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  1. The White Bull Campaign Session 1: Storm Season 1624. one day before New Pavis is sacked. Guarding Agrath against Black Fang assasins. Kulbrast loses his left arm! Session 2: Storm Season 1624. Liberation of Pavis. New Pavis is sacked. Takeover of Malavar Patroma's villa. Session 3: Storm Season 1624. Sharing the loot. Sacred Time.
    13 points
  2. For some reason this reminds me of this thing I see popping up again now and then
    12 points
  3. How about we put it up for sale as a poster and such on redbubble.
    11 points
  4. There are places in Glorantha where the magical geography facilitates bringing the God Time into the mundane world. In all of Sartar, the Lunars determined that this was a place of raw power, and not associated with any Orlanthi cult. A place of raw power, undefined (and unknown) by the local Orlanthi, the Lunars concluded they could use this place to transform Dragon Pass. They did this by recreating the Perfect Sky in ceremony, reversing the As Above, So Below and using the power of the place to establish a correlation between what went on in the ceremony and what that meant in the heav
    11 points
  5. So we all know the Uleria spell reflects a divinatory technique promoted under that name by Aleister Crowley. Greg was in touch with a lot of deep cats, read widely and Chaosium publications have always been packed with in-jokes, so the nod and the wink make sense, right? But there's a problem. Unlike the public "Energised Enthusiasm" available to all, Crowley never published the technique or any description of it in his lifetime. It's still officially a secret teaching. The details only appear in manuscript instructions for very high level initiates (maybe 20 people worldwide in 1985 if
    10 points
  6. Announcing a new Jonstown Compendium supplement: The Book of Doom, an invaluable resource for both players and games masters. Over 600 new spells, dozens of skills, new magical items, new HeroQuesting spells and material, rune mastery, ritual sacrifice, and expanded rules for buildings and ships, trading and income, and crafting of exceptional items. There is also an entire section on alchemy, including new skills, spells, recipes, magical plants, a sample NPC, and other support material. https://www.drivethrurpg.com/product/343046/Book-of-Doom?affiliate_id=66807 I am happy to answer
    8 points
  7. On the print release of the new two volume Malleus Monstrorum Cthulhu Mythos Bestiary for Call of Cthulhu 7th Edition, we spoke to one of the co-authors (and creator of the original edition), Scott David Aniolowski @sdaniolowski: https://www.chaosium.com/blogthe-malleus-monstrorum-qa-with-original-creator-scott-david-aniolowski
    8 points
  8. Well, this whole project had it's genesis way back in Keith Herber's first Keeper's Companion. I did an article on a half dozen new monsters. That I later expanded into a short book, Ye Booke of Monstres, for Lynn Willis. Lynn wanted a second volume so eventually Ye Booke of Monstres 2 came along. Later the two volumes were combined into The Creature Companion. The next progression was the original Malleus Monstrorum. There had been talk of re-organizing the CoC rulebook and taking out all the monsters, so a bestiary would be needed. So I took everything from the rulebook, as well as everythin
    8 points
  9. I ran the two pdfs ("recent first printing" and "second printing") through diffpdf and these are the differences (barring title page etc at the start). p85 Added "Love (family) 60%" p89 Javelin 1 handed corrected to be damage 1D6+1D4 p96 Spirit magic now has "Strength (2pts)" (was 1pt) p210 "relative finesse of the kopis" (was "of the broadsword") p374 "through which it is possible to pass" (was "possible to past"), and "the shaman must roll their" rather than "the shaman must roll his" p393 Entry 6 in the table of sounds is now "Splashing waves" p40
    7 points
  10. True in RQ. However, this brought me to an insight on RQ Mythology, gameplay, stories, and life in general. A good friend in High School wrote in my Yearbook "Becoming is superior to being." (a Paul Klee quote) Somehow, it stuck, and I really took it to heart. Yelm is the Sun. Humakt is Death. And, frankly, neither ever really did anything interesting. They never mythically changed or became anything. Both are passive characters, best known for what others (e.g. Eurmal, Orlanth) did to them. Orlanth screwed up mightily then labored to fix it. He became king of
    7 points
  11. I also like the idea of "Folk Magic", like tiny rituals that have specific effects. Bind these seven flowers into your hair to dream of your husband-to-be. Transfer your warts to a toad using this conjuration. Wield fennel at night against the forces of darkness.
    6 points
  12. This afternoon, my favorite FedEx driver dropped off these advance copies from the printer. Won't be too much longer now... Two hardcover volumes of 384 pages each, plus the folded route poster map.
    6 points
  13. Taking the Species Maximum discussion as an example, I've been imagining what would have happened back in 1984, before forums like this. I'd have read the rules, noticed that there were two different systems for calculating the maximum characteristic, and decided that one was a mistake. It really would not be a big deal, I'd mention it to my group, we'd come up with an answer that we all agreed on, and that's that. I think we had our own rule for Species Maximum that was subtly different to the standard one anyway. Now that we have internet forums, it's a huge deal. The conversation
    6 points
  14. Indeed, the colouring books are an excellent place to start, especially if the age profile of your starting players was 7, 9, 11, and 2 who are old-enough-it-is-is-considered-impolite-to-speculate. It will amuse me when they start to learn about the Heroic and Classical ages at school, they’ll be thinking, Oh, that’s a bit like the Lunars and the Orlanthi.
    6 points
  15. I think at this point the Sartarites are easier to explain as their own thing than try to say they are like so and so. For example, with my players who know nothing about Glorantha, I say, "They are an ancient world warrior culture, with feuding tribes and caravan cities. Hospitality and honour are very important to them, and they hate being ruled by outsiders, although they are very loyal to their warlord Prince (who they claim is descended from a founder god). Their main gods are a Storm God and an Earth Goddess, and have lots of minor deities, most of which share in the myths and stories of
    6 points
  16. if you sail into another world would it be one of the Gloranthas that may vary?
    6 points
  17. I respect and understand that people are often super duper keen to know WHEN stuff is likely to be published, but we have tried to very much not yield to that temptation any more in regards to providing "guesstimates" for when things will be up for sale. To cut to the chase, even saying that a manuscript is 90% complete can be very misleading. We are happy to talk about things that are being worked on, and happy to show off recent progress or confess to delays, but we are largely out of the business of answering "when" questions until a product has gone to final layout and an actual realistic
    6 points
  18. (ancient) Javelins need better quality wood, so better trees. The lighter the wood the further you can throw it. The straighter the javelin, the better you are able to spin it as you throw it (using an ankyle). The spin stabilization makes it more accurate, and adds distance. Often there's no metal or stone point on a javelin (changes the balance too), so the tip needs to be properly finished if not. I'm unsure whether if untipped they were fire hardened, but it would make sense, but adds more manufacturing time (cost). Here's a bit of history: https://engineeringsport.co.uk/2012/09
    5 points
  19. After completing going through the first batch of ten sessions from the White Bull Campaign, I've decided to follow my promise and create a time table including short contents descriptions regarding the recorded sessions, that I've seen so far. I will update the above list while going through the remaining session recordings (which are already up to session 27, so there is still a long way to go ... 😉).
    5 points
  20. Yelm's passivity is sort of like Arthur's passivity in the few Welsh Arthurian stories that survive in the Mabinogion. What we have in Solar stories for Glorantha is only part of the story. We have the long middle age of Yelm and only hints about Yelm the Youth (or Brightface) who does all these fantastical cosmogonic acts that are reiterated in the Ten Tests and the Mustering (or assigned to Lodril in the later synthesis, etc.) and then overthrows the existing order in order to produce a new and better justice, etc. That being said, we have multiple faces of the Cold Sun. Some (Antirius
    5 points
  21. "Bronze is the most important metal of Glorantha. It can be mined on its own but is more commonly made by alloying copper and tin. No Enchant rituals for it are common, but normal non-magical forging makes perfectly serviceable weapons, tools, and armor." -Rune Metals table, taken specifically from Red Book of Magic p. 47 Essentially, enchanted bronze is a rare secret. Now, it's easier to enchant copper or silver or lead, but these make bad weapons in most cases, and more importantly, if you start making them, it's apparent you're going to be going wolf hunting soon. Which may we
    5 points
  22. As a player (and prospective but not active GM), there are two primary clarity issues with RQG: one is that there are instances (like the Attack and Parry Results table) where there are minor differences of wording in text that create potential ambiguities in how the mechanics are implemented. As this is true of any RPG which has not been reviewed by an ISO specification writing committee, and even many boardgames with a significantly more limited set of potential verbs and more exhaustive scope of playtesting, I would have to rate this as a minor issue. The other one is that it would be nice
    5 points
  23. That misses the most important aspect of Yelm though. In Hell, he becomes active. He conquers Hell. He meditates in Hell and comes to an understanding of the Other. He summons his enemies to him, and proves his Justice, accepting that he cannot be All and must acknowledge the Others. And, finally, he resurrects himself, gathering his parts to him and rising intact as the Sun. Without the last, there is no Dawn, no Time, no escape for Life from Hell. That's cool! I would tend to say the Rathori Sun is Yelm, but that he is weak in Fronela (as he was never able to conquer
    5 points
  24. It's actually the same campaign as the one in the link below (thanks for the help to all of you who helped me back then and now), but in a subsequent arc. In the first arc my original Rathori PC:s managed to intervene in the murder of God of the Silver Feet on a heroquest (in my game the perpetrators do this by transform his Communication rune into its opposite, turning him into a god of Death). The PCs could not stop the murder, but they managed to contain the emerging entity into a mortal shell (the NPC heroquesting as GoSF and a lover of one of the PCs), so that the resulting creature cease
    5 points
  25. A frighteningly on-target post.
    5 points
  26. Which is how you apparently get to be in the "Super Secret Insider Club" - show up to an event that someone promoted.
    5 points
  27. Sure the rules could be a little clearer in places - I asked a few questions regarding combat when I started running RQG - but we have had no significant issues during play. The group consists of myself, who had not played since 1982, two who had played RQ3 a while back and two new to the system. Those of us that have played before sometimes momentarily confuse ourselves between the different versions! We all agree the flavour and lore is presented very well in the core rules and it is that that is compelling in the game. I quite enjoy some of the esoteric discussions on this forum - but
    5 points
  28. Yes! You'll find them (each entry appears to have a guard) in Arcane Lore p.91: "Suddenly, a hunchback in a leather cap leaps at you, pointing a bony finger. "Begone!" he creaks, "this feast is for noble blood!" If you forget yourself and lose your temper, berating this useful servant of the master of the house, you are kicked out. (Forcing your way in is suicide vs. this household of heroquesters). If you succeed in keeping your cool, a king calls off the hunchback and invites you in, unless you've been so rude as not to wear your finest clothes and armor. After entering, you can carouse fo
    5 points
  29. This made me smile as at the very time you were replying i was writing this.... What is Tatius doing? Myth, memory, identity, and ritual performance combine with time, place, and structured understanding of the Celestial Realm, the cosmos, and the place of the Mortals and Gods within it. The carefully selected and constructed religious dancing space in the new Reaching Moon Temple, will evoke the deep time of the mythical past; empowered by divine presence as narrated through enacted myth. In this way, the human space will be temporally and spatially linked with the cosmos; Tat
    5 points
  30. Oooh boy, watch out, this is a hotly debated topic. My superficial understanding of this is that Dragon Pass and Prax have a high percentage of initiates, with lower percentages elsewhere. Note that it's common for adults to be initiates to one cult while being lay members of another cult or two. Also note that some adults are initiates of two cults.... something to keep in mind when looking at numbers. For more info, check out the cult population numbers of Sartar: Kingdom of Heroes (available in PDF while we wait for the RuneQuest Sartar Homeland book), this other topic here on BRP (war
    4 points
  31. I think it could be great if an editing push for clarity and consistency is made for the Starter Set, which is after all targeted at new players who can't lean on old editions and decades of play for their understanding. Then those improvements could get folded back into future printings/editions of the main rules.
    4 points
  32. Recently I was reading some old HeroWars/HeroQuest-era cult write-ups and realized that the Rune abilities there can be used for a wide variety of situations. In many cases, they let your character accomplish magical or semi-magical feats that an equivalent RQ character can't. IMHO HQ's Glorantha is arguably a more magical place than RQ's Glorantha, but I was wondering about bringing some of that magic back to RQ... so for instance do you allow Rune rolls or Rune augments to accomplish non-mundane ("semi-magical") actions? What about allowing a Rune roll with a Rune Point spend to do something
    4 points
  33. "Impromptu con" was something thought up on Tuesday and launched on the following weekend. It was mainly talked about on Facebook. It was an event on Discord, and many of the events were thought up only a few days prior. I only got my two events added to the con the day before it went live on Saturday. The event was free. We didn't promote it heavily anywhere. We did it because it was fun, and it took very little time to organize and run. We'll probably do another one in a month or so. NOTE: John wrote up his "super simple game" very recently. It's not like he has vowed to never let it se
    4 points
  34. I'm a newbie but already a big fan of RQG. But I bounced off the game originally on launch because I struggled with the rules. I was new to BRP games, which didn't help. It wasn't until running Pendragon, typing up summaries of the RQG rules in my Notion (note-taking app) and running another 10 sessions, did I start to get the intent behind some confusing elements (wound levels, strike rank, combat actions per round, attack-parry matrix, armour layering, seasonal advancement). Once you understand the intent, you don't have to clutch onto the official rules as tightly. I hope the star
    4 points
  35. Oho! Happy to know you all are still in it. Sorry to misremember . . . long couple of years. It sounds like you are discovering amazing things. Look how happy we all are to hear them! The middle question is easiest. From a pure experiential perspective, this is not a part of the world where sun worship emerges or thrives organically. It gets cold and cloudy. While the sun is a source of light and heat, for much of the year that can feel like a tentative proposition. The sun might not formally "die" every winter, but sometimes it's hard to be sure. We don't trust the sun as much as we d
    4 points
  36. Here's a photo of a couple of pages and a photo of the previous layout. While the layout is "new", it's not radically different from the previous printing. The main intent was to get the book back into print, not redo it any more than necessary, so the main changes are the font size is smaller and the art placement has moved a bit depending on what worked best.
    4 points
  37. Yelmalio was born when Yelm was murdered by Orlanth, as a blindingly bright glare of magnificence which radiated from Yelm like light from the sun. He became known as the Little Sun or “Yelmalio”, although he has been given many other names and titles.
    4 points
  38. It's usually described as Yelm's 'disintegration.' Elements of him that were previously combined into a cohesive whole are divided and disperse. You've got Bijiif, the Dead Sun, who leads the first dead gods of the Solar Court down into the underworld (and drives Kyger Litor and her trolls out of there). You've got Basko, Yelm's Shadow, who's found by the emerging trolls and worshipped into one of the primary gods of the Kingdom of Ignorance. You've got Antirius (which I believe is the original Dara Happan understanding of Yelmalio), who hovered over Yelm's Footstool as the sun of Dara Hap
    4 points
  39. Today on RPG Imaginings: The new Malleus Monstrorum Keeper Deck from @Chaosium_Inc! Note the new Twitter handle @ImaginingsRpg if you'd like to re-follow!
    4 points
  40. You have a skill, roll D100, if it is 1/20th of the skill you have a critical, 1/.5th you have a special, under the skill a success, over the skill a failure96-100 could be a failure or fumble, and within 1/20th of the failure chance a fumble, but check a table for fumbles or only check if over 95. Specials do good stuff, criticals do great stuff. You cast spirit Magic with POWx5% You cast Rune Magic with a Rune You cast Sorcery for NPCs Runes and Passions can augment, once you have decided the best way to use augments they are easy Shamans have rules that o
    4 points
  41. I think it's pretty bad (but then I also have membership in that band). I don't think I have ever seen a game that is this good in all the other aspects while having this poor consistency and rules-editing. The rules look like they've been slapped together through copy&paste from different products. It's understandable if the game was produced in a hurry, but that just makes cleaning it up more important. I could not in good conscience recommend RQG to anyone new to roleplaying because of the lack of clarity and consistency. But then, I guess that’s the idea behind the starter set.
    4 points
  42. I don't think anybody does think it's a good idea. It's just happened, that's all. It's a mistake that the right people don't have the time to look at due to other priorities.
    4 points
  43. As an aside, I usually describe Orlanth's hall as a megaron or something the palace of Philip II. Gods feasting amongst heroes.
    4 points
  44. While the final product is the perfect addition to any RuneQuest player’s library, The Red Book of Magic had a much more humble beginning. Brian sat down with Jason —the Creative Director of RuneQuest—and Jaye —Art Director for The Red Book of Magic—to chat about how this epic, arcane tome came into being: https://www.chaosium.com/blogthe-red-book-of-magic-from-concept-to-page
    4 points
  45. Basically NPCs have skills as they need them to make the game fun for PCs.
    4 points
  46. And Ernalda procession (no wedding without her, and apparently without booze...) :
    4 points
  47. Just for illustration (add a bit of minoian culture...) :
    4 points
  48. This is an important point for new players. Most of mine (except the classical graduates) would struggle with most cultures beyond Ancient Egyptian, Roman and Ancient Britains'. We have plenty of source material that says what they are, in the core rules it says (page 24) Which I find more than enough for new players (I have two starting in a game next week and this was enough for choices) plus the large colour chapter pictures from the core book. There's then nearly seven pages on Sartar itself for new players to read, plus two good pictures of how men and women look. Plus loads
    4 points
  49. Recent excavations within the Temple of Knowledge at Nochet have uncovered a variety of records by the noted scholar and traveler, Sorala, particularly of her exploits during the early years of the Hero Wars in the company of the Colymar thane Harmast Ernaldori of Clearwine. This scroll proved of particular interest as it recorded in detail an encounter with a dwarf, possibly of the variety commonly referred to as a "tin" dwarf, and particularly as this type is rarely recorded as interacting with humans. We believe the episode occurred in a section of Dragon Pass known as the Dwarf Run.
    4 points
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