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Showing content with the highest reputation on 12/12/2018 in all areas

  1. 2 points
    Chaosium Inc, original publishers of Greg Stafford's King Arthur Pendragon roleplaying game, will once again become the owners and publishers of the game, it was announced today. All rights to KAP and the Prince Valiant story-telling game have been transferred from the ownership of Nocturnal Media to Chaosium. More details (and a wonderful Greg Stafford anecdote) at the link: https://www.chaosium.com/bloggreg-staffords-king-arthur-pendragon-rpg-returns-to-chaosium-ownership
  2. 2 points
    Agreed. And for what it's worth (which may not be much), while other people, when they think of Chaosium, think of Call of Cthulhu or RuneQuest, I will always associate Chaosium with King Arthur Pendragon. It is one of my favorite RPGs and one I have spent the most time with. When I think of Chaosium, it is the game I think of. Also, Greg considered it the pinnacle of his game design. I think it deserves a shot at getting more attention and love.
  3. 2 points
    I agree. After all it it is a full line of product, with a history to it. SDLeary
  4. 1 point
    The clearwine must flow – Sea Season 1625 Harmast’s family need him to take a consignment of the latest vintage of clearwine to Geo’s Inn at Boldhome. This is a milestone that demonstrates that old certainties are being restored after the years of Lunar occupation. Sartar’s capital has a chance once again welcome the arrival of this year’s vintage of wine, the first time since the city’s liberation. Failure to bring enough wine will bring disappointment to the city’s residents and prompt questions about Queen Kalyr ability to tend to the people. Harmast, Vasana and Yanoith cannot let their kin or their queen down, nor Sorala her friends. Pyjeem and Nhean can join them on the journey but they aim to prove their worth to the merchant Biturian Varosh who tasks them to bring his own consignment of clearwine to Swenston. The journey from Clearwine to Boldhome brings up to three possible challenges for the party. They may need to deal with a sneaky but ultimately ineffectual Trolkin Road block, a hungry Giant Cliff Toad and a Greydog clan member backed by Lunar deserters demanding from Harmast the caravan as Weregild. All threaten the fragile wine amphorae in different ways. All offer opportunities for combat or the use of trickery or guile. How much of the precious cargo will be able to get through? Can our heroes haggle, threaten and outsmart their way to Boldhome and gain their reward of a refreshing beaker of clearwine? Tone: A tactical adventure with light RP and occasional whimsy it will present a shrewd party with dramatic social puzzles to solve and an impetuous party at least one high stakes combat. The adventure will contain nostalgic references to Glorantha of old but still be accessible for those new to the setting.
  5. 1 point
    Spirit magic is intellectually incompatible with the rigorous logic of sorcery. If you want to rock at being a sorcerer, don't rely on petty little spirit charms.
  6. 1 point
    Having played several sorcerors with RQIII (and created one with RQG), I both agree and disagree on this point: Scores are higher, skills are less numerous, but runes and techniques are few at creation and difficult and long to learn. What I feel a disadvantage for sorcery users compared to other characters (at system, not setting level) is that INT is a very important stat because of free INT, but INT does not matter for magic category bonus, contrary to RQIII. Kloster
  7. 1 point
    On that note I've always liked "Thou art the offspring of an impotent mole and a dissolute bat!" which Patrick O'Brian puts in the mouth of one West African merchant disputing the observatory powers of another in 'The Commodore'.
  8. 1 point
    As a starting character, you can't be a shaman, but you can be a sorcerer. Shamans are rune level characters, and have been beefed up to match that, but getting past that threshold to gaining a fetch is a risky and difficult step. On the other hand, it seems to me that you can start as a much more potent sorcerer in RQG than you could in RQ3. I don't think anyone has suggested that.
  9. 1 point
    From the article on Chaosium.com: Earlier this year at Gen Con it was announced that Chaosium was assisting Nocturnal Media in release and distribution of its products, and would help with the fulfilment of several of its Kickstarters. That assistance will continue.
  10. 1 point
    For real! I had no idea what RuneQuest was a week ago, and now I am a huge fan. I played Rolemaster back in the day, and RQ:RP in Glorantha is a wonderful harkening to those days for me. This current iteration at Chaosium is just what I needed...my 5E fatigue hit already and I need a non-Disney type fantasy game.
  11. 1 point
    Dara Happan society - especially the upper echelon - is all about formality. Theirs is a six-tiered society which probably has different pronouns or pre- or suffixes based on the relative and absolute social standing. Think what is sort of common knowledge of Japanese, and build up from there. So we can either invent some such suffixes or prefixes, or otherwise think up flowery adjectives in the language spoken at the game table to accompany the address, with a side serving in superlatives. From above to below, there are likely different grades of respect or affectation towards the lesser person, too. There is no real need to announce one's social status, however - the imperial Dara Happan dress code takes care of that. Instead, one's alignment with one's house (association, whatever) and that house's sponsor would be given. (Again, that might be seen from ornaments worn, but those are less common than the dress code, so it is worth telling that.) Of most immediate interest would be the function of the person addressing the arrivals, and probably the offer to find a place in the sun or near a fire while waiting for the low-ranking person to bring someone of sufficient eminence to perform the official greeting. Altogether, it's a bit like "Most respectable <rank description>, you are approaching <territory of house>, please await here in the reception zone while the lowly me, <self-description>, is bringing a person of sufficient rank to address your concerns."
  12. 1 point
    Referring to the sorcery section of RQG, it says on page 384: Although spirit magic is now a function of CHA, it still affects Free INT as previous rules. Your other points are certainly valid though.
  13. 1 point
    Yeah, but it's stuck inside the Mythic Worlds section with other titles. It could be on it's own seperate and distinct forum, alongside RuneQuest and Call of Cthulhu.
  14. 1 point
    Punk is 70s more than 80s, if you live in the UK at least. 80s was a post-punk era. In terms of the original proposition, I think most of the themes encountered in the original cyberpunk genre are largely integrated into the mainstream now, but the transhumanist science fiction to me is basically just an evolution of cyberpunk ideas.
  15. 1 point
    Mainly adventures, especially the Sands of the Korazoon mini-campaign for a group of starting level adventurers in the Taskan militia, posted to garrison duty on the volatile southern frontier; and the city of Sorandib. But I believe these are scheduled for revision, upgrade and release in the Mythras line before too long. There are a bunch of rules material for Legend that will never appear in Mythras versions of the setting, at least without heavy modification, as the Mythras books are much more RAW friendly: SOC (social status) as a characteristic Rules for NPC reactions, and use of influence skills (including orate) Enchantment and Summoning rules, as existing in Assabia and adapted into Taskan sorcery. A new version of these may appear in a future release but I would expect them to be heavily re-written.
  16. 1 point
    Hi everyone, The first issue of my new magazine for Cthulhu Mythos roleplaying games is out! You can get it in PDF, softcover, or hardcover from https://www.drivethrurpg.com/product/246851 Issue 1 of Bayt al Azif has: 3 adventures dual-statted for Call of Cthulhu 7th edition and GUMSHOE (Trail of Cthulhu/The Fall of DELTA GREEN) A group of teenagers must survive the night in an abandoned school (Modern Era, 10 pages) A team of investigators must determine the truth behind a massacre of Vietnamese civilians by American soldiers (US-Vietnam War, 12 pages) A band of secret agents must discover what has been smuggled into Damascus (Dark Ages, 15 pages) 1 solo adventure set in the Miskatonic University library (6 pages) Tables for running random chases A overview of every Cthulhu mythos RPG release of 2017 Classic Cthulhu RPG reviews An interview with Rogue Cthulhu An interview with Chris Spivey Advice, history, comics, and more! I hope you'll check it out. Let me know if you have any questions or feedback! jared
  17. 1 point
    I think the MOP rule exists to allow players to take down something with a Nearly Impossible resistance, by tag teaming it, especially if the first up players fight defensively to reduce the RPs lost from a defeat. I think that is interesting enough to make it worth keeping. However, a player should probably not suffer a MOP against a resistance, the resistance should be picked to be multiple opponent worthy. I think it is alright to have some rules focused on players, given that once you move to a resistance model the opposition is an abstract force the GM gets to narrate pretty much whatever they like about.
  18. 1 point
    So, the game has gone through some eras of understanding. Once upon a time, we found that some players would mini-max by shoving all of their points into one ability and then arguing its usage everywhere. Even paying a stretch penalty they were winning over other players, and any contest they entered they dominated, despite other players having that as their thing. This rule really exists to dissuade players from having the "Do Anything" ability and throwing all their points at it to dominate the game. Nowadays I would suggest that judicious usage of stretch penalties that have a little more oomph i.e. -3. -6. -9, -W might be a better tool, and we can then discard this rule, which is confusing. Thanks for the reminder.
  19. 1 point
    I actually had a conversation with @Jeff about this yesterday for the new core rules version. The headline version is that we will be going with a new improvement system, that is simple, and influenced by Prince Valiant, Greg's other storytelling game. We would drop baseline opposition increase, and recommend that you increase the resistance between 'seasons' of your campaign (where season is defined as season of a TV show ending with you taking down the current big bad etc). When you increase the resistance we would recommend that you pitch previously mildly challenging opponents (i.e. moderate resistance) as now easier given your increased competence (low). Although, we set resistance via story needs, credibility pushes us to imply that the players have improved relative to those around them, and now as bigger players will meet bigger challenges. Your stories should reflect that.
  20. 1 point
    Wait a minute, you can lose a limb in Magic World, Hawkmoon and Stormbringer despite the lack of hit locations!😲 Lost limbs are a possible consequence of a Major Wound- It's on the Major Wound Table. I guess Chasoium RPGs can still be D100 without hit locations, right?
  21. 1 point
    I predict this wins awards. Just calling it, right now.
  22. 1 point
    Starter Sets are a great idea, it has worked well for D&D so I hope it also works foe CoC 7E. Of course, a RQG Starter Set will also be a good idea
  23. 1 point
    What is astonishing, is that relatively early dynasty Egyptians were making lathe-turned stoneware, dishes and bowls. Those made of alabaster aren't too surprising, it's a very soft stone. But other vessels are made of basalt and granite. The amount of time and effort required is daunting, but I believe workshops have been excavated, and some tomb decorations show the process. To lathe the harder stones, you need a hard stone bit, probably frequently replaced, and sand used to provide an abrasive. Some of the bits, made of quartzite, which is harder than granite, have been excavated. Fortunately, quartzite can be found in usefully shaped pieces, meaning they didn't have to have anything harder to shape it. I suspect that some Gloranthan cultures have this technology, but not all.
  24. 1 point
    I've just realized: That's, where it all started! The release of White Bear and Red Moon (the board game) was the first time, that Glorantha became visible for the rest of the world. And look, what I have now sitting on my reading desk: two huge tomes, which you could measure in pounds as well as in page count, which are the result of 50 years of collective research. What an amazing achievement!
  25. 1 point
    This makes me think I should get on doing a Mythras series for YouTube demonstrating a variety of aspects of it. Talked about doing it with a couple folks on various boards
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