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  1. Beast Valley is populated by Muppets. Only the Puppeteer Troupe understands.
    6 points
  2. More sketching. I suspect the upper version is most likely to give the composition I want.
    5 points
  3. In most games the CA is delegated to field medic which is boring and unoriginal. So ask your player how they envision their character. Why are they adventuring? What are their personal goals? Then include those own your campaign (you should really do this for all your PC's). There are equally exciting 'games' to be had with contests of charm, stealth, or battles against the elements. Make use of all the other skills and passions on the character sheet. Finally, what is that players personality? Does he/she regularly take the lead and drive the session?
    4 points
  4. Prax on the march. Some pictures of the tribes as I have worked up so far. Only Sable Riders and Impala riders elude me still. However now that these are done, it may be time to look and see what can be done.
    3 points
  5. Part 2 out now: https://blasphemoustomes.com/2020/10/06/special-conspiracy-theories-and-cults-part-2/ This is the second part of our discussion with our good friend Bence Szlamka about the murky grey area between cults and conspiracy theories. Those of you on our Discord server will know Bence as TRNSHMN, one of our moderators. While Bence is clear that he is not a scholar, he has spent a great deal of time studying conspiracy theories. Our last episode largely focused on QAnon, which dominates the modern conspiracy landscape. In this instalment, Scott talks to Bence about some of the weirder aspects of modern conspiracies, including, mole children, flat Earth adherents, and the role of Jesus in network security. While we try to keep the tone relatively light, some of these conspiracy theories involve unpleasant ideas. QAnon, especially, embraces various beliefs about the abuse, trafficking and sacrifice of children. We avoid going into too much detail, but be warned that we at least touch upon these subjects. In the end, however, this is an RPG podcast, and our focus is to find inspiration for our games. We will be back next week with a regular episode: the second part of our journey into the weird west. Links Things we mention in this episode include: Anti-vaccination movement Alex Jones Save the Children Rallies Thimerosal Mole children under Central Park Adrenochrome Fear and Loathing in Las Vegas by Hunter S Thompson “The Rats in the Walls” by HP Lovecraft Praying Medic John F Kennedy Jr conspiracy theories The murder of New York mob boss Franceso Cali Other violent crimes committed by QAnon followers Marjorie Taylor Greene The Omega Kingdom Ministry Dominionism Comet Pizza conspiracy theory Prosperity Gospel Bastard Operator From Hell The King in Yellow Flat Earth Mark Sargent Sovereign Citizens Bad faith rhetoric GamerGate Cambridge Analytica Internet Research Agency COINTELPRO Stuxnet Bot farms Apophenia “The Call of Cthulhu” Canadian Flat Earth Conference “The Broadsword” from Occultation and Other Stories by Laird Barron Delta Green Control Global Frequency
    3 points
  6. ... please please PLEASE provide un-keyed maps for GM's to hand out to players! This should be standard practice for ALL adventures, and MOST sourcebooks. Keyed and/or labeled maps/diagrams/etc for info that's easily/readily available (or common knowledge)... sure, I'm good with the "GM Map" also being a player handout. But any (moreover: every!) time a map has GM-specific info, but otherwise shows info the players want... that info should be available as a player-handout without the GM-specific info visible.. TYVM for considering this.
    3 points
  7. the main issue I see with chalana arroy PC is a lot of opponents will not attack him/her. The only opponents attacking the PC will be the same that the PC can attack (chaos...) I think here the role of GM is primordial (like with any pc without fight skills) to mix activities for every character. so for CA : Fight: excluding chaos attack, you could manage a night skirmish where opponents attack every one without seeing there is a CA, then the CA has to dodge/ parry Curse / charm / spirits : somewhere the pc are attacked by some spells and the only one who is not "touched" is the CA (imagine a reason why) and has to do something to save the others Mission : the land is facing a great disease, the CA temple order the pc to lead an expedition to understand / fix / ... the reason. of course they will fight (for the other) but a large part should be cult lore/ investigation / ... Personal goal / history : some news about a lost sister, meeting an old ennemy with a feud (how will you peacefully manage a feud ?)
    2 points
  8. Personally, I see adventuring CA's in the "combat medic" role. You don't stay out of combat, you're right in the thick of it! I don't see this as "boring" per se, albeit "unoriginal" is a fair criticism. Use a shield & parry like crazy -- even carry TWO shields (a great big pavis deal (prominently marked-up with CA's runes) that you hide behind to advance, and then set down to protect the fallen while you treat them (or load them onto the shield, as a stretcher to carry them off the battlefield); and a little buckler you use to bat aside occasional "oops" attacks & errors. But if "your side" doesn't get any serious injuries, then yeah... it may be pretty boring for them. Also, there's a fair potential for CA characters to piss off other players: don't forget how hardcore CA's get about those under their protection. Many groups get more than a bit salty when a CA goes to heal the Other Side *again,* and won't ever just let you do the "convenient" thing (an execution, or stripping all their gear and leaving them in the wilderness in civvy clothes + zero gear, or etc... ) . Make sure your entire group of *PLAYERS* is down with playing the downside of CA, not just the one player! Session-Zero the hell out of this one! Psullie's other notions are spot-on -- lots of other realms for excitement & conflict, it's not ALL about the combat (unless, for your group, it IS (YGMV)).
    2 points
  9. I would halve SIZ and multiply DEX by 1.5. Keep the other Characteristics the same. Double SIZ as well - Battle Cat!
    2 points
  10. I would base it on the character’s original, but increase Dex and Con, but reduce Siz and Str, to reflect a shadowcat’s relative characteristics strengths/weaknesses. Perhaps +6, +3, -6 ,- 3 respectively, but that’s going to depend what works in your campaign. However, rolling up shadow cat characteristics that are completely different to the human form could be fun. Beware of small characters. The adventurers in my campaign have discovered that the low Siz duck can be easily flown (or sylph carried) to places he really doesn't belong. Now they tend to do that in lieu of a plan. "Right, cast fly on Pengy, now what guys?"
    2 points
  11. They have Trickster in the East Isles, same as everywhere. I don't think Trickster is usually a Parondpara or a Parloth or a mystic deity (though there could certainly be a mystic tradition that attempts to reclaim the Trickster). Not all gods have to be. There will be Tricksters known across a few Islands, or that have a few local legends. Many Tricksters will be considered among the antigods. We actually know of a whole bunch of Tricksters gods from the East Isles from various official sources, but especially the Sartar Companion Eurmal writeup. One is Invisible Jayoran, a Thief aspect trickster who stole his fathers magic cattle, weapons, and ship then sailed away leaving a doomed island behind. Another East Isles Trickster lived for 78 years and had sex with a different married woman every night (Seducer aspect, obviously). Denbro the Almighty, who comes from an island whose population is 222 people. Vor Faraga Zel, who eats people and mermen, and is considered an antigod. Thats the four mentioned in existing Trickster writeups I could find. I'm sure there are many more. Keets may well be Tricksters too. Of course, an alleged Sparrow keet pirate called named Jack is obviously an East Isles Trickster..... Australians might also recall hearing of a parrot keet in the pudding thief business, an obvious Trickster, the Magical pudding in question being a small god, a grumpy Parondpara that provides food for its people my giving of (endlessly renewed) self. A belligerent penguin keet is among his defenders.
    2 points
  12. Especially adventures. I like setting expansion through adventures rather than gazetteers.
    2 points
  13. The only source I know of that canonically mentions Naga in Glorantha they are in Pamaltela, fighting Chaos in the Gods War - and this text, while very old, is in the Guide. Whether this (like the mention of the Ivameli) is a really old name for a race that is given a different name later (dragonnewts? Lascerdans? Slarges? the little known Yaquma anaconda people, who might be either hsunchen or something else?), or some race that did not survive into the modern era, or something else, is an open question. Regardless, I think beings like the serpent guardians known in Genertela exist in Pamaltela, but more powerful and plentiful due to the survival of Pamalt, whereas most of those in Genertela died with Genert.
    2 points
  14. I've been reading... Michael Hudson's book, "and forgive them their debts": In ancient Babylonian society, and its predecessor Tigris / Euphrates city states, land ownership was originally vested in the family or village. There was no provision for selling it, it was just inheritance and bloodline. That's your late neolithic and early bronze age situation. But then someone had a bright idea: Pay some poor and aging head of household to adopt you and name you heir. The adoptee contracted to support the adopter as a parent, in principle. Evidently with very specific written terms, according to tablets that survive today. Eventually the adoptee would inherit. A second method of obtaining private ownership of land outside of tradition was in form a lease in exchange for a loan, but the original owner of the land would seldom be able to redeem it because the loan rates were usurious, 33% or 50% annually. This would be easy to do in famine years, a take it or leave it situation. And the heirs would inherit ownership in form, but they also inherited the debt. The heirs became tenant farmers in actual fact, and the "lender" was entitled to the agricultural production of the land minus whatever he gave the tenants. If they weren't satisfied with that they could leave and become homeless. Thus alienation of the land for cash (or trade goods, grain in famine years) was originated. It took generations, but these two methods were how big private landholding originated, outside of the previous methods of hereditary high priesthood of a temple or of kingship. And the concentration of wealth begot more wealth, and tenant farming for rent, which weakened the society: Where previously the king raised his army and collected taxes from the land holding peasant families, there was a shortage of such peasant families, therefore weaker monarchies unable to defend their city-state, and the city state went down to invasion. It was a cycle. It became a virtuous act for kings to declare a cancellation of debts and reversion of land to the original families: a jubilee. When the private large landholders grew too powerful for the kings to do that, the city state went down. So, back to Glorantha: In principle your character wanting to obtain land could use one of those methods. But beware, the Babylonian societies of the bronze age didn't like them, they were cheating outside of the traditional social contract. And jubilees were popular. What will your Sartarite society think?
    2 points
  15. Perhaps the Wand of the Seven Phases that Duke Raus has? (Which would be in the Pavis book.)
    2 points
  16. A good question! Mechanically it could be handled so that a character with a high Death Rune would roll an augment, and affect it negatively to the chances to get kids.
    2 points
  17. Trying to resolve a composition - if I can't sketch it, I can't describe it. And, embarrassingly, in these doodles, I forgot that the Daughter's Road is a two tier viaduct...
    2 points
  18. Change the word glowspot to nimbus, and you can see Jar-eel has one: look in the Glorantha sourcebook page 146 and you will see who does and who doesn't - note she who waits. in other parts of the comic, it expands to be a full aureole:
    2 points
  19. I snagged a 1st edition copy of SoY-S recently. That prompted me to make a short video about it's contributions to the hobby. Enjoy!
    2 points
  20. One of my players has stated his intent of making a Chalana Arroy cultuist for a campaign. After giving some thought to the restrictions listed in the core rulebook (page 290) and the fact that this person is new to Glorantha, I'm worried he might be underwhelmed and bored because his character will not be able no particepate in any combat (they can attack, if under desperate conditions, non-sapient species, and ofc chaos beings, but given that that don't have any offensive magic and probably won't have high combat stats, I don't think that can go well). Do any of you have any feedback for CA cultists (that you have played, played alongside, or mastered for)? What I'm seeking to know precisely is, is combat something that takes you out completely from the fun, or are your other abilities able to make up for it and let you have a different yet entertaining experience?
    1 point
  21. Fioracitta: the Heart of Power is now available. Fioracitta, the latest campaign setting for Mythras, is here. A complete fantasy city, inspired by the Italian city states of the Renaissance, Fioracitta: The Heart of Power, explores the city, its people, long history, myths, gods, and perhaps most importantly, magic, in evocative detail. Explore how Fioracitta came to dominate the surrounding lands of Ittara; the many factions that vie for control; the enigmatic non-human species who call Fioracitta home; the gods and goddesses who may be ambivalent to their worshippers, or subtly directing their fates. This is a detailed, but amazingly accessible setting for the Mythras RPG, but can be comfortably integrated into many other fantasy roleplaying system campaigns. Fioracitta offers guidance for creating Fioracittan characters; cabals and secret societies; generating specific historical events to make every campaign unique; and provides a compelling backdrop to campaigns dripping with intrigue and adventure, magic and tragedy. Join us in Fioracitta’s streets. The book is available from DrivethruRPG in hard and softcover, and The Design Mechanism webstore in hardcover. The PDF is included free with all print purchases. 230 pages $48.99 hardcover $38.99 softcover $15.99 PDF only DrivethruRPG TDM Webstore
    1 point
  22. Actually, the last Glorantha game I PC'd for (run by my friend who is currently co-GMing this game with me), our group of Caladralanders had a Trickster Sorcerer / Inventor from God Forgot as a member of our band of heroes. Er, "heroes". Regarding the player in question, I think we are heading towards an animistic Trickster Spirit Society called simply "No! Bad Monkey!" (Disorder / Beast(Monkey)).
    1 point
  23. I think that ZZ's undead are just flesh and bones that are animated, instead of being made with the chaotic methods involving souls. So they're more like golems. And ZZ's worshippers want their corpses animated after death so that they can continue to wreak havoc, so it's somewhat connected to their Disorder Rune, even though their animation spells don't use it. And all their animation spells can be used with the Darkness Rune too. Humakt's worshippers can also create Ghosts, though Ghosts aren't undead, they're properly dead.
    1 point
  24. I seem remember that in Balazar, you could free Firshala with a Dispel Magic 4. So I guess Your Deity May Vary as well 🙂
    1 point
  25. You can always throw a henchmen at that player so that he isnt overall useless in combat. Say that this hench fell madly in love with the priestess after he got saved by her and now is obsessed with protecting her or something. A sort of lover-protector. Bonus points for player not actually wanting anything to do with that hench.
    1 point
  26. All of Storm Bull's cult spells can be used without the Death Rune, so maybe most of them have a strong Beast Rune instead?
    1 point
  27. Orlanth is quite fertile, even if he doesn't have the Rune, and he has some Heroquests relating to Fertility.
    1 point
  28. I say, I say, that was a joke son. But since you bring it up, here is a quote from the Guide (emphasis mine).
    1 point
  29. Curious, for a topic that has spoiler in the title. I am no more the wiser having read the post. Perhaps the wisdom is transcendent, or is the ultimate spoiler ignorance?
    1 point
  30. Surely...^^ I loved that bit. Otherwise, your players did well with the water leapers, one of the deadliest encounters of the GPC IMO.
    1 point
  31. I love it. The veldt could be teeming with lampressae and other expressions of serpent power. Why not a spirit tradition that follows the "snakelines" to give us a way to work with that material? The Six Legged Empire might have called them liki lines. For all I know this is a big deal in mysterious Kimos. Historically the "naga" in the Jraktal War seem to be the people Greg was elsewhere calling the "nagi" in that era and later lose a letter to become our "agi (-mori, -tori)" of today. While it's a deep pointer to secret history of Pamalt buried in the Nargan wastes, for our modern purposes it would be good to treat this as one of the reptile creations we know now in the south. (Leaning to thinking of the Ivamali as secret red elf progenitors also, but that's another thread.)
    1 point
  32. The Telmori (or general Hsunchen) transform body magics turns the user into a divine version of the totemic beast. (I for one would like to see an affordable magic which will turn a hsunchen person into the mundane beast form of the totemic beast..) Since we are talking about a divine version of the beast, I don't see why you would go with the intellectual stats of an ordinary shadowcat. There may be human individuals who may profit in intellectual capacity if they re-rolled INT as a shadowcat (except that RQG beasts don't have that stat, not even as "fixed INT" as would be found in RQ3). Herding Alynxes big enough to intimidate cattle probably aren't very far from the human size range.
    1 point
  33. Hi Peter, sorry for the late reply; if you're still reading here, my best wishes to Ken for his recovering health, and to both for any new (or old) endeavors that you want to accomplish. I imagine you already did that, but have you tried to approach Chaosium for help in continuing your game lines? They are very passionate about RPGs, and K&W books always struck me as some of the best-produced RPG books from a small company out there... And they're clearly up Chaosium's (Dark) alley! As someone else already suggested, Modiphius could be another possible partner. Apart from this, I just wanted to let you know that I am immensely enjoying the Clockwork of Orange campaign. Thanks to both you and Ken for these fine products.
    1 point
  34. Weren't there some magic items that can do that? Maybe in the Plunder book?
    1 point
  35. I'm very excited to share that Treasures of Glorantha Volume One has earned its Electrum bestseller medal! Many thanks to everyone who's picked it up thus far. If you'd like to see what the fuss is about, you can pick up a copy yourself in PDF or Print On Demand here. If you've already purchased Treasures, I'd love to hear what you think. Ratings are wonderful support, and reviews are a great way to give me feedback for the next one. Once again, thank you.
    1 point
  36. +1000 to this. Also: a scale.
    1 point
  37. I think that a lot of Ernalda serpent/draconic powers were lost, or suppressed, when the EWF fell, as Ernalda the Dragon didn't have the same ring to it. So, sure, the cult has Serpent Guardians, but they are not as prominent as they might have been. With the Hero Wars, these long-forgotten practices can come to the fore again and be reawakened.
    1 point
  38. Poetry will not be a craft. Craft is reserved for the making of physical objects, as indeed is the Art skill as written.
    1 point
  39. Ancestor worship would raise his spirit. The whole measure of forcing the spirit to speak the truth is a moot point. Clever cross-examination may get the spirit to accidentally incriminate himself by, say, losing his cool and ranting out the truth. it is also possible that the spirit, while crazy, is no longer attached to the world and will have no investment in hiding the truth, even if their version of it is a bit demented. Have you seen Rashomon? Kurosawa's take on this story was interesting in that the Ghost had the least coherent narrative of all of the parties involved in his murder. Just a thought...
    1 point
  40. Arrowstone archers. I used older Wargames Factory Persians, as you can have quivers with bows in them on a model shooting a bow -- so multiple bows on the figure as expected from Kastokus style archers. I used the really old fashioned "figure eight" shield, which we all know from the RQ2 cover. Not my best painting effort as I struggled with aging varnish and some very basic plastic models, but 12 more figures, or three TTS! units towards my goal. These I felt that I needed to do these mainly because of their presence at the battle of Auroch Hills and also Dangerford, so the unit really merited a figure presence -- especially as my campaign creeps into 1618! There is no physical description that I find for these, not even in Armies and Enemies of Dragon Pass, so they get to be portrayed by the figures that I have laying around. 😉
    1 point
  41. Maybe this could/should get edited-in to the OP (ifindeed that's the preferred mechanism for reporting these issues)...?
    1 point
  42. Bear hands are an unsanctioned building material, please visit your local Gold Mostali representative for a mandatory re-education session.
    1 point
  43. something something Monster Empire maybe?
    1 point
  44. Good to have all the links at the same spot! I liked to reread some of them but particularly the first one with the over-riding goals: Set RuneQuest firmly in Glorantha. Maintain backwards compatibility with RuneQuest 2 - in particular with the adventure scenarios and campaigns that were rereleased as a result of the highly successful RuneQuest Classic Kickstarter in late 2015. Bring the Runes directly into the game mechanics - the game is Rune-Quest after all! And at the same time, make it more fun to use Rune magic as an initiate: Rune Magic had to be replenishable somehow, Provide deeper incentives for character immersion into the setting, to fulfill the promise of Greg's original Dragon Pass campaign from the early 1980s. The acclaimed computer game King of Dragon Pass provides a rich immersive Gloranthan experience: we want to achieve something as deep as that in the tabletop RuneQuest game. The gold standard for doing this is, of course, Pendragon, a rules system that has strongly influenced my approach to game design and play. In retrospect, it is interesting to see how intertwined goals 1, 3 and 4 ended up being. Having smashed these three goals and the way they were accomplished is where RQG truly shine. The art direction, the art itself, the in-world vignettes (specifically the Saga), the family background during character creation all greatly contributes to goal 1 and 4. The stand-out among the stand-outs are the runes and associated mechanics. What a beautiful way to give a lot of depth to your character, tie it with how magic works and incentive them to act like their god. Simply brilliant. Goal 2 in an interesting bonus (I am currently going through the Scorpion Hall with a RQG character) but in my opinion is nowhere near as important as the other goals. Still, it's nice and has the added benefit that being fairly compatible with RQ2 by definition means that it is with RQ3 as well (at least when it comes to picking an adventure and play it). I need to run off now but I'll come back with a design question tied with the design notes.
    1 point
  45. I guess my dumbest theory is that the Tusk Riders are genuine candidates for spiritual redemption, but I'm a big softy that way. !i!
    1 point
  46. - The Red Emperor gave birth to Yara Aranis, Hon-Eel, and Jar-Eel in a literal sense. - At least one prominent figure in the Hero Wars is really three durulz in a big coat. - The lesson the Loskalmi should be taking from the Kingdom of War is "It's not always about you." - There are "metals" for each important Rune, besides the elemental ones, law-adamant, stasis-stone, and death-iron. Only Mostali know about them, and only Mostali would care.
    1 point
  47. Yep. Spol is all folk horror, all the time.
    1 point
  48. To add to replies already made, a miniatures game owing something to Commands & Colors ancients, except is based on a square grid rather than hexes, playing cards rather than special dice and cards and has more detailed troop types. An ECW version has appeared and others are promised. I already sourced some Dragon playing cards for when a Gloranthan suitable version appears! https://boardgamegeek.com/boardgame/169926/strongest https://bigredbatshop.co.uk/pages/about-to-the-strongest Neil
    1 point
  49. Above all, I try to keep them guessing. I don't have to run two adventures in a season very often for them to start at least considering the possibility and then not burn through everything they got.
    1 point
  50. P366 RQG: "The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells." My though's on the other points. You use different approaches for different spirits. If, for example, you wish to bind an elemental. Sacrifice POW during the Binding Enchantment, Summon the appropriate Elemental (requires roll), Cast Command (roll req.), overcome POW v POW roll to force elemental into receptacle. For a spell spirit or other entity. Sacrifice POW during a Binding Enchantment. Cast Summon Entity (roll req.) or enter the Spirt World and find entity. Reduce the entity to 0 MP in spirit combat then cast Control (Entity) Spirit Binding (roll req. but if successfully cast the spirit is bound, no POW roll).
    1 point
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