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Showing content with the highest reputation on 05/18/2021 in Posts

  1. Dark Tales and Secret Histories In churches and convents and other religious communities, sisterhood takes many forms, forged and tested by such mundane threats as disease and despair, but also by terrors both spiritual and existential—Satan’s subtle minions and the cosmic nightmare of the Cthulhu Mythos. Sisterhood: Dark Tales and Secret Histories presents sixteen horror stories by some of the genre’s leading female voices. Their settings range around the globe and across the centuries, from 6th century Ireland to 17th century Virginia to Indonesia in the recent past. Contributors in
    4 points
  2. I think this is reasonable (and you can probably say that the cost of the house and the land comes out as 500L in total, if you want to abstract things). It’s worth noting that the 40L income from a tenant farm valued at 500L comes out as 8% ROI, which seems like it’s in the right range.
    2 points
  3. I may have to quote you should I run into a similar problem with my table. The amount of work pre-covid was a lot. On-line it is hellish. Hell, I am going to make a preemptive strike and let them in on your thoughts now.
    2 points
  4. As all of you likely already know, there is going to be a starter set for 6th edition. But in case you want to play NOW but not commit to getting a load of 5th edition stuff, here is something you can do to get yourself and your game group primed for 6th edition. (Yes, I know that most of the people in this forum already own loads of books and have played/GMed KAP, but in case we have some people who haven't...) 1st thing you need: The Rulebook Obviously you need the rules to play the game, and some background information doesn't hurt, either. KAP core rules have stayed quite sim
    1 point
  5. Wrote up an Overview of the Adventure; Cattle Raid, which is in the GM's Adventure Book, that comes with the GM's Screen. You can check it out here on my blog.
    1 point
  6. Completely agree here. Also agree here.
    1 point
  7. for me, don't use any % rate of return: you want a tenant to organize your farm: 1) get the land's right 2) build the house for your tenants (more expensive it is, better is your tenant = manage household / farm / loyalty to the pc ) 3) use the rules = p 423 = 40L / year
    1 point
  8. Oldest written source is the Historia Brittonum, in which Arthur is portrayed thus: SDLeary
    1 point
  9. I'm going to seriously consider running this if my players commit to it. The issue for me with this is that I will have to set up all the maps and NPCs in Roll20 and that’s going to be a lot of prep work. So without that commitment first, I ain’t gonna.
    1 point
  10. I'm using my copy tonight - it's well worth it- but Errata: Where it says "Sakkars (RQB p. 143):" on p.9 of the PDF, that doesn't match RQB: Sakkars might better be labeled saber-toothed cats, and that is on p.158. It also says on the same page, "Pig dog (RQB p. 143)" but p.143 is crocodiles and deer, while pig dog is on p.152 of RQB.
    1 point
  11. Thanks. I actually have the Companion, but missed the errata. It's not exactly prominently displayed. Nice to learn the Outsiders have 2D6+12 as well. I always thought just 2d6+6 was low for them.
    1 point
  12. Well, given they have two heads... Seriously, though, the errata in the Ringworld Companion reads: Page 51 confirms 2D6+15. I'd never noticed the discrepancy before. While great in terms of average Puppeteers, 1D6+15 would bring their species maximum in just on par with the City Builders and Healers (both 2D6+9), and I was always of the impression that Puppeteer intelligence outstripped everyone. With the likely exception of the Protectors (INT+5D6!). !i!
    1 point
  13. Probably not everyone on the site, after all, I have been a member for 10 years now.
    1 point
  14. I am pretty sure (like 95%) they were for 5.0. I can actually check real quick. Moment. Yep, page 6: 5.0: Carr 5.1: Karr (fixed) Page 10,11 5.0: High King Uther 5.1: King Uther (fixed) Page 15 Berserker fix should be page 215. There must have been a typo or something there. 5.1 fixes the Greataxe and the shield, and Berserker is simply 'Madman'. Seems pretty clear to me.
    1 point
  15. Straight up, land ownership is a fraught issue within an Orlanthi clan and can erupt into a feud inside the clan or even outside the clan if handled poorly. Characters belong to a clan's bloodline, and as such may be owed a portion of land as part of an inheritance. If not, they can petition the Clan Ring for the right to clear and settle land within the Clan's territory, assuming that land is even available. Clan warriors (Weaponthanes) may well not own homes of their own, and will live in the Chief's hall and at the Clan's expense instead. The supposition in building a house is that you
    1 point
  16. Exactly. When facing mythos monsters, I just want to avoid the hit (at full skill) rather than fight back at effectively half skill. This game is all about surviving rather than fighting back. Also, diving for cover is mainly just for firearms (which you can't fight back against anyway, so totally worth it).
    1 point
  17. Not going to grace "is it fun or a woke mess" with an answer.
    1 point
  18. Roll20 has recently released a Character Sheet Enhancement update. This update has made changes that effect the layout of a large number of community sheets. Changes will have to be made to all of these sheets to stop layouts breaking. Currently there is a setting that has been added so that custom sheets are not effected but as we have seen Roll20 can do things that effect users and creators with little or no warning. I am currently working on changing the sheet so that layout does not break in the future. I need volunteers who will test the changes to see if I have missed anything in
    1 point
  19. In an Orlanthi Clan you would not rent a house, you would be provided one of the empty houses. If there are no empty houses, the Clan would build one and you could live there. I play that all farmers tithe 10% to the Clan, but that is normally taken care of in sacred Time Accounting. In somewhere like Pavis, however, the normal clan structure breaks down and you have to rent an apartment in a building, usually, although you can own one. Pavis had some living costs, I think. But, generally, the cost of renting etc is subsumed into your Cost of Living, you just pay that in Sacred Time
    1 point
  20. Silver! plus 3* ⭐⭐⭐⭐⭐ ratings! Thank you everyone who purchased a copy. I am working on Part 2 but I'll follow Chaosium's lead and just say it is in the pipe line.
    1 point
  21. I love that's a game that (apparently) doesn't have a point to prove. It's old school because it's based on a 1978 rules engine, not because it wants to be this or that flavor of old school game. It's immersive because it's fueled by the authors' passion for Glorantha, not because "let's create an immersive experience, etc.". It's neither designed from scratch to create the perfect true Gloranthan game, nor a deliberate nostalgia fest of RQ2 Praxian memories. Finally, despite its gorgeous production values it will never be a "mainstream" game. Maybe that's why it sometimes manages to dis
    1 point
  22. Classic Runequest RPG books (ca 1980-3) that hit the shelves today! Thought y'all would enjoy some old school cover art. Also updated most of the photos over at my RQ RPG Reference site page this morning.
    1 point
  23. And we are up to eight episodes now, zig zagging between exploring God Time and what it means for your game, and the original elemental pantheons and how they developed in the time before Time.
    1 point
  24. This, in a nutshell, is the heart of my argument. Quoted for truth. !i!
    1 point
  25. No, it does not break down. There are many options from Fate points to the powers themselves, to pulp HP rules, to fantastic items that raise the hardiness of characters. If you read the Powers section of the BGB this becomes clear, as many of them are geared to increased survivability.
    1 point
  26. I haven't played superhero BRP, but I've played superhero with a few other systems... and invariably, when you go to those games' discussion forums, you'll also see people saying it breaks down completely when doing Superhero style stuff. It's just what insanely powerful characters do to any system: they stretch the limits and things break down. The only systems that don't break down are the ones that don't have anything to break down, such as super-light narrative systems. I wouldn't worry about it too much. If you know BRP very well, if you have players who are not rules lawyers or minm
    1 point
  27. While I think it's an exaggeration to say that BRP breaks down completely with the superhero genre, it certainly does falter. What it comes down to, fundamentally, is "script immunity," or lack thereof. In most comics, the heroes are generally guaranteed survival from one issue to the next by virtue of scripting and narration. It's their title, after all. They can get beaten and abused and down on their luck, but very, very seldom killed outright. BRP, on the other hand, has its roots in traditionally mechanistic simulation of reality -- even fantasy versions of reality. Part and par
    1 point
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  29. Counterpoint: I will take having to tie rather than getting a higher level of success in most circumstances.
    1 point
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