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Showing content with the highest reputation on 02/24/2021 in all areas

  1. I personally think the rules for heroquest rewards that they described in the White Bull campaign sound great. Flexible, not immediately unbalancing to a game but scales to high power effects, lots of potential for interesting customisations for particular campaign needs and ideas. So that is a great start for official rules I am going to like. Now, that is obviously incomplete - we know of heroquests that have different effects, such as powers for your wyter, resurrecting dead gods, etc. and they will hopefully be in fully developed heroquest rules in the future. But that is just more to
    4 points
  2. At one point I briefly thought that Uther might be suggesting he'll work with Gorlois to conquer the Kingdom of Cornwall (after a round of Saxon-bashing) and add it to the duchy. Uther and Gorlois talk further after the scene, so there's plenty of time for him to confirm this to Gorlois and set at least the main points of a deal. It doesn't really fit with Uther as presented in GPC or BoU -- he wouldn't want to make Gorlois more powerful, plus it'd upset most of the other dukes -- but maybe at this point in time he wants Gorlois's Collegium vote that badly.
    4 points
  3. OK, so you'd prefer spells to be reduced to what you consider their "essential features" (it is some kind of energy projectile that does damage, it increases a characteristic, it provides some kind of armor, etc.) and consider RuneQuest's focus being how Gloranthans would group spells (rather than you) to be bad design - especially since of some of the spells in your categories are of differing strengths. Proof that different strokes for different folks govern what is labeled "good game design" - as too my tastes, the approach you suggest is uninteresting, "un-Gloranthan", and reduces immersio
    4 points
  4. I shared this on Facebook, and I like you lot, so I'll share it here as well. It's a small personal manifesto, growing out of some recent niggles and annoyances. In the Before Times, this'd have been a website post, but I don't have the tools to do that any more. You don't have to read it; you certainly don't have to respond to it. But this sets out where I'm coming from. I hope it's helpful. There's some nifty discussion in the RuneQuest group on Facebook: link. Ten Reminders.pdf
    3 points
  5. There will be some heroquesty bits in my forthcoming campaign for RuneQuest, currently code-named Black Spear. Look for it this summer on the Jonstown Compendium. There's a very nice, formally structured Yelmalian heroquest in Jon Webb's Tradition: Sandheart Volume 3. Simon Phipp's advice is usually good: the theory is in Secrets of HeroQuesting, with some practical examples in How Humakt Learned to Grieve. While Simon and I don't see eye-to-eye on the joys of playing in SuperRuneQuest munchkin fun land ("Everybody Kills Harrek!"), his narrative and improvisational sense is otherwise
    3 points
  6. This is one reason why the Cults book is so important to have available. All the pantheons, the monomyth, and the key stories for ~100 deities before time. That then becomes a solid reference to work with in shaping heroquests and turning into something gameable.
    3 points
  7. Don't Humakti forsake clan ties upon initiation? That could provide a convenient solution.
    3 points
  8. I generally build my spirits as having at least about 3 points of POW per point of their highest-costing spirit magic spell. (Or, in other words, I don't usually give them higher point spells than their POW/3. Some exceptions do exist, when logic or story would so dictate.) You're the GM, do as you like.
    3 points
  9. Agentorange: I will politely and respectfully point out that every answer you seek is available in these forums and also on the internet. Because I want to be helpful, here's some info: Hasbro purchased the HeroQuest trademark from us and part of the deal was that we can sell our remaining stock of books for ONE year. We haven't reached that deadline yet, but will soon. Thus, printed books are on sale, and we also still sell PDFs for now. This was announced on the Chaosium website. This was discussed here. I would imagine if you did a search of these forums for "Hasbro" you would find th
    3 points
  10. The pdf went out to backers yesterday! Now sorting out pre-order for people who missed the Kickstarter. Dan Barker did this fantastic last minute piece for the book.
    3 points
  11. Nope, we need more spells, not less.
    3 points
  12. That is one of the traditional rewards, if you do it properly. Arcane Lore, I think has immortality as one of the rewards of becoming a Hero. Becoming ageless might happen if you move to the God Plane permanently, as time does not pass there. Heroic Ability - You do not age. So, your characteristics don't wither with age, you don't physically age, you don't look older. Thanks, glad you found it useful. If everyone agreed about everything it would be a boring world.
    3 points
  13. Interesting conundrum - can you become an adult without belonging to a group that introduces you magically into adulthood? In case of this juvenile duck, I really wonder whether the ancestors will tolerate one of the beastmen who fought them a few generations ago as their own blood and kin - it may be tolerable to have them as followers or slaves, but as family? An initiation to the temple may work, though. Cult initiation is usually undergone after attaining adulthood, but there are cases of combined initiation. Usually the initiation is done by the clan, but having a non-human as a
    2 points
  14. So... you get to be a loser forever?? Yes, one of the drawbacks of completing the Hill of Gold HeroQuest as Yelmalio is that you get to be a Yelmalian forever.
    2 points
  15. Yeah I told them that it's not the right way to do it and they'd have to make amends when they got back to the temple, but I didn't give them a hard time in the end 'cos they came back in triumph.
    2 points
  16. Ok if you missed the Kickstarter, but still want either the Pdf/POD or Signed and Sent version which is the properly printed version, you can pick it up via my lastest Kickstarter as part of the ZineQuest 3 promotion. You get the main rule book, the Quickstart adventure/rules (The Lost Outpost) and the OpenQuest Companion. Also by backing the zine you get an OpenQuest adventure, the Duck Crusade. Grogzilla #2, get OQ3 as an addon if you missed the Kickstarter.
    2 points
  17. I think it’s not that much of a stretch in the GPC minus the BoU, as Merlin is fairly clearly the only reason why Uther is so generous, and in the GPC I don’t think that Uther has ever been shown going against Merlin’s advice up to that point. But once you bring in the BoU, it does get a bit difficult to reconcile with that Uther. As far as upsetting the other dukes, though, I think one can counterbalance that with the likelihood that the great lords in general are perhaps not entirely happy to see the king crack down on any one of them. Indeed, some of them may well have been discreet
    2 points
  18. Rather than a hard and fast direct rule, it is a trend - usually, a more powerful spirit will be of higher POW, but not 100% of the time. And spell spirits (and the other very abstract types of spirit) no longer exist as such. If a GM wants to discourage very powerful spirit magic spells, then they should make them only possessed by very high POW spirits. If the GM is fine with very powerful spirit magic spells, then make spirits who can teach them more common, and then they only have themselves to complain to if it turns out that Bladesharp 10 upsets the balance of their game.
    2 points
  19. The thing about HeroQuesting rules is that nobody likes all of them. I would encourage people to read as many takes on HeroQuesting as possible and take what you think is good, discarding what you don't think would work in your game.
    2 points
  20. They could quote Dr. Zhivago: "Comrade Medical Officer, we are Red partisans poor Morokanth, and we SHOOT deserters!"
    2 points
  21. Since the disease is affecting herdmen, not people, shouldn't this be within the purview of an Eirithia priestess?
    2 points
  22. To tell you the truth... Chaosium should prioritize ALL THE DAMMED BOOKS (even those that we have never considered such as Marine Life of Glorantha, The Empire of Wyrm Friends, etc...) and release them at once in the next 72 hours or we collectively will whine and complaint about Chaosium priorities until the universe ends... What people don't realize is that predicting what is the priority of Chaosium is a HeroQuest by his own merit.
    2 points
  23. Oh, I like all of this. Beginning to get a rough sketch of what might be a decent myth the heroes are accidentally interacting with: Magasta woos Brastalos, but the match is forbidden by her father Umath. Brastalos tells him that if he retrieves treasures stolen from Umath by the Fire Tribe (and secreted away on a hidden land that Magasta had previously almost entirely drowned), her father will have no choice but to grant him her hand in marriage. Magasta then goes about drowning every Fire Tribe ship and coastal settlement he can find looking for this treasure—the merfolk
    2 points
  24. I wrote a supplement with over 600 spells and have brought out another with 20 spells. For me, you can never have enough spells. I like more spells. Some people hate having loads of spells, which is fair enough. But, you asked for people's opinion.
    2 points
  25. Yes really. That is an opinion.
    2 points
  26. Namaste all: My explorations of Vithela continue to proceed apace. We've been trying to introduce players to the elements of the world via centering each session around telling one or more myths, each one thematically resonant with a story theme or a character's backstory. This upcoming session involves introducing the Vithelan Sky World, and discussing which of the Parloth live there. I'm going to collate things between Revealed Mythologies and the appendix A of the Guide, and ask some questions here. My first question - which star corresponds to Tanye, goddess of Speech?
    1 point
  27. Hello Friends, I was thinking about a desperated Morokanth band, who want to capture a Chalana Arroy. Slavery is common for Praxians and nothing bad or evil. How dangerous could it become for reasons like ethic, morale or reprisal to kidnap a healer of Chalana Arroy? Any comments?
    1 point
  28. This leads to the question, "how does having RP interact with the wyter's normal ability to spend POW on rune magic to cast on members". I would say that they do not interact. If it wants to use the funky multi-casting trick, where it can cast Shield 5 on 5 people for 9 POW, it can't use RP for any of that. POW only.
    1 point
  29. I, as the chairman of the Chaos Society (aka RuneQuest-Gesellschaft e.V.) don´t support this idea! "The Widow´s Tale" is IMHO such a great story, such a good Glorantha representation that it deserves better than merely being republished by a fan organisation. Maybe, one day, The Widow´s Tale" will be available in a larger print run, and with the Pendragon dragon logo and the publisher name "Chaosium" on it´s spine. That is what i would like to see for this story.
    1 point
  30. Not necessarily nostalgic anniversary, but we have had superb books on magic and monsters, time for cults and cultists to shine with their own book. And Dreamlands please!
    1 point
  31. I would say (but it is a very interesting question, I m not bringing the truth) that the fact durluz / baboon / windchild lives in a clan/tribe territory just say the clan/tribe tolerates them. They may have agreement, they may have respect or disdain but they don't share a clan ancestor, so they cannot be part of the clan. The only way I see is a ritual to adopt them and create a filiation between the durulz (or other) and the human ancestors. That the same point in the other part : humans living (and tolerated) in uz lands are not part of the uz community. They have to be eaten transfor
    1 point
  32. You can learn spells from spirits. If you defeat a spirit in spirit combat, you can force it to give you one of its spells. All you need is a cult spirit that knows the spell, a means of initiating spirit combat, and it can be done. My group did that out on the road. Two of their swords broke and they had no opportunity to repair them, so Harmast summoned an Issaries cult spirit, Vishi Dunn discorporated and engaged it in spirit combat, and learned Repair. They could continue pursuing the bad guys with swords more or less intact.
    1 point
  33. Captain Obvious here: hobby forums are a bad place for making bold statements purporting to be objective truth (give me some credit: I am aware of the irony of me just making a bold statement of objective truth on a hobby forum stating that ...... but work with me). Readers and posters on rpg forums (fora?) tend to be opinionated, bright and calling upon their (our) experience of the rule or setting under discussion. The likelihood of those experiences and opinions aligning and there being agreement seems pretty low. That doesn't IMO mean that anyone is wrong though. One of th
    1 point
  34. Welcome back to my irregular series on running the GPC, year by year. We've come to a year of skirmishes and listening to NPCs talk! Let's get started! This is one of the most underdeveloped GPC years in this period, so if you'd like to run a side adventure or spend some time working with your characters, this would be a good year to plan for it. First, it might be good to look over the Uther period timeline, to add another layer to the action. Uther chooses this year to go to Cornwall rather than to rescue Malahaut, which sets up a number of other story elements, including the marri
    1 point
  35. I've been continuing my explorations of this in my game, as the heroes are now heading to the Sky Dome for their first "real" HeroQuest. My current interest is in what the Vithelans might think of the Blue Moon. It's runic associations (Water / Moon / Darkness), seem to imply that its firmly an Adpara / antigod, but its place in the heavens implies that it has some claim to Parloth or Sheradpara status.
    1 point
  36. Ducks who live in a clan's land likely have a special mythological relationship to the Clan, and would be part of the Clan. This, however, is pretty uncommon.
    1 point
  37. The Durulz live in their own lands, though still part of Sartar. They are neither of the Lismelder nor the Locaem. The Locaem are south of the Stream, but I'm sure come to Quackford to trade with the Durulz. As for coming of age, the Humakti temple is within Goodsword clan lands, but likely somewhat separate or severed from the clan. Potentially, the Durulz could come of age as part of the Goodsword clan. He's not yet initiated into Humakt - that would happen after coming of age - and if seen as friendly to the clan, I don't see why not. Alternately, he could be sent to Duck Poi
    1 point
  38. 1 point
  39. I would say the healer would be perfectly fine with being brought back in supposed slavery to heal the herd-men. After that, she might expect to be released or at least ransomed, and it's going to be pretty hard to keep someone enslaved if violence is out of the question... non-violent solutions work a lot better if you yourself can't be subjected to violence either.
    1 point
  40. Some say bloat. Some say quirky charm. If the game was streamlined to make everything and everybody equal, it would be astonishingly boring. Also, this is a RPG, not a computer game. Balance is neither necessary, nor appropriate, nor possible. My Yelmalio player attends every meeting, actively role plays at every opportunity, takes "good" risks during the game and winds up rewarded with the Spear of Sunshine. He is now the butt-kicking bad@$$ of the party. My Humakt player attends most of the meetings, plays very risk averse, avoids dangerous things like heroquesting, and rel
    1 point
  41. there is a difference between liking (or not) some unofficial rules and liking (or not) the official rules : the official rules are ... official. That means,(good or not) that any further scenario published by chaosium or in JC, would probably follow the official rules. If we have 10 authors with their own rules because THE rules don't exist, you will find some inconsistencies between the scenarii (stats, rewards, etc...) Of course we can adjust, of course a publication is not only rules and stats but story. But at the end of the day, the quest of the runes and the period of the her
    1 point
  42. And bonuses for day of the year or starting location or community investment, yes. These are the things I also have in mind. For the rest, you can throw a rock at the internet and hit at least a handful of heroquesting rules, whether on the JC or on some random people's websites. That will give you ideas, both for things you want and things you don't want (which is useful too!). My guess is that there will be very little rules you actually like out there... which means the probability of liking the official rules will be low. Expect to be disappointed or underwhelmed, if only on account of hav
    1 point
  43. The goddess of Kylerela is actually called “Kylie.” She is surprisingly short, and her accent shows that she originated on the largely mythical Southern Continent.
    1 point
  44. "Two board games created by late RuneQuest designer Greg Stafford and set in the fantasy world of Glorantha are returning to print for the first time in several decades, with the potential for an unreleased third game in the trilogy to finally see the light of day." — Dicebreaker talks to Chaosium board games line editor Susan O'Brien. https://www.dicebreaker.com/companies/chaosium/news/white-bear-red-moon-nomad-gods-new-editions
    1 point
  45. Special Ability: Knowitall Yes
    1 point
  46. Rather, it works fine enough in GPC, but less fine in post-BotW/BoU world. However, it can be made to fit that, if Uther is basically telling Gorlois that he can be the overlord of all of the Duchy of Cornwall, i.e. not just the Duke but the liege lord as well, as long as he acknowledges Uther as his King. Making him the equivalent of the territorially concentrated Duke that he was in GPC... Given that by that time, Uther has probably confiscated Gorlois' holdings in the rest of Logres and Gorlois is pretty much in open rebellion and has the support of the nobles in his Duchy, this is more of
    1 point
  47. It's ok. We'll have the 2nd and 3rd spots sewn up right after our new game "Uncategorized, the RPG" comes out.
    1 point
  48. Yes. Pedro just turned in his completed and updated drafts of the updated Mythic Iceland and the Mythic Iceland Companion. We're looking at doing them as a slipcase edition together, and sold separately.
    1 point
  49. If ever the quickstart gets updated, I reviewed some of the rules in light of what we now have in the core RQG book 2ed printing and clarifications here on the forum. Here’s a few rule inconsistencies I picked up in the Quickstart. I believe only the two-weapon fighting point has already been mentioned: • p16 Two weapon fighting spot rule is incorrect and makes the same mistake the core rules did in 1st printing regarding number of parries. •p6 Opposed Resolution - “if both participants succeed, the winner is whoever rolled higher”. Suggest change to “if both participants succeed, th
    1 point
  50. I Came across this forum and thread while looking for something else on google. It makes me feel awesome. Convinced to join the forum now, seems to be lots of useful tools and information here. Looking forward to bantering with you guys. (I am the artist btw)
    1 point
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