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Showing content with the highest reputation on 07/07/2020 in all areas

  1. 5 points
    A question was raised over in the Facebook RuneQuest group: "Does anyone have any information regarding Hill of Gold, I have plans for my adventure group to visit the Hill but I would like if some one had some more detailed description!" and "are there any Maps or pictures available to start with, I understand it’s some kind of mountain or volcano with a city at the foot of the 'Hill'" Some very good material shared by @soltakss on possible quests (and there are a lot of variations possible - quite a few others written up in Enclosure 2). @Nick Brooke kindly posted the Yelmalio cult and GtG writeups over there, but here are my additional thoughts given my explorations over the years in the area: The hill itself: it is neither mountain nor volcano - it is a hill. I picture it most like some of the tors in the Pennines, perhaps Musbury Tor, Shining Tor, or Cat's Tor (may be others that make an equally good representation), though perhaps slightly more peaked. It is not a difficult climb per se. Might be ~300m high above the plains. Also worth noting that the Glacier did not cover the Hill of Gold - it stopped somewhere to the west, and left some line of glacial moraines. The town nearby: Peralam (which also means "Hill of Gold") has no great Sun Dome Temple, or any other magnificent temples. It does have temples, probably with lots of little votive statues. As noted in the Guide: "No physical structure exists on the top of hill, although many temples can be found in the nearby city which prospers from the visiting pilgrims." The town then is a place of pilgrimage, and a starting point for the climb up the hill. You can find guides - there's lots of local Vanchites who are quite willing to "help" you (and divert you into their "quests" where the thieving Raccoon god can rob you). Or, of course, you can go alone, following the myth you intend to follow. Proximity to the Otherworld: Despite the "normality" (at least perhaps viewed from a distance), it is a place that is very close to the Otherworld. In some material I was writing awhile back on Saird, I noted: "Normal folk stay away from the lurking shadows, the chilling air, the gusty winds, and hard-eyed warriors that haunt the great hill itself." Even a "this world" heroquest is going to bring others into the story. There are Orlanthi at Peralam. There may be an Ice Maiden or two of Inora there. The trolls are probably in the Darkcrow Woods to the east of the town: "These woods are dark and brooding. The sounds of crows sporadically interrupt the otherwise ominous silence. And there is always a feeling of being watched. Outlaws and criminals gather here, hiding from those who seek them." These folk begin their own quests - "pulled" or "pulling" others as the ritual quests get underway. Crystals/god's blood: you're not going to arrive there, march up the hill and find any. It's been a place of pilgrimage for at least a millennium. You need to get into a quest to find it. And if you're in the role of Yelmalio, you're the one doing the bleeding. Of course, the quest forces you to keep on, so until you can complete the quest, and then find where you/Yelmalio was wounded, the odds are against you easily finding any. Performing a successful Worship ritual in your nearby temple/shrine is important for getting the quest underway. But it's still easy to get "pulled" into someone else's quest, and not one of your direction. I don't think there is a "queue" of folks waiting to go up, but pilgrims do come (probably at the urging of their priests), and visit the temples. I suspect that if groups go, the quests lead them into "solo" paths as the real world and Otherworld interact.
  2. 3 points
    The 'Is Orlanth's LBQ a failure' thread made my brain think about the world where the quest is actually Orlanth's BBQ, where he makes food so good, it brings Yelm and Ernalda back to life because they can smell it in the underworld. I suppose Orlanthi favor a more vinegary barbeque sauce while Pelorians want a sweeter one.
  3. 3 points
    A-hem. I'd reckon it's a distinctly Anglican lens focusing the Catholic prism that's refracting the Islamic/Buddhist source material. It's definitely an act of cruel parody. I was going to suggest The Hitchhiker's Guide to the Galaxy, but I see it's already on the list. I'm not aware of it's influence on the development of any particular game titles (Paranoia, maybe?), but it certainly had a profound influence on my Traveller campaigns. Little did I know the early cross-over influence it provided from Doctor Who. How 'bout Stanislaw Lem? The Cyberiad? Short stories, and probably more influential in the background of later, more famous western authors. !i!
  4. 2 points
    Dear ColoradoCthulhu, One thing that comes to mind is Lightless Beacon, free adventure to be found here: The Lightless Beacon (it is an excellent scenario for beginners, I do not know how it would work with more experienced players). There is also one scenario in "An Inner Darkness" by Golden Goblin Press, if I recall correctly: An Inner Darkness (I do not have this supplement, so cannot say anything). Finally, there are also scenarios from the Miskatonic Repository, which might be relevant: The Sudden Storm, Fogbound and Deep, Once. I have to agree, it is not easy to find anything about Deep Ones for the 7th edition. You can still try older supplements, which are great. I would be glad to see "Escape from Innsmouth" revived, as well. I have heard people saying that it is problematic to run a game revolving around Deep Ones, since they are probably the most iconic and well recognized entities from Lovecraft's works, but I do not care, I love them, and I enjoyed extremely every scenario that involved their presence. Simply, there is something special about them. EDIT: I almost forgot, there is also The Saltwater Inheritance by Mark Morrison.
  5. 2 points
    Also, she has a better ass.
  6. 2 points
    Latest. May need more work on the face - difference in the definition between the laptop and the desktop. As this one is a Loskalmi light infantry, decided to go with a quilted corselet instead of lammelar.
  7. 1 point
    Ultimately - dice rolling is about making things happen (ideally, very well or very badly). Hence, why skill rolls should be used when its dramatic to do so (i.e. no Drive Auto rolls when driving to pick up your groceries). Negating a critical, fumble, or malfunction with Luck tends to work against the aim of creating drama, and allows the player to buy their way out of trouble, hence why it's not really allowed the rules. However, as I always say, the game comes first - if the Keeper feels that by allowing a player to use Luck on such things would aid the moment/drama, then I'd be cool with that. After all, burning Luck brings its own consequences, just later on. Using a 2 for 1 formula for Luck spend against a fumble etc is certainly a possibility if you want to flag the added danger to that kind of action. Again, it comes down to you and your game. If the players know they can spend Luck to buy their way of really bad dice rolls, they are probably going to spend Luck points to do so, which in the long run means their Luck will fall and enables the Keeper to come up with creative ways to ask for Luck rolls later on, bringing the consequences to bear to further trouble the investigators.
  8. 1 point
    Call of the Deep Ones.... For a time, there was a bunch of stuff with deep ones in them - in fact, I seem to recall forum posts along the lines of 'can we have some scenarios that don't use the deep ones?' ; ) Flotsam & Jetsam primarily concerns deep ones - this will be coming out in book forum in a year or so. Escape from Innsmouth - is on the slate for updating (next year), and around then I'll probably take a look at gathering some 'Innsmouth/deep one' material together in a supporting book (looking at After the Fall and some other scenarios feat. fish-frog people).
  9. 1 point
    Yog-sothoth's wiki is a very good resource for this sort of thing, tho be aware sometimes not as complete as it could be All the listed deep one scenarios: https://www.yog-sothoth.com/wiki/index.php/Category:CoC:Deep_One_scenarios
  10. 1 point
    In my Glorantha, there's a notion of being "near" the Middle World, and being fully within the Spirit World. Shamans can see stuff going on which is near the Middle World, but don't see the full-blown Spirit World in their day-to-day lives. The Spirit World is a strange and weird place which they can go to, but they aren't just staring at it all the time. I treat Discorporation as like being ethereal in D&D, unless a shaman's explicitly traveling to the Spirit World, or if the Discorporate entity finds a Spirit Vortex to pass through and visit it themselves.
  11. 1 point
    I now have a Shaman among the adventurers and need to learn more about spirits, the spirit world etc. Please help me. There are many examples where spirits are encountered in the Middle World. They can engage the adventurers in Spirit Combat. Page 366 of the rules says Spirit Combat can occur "...between a discorporate entity and an embodied entity (such as a human being) in the Middle World." It seems to me there's an overlap of sorts between the Middle World and the Spirit World, where a discorporate person (like a Shaman who's cast Discorporation) is not entirely "gone away" to the Spirit World. Can the discorporate Shaman "hang around" the Middle World (like an invisible ghost), having one foot in each world, so to speak. That's a great spy, only visible to other spirits (or defences against spirits). For MGF I will of course play it the way I want to, but I'm curious to hear how it's intended to work.
  12. 1 point
    Their fetch is in the mundane world guarding their body while they are discorporate. Fetch and Discorporation The fetch inhabits and protects the shaman’s body as the shaman goes into the Spirit World to find spirits to bind or control. When the shaman discorporates, their Fetch becomes visible in spirit form in the Mundane World and inhabits and protects the body awaiting the re-emergence... The fetch is in constant communication with the shaman’s spirit in the Spirit World... pg 356 core rules.
  13. 1 point
    That is while they are not discorporate. When they discorporate, they can see the spirit world but not the mundane world.
  14. 1 point
    Shaman have automatic Second Sight as well as being able to see both worlds at all times due to their fetch residing in the Spirit World. Pg. 355-356 Core Rules Through their relationship with the fetch, a shaman lives in and is aware of both the Middle World and the Spirit World at the same time. Both worlds impinge on them. This duality is both a blessing and a curse. When the shaman is wholly present on this plane (i.e., not discorpo-rate), the fetch is present in both worlds, and the fetch and the shaman are fully aware of everything the other is doing.
  15. 1 point
    The pdf files for the scenarios are very well written, have fantastic layout and top notch cartography and handouts. I believe you can go on ahead and have a look. No need to wait for the print version. The sea calls you...
  16. 1 point
    Yes. Good question. I guess the shaman could work out roughly where they were from the type of spirits around, then cast visibility at an appropriate point. Maybe a spirit Travel roll would be needed to get to about the right spot. That is easy. Discorporate, become Visible, walk through the wall, attack the enemy.
  17. 1 point
    Can’t remember, probably somewhere in the rules QA thread.
  18. 1 point
    You can also run "Flotsam & Jetsam" which is comprised of four loosely connected scenarios deeply related to the Deep Ones. I'm currently running it for a group of three players and we're really enjoying ourselves! You can get it for free as long as you join the "Cult of Chaos" group (https://www.chaosium.com/join-the-cult-of-chaos/).
  19. 1 point
    Yelm couldn't handle Orlanth's spicy rub.
  20. 1 point
    Hello Dear Friends, I was recently running "Servants of the Lake" from "Doors to Darkness" supplement, for a group of five investigators: three MU students, an archeology professor, and a physician (Actually, the professor did not take part in this adventure.) This is a part of a longer campaign and investigators already have some knowledge of the Cthulhu Mythos. I should probably mention that three of them are indefinitely insane as well. (IN THE FOLLOWING, THERE MIGHT APPEAR SPOILERS) Anyway, at the end of the scenario, one student was unconscious, hidden in the motel room by his friends, while two other and the physician were dragged by Mr. & Mrs. Smith and Brophy's to the clearing, to be turned into servants of Gla'aki. Long story short, I gave my players plenty of opportunities to run away, even turned Gla'aki's avatar against some of the "zombies" to give them even more time, but due to bad decisions and bad rolls, only one student (Rachela) fled, decided to carry the unconscious friend out of the motel to their car, and started the engine. Here I asked those two to leave the room for 5 minutes and continued the scene at the clearing with the physician and the last student. They both were dying, so I asked the players how would they feel if their characters were turned into undead slaves of Gla'aki, retaining their memories and personalities, and if they wanted to continue playing such characters. They both agreed gladly (poor fools!), so we rolled if the transition was successful, and it was. I described the scene how Gla'aki turns them into its servants, leaving large holes in their chests. I asked the rest of the players to join us in the room, and described how Rachela sees her two friends emerging from the woods, running and screaming to wait for them. So here is my question. How to incorporate into the game the fact that two of the investigators are now undead human-looking monsters without free will? This is a very broad question—I am looking for ideas regarding the plot, roleplaying, mechanics etc. Normally I would not allow anything like that to happen, decreasing their Sanity to zero and making them NPCs, however we wanted to try something different. I have several thoughts on my own, see below, but would be interested to hear any suggestions from you. Some of my loose ideas are: Now the group has two "agents" of Gla'aki, who will try to follow its agenda; pretending that they are "normal" humans, I want to let players to do whatever they want, but from time to time they will be getting orders from their god, that they can not oppose, To make my players understand, that becoming undead monsters was not a gift of immortality, but rather an unforgivable profanity, these orders will be disgusting beyond any measure, The rest of the group will be given small hints that there is something wrong with the physician and the student, I wanted to increase max HP of the servants, because they are undead now; I am still thinking about other stats, The backstory entries on the back of their character sheets will be changed accordingly,
  21. 1 point
    I don't remember, I'm afraid. At any rate, I liked the idea - it means each incarnation is sort of a different entity, but not entirely, and resulting Agarthan is an alloy of them all - it feels more magical than the other options somehow.
  22. 1 point
    I think the difference between soft skills like Sing, Orate and Intimidate is that while they may be culturally important, they are not the focus of the game. This is an heroic fantasy game simulating an experience equivalent to our own ancient societies. Ancient societies placed a premium on warfare and, true to its wargame roots, RQG focuses on combat, a whole chapter on it. We celebrate Glorantha in all its detail, including its rich cultural setting, but for the majority of gaming this supports play focused on violence, or the possibility of it. You only have to look at the official published scenarios to see this. We can certainly all point to games where intrigue, negotiation and social interaction are the central themes, and these sessions are fantastic, but those exceptions to the rule don't escape the fact that RQG is, at its heart, a game about adventure and armed conflict. We might theoretically propose that a game centred on singing would be great, with a full chapter focused on yodelling and intricate, complex rules devoted to it, while combat is reduced to a single Manipulation skill description.....but if we're honest, we know none of us want to play that game 🙂 This means that there is an onus on design to get its core system of combat right. So integrating shield skills in a satisfying, meaningful and workable way is more important than fine tuning the Sing skill. Interestingly, my next game will have a Chalanna Arroy player, and Sing may well be an important part of her therapeutic toolbox, possibly combined with Comfort Song. This is an exciting challenge and will help foster the setting and narrative focus we want, but part of the game's tension will be how a peaceful person navigates a violent world. I won't be subjecting the other players to a game about singing 🙂 While I've really enjoyed and learned from all the excellent discussion, I can't include all the suggestions, particularly those that advocate increased complexity or reverting to other rule systems with which I'm unfamiliar. It's actually all helped to convince me that my original simple idea, slightly modified, is my best bet, and that's what I'll trial first. If it doesn't break the game and make us all decide to give up and find an RPG about singing, I'll let you know. 🙂 Brent.
  23. 1 point
    In terms of influence on SF roleplaying, Foundation rules supreme through its influence on Traveller, the seminal SF roleplaying game. The Imperium is very much modelled on the Empire in Foundation, and there are hints at psychohistorical interventions in the development of its history. It was also heavily influenced by the Dominic Flandry novels by Poul Anderson. Of course Heinlein, Niven and others get nods too but I think Asimov and Anderson were most influential. Next is probably Gibson’s Neuromancer, which inspired the Cyberpunk, Shadowrun and many near future RPGs. Then there’s Warhammer 40K with its undeniable influences from Dune. It’s like Dune seen through a medieval Catholic prism, projected into a multi thousand year long version of the 30 years war in space.
  24. 1 point
    IMHO Professional income? Yes. From the "after adventure" section of RQG, that looks clear. Land income? Yes. Nor does your cult take the net after those, because isn't your other cult equal to Orlanth's? Surely you as a good supporter will say yes. Dissenters will be visited by a Spirit of Reprisal.. Income paid by the cult: Yes, it's just like in our real world social security is taxable at least up to a point even though it is paid by the government. Adventuring? Yes of course, as a player your income is basically adventuring income. Gifts? Yes because that may not be distinguishable from adventuring income. You adventure, do well, the chieftain or the duke 'gives' you weapons, an arm ring.... lots of non cash income there. The United States is interested in your cash income but that's not a practical rule for a predominantly non-cash economy as in Glorantha. After all "bronze age' implies a time before and when coinage was invented. Ransom you receive, yes. Ransom you pay, no, that's a loss. It can be deducted from your income for the year. See line 15, Gloranthan Revenue Service form 1040. The real issue is whether tithes are paid annually, or seasonally. Clearly the great need in this game is for someone to draw up a Gloranthan form 1040 and accompanying instructions.
  25. 1 point
    Ground squirrels, bazillions of them. Cleaning up the environment turned out to be a mistake. It is no longer safe for humans to come closer than 80 feet of the surface (flying squirrels and all). Law of unintended consequences.
  26. 1 point
    I may have misunderstood, and I didn't mean to tut-tut you. Formatting of PDFs is a big thing with electronic distribution being so prevalent. Making a PDF non-transferable, non-copyable, or non-translatable are important goals in controlling online distribution. Now, back to that Hellraiser hot-take... !i!
  27. 1 point
    Wait until I figure out if my "GURPS: Roleplaying in Glorantha" is a viable or stupid idea (I'm still noodling with it at this point)
  28. 1 point
    Oh, yes, we have four and they love us but the birds, squirrels, and other assorted creatures their size and smaller are sure to think they are a bunch of psycho-killers. They're probably treat us the same is we weren't so much larger than they are. They're certainly good at getting me to stop what I'm doing and open the door to let them out.
  29. 1 point
    The needs of story are completely different than the needs of history. Anyone who thinks Hollywood only started changing history in the last 40 years hasn't paid attention Hollywood's storytelling in the past 100 years. And if we go further back, we find history altering criminals like Dumas, Shakespeare, and Homer. Storytellers always take the grist of history and shape it to their own needs. That's what the storytellers of Arthurian legend did, looking back at a incidents we (and they) had no true record of, creating myths that they needed to shape for their own needs, from the grist of history. Ultimately King Arthur Pendragon is not about history. Is is about legend and myth. As noted in every edition of the game, Le Morte D'Arthur is the primary telling of the tale used for the game's inspiration. This means the game, following Malory's book, is looking backward with a nostalgic gaze to a time that never existed. This idea -- a lost time of something great -- is tied deeply into this particular telling of the tale. I understand that a lot of people want a more historical version of KAP with a lot more historical details. Greg certainly did! He kept working on more and more books to provide a historical grounding. But I also think this can become a trap -- since Arthurian legends in general, and KAP in particular -- are not history. The are myth and legend. "Whose myth and legend?" seems to be what this thread is about. I can only suggest that the answer to the question is as rich as the number of people who want to play a game of Arthurian legend. But I also think expecting one game book to support all versions of Arthurian legend is going to be too much for a single RPG. One of the things I have always loved and admired about KAP in the 1st, 3rd, and 5th editions, is that it knew what it wanted to be, and did exactly that thing very well.
  30. 1 point
    I’ve always felt this as well. Time enough for a better version later, but why would you want to remove something that is fun and playable and being used by people to have fun and in their actual games? If you don’t like something, replace it with something better - and if you want to make it really better, reuse or incorporate as much as you can of stuff that people find enjoyable about what was there before. Being ‘correct’ by some arbitrary, fallible standard is one of the less important metrics.
  31. 1 point
    There is far too much material and development left to do in this current edition and, if sales are good, it would be folly to break all that for a new edition at this stage. Debates about specific rules pale into insignificance when you consider the whole picture. What we want is updated and new material - of which we know this is all in the pipeline anyway. That said, 2021 will be a 40th Anniversary for Call of Cthulhu, so it could be an idea to make a special publication - whatever that would be - to mark the occasion.
  32. 1 point
  33. 1 point
    I am having a hard time to get my group to commit to year long campaigns. How many sessions (say 4 or 5 hours) would you expect this campaign to take. I can probably talk them into a game a week for 3 or 4 months might be challenging beyond that.
  34. 1 point
    I'm really looking forward to this campaign. Are there any updates on the timeframe for release on PDF?
  35. 1 point
    How much setting material and how much adventure? Can we assume similar proportions to Masks of Nyarlathotep, or more, or less? This is the first I've heard of this, and I'm really looking forward to it.
  36. 1 point
    I have just 're-discovered' Chaosium, 35 years after all my RQ disappeared after several moves following college. It was such a pleasure to buy, download and see the beloved Wyrm's Footnotes that I recall so well. RQ brought a LOT of joy to me, and while I have not played RPGs in many a long year, they have such fond memories. I knew many of the Glorantha "early settlers" and sadly heard that Greg has passed. I'm laughing at my 'newbie' label up above. Yes and no. I wonder how Tadashi doing, and how many of the newer players even know that High Tumulas is named after him? I also wonder how many realize the rich, detailed aspects of Dragon Pass/Pavis/Prax are rooted in diverse places? I was the original victim of Tarnak's betrayal, now memoralized in Borderlands. Ironically it was actually in an earlier D&D campaign and the event woven into the later RQ events of our beloved newtlings. How I remember sitting around the author's kitchen table, making up rhyming names for the Newtlings….."soy"..."roy"..."koi'...."foy"...LOL Just great wonderful memories. Thanks for keeping them alive and bringing the footnotes back to life. Even reading product reviews and announcements, information on adverts that may have no value to younger folks, are like looking a snapshots from my youth. To this day, my hatred of broos lives on. - Charloix BrooKiller
  37. 1 point
    Latest. I hope that this is fairly faithful to Jan's original illustration.
  38. 1 point
    Your drawings with an arthritis flare-up are ten times as good as mine on my very best of days.
  39. 1 point
    Radiation causes cancer. Radiation can also be used to treat cancer. +1% Illumination chance next Sacred Time if you follow my analogy to its logical end.
  40. 1 point
    Thank you. I believe a mixture of lamellar vest and a pectoral is usable. To distinguish the Loskalmi from other Westerners I will probably go with winter gear for at least one. The Glorantha wiki, whilst useful, is sometimes unreliable, so I tend to use the Guide and its illustrations as primary sources. May attempt to start inking one this afternoon...
  41. 1 point
    While he did not defeat Chaos completely (which wasn't really his goal as such, but to save the world for his kin and by extension everyone I suppose), he did provide the necessary impetus for Arachne Solara to devour/mate with Kajabor and produce Time, ie. entropy, a kind of cosmos-integrated Chaos. Orlanth is truly the Larnsting.
  42. 1 point
    If I remember correctly, these were somewhat inspired by Chinese and Central Asian stuff, though made to look less Chinese so as not to be mistaken for Kralorelans. For the shields:
  43. 1 point
    I always imagined the end of the LBQ going something like this: "Orlanth stood with Yelm in the Hall of the Dead, and saw before him two paths... One path was a path of light, and showed Yelm put back on his throne, back as the Emperor of all Gods, back as the Ruler of the Celestial Court, back as a Lord that even Orlanth must recognize as the One above All... This path rid the world of all Chaos but made he and his people thralls for eternity... and Orlanth cried out and cast his gaze from this path. The other path was darker, and saw the taint of Chaos spread throughout the cosmos, saw the compromise that he and all others must embrace, saw the conflict and struggle that continued without end, saw the gods die and saw magic leave the world... but this path left his people free of the terrible yoke of servitude, free to struggle and to prosper and to fail and to die, but to die free of the reign of others... And Orlanth strode out onto the darker path, where awaited Arachne Solara..."
  44. 1 point
    Just in case you were in doubt, our Roll 20 Stormbringer games continues. They characters stayed one week in Hrolford where they started to rebuild the destitute and desperate village and save it from the encroaching Dinner of Dust. For that I used a variant of Revolution d100 conflict rules (outdebating the Vilmirian Inquisition was a high point of the conflict!). They also summoned a hand-demon for Nadjana who had lost her hand due to a major wound. After a week Avan Astran grew impatient. They left for Doom Point, which they reached after 4 days on the backs of their trusty ponies. (continues in the next post - with spoilers)
  45. 1 point
    That hasn't been my experience with HQ. I've found that I see MUCH more cinematic action in my HQ games than I ever did in my RQ games of yore. Here are some examples: Confronted by a giant, rampaging mantis, one party member fired a rapid string of arrows to pin one of the creature's deadly arms to its body. A particularly burly party member took advantage of the mantis's discomfiture to climb up its back and twist its head off its neck. The mantis rampaged around headless for a while sending the party scampering for cover and giving its slayer the ride of their life! Surprised by the arrival of a group of mounted enemies led by a Lunar witch, an Orlanthi Adventurous initiate called on his Storm Rune for winds to carry him in a mighty, somersaulting leap over the witch's head to land behind her mount, which he promptly smacked across the rump with the flat of his sword. The witch's horse bolted, carrying her out of combat, trampling a couple of her footmen in the process. While traveling through enemy territory, an Orlanthi initiate PC called on his Storm Rune to intensify a cold mist into a freezing drizzle that sent the enemy guards back to the comfort of their picket fires, allowing the party to pass undetected. During a siege, an Ernaldan Priestess PC opened the ground beneath a Lunar sorcerer and buried them alive outside the walls. In the same siege, a PC seized a siege ladder, shook he warriors off it, and then used it as a lever to dislodge two more ladders. The PCs in my HQ campaign have fought ZZ Trolls, killed enough giants to earn one of them the epithet of "Giantslayer," destroyed ice demons, defeated the degraded husk of a Star Captain, fought their way into and out of Whitewall, gone toe-to-toe with "Ghost and the Shadow" style Sakkars, and on, and on, and on. I find that storytelling games like HQ and QW support wild, over-the-top action far better than more granular and procedural games which tend to focus the eye on the minutia of chained tasks rather than the overall action of the encounter. YMMV, of course. No game is perfect for everyone. The important thing is that you enjoy the game you're playing. I only spoke up because I've seen this "RQ is better for high-flying action and HQ is better for slice-of-life stories" meme a lot and I think it's dead wrong. In fact, I'd reverse it to say that RQ, with its close attention to procedural tasks, is better for representing the day-to-day struggles of your average carl and HQ is better for representing the exploits of heroes. I've stacked the pitchforks over there for your convenience. The torches are just behind them. You'll have to come up with your own tar and feathers.
  46. 1 point
    If you want a family chart that revolves around non-combat, you look at what might have happened in any given year. Oh, this year there was a big battle nearby and big battles fuck mightily with nature. So, grandpa worked extra hard in the field, using what help he was given by the priestess to make sure his crop came in so people didn't starve. Grandma was there after the battle, clearing the field, coaxing life back into the earth where the fighters tried to end it with their stomping boots. And when designing and running games, you put emphasis on things other than physical combat. Our last 3 sessions, the trickiest part was trying to placate a pissed off chieftain while delivering gifts from the queen. Our characters made nice with the chieftain's daughter, told stories to the children, did not rise to the bait when baited. WAY more nerve-wrecking than the monsters we fought after. Because, monsters can kill you, sure, but a blood feud when the Lunars are desperate to jump in and put everyone down? Terrifying.
  47. 1 point
    One of the things I feel is missing from the Family History character-generation (and Gloranthan History in general) is any major Ernaldan & other Temple stuff. Far too much of "meaningful" history & historical events is defined by the battles. (edit: to be brutally frank, it's very much "old white male / wargamer" history) Where is the thing where one of your parents earned a really heavy-duty Bless Pregnancy, and your PC is a 110-point character? Where's the Ritual Gone Wrong (or right) that has given you a weird Runic effect? Where's the spat the Yinkini priest had with the Uleria priestess, and now Shadowcats Hate Your Family? Where's the <invented crisis> of <pick a year> where a major Ogre/Scorpionman raid overran an Earth Temple at the height of the High Holy Days, blighting the land for a year or more? etc etc etc.
  48. 1 point
    I love this discussion. I've been spending a long time thinking about how I want more RPG's to be about inward growth rather than outward domination. It's one of the reasons I've made the switch from DnD to Runequest. I feel like there's more room for that kind of storytelling in Runequest. I really think Heartquintessence's idea is moving strongly in the right direction.
  49. 1 point
    If you read out "Argrath's Saga" from King of Sartar and record it as an audiobook, then reverse it, it matches up beat-for-beat with The Wizard of Oz. Which also matches up with Pink Floyd's Dark Side of the Moon. Coincidence? I THINK NOT.
  50. 1 point
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