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Showing content with the highest reputation on 11/25/2020 in all areas

  1. Preview of the front cover. In a day or two I will be updating the file on DriveThruRPG.
    11 points
  2. Y'all know I am open to suggestions? Otherwise you get more silly things like this
    5 points
  3. Hi Glorantha community! I and my friend J-M started a little video series about Glorantha, our favorite fantasy game world a few months ago and released through he and his friends little organization Iconic Production (https://iconicproduction.wordpress.com/). We just did our fourth episode (we record live on YouTube for Patreon patrons on a Saturday) and it will go live for public consumption this coming weekend. The episodes can be found on YouTube (playlist link added below). We hope to spread our love of Glorantha, which, if you are here reading this, you probably already have. We loo
    4 points
  4. Yes. Attacking with Weapons and Spells, page 368. No: Weapon vs spirit combat happens at normal weapon SR spirit combat vs spirit combat roll at SR 12 Initiating Spirit Combat, page 366. If a spirit wishes to attack a corporeal being, the spirit makes itself visible in the Middle World the melee round prior to its first attack. Visibility is a GM call, depending very much on how you are portraying your spirits. I use the guidelines in the shamanic ability, Show Spirit, page 361. That normally an "Onlooker can see a spirit in some detail with a Search roll." If
    4 points
  5. The Lightbringers' Lonely Hearts Club Band?
    4 points
  6. Have you thought about GMing—maybe always wanted to give it a shot—but haven’t quite taken the plunge? What if we told you that by the first week in February, you could be an honest-to-goodness GM—and it’ll be easy! New Gamemaster Month gives you what you need to run your first game: Inspiration, advice, and a step-by-step process that guides prospective GMs up to and through their first game. Each January our friends at Monte Cook Games run a month-long seminar in the form of twice-weekly posts. This year, Chaosium is one of the six game companies taking part. Our featured system is
    4 points
  7. Probably because the rules didn't allow it. Now, if you can whack away with a sword it makes sense for everyone to gang up on the spirit. I would have it also damage the person engaged in Spirit Combat as well, just to prove a point.
    3 points
  8. If you are here from a Chaosium Tweet, note that I've compiled all of the entries in this blog post for ease of reading: RPG Imaginings' Children of Fear Reading Reflections continued Chapter 4 reflections: I really enjoyed this Chapter and it was a quick read. 1) <compliment sandwich> I have many reasons for loving and playing CoC, and an opportunity to learn world and local history is one of the big ones. This Chapter is REALLY scratching my itch for that. There are dimensions of Buddhist and Hindu culture that are likely to really challenge some Western readers.
    3 points
  9. So @Scottydoes this read ok? You can only have one spirit combat exchange between two competing entities in a melee round (unless able to make multiple attacks with a magical weapon, or some other special ability that grants extra attacks). If an engaged corporeal entity decides to attack with a magically enhanced weapon on their SR, this will likely preempt, and will replace the spirits attack on SR12 for that round. A spirit can only initiate 1 spirit combat attack, but can oppose any number of attacks on itself regardless of source (unless a special power says otherwise).
    3 points
  10. The steadwife PC in my campaign started off by critting first a HD and then a HHD Worship roll, and then also critting a Manage Household roll on Ancestor Day (basically the only way the Ancestors won't find something to complain about). There's now a large faction wanting to fast-track her for priestesshood due to her obvious holiness.
    3 points
  11. No, the spirit defends with its Spirit combat. Some GMs might consider a -20% per addition "spirit parry" after the first, but I find that just adds a level of detail that doesn't add anything to the game. The golden rules of spirit combat with non-shaman adventurers: Put up defences asap. Spirit Block is common and will save your adventurer. get the shaman involved asap run
    3 points
  12. Ah ok thanks - so extra attacks from other characters not already engaged with the spirit will be unopposed?
    3 points
  13. Yes. Attacking with Weapons and Spells, page 368. No: Weapon vs spirit combat happens at normal weapon SR spirit combat vs spirit combat roll at SR 12
    3 points
  14. Argrath and the Horned Man were friends at school. When the Red Emperor kicked sand in the Horned Man's eyes, Argrath sorted the bully out. At his shamanic initiation, he married the Horned Man's sister. When the Red Emperor appeared at the wedding disguised as the Bad Man, the Horned Man's sister threw him out.
    3 points
  15. Generally as most holy days happen outside of the 3 weeks adventuring per season, I just return all of their Rune points, per page 141 Ability use, Automatic success. For high holy days I often give an automatic experience check on worship for a good description of participation. If the holy day is part of the adventure, not just a day where where one of the adventurers is out at the ceremony, I make sure it's fully developed. Ensuring that all the players take part, usually as lay members, but occasionally as an associate cult. Then the importance of worship rolls becomes important. Don'
    3 points
  16. I also don't like very much the MP sacrifices. The only difference between gaining +60% with 3 cows vs. 6 MPs is the warm fuzzy feeling of good roleplay when you paint and slaughter the cows... but the cows don't come back the next day, unlike MPs, so players who are not easily swayed by warm fuzzy feelings need other incentives to pick the cows. Lowering, or even eliminating, the MP bonuses is the obvious "fix", especially since I agree that "punishing" players who spend too many MPs by having an action scene that same night is kind of a dick move from the GM after the second time it hap
    2 points
  17. I've yet to have in a game any situation where more than one person tries to engage the same spirit. I've had multiple spirits engage the same adventurer. So for me, the former is a borderline case. No one who can't deal a large amount of mp damage is going to get involved. What it does do is accelerate the spirit combat if the spirit is outnumbered, as it can potentially loose 3-4 times in one melee round. In my current game none of my players have any magic that would let them attack a spirit with a weapon anyhow.
    2 points
  18. I play that you can sacrifice only your own MP, not stored ones.
    2 points
  19. The problem with using spells is that they use MP, which are also your Hit Points (so to speak) in Spirit Combat. Characters may have crystals or MP matrix, but spirit can not, so, for them, casting spells can be very dangerous.
    2 points
  20. From Scott's answer in this thread and the Q&A II thread, I believe that all spirit combats are resolved with the same mechanics. It's just that the spirit can't try to hit twice in a round, but if the friends of the corporeal entity it's in combat with try to intervene, they risk getting hit by the spirit too. Oh, unless they use spells. Spells seem to be safe. Unless the spirit decides to sling spells back at them!
    2 points
  21. 1. Unless it's an in-world thing that enemies like to strike at their enemies holy days when they are guaranteed to be fresh on Rune Points and generally up on magic, this seems to be just a dick move if practiced more than rarely by the GM. 2. Any PC with a couple of adventures under his or her belt is likely to have some kind of MP storage, making the expenditure of a few MPs from storage completely unimportant.
    2 points
  22. My opinion is that the intent of the designer was to provide a simplest system, but in the end he removed half the rules and didn't replace them... We had a conversation on a related subject some times ago :
    2 points
  23. Print edition is due out in February. With the caveat that the pandemic may continue to screw with our shipping schedules though.
    2 points
  24. Finally, a post that qualifies as munchkinnery of the first order, dare I say egregious, but with a reason that holds water making it quite usable in my game. Thanks Kloster! “HAHAHAHAHA! COME LITTLE MAN THING, YOU HAVE AMUSED ME! SURELY, TODAY IS A GREAT DAY TO DIE!"
    2 points
  25. Oh, one last thing - lordabdul makes a good point about the strike rank - spirit combat may be resolved on SR12 but that is just the resolution point for a struggle that has been going on all round. That is a key feature when we narrate spirit combat.
    2 points
  26. I see it in a very similar way to lordabdul - I want spirits not to just be another monster you attack. I want them to be otherworldly and strange. Things difficult to comprehend and to act in unusual ways. But our games can all vary so I don’t see an issue in others seeing it another way. It is not like any of this is real.
    2 points
  27. thanks for the replies I like this idea the best any ideas on extra rewards when players make a special or critical worship roll?
    2 points
  28. I'm sure you're actually asking about the project Robin Laws is working on, but in the mean time we have released all the RuneQuest Classic titles in POD - including Pavis: Threshold to Danger and Big Rubble: The Deadly City. With The Smoking Ruin, The Pegasus Plateau, the RQ Classic POD titles, and the planned release of The Red Book of Magic next month, we will have had four new RuneQuest releases in 2020 - one per quarter (I'm counting the RQ Classic POD titles as a new release here, as getting that done was a major undertaking for us, and most of those titles have not been availabl
    2 points
  29. The picture is all the evidence you need!
    1 point
  30. We're not doing Black Friday this year (ourselves, we're staying in and gaming). Instead, conveniently listed in one place, here's every physical product we already have on sale at Chaosium.com. Ninety-three titles from 15 - 66% off. Game systems include Call of Cthulhu, RuneQuest, HeroQuest, 7th Sea, 13th Age Glorantha, Aquelarre, Würm, and more. There's board games and fiction too. Most titles come with the PDF included. [And if you're currently doing it tough financially in these challenging times, do check out all our free stuff, both here on the Chaosium website (
    1 point
  31. Thanks for the clarifications @Scotty ! I had one in my previous group, the obligatory Humakti with True Sword, but the good thing with these rules is that it forces players to spend Rune Points to engage the spirit, and these are not easily replenished (especially for a Humakt!). So the Humakti can only help with spirits a couple times per season at most, at least near the beginning when they have less than a handful RPs. That limits group attacks on a spirit to big evil bad ones near the end of an adventure (but those tend to have corporeal qualities anyway for obvious scenario desig
    1 point
  32. 1 point
  33. Hopefully the print copy should be available in 3-4 months.
    1 point
  34. You have excellent memory
    1 point
  35. I think four to five months is a safer bet, usually, but I don't know how the holiday season affects it. And thanks for the shoutout. I'll be diving into Chapter 4 tomorrow as there is no prep or travel for US Thanksgiving needed this year.
    1 point
  36. <waves excitedly> Please pass on “G’day, mate!” to David Hall from Brian, Tom, and me. (He was running us through the Greydogs in HeroQuest 2)
    1 point
  37. Horned Man surely can dispel said Truesword and Sword Trance almost at will. But is is still worth to try. Why not? His role is to test the would be shaman, but I also expect him to have a bag of tricks of his own.
    1 point
  38. This will look beautiful on my shelf. :-)
    1 point
  39. Same for me. Ditto. Still agree. Don't be afraid. Please continue. All opinions are good to hear. Yes (although for me it is more RQ than Glorantha).
    1 point
  40. How the West was One was a really fun event. The Waertagi dragon ship returned to Sog City (unfortunately smashing the docks), the Judge kept peace in the city, the School of Necromancy was busy, the College of Business and the Performing Arts was successfully funded, etc. - all while the Ecclesiastical Council went on with its mundane affairs.
    1 point
  41. COAST OF THRALL is awesome and the artwork is really great. It's very entertaining and gonzo. Personally, I would trim it down to true Sword&Sorcery. The whole thing is like an oldschool S+S movie/story to me. It has the pulpy, action-adventure vibe. I would recommend it to experienced Mythras GMs, who can fill in the blanks with their own rules suggestions and own stats for (some) NPCs. You also have to come up with your own characters.
    1 point
  42. As for myself, even though my favourite version is RQ6/Mythras, i was eager to see a new RuneQuest game, with new rules, based on ideas closer to RQ3, especially concerning magic. But yet, my opinion was also discarded as one of a grognard that refuses change.
    1 point
  43. As someone who his favorite classic RQ is RQ3, I will echo this. . My perspective is totally different. I believe RQ3 was a vast improvement over RQ2 and I would have preferred RQG to be based off RQ3. But in the end, even if RQG does not make all the choices I would have made, in the aggregate, I believe RQG is better than RQ3. Actually, for all the expressed design intent, beyond what the stat block looks like, I do not find RQG that close to RQ2. And I am also glad the timeline was advanced. It is interesting that I probably am a grognard whose opinion Jeff thinks should be dis
    1 point
  44. Our guide is a discussion for Keepers about the line of various Miskatonic Country releases and, especially, all of the scenarios set in places like Arkham, Innsmouth, Dunwich, and Kingsport. The current version covers all the professionally published scenarios (Classic era only) by Chaosium and their licensees from 1983 to August of this year. Assuming we sell enough copies to make it worthwhile, I'll add in the same information about scenarios from magazines (such as Dagon, the Unspeakable Oath, and our own journal The Arkham Gazette) as well as those in MULAs, the Miskatonic Repository, and
    1 point
  45. There's also the thing where defenders rush in with bracing timbers, heavy/bulky objects, etc. Ups tension, increases the frantic-desperation vibe; gives the defenders more Things To Do (PC actions). I presume there's a gatehouse that will be shooting arrows at the BigBad, pouring boiling oil, etc etc etc... For a brute force gate-breach, I'd be rolling a STR+SIZ attack.
    1 point
  46. In RQ3, objects had only armour points that you could reduce by surpassing them with the damage done to them. So for example, a castle door has 20 AP. The giant attacks and does 16 pts of damage. The door holds. Next turn, the giant does 22 damage, so the door has now 18 AP and it will be easier to break now, etc.
    1 point
  47. 1 point
  48. The Bull Shahs and the Rise of the Blue Moon Empire The Dragonkill opened the opportunity for the Bull Shahs to seize power in Carmania. They grew strong at conquest and stronger at inhumanity, more and more obsessed with the left hand path, their reigns an endless orgy of blood and death. Two of the Seven Sailors went into exile after the death of their lord and father, a lord of Carmania, at the hands of Bull Shah Biskodar. Biskodar perished at the first appearance of the Bat-Man, a being brought back from the grave by the power of the Blue Moon Goddess, who drank the blood of Bi
    1 point
  49. One of Waha’s feats was to pull together the broken land, bits of land which had completely broken free. What would life have been like on one of these isolated broken fragments? Maybe people clinging to life on a lonely piece of land floating in the void would have formed a bond with any spiritual guide they could find. Those who survived would have an enduring bond with their saviour.
    1 point
  50. I agree it would be a fairly simple rules addition and not add too much clunk. What I would dislike is it being tucked away and conversations like "Oh but I'm using the optional rule from the ultra fighters splat book that makes my warhammer wielding were-armadillo do double hype extra special damage" Which may be a direct quote from a Munchkin at my local rpg club many years ago about ten milliseconds before every GM in the room screamed "NO" I'd also say that someone picked up a hammer and thought :- "That'll make a mess of that ahole over there" and went for it and only later remarked
    1 point
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