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  1. In the Life of Moonson thread, someone pointed out all the top sellers at Rpg.net today had a connection to the Moon, so I couldn't help but imagine this. So I slammed Exalted Lunars and the Lunar Empire together and got the Blue Moon Lunar Empire. Faced with Carmanian invasion, the Seven Mothers tried to revive a goddess who could smite the Carmanians. What they got was the Blue Moon Goddess, whose power over water enabled them to command Peloria's waters, drowning the Carmanian homeland and smiting their armies whenever they came near a river. But further, the light of the
    6 points
  2. One thing I'm not keen on is magic items that as a side effect can be used as a "has-Bob-died" detector. Not sure how to square that with bound spirits being released instantly on death. Imagine setting up a communication system that involves getting loads of trollkin to bind one spirit each, and you keep the bindings in one place and the trollkin in another. By selectively killing the right trollkin, you could send messages. You could call it the killegraph system.
    3 points
  3. The RQG campaign I was a player in reached its finale last night, and it involved Ethilrist centrally. In our Glorantha he was convinced at the Second Battle of Moonbroth that Argrath was going to bring about the doom of Glorantha. Our characters had been sent on earlier operations with Ethilrist and his troop by the Feathered Horse Queen, during which his blasé attitude towards what we regarded as terrible dangers (he nearly threatened to smash a True Dragon's egg before a tailed priest while we were with him) gave us a healthy wariness of him. In early 1628, when the joint armies of S
    3 points
  4. The Well of Daliath clarifies the second printing correction: Two Weapon Use (page 224) First bullet changed to “…may use them for two attacks or attacking with one and parrying with the other, as desired.” (Part of Second printing corrections). Please note that this has been superseded below. With two weapons, one in each hand you can attack with both (subject to strike ranks), and parry with both (though only 1 parry allowed per attack) and subsequent parries (in a combat round) are subject to the -20% cumulative penalty, regardless of which weapon is used to parry.
    3 points
  5. ...And the classic dodging out the way so the hit hits your other opponent behind you.
    2 points
  6. Dodge really comes into its own when likely damage is going to be devastating regardless of weapons hps. Off the top of my head dodge is good for : The massive crushing attack from a giant where parry would be almost pointless (Short of a fluke crit parry somehow directing the worst of the blow away, or more likely in the case of a giant hit, giving yourself purchase to push yourself physically away from the force of the blow. Projectile weapons Attacks that could cause knockback if you’re weaponless, or weapon is close to breaking falling debris, traps etc.
    2 points
  7. Nahh, can't agree. Make that Erronious Jaranthir.
    2 points
  8. Funny how the two items in position 2 and 1 are about "Lunars" in one case, and the "Lunion" worlds in the other case. There's a nefarious conspiracy at work, here.
    2 points
  9. We know that the common tendency for some members of the the Three Fifths families of Lunar nobility is to go by an abbreviated form of their family name. The Eel-ariash shorten theirs down to -eel. Thus, Hon-eel, Sor-eel, Jar-eel. However, given the frequency of multisyllabic personal names elsewhere in the Empire (Tatius, Appius, etc.) it seems entirely probable that these monosyllabic personal names are also abbreviated forms of longer personal names. Jar-eel's entire life and prelife has been carefully shepherded to make her the living avatar of Sedenya. It seems entirely likel
    2 points
  10. There were of their time certainly, and very good (when I put my rose-tinted spectacles on 😀). There was definitely something about their construction, the paper and card covers, the brown text handouts, and so on. But enough of that - Helliwell, please keep monitoring the Chaosium radio frequency (mailing list), as there may be something you might like to hear in the coming months.
    2 points
  11. This is a thread whose purpose is specifically to collate questions to (potentially) address in future Rune Fixes columns, or as official corrections. Rules questions about the following products are accepted here: RuneQuest - Roleplaying in Glorantha (RQG) RuneQuest - Glorantha Bestiary (RQB) RuneQuest - Gamesmaster Screen Pack (GSP) The Red Book of Magic (RBM) First and foremost, it cannot be stressed enough that the rules are guidelines for the gamemaster and must occasionally need to be interpreted when a question arises. No set of rules can accommodate every pe
    1 point
  12. "Are the 100 new spells also unique from the level 4-5 spells in the Expert supplement?"In regards to the above question, here is a list of all of the spells being added to the upcoming Classic Fantasy Unearthed Companion. There are actually quite a few more spells than the 100 I may have mentioned. Closer to 200 actually. I guess I was on a roll when I wrote them. Some of the spells published in the Expert Set have been moved around in the Rank structure. Now typically available at a lower Rank then before. This was done to maintain overall power level consistency.Disclaimer: There is always
    1 point
  13. Real life can be more silly than any RPG adventure:
    1 point
  14. Rising from the Stars, a one-shot adventure pamphlet, is available at the Miskatonic Repository. A few minutes of reading, several hours of fun — print, fold, and play: https://www.drivethrurpg.com/product/335432/Rising-from-the-Stars-Pamphlet-Adventure A group of scientists from Miskatonic University camp in the mountains near Arkham to study an astronomical phenomenon of lights never seen before. What was supposed to be an exciting discovery becomes a nightmare. This scenario can be used by the Keeper to introduce a new group of Investigators that have their first contact w
    1 point
  15. The award-winning actual play audio drama, The Call of Cthulhu Mystery Program and Chaosium, renowned publishers of the Call of Cthulhu tabletop roleplaying game, have joined forces for a live charity spectacle! Behold as horror and hilarity unfold before your very eyes as a cast of audio dramatists and roleplayers explore "The Crack’d and Crook’d Manse". It’s two nights of improvised tabletop storytelling - like only Mystery Program can make - with cinematic music and sound effects, surreal old-timey radio adverts, and laugh out loud mayhem: November, Friday November 13th and Saturday No
    1 point
  16. “The only thing known to go faster than ordinary light is monarchy, according to the philosopher Ly Tin Wheedle. He reasoned like this: you can't have more than one king, and tradition demands that there is no gap between kings, so when a king dies the succession must therefore pass to the heir instantaneously. Presumably, he said, there must be some elementary particles -- kingons, or possibly queons -- that do this job, but of course succession sometimes fails if, in mid-flight, they strike an anti-particle, or republicon. His ambitious plans to use his discovery to send messages, involving
    1 point
  17. While I would have to look, I would be shocked if there wasn't any number of old loot - or new loot that you take from a newly slain corps, for that matter - that includes bound spirits in published adventures. The Windsword has a bound spirit, for instance, although I suppose you could argue that artifatct-level items like those are special cases.
    1 point
  18. You're reinventing GURPS (GURPS rounds are 1 second) (well not exactly because an infinite SR track would allow for non-regular action resolution)
    1 point
  19. I'm also in a situation where my players are of different minds as regards rules complexity. Probably the easiest Initiative system would be something along the lines where you still calculate SR for your action (this is pretty clumsy, but doesn't require a lot of re-writing), and then you get D&D-style Move Action, Standard Action, maybe Minor Action. Standard Action can be used as Move, and any Move action allows you to make a regular move. The easiest SR system would be where you get to intermix actions freely in a turn (I cast a spell [2], then move to take total cover behind the tree
    1 point
  20. Then you will certainly like the new editorial direction RQ G is taking. I have heard it said very often by the Chaosium clan ring that the game is yours, come up with a rule if we have not.
    1 point
  21. Reasonably sure if grittiness is your goal and you have a familiarity with GURPS this will be the way to go! It does sound good. Love me some RQ 3 and feel comfortable with it so this will be the direction I will eventually go for my home rules. I am going to try something a little unfashionable for a while, though. I will stick with as much of the RQ G core rules as I can, (handwavium and MGF will be in force if it takes too long to look up or parse a rule or this ins’t one and there should be). Hell my groups may give up immediately but I would like to try. Where there in not a rule, t
    1 point
  22. Again as I said it depends how you view those 12 second rounds. All those things you mention above I assume is abstracted by the melee round - something the GM and players narrate as the battle progresses. I find the combat to be relatively dynamic - the tension really builds as each side tries to better the other - just like a scene from Iliad. But it is cool if you do something else.
    1 point
  23. While RQ3 does have more rules for movement within the strike rank round, I’m sure the equivalent could be done in RQG as well. If you accept the abstraction of the combat round as including some form of movement inherent in the fight anyway, and add in rolls for significant actions like jump, knockback attempts, and assign modifiers for the terrain to give tactical elements it soon becomes more colourful. People will have a reason to use movement & other options. RQG and RQ2 strike ranks are nothing more than a fancy initiative system. For me it’s not necessary to go to the RQ3 rul
    1 point
  24. Slam in poison from my first post. Add in wielding a precious ceremonial weapon (why is someone wielding an expansive ceremonial weapon, you might well ask...), for two more reasons to dodge.
    1 point
  25. http://www.backtobalazar.com/dykene-timeline-1617-1625/
    1 point
  26. I am playing a variant of RD100 at the moment and I am, apparently, miserly with experience. My Players sometimes increase skills but usually add Traits and Stunts (I allow them their 10s digit in Traits and up to the same for Stunts within Traits, as I have a free and easy attitude to these). One Player does not spend on skills at all, merely adds to Traits, although that is because we use one pot for Hero Points and Experience Points. I much prefer RuneQuest-style magic, across all D100 systems. In my current game, I handwave magic anyway. 1D6 per Might seems fair to me. Howev
    1 point
  27. Spirits are bound to you by the force of your personality. When you die, that force no longer binds them. I suppose you could enslave a spirit and bind it permanently, if that's the way you want to go.
    1 point
  28. I not sure these types of micro-elements of combat are needed – but of course everyone is free to add and subtract things as they wish. A melee round is already 12 seconds long: that is already 12 seconds of combat manoeuvres, feigning, shuffling, moving back, thrusting forward, watching for an opening, etc.. So combat is already pretty abstracted with just the most decisive moments of that 12 seconds requiring a die roll. I think the RAW combat withdrawing work well already, retreating, knockback attempt or fleeing. I think in every one of the combats the group I play with has been involved i
    1 point
  29. Please use the new thread - RuneQuest Core Rules Questions II Answers from this thread are slowly transferred and marked as such to RuneQuest Glorantha Corrections and Q&A which is searchable.
    1 point
  30. Sword Vale is clearly marked on the Colymar Tribes map of the GM screen pack. It's in the Lismelder lands, the next village south of rune gate on the good ale path. The Good Sword clan are one of the centres of Humakti worship in Sartar (along with the malani and a temple in Bold home). The reference to the Goodsword's, and the six stones temple (aka Indrodar’s Necklace) is on page 55. It's not named on the map, and six stones isn't visible either as it's just off the edge. It's described in Sartar KoH as if you are in apple lane and want an iron smith go there. The othe
    1 point
  31. Thanks for this reply, Lordabdul. I'm a fellow GURPS enthusiast, which I suspect trips me up with the RQG rules from time to time. RQG is so much better (in my opinion) than bog standard D&D, allowing much grittier and more meaningful combats. But honestly, I do think the GURPS combat system handles some things better (and is maybe a bit more intuitive in some ways). I really like your idea of incorporating the step and action concept and I'm going to definitely adopt the retreat one movement point for a +20% to defense rolls. It just feels right (and, like you noted, can create some drama
    1 point
  32. The 2nd printing removed the mention of "two parries", actually, I think. But I agree the new phrasing is still confusing in the sense that it implies (unintentionally) that there are combinations of attacks and parries that are not allowed. Looks like the first printing's text to me. You can get the changes between first and second printings at the bottom of this page. I have personally brought a bunch of rules from my beloved GURPS over to RuneQuest to solve various common problems. For example, I allow characters engaged in Melee to "step" once per round to make Melee combat
    1 point
  33. Based on the map of "The Lands of Dragon Pass" (2003) the distance between Apple Lane and Swan is about 4 miles. Jeff Richards posted in Facebook a Southern and Northern Sartar map that I composed to the detail below for your reference. I think the distance of 32km from Apple Lane and Jonstown is about right... YET... Runegate and Clearwine are closer and may be easier places to find a blacksmith. I have also to say that I haven't seen anywhere the "Sword Vale" in any of my references or maps. Hope this morsel of the new map of Sartar helps. (by the way... I hope the Sartar book
    1 point
  34. This is another area which needed to be clarified on the Q&A. Originally the wording was just a copy and paste from RQ2 and made no sense in the context of the new RQG rules on parrying . The second printing clarification wasn’t clear enough either IMO - “two parries ” suggests a limit that isn’t there under the RQG multiple parry rules. ...But anyway In terms of parry, using two weapons is much the same as using 1 weapon (check out the Q&A) You can parry multiple times with either weapon, but each parry after the first( no matter which weapon) will be subject to the cumulative -
    1 point
  35. According to thegamer.com the regular edition will be $89.99, minus what you paid with the PDF that comes out to $50. It also said there will be a leatherette edition which will cost $199.99, minus the PDF price that comes out to $160. I'm not certain about the shipping price, but I used two separate slip cases (Masks of Nyarlathotep and the Call of Cthulhu Starter Set) to try and estimate the shipping price which might be between $9-$12.
    1 point
  36. This one is nice, not dumb.
    1 point
  37. If your players, like my own, are based in Apple Lane, then they aren't too far away from the Humakti temple of Six Stones in the Sword Vale. There is likely to be an Iron-smith at or near the Temple.
    1 point
  38. In a convention game, Vostor summoned his fire elemental in the middle of the enemy camp and let it go what it wanted to do. Which predictably involved setting fire to everything in reach, especially as they started attacking it. So sometimes you can get by without Command.
    1 point
  39. Barntar can be a transformation of Baran Tor Tor part is used by the Kargan Tor, thus probably has militiant connotations Bar- part is used by one more deity, Baroshi shi- is rare sound but is utilized in the name of Shepelkirt, thus has lunar and chaotic connotations Bar part has earth association Thus I propose : Bar-an-tor - slasher-at-fields Baroshi - fieldblooded
    1 point
  40. In the meantime we had 2 Stormbringer sessions... VERY MINOR SPOILERS BELOW: One was quite short due to technical problems - but it was graced with the meeting with two notable interplanar travellers Prince Rorn of the Vadhagh and his relative Count Manuin (new player character!). They had seen the hulking shadowy figure of the Sword Ruler Arioch deep in the woods and were quite terrified. But Saran Sheik, the Arioch priest PC was quite elated, instead. He decided to leave the party to go on a pilgrimage in search of his god. While Saran entered the foggy wood, the other arrived in T
    1 point
  41. The Revolution d100 rules: https://www.drivethrurpg.com/product/199093/Revolution-D100?src=hottest_filtered The basic rules can be found in this free quickstart scenario (very Moorcockian in flavor): https://www.drivethrurpg.com/product/287848/Revolution-D100-Quickstart-The-Conspiracy-Theory?src=newest The conflict rules are on page 7 of the basic rules. My port to Stormbringer was very basic and all you need to replicate it is on that page. In using the table substitute the term "advantage" in the table with "critical" if you are using Stormbringer's levels of success.
    1 point
  42. Continued reflections: I'm in Chapter 3, and haven't finished it, but there a few things I want to comment on. 1) Experienced Keepers write tips and options into their writing to give different groups the options they need to have their particular flavor of fun. Subtle things like "reward ingenuity where possible" are important tips. This campaign is chock full of "this or that or this might happen" that helps Keepers anticipate outcomes. 2) Without spoiling too much, there is a campaign-wide mechanic that rates investigator decisions. I've always been a big believer in rewarding or
    1 point
  43. P.67, header reads ENCOUNTERS OF THE MING-CH’I KIND The immediately previous paragraph and a x-ref on p.60 refer to this section as “Encounters of the Minch-ch’i Kind” But nowhere else does, and p.60 also has ming-ch’i. So “Minch-ch’i” looks like an error.
    1 point
  44. Listen, I'll stop using whatever word you feel it's offensive but, please, I never accused anybody of "moaning" and "whining" only because they have different opinions.
    1 point
  45. The reason Chaos got out of hand was that Bjiff's entry into the Underworld drove so many Uz to the surface that the few that remained in Wonderhome could not eat the output of the Chaosium fast enough to maintain the world's proper balance. Also, the roles of Argin Terror and his Mother are both performed by Tyler Perry.
    1 point
  46. Much like this thread. It starts out dumb, but once you read it the dumb becomes you, and it's actually pretty profound. It was the Gbaji-Nysalor-Arkat swap in forum form all along. Now roll for Illumination.
    1 point
  47. Another fun one! But first, I forgot to introduce our newest knight/player (someone brand new to roleplaying who wanted to join our group for a few sessions) Sir Garedos (and his cousin Sir Gared): Sir Garedos was a household knight and apprentice of Sir Amig - a zealot who was determined to stamp out paganism in Salisbury. He dispatched Garedos to keep an eye on Sir Willem and Sir Cedric after the discovery of the buried roman villa at Sir Willem's estate 491 The Rites of Spring The year began with Sir Luc sending out invitations to his friends to attend a Feast marking th
    1 point
  48. Many of our great campaigns involved Lunar PCs, and were inspired by TV or Movies or Current Events. Which, IMO, often do fit in better with the more "modern" feel of the Lunar Empire compared to Sartar. They typically involved fixing the bad deeds of various Lunar conspiracies. Yolanela featured prominently! Some goody two shoes had killed Humakt to "free the world from Death". See Torchwood, Miracle Day. Corrupt Power-grubbing Danfive Chancellor had taken over the government and had killed / imprisoned the two main candidates for Emperor. A mix of Putin and Richard III.
    1 point
  49. Good idea, I hope all this thread is considered by Chaosium as pitches for future campaign books! 😋 "You are all Aldryami in the Garden of Old Pavis, trying to geat ahead of the plans the trolls have to hunt you down and burn down your Shanasse Tree". "You are all Masloi pirates trying to eke out a living in the Edrenlin Isles north of the Elamle Peninsula, when one day, you get pieces of a weird treasure map" (I was playing this one before the virus...! 😞) "You are a group of Pelorian adventurers who have found out a temporal way to sneak past the Syndics Ban and into Charg: yo
    1 point
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