e.g. Immortal from Hell. Adam is an immortal around 60k years old. It starts off as a slightly tongue-in-cheek urban fantasy, only with no magic. The races like demons and vampires have existed on Earth. He encounters another immortal, who can enter another dimension, and use it to become seemingly out of phase. It turns out there are other beings that live there. They worship her, as does hunanity under such names as Kali. Although she prefers the name Eve. She hates Adam, as there was another group of immortals, all dead except her. Adam kille
    1 point
  20. My feeling on this is that one can sort of divide the differences between Pendragon and Paladin into two categories for the question of whether you take them over for something like this. There are the differences, like the Christianity mechanics to which Morien refers, that are very specifically aimed at the source material. Those have relatively little application outside of what they are designed to do. (And personally I might find some of them, ah, problematic if one were to rip them out of their literary context and try to apply them to the actuality of the First Crusade.)
    1 point
  21. Mmm...I'm still seeing roughly a 6-to-20 ratio of hands to wangs. Assuming the skirt of hands continues around the back where we can't see, let's make that 10/20. That's still twice as many wangs as one might expect. And presumably some of the hands might originate with women, which should skew the ratio back toward hands again. What I'm trying to say is, that appears to be a lot of wangs and a lot of wasted hands. My thought is, to conserve space (there's only so many hands one can fit on a skirt, depending on the length and functionality) yet still provide appropriate representation
    1 point
  22. Strangers. We fought against them in the past but now they sell us Iron Weapons so they seem to be okay. Their sales pitch need a bit of work though - they think we want to kill everybody else in the whole world Humans are still the same untrustworthy apes that they were in the Storm Age. What has changed between then and now is that Dwarves now have a better idea of how to make humans work for them.
    1 point
  23. Normally, Undead are immune to poison or disease, just as part of their makeup. However, you could have a poison that specifically works on Zombies, Vampires or Mummies.
    1 point
  24. I honestly wonder what is the incentive to play this version of the game over Mage:the Awakening, which is also a game focusing on occult mysteries, and not the metaphysical game that is Ascension. Except, obviously, if you dislike the WoD/CoD rules, which is a perfectly fine reason to play another game. Ar-Kaïm were not well-received in France, where they were seen as an unnecessary excuse to play "manga/anime" (Saint Seiya/Knights of the Zodiac, essentially) characters in a setting that originally focused on occult inquiries over violence and fights. I think they were intro
    1 point
  25. Hi. I'm a bit late to this thread and may not fit with your regular play schedule, as I work every second Monday evening. I am, however, in Sydney, am very familiar with Runequest and Glorantha and know my way around the Roll20 RQG character sheet. If there's a spot and my schedule would fit with your I'd love to play. Brent.
    1 point
  26. While it may not help you now, but it is rumoured that the default setting of the upcoming swedish edition of RQG will be Fronela. Apparently the reknown authors Gunilla Jonsson and Michael Petersén plan to write a Fronelan setting book, according to this article (let your browser translate it into english): https://eloso.se/gunilla-jonsson-och-michael-petersen-skriver-unikt-runequest-material-for-eloso/?fbclid=IwAR244qhuIWcPd31ZNFH4k5QQXBfeCZmyMVMaTSF8BBeDo1Y7E5CZAvh_q4E
    1 point
  27. @Eff wrote a good piece about the Pralori (elk hsunchen), here: they’re from way down south, but there’s a lot of commonality among hsunchen tribes. (She also had a tasty shamanic vision of the Fronelan spirit world that might spark some ideas, here)
    1 point
  28. The only reason given was that he was described as "malicious" (Guide to Glorantha p200).
    1 point
  29. Is it known what reason (even if it was just to trick the loskalmi) did Zzabur give for his plan to sink the entire region?
    1 point
  30. I'll suggest that "White Bear" may have been more than a "select" (i.e. few in number) brotherhood: despite how fearsome they are, the physical power is insufficient to pierce a well-defended shieldwall or phalanx, if their winter-attacking enemies come in overwhelming numbers. There need to be enough White Bear forces to genuinely prevent such reprisals. Of course, if we say the "select brotherhood" was merely "a minority," but not particularly rare, my objection melts like rime in spring... 😉
    1 point
  31. The Telmori were cursed because they had used the gifts of Nysalor to become werewolves whenever they wished (ie every single Telmori, not just the 5%) and Talor, being a foe of Nysalor and the Telmori, wanted to hurt them. Greg hasn't written much about Talor so there isn't much more to read on the topic.
    1 point
  32. I'm not sure where exactly you can read about it, possibly in RQ:Glorantha, or maybe History of the Heortling Peoples (it has some Dawn Age stuff in it), but the general gist is that the Telmori accepted certain magical gifts from Nysalor, like becoming impervious to stone and bronze (iirc). Talor opposed Nysalor, and appear to have been able to curse them. Though the exact method is not known, as far as I know. I've seen some speculation that Talor was able to subvert the magical gifts that Nysalor gave to the Telmori and twist them into the curse but that's pure fan speculation as far as I c
    1 point
  33. I would say 5% of Hsunchen in general can transform completely into their totem. They are the Rune Lords and leaders of their societies. As for the Rathori, they were generally quite harmless for most of their history as they had to hibernate every winter which made them easy prey for their enemies. In the Third Age, the Rathori rediscovered* the White Bear and a select brotherhood of them could now fight in winter without having to hibernate. This meant they could now kick ass without fear of reprisals. *They may have known how to do so long before this but the earliest known refer
    1 point
  34. You are not wrong. Greg just hasn't published very much about it and so it's possible that you could be right. According to what has been written, while Snodal did fight against the barbarians under Black Hralf*, the threat was largely vanquished before the Syndic's conspiracy took place. The cause of the plot was an attempt to save Fronela from the sinking which Zzabur had plotted for it**. *Although this fight occurred at the same time that the White Bear was terrorizing the Arrolians, the Loskalmi don't seem to actually call their foes the White Bear Empire. It could be that
    1 point
  35. Try here for starters : https://wellofdaliath.chaosium.com/?s=Uncolings and https://wellofdaliath.chaosium.com/?s=hsunchen
    1 point
  36. Yeah, some of those "experts" made good money, touring and lecturing... I'm honestly unclear if they were just spreading their own delusion, or had realized D&D really was "just a game" but figured the shrieking alarm was their meal-ticket. Church groups weren't their only destinations, either -- they also "trained" police departments (and spun-off at least one "police expert" who kept going, training & lecture/touring on his own), and various governmental/regulatory agencies. And let us not forget the infamous Secret Service raid on SJG because their RPG supplement had rules about
    1 point
  37. This is a tough subject and though it should be old and familiar, it is not. We are all finding our way forward (yes one can say “all”? Optimistic, yes but I like it that way) and with luck we are also holding out a helping had to bring those of us who are having trouble navigating it along with us. Without redmoongoddess Ian and myself taking a position and Crel and others taking another this might not have come to the good (better?) point . Without Exubae admitting a problem we would not have this learning experience moving in a good direction Baby steps, folk!
    1 point
  38. I played a BG in Melisande’s Hand, and I played her cold and methodical in her dealings in this wonderful adventure, but I will not say more to prevent spoilers! I do not think I played her incorrectly but I see a lot of folk by the postings here, seem to indicate I should haver been death incarnate. Seems to me it was the results that mattered.
    1 point
  39. There have been a few tweaks to the QuestWorlds SRD over the past few weeks. The latest version is 0.3 and is at https://github.com/ChaosiumInc/QuestWorlds/blob/master/docs/QuestWorlds.pdf
    1 point
  40. She was obviously protecting or losing her virginity... depending on people’s views of Babeester Gor and celibacy Glad it was good..and look forward to hearing more
    1 point
  41. 1st session last night, much fun!!! All players were present, except for the Babeester Gor. We played of course The Missing, and of course nothing went as the scenario planned! 😁
    1 point
  42. So here's a thing I helped MOB create recently: a remastered, high-res version of Dave Dobyski's classic map from RQ3 "Sun County" (1992), now available in dozens of highly practical formats from Chaosium's Redbubble store.
    1 point
  43. A quick word to the wise There is a lot of coded language that can go into this, and some that already has, but most important is that respect should be used first and foremost. I see this blowing up to stupid heights very soon. I am with Ian, but I do not wish t be told I am a (fill in the blank), because I have stated an opinion! I should have the right to an opinion, I have fought all my life for such a right! I am quite happy to shoulder the responsibility to accept those who disagree with me having an opinion and a right to said opinion as well. In these days where people are being
    1 point
  44. Y'all just take it to PMs or something
    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.
    1 point
  46. This is by far the most important point. Trying to cram Glorantha down a bunch of player's throats will only drive them away. My game is based in Pavis. Pavis was created as a giant dungeon with a city outside, and dungeon adventuring is a career. Little by little the players get used to Pavis, and start to care about the city, the people, and their own social and political position. Let that happen naturally. If you need resources, get yourself a copy of Moon Design Publication Pavis and the Big Rubble. (or Pavis: Gateway to Adventure). Rubble-running in Pavis will give your players
    1 point
  47. As I've recently observed in another thread, stupendous catastrophe in play is often the sign of a resoundingly successful session. After X number of decades of roleplaying (X being greater than 1 and less than 100), I can recount plenty of adventures gone horribly awry, but not so many of the ones that went according to plan. My best advice for RuneQuest is don't sweat the canon. Play it like you're learning a new video game. Let the mechanics guide you at first, run loosely with your general impressions, make a little mayhem in the process, then course-correct once you and your mates
    1 point
  48. If a worshiper from a Sun Dome Temple went to a rural shrine to the Cold Sun, he's have no trouble contacting his god. Maybe the crotchety old priest of the shrine might grumble about Sun Domers, but that's about it.
    1 point
  49. I've always like variety in my games. I use at least parts of all the MW supplements and even some other compatible stuff. I see how keeping it simple is attractive but...
    1 point
  50. Love it. This chapter probably had the most jeffing to do in order to clear away developmental dead ends. I was fond of it at the time and it holds up well. All the text bears the stigmata of endless scrubbing and failed renovation like any proper old house. If it were happening today I would argue a little harder to push the ideal Brithini forms back and lead instead with the Rokari forms in order to immerse new readers in that, then peel back to show all the survivals, innovations and alternatives rumbling under that big but pervasive lie. Adventure! Hero Wars! Also it distills what's o
    1 point
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