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Showing content with the highest reputation on 08/24/2019 in all areas

  1. 2 points
  2. 2 points
    Dude. I am a parent. You can't scare ME with that crap! - We'll be there when we're there. - I've got an idea! Let's all play "who can be quiet the longest?" - Don't MAKE me turn this thing around!!! - <annoying woo-woo-guru voice>: "Wherever you go, THERE you are. So we are THERE now... And we are there NOW... And... " (obligatory contuation, at random intervals throughout the rest of the trip: woo-woo-guru voice "And we are there now, too!")
  3. 2 points
    Fonrit rather than Laskal, she is one of the Glorious Ones. I don’t think Echeklihos and Seseine are the same entity (and Echeklikos is supposed to also have ties to Nyanka, whose sexuality is much more innocent and wholesome), but the two deities are closely associated in practice if not so much mythologically.
  4. 2 points
    Writing such phrasing right next to speculations on broo reproduction might lead to ... wilful misinterpretation, let's say. In a biological sense, an argument could be made that all "male" broo really are females, and that their member really is an ovipositor that injects an organism that will take on random bits of its host organism for its appearance and powers. "Female btoos" would be something else, probably the (now defunct) drones of that species. There is a chance that Ralzakark was born as a unicorn but ended up as a broo through a history of rapes, too. That, or the usual underworld connection which is strong for many a Chaos creature, too. As Emilla, she is ancestress of the Zaranistangi. Don't trust what you see. Seseine's third rune is Illusion.
  5. 2 points
    Yes. Magasta the Churner. Engizi the Sky River. Oslira (and probably most other River Gods). And of course Mastakos.
  6. 2 points
    The White-Legs regiment from New Lolon in Vanch has not been mentioned in canon, so far as I am aware, but its origins date back to a very old Greg Stafford text relating to a board game: ‘White-legs painted themselves from the waist-down before a battle.’ Subsequently they appear in army lists as ‘medium infantry’ and in a document about the Provincial Army: Provincial, tradition native, 1000 soldiers, medium shield, linen cuirass, metal helm, spear, sword, white coloured trousers into battle. Most recently, after going missing for several years, an old annotated army list has been unearthed, in which the White-Legs are heavy infantry, equipped with a linothorax cuirass, closed helmet, large shield, long spear, kopis, fighting in close order, drilled and ‘a native regiment of Vanch from the city of New Lolon, the White-legs paint themselves from the waist-down before a battle.’ This document gives their cult as Yelmalio, which isn’t surprising because Yelmalio has been the Light Protector of Lolon since the First Age. This regiment obviously isn’t a Templar unit, as its troops are armed and armoured as hoplites, and they are clearly of a distinct tradition. I have assumed that a solution of white clay or powdered chalk is used to paint their skin; limewater is too corrosive to be used as body paint but might be used to lighten hair, bleach linen and wash their shields. Their lack abdomen and leg armour might be due to a regimental geas, but painting themselves and appearing to be naked from the waist down marks them as a distinct Yelmalion sect. Whilst their undress may seem surprising, it has terrestrial equivalents, both in Greek depictions of hoplites (where heroic nudity may or may not always be an artistic convention) and in descriptions of some hoplites, especially in the archaic period. For that matter, the Galatians often fought naked, even those serving in the Ptolemaic army. The sketch shows a White-Leg wearing a white linothorax, what I term a Sairdite closed helmet, carrying a spear (his sword is on his left hip and not visible) and a shield where the black-painted rim is a Light Rune decorated with Truth Runes. This is probably the last sketch. The project is 'finished'.
  7. 2 points
    I suspect there is room for more than one supers game. Cosmic Zap is aiming to genre-emulate a very specific niche in comic book fiction, . If someone made a game that was optimized for the style of 80's X-Men soap operas or goofy Silver Age puzzle mysteries, they wouldn't necessarily be competing head-to-head, and they are selling very different experiences.
  8. 1 point
    I've been playing on Umathela a bit (10 game sessions so far...). And suddently, after meeting Sedalpists, Orlanthi and Aldryami, I wonrderd : Where are the Yelmists? Yelm is a pretty important God. And someone, somewhere should worship him. But who? I don't remember in the Guide having see any reference of Yelm in the South.
  9. 1 point
    Gary was such a nice boy too - very calm and peaceful, never a word out of place.
  10. 1 point
    It's always fun to watch three people with differing views banging heads until one of them is knocked unconscious
  11. 1 point
    The official line is that "pure" sorcerers aren't intended as adventurers in Dragon Pass or the Holy Country, let alone Prax. But nor are Ompalam cultists, Godunya cultists, Daruda cultists, or Garangordos cultists for that matter. You can include them in your game, but their magical ecology is going to be very different from those belonging to cults like Orlanth, Humakt, Seven Mothers, or Storm Bull. Or even Lhankor Mhy or Irrippi Ontor, both of who are tightly connected to more traditional "adventurer" cults. My personal thoughts about running sorcerers in the West is more along the lines of Ars Magica, which would close that circle as Jonathan holds that Ars Magica was supposed to be about doing RQ3 sorcery right in the first place.
  12. 1 point
    I've always had a fondness for wily, crafty characters, or characters who in other ways embody something that "breaks with the rules" (ie. changes the game in some way), so Larnste and Larnstings have always been sort of Dark Horse favorites of mine. I'd like to think the Mermen have all sorts if interesting takes on this, given that they *also* have a pantheon and mythic environment that is rife with incomprehensibly powerful monsters, dour fates and all that. EDIT: I googled Mastakos to get a more thorough look into this, but google wondered if I meant "mas tacos". Not this time, google. Not this time.
  13. 1 point
  14. 1 point
    Those louse percentages in beginners' spell casting haunted RQ3 sorcery, too. Unless you put in Apprentice Sorcerer previous experience, your spell percentages would be in the very low two digit range. Enough years as apprentice upped these to around 50%. Once you got to use these in play, skill checks would up the skill score, provided you managed to succeed in a roll in a sufficiently stressful situation. But then, I didn't really use this definition niggardly. Doing some sorcery in hiding on a crucial door or trap allowed for minimal preparation (RQ3 Ceremony, RQG Meditate) to get somewhat reliable success chances, as did lying in ambush. Both are sufficiently stressful environments in my book to allow a skill check, but that comes down to GMing style. As a rule, I try not to punish intelligent solutions, while I am fairly merciless in cases of brute force approaches. That's where POW and spell matrices come into play. The sorcerer might even buy them from a friendly temple, individual priest, or shaman. Spirit magic is something you have. This is especially true for sorcerers. Only if you make the mistake to keep all those spells memorized, rather than relegating them to external storage. (Which goes for sorcerous spells and inscribing them, too.) Other people's POW bought for part of the treasure or perhaps services can lighten that burden. Call it community support if you are a prodigy for your temple/clan/whatever. One point of personal POW may create a multi-spirit-spell item if you read the rules with the eyes of a rules lawyer, as long as you have enough volunteers to contribute a point of POW or two. And that's only if you create the item yourself.
  15. 1 point
    I don't understand this... LM sorcerers can still learn Spirit Magic... You just don't get to choose any at character creation. Nothing stopping you from purchasing later... I'm disagreeing with the flexibility angle. I suggest they have more, and in almost every situation other than the unexpected immediate combat, are probably better than theists... Especially anything taking more than a few minutes (unless you want to use up RPs on Extension). Your theist is learning new spells about the same rate (or slower!) than the sorcerer (unless we're taking availability into account). The theists need to succeed in their POW-gain rolls. The sorcerer needs to find a book, scroll, teacher, or just work it out over 1 season (at INT x ?%). Given that the sorcerer can effectively mimic (to some degree) *any* Rune or Spirit magic spell, plus create others that the theists (and definitely shamans) can't, I'm baffled by this "lack of flexibility" argument (overall... Not specifically in the heat of the moment options you've said).
  16. 1 point
    http://www.backtobalazar.com/pavis-npc-runequest-glorantha-lunar-deserter/ http://www.backtobalazar.com/pavis-npcs-for-runequest-glorantha-part-3-backstreet-evaluator/
  17. 1 point
    So basically David's complaint is that Gloranthan sorcerers make lousy adventurers. I agree for the most part. LM sorcerers work (I've now seen enough in play) because they are using their sorcery to enhance their information gathering abilities. Same thing with Irrippi Ontor sorcerers - they are largely using it to enhance their core abilities (and that Discern Lightfore spell can be surprisingly useful). But these cults aren't pure sorcerers - they are just replacing their (rather lame) spirit magic with sorcery. Pure sorcerers - by that I assume you mean Rokari or Loskalmi wizard - aren't intended to be adventurers (especially given that the Invisible God is not even detailed at this point). Its RuneQuest, so yes, you can play them (just like you can play a malfunctioning dwarf or a rootless elf) but you are swimming upriver. That's not that the RQG sorcery rules are problematic, but that you seem to have a different view of what sorcerers are than the writers of the setting and the game.
  18. 1 point
    Joerg, the problem would be a lot more obvious if you (and Greg) looked south of the equator, to see all manner of temperate, non-deciduous, forests all over the place. My stance too. Some day I’d like to do a grand retcon of the Aldryami, explaining how their entire elf classification scheme is nonsense the Aldryami have carefully chosen not to ever correct. It requires more biology than I have to do well.
  19. 1 point
    I'm not disagreeing with the math, but am trying to point out that playing a pure sorcerer isn't a stupid idea and a waste of time. A pure sorcerer in a game is a great boon, and quite clearly capable of things the theist not only isn't, but will never be! In most small sudden skirmishes, the theist is going to win hands down... The first time... And probably also the second, and depending on rank or experience, the third... After that, you're out of RP, and miles from a shrine... And the sorcerer us laughing at you. Cos she's still got all of her buffs up, and can cast more. (Depending on the spell choice, and adventurers - it might just be the sorcerer who has to help the theist where the nearest shrine is!) At worst, (assuming spirits, not MP enchantment) the sorcerer only has to wait 1 day to be fully recharged. (Also, re: Runes... Don't forget that when casting Associated Cult spells, you're not using your Rune anymore, but theirs). Both clearly have pros and cons. And both excel in different situations. Pure sorcerer is a viable, useful option.
  20. 1 point
  21. 1 point
    I can definitely picture her Vadeli followers doing so, all the while contemplating the wondrous temptations they can inflict upon residents in whichever port city they arrive in. Consider the Feathered Horse Queens - all "avatars" of Sorana Tor, aka Kero Fin. (And there are earlier incarnations/avatars of her as when Arim the Pauper met Sorana Tor.)
  22. 1 point
    As someone who is a professional in teaching and learning, an enthusiast of Chaosium products, and an advocate for writing/publication for all audiences, this sounds like a win-win-win for everyone involved.
  23. 1 point
    Not correct. The first MP costs no SR*. Correct is: Demoralize on SR 2, prepares sling [+ 5 SR = SR 7], and fires on SR 8 Correct Not correct. The first MP costs no SR*. Demoralize on SR 2, prepares Demoralize again [+5 SR = SR 7], cast it again on SR 9. In general, all your examples presuppose that Hend is non-engaged in melee and is able to do MULTIPLE ACTIVITIES OUTSIDE OF MELEE. [RQG p 195] And: There isn't an extended combat example available. ----------------- * "To determine the strike rank for spirit magic and sorcery spells, add the strike rank modifier for the magic points used in the spell to the adventurer’s DEX strike rank modifier. Remember that the first magic point used in the spell has no strike rank modifier." [RQG, p 194, 2nd Print]
  24. 1 point
    I'm just impressed she went to Dorastor, had a kid with Ralzakark, and used her to seduce the Mask Argenteus... Chaos must be running long-term plans and coordinating their teams via Slack for her to charter a boat from Pamaltela while the Nargan Desert Project is still running.
  25. 1 point
    Thank you for all your advice! I think I will be pitching my fantasy anime idea soon enough (things like Slayers, Sword Arts Online, Overlord, etc.), especially as influenced by video games like the Final Fantasy series.
  26. 1 point
    in fact, it is only Western (Latin) priests who cannot be married; all other Churches require marriage of their priests: Oriental Orthodoxy (Coptic, Ethiopic and Eritrean), Eastern Orthodoxy, Church of the East...
  27. 1 point
    Psst, you are trespassing on the secret plans of the miasmic hordes here! Back in 2000, Greg distributed a metaplot for the Hero Wars to prospective authors and content checkers. This had a really big and comparatively coordinated multi-pronged plan that had been started to be put in action. Multiple demigod-level agents of a new god would further the causes and lay the groundwork, with some initial efforts like the Kingdom of War and the Blood Sun to draw attention away from later plans. At its simplest it could be said to have shifted Chaos forces around, so that the old, proven ancestral methods to deal with the local Chaos would fail abysmally as entirely new foes with completely different powers and weaknesses descend on the hapless defenders. Broos and scorpionmen emerging from the Nargan Desert were part of this. There is an obvious logistical problem in ferrying ordinary Chaos critters from central Genertela to Pamaltela - you don't want them on your ships, and they are too bright to be stuck into cages. Full on slave bracelets and manacles might be enough in combination with iron shackles, but if you have such a critter as your slave, why let it go rather than let it earn its keep in the arena? Still, somehow the coordinators of the miasmic hordes have found means to populate their staging grounds for the upcoming Hero Wars with critters far outside of their normal ranges. There are broo gathering in the Nargan, and there are Pamaltelan monstrosities adapting to Karia. Yes, the far south is seeing them. Fonritian Chaos repeats the sins of the Artmali in the late Greater Darkness, which suffered a defeat at the fiery spears of warriors of Pamalt, Balumbasta and Vangono, or were drowned by the seas and their denizens. Northeastern and central northern Pamaltela has lingering Antigods of Vithelan origin, like the Gorgers of Kimos, and have been fought by the geoglyphs of their Thinobutan human foes - possibly on a much larger scale north of Fonrit. Broos thrive on herd beasts. There are rhino broo, but they are rather rare. It might take some greater effort to breed shoveltusker broo. Broo can propagate from human victims, of course. This produces rather classical goat-shaped broos. Why aren't there many in Fonrit? Possibly the magics of Ompalam or Darleester don't work against these broos. Gark the Calm already offers a way more docile alternative. Ogres may already be widespread. And a form of Malia aready is an ally of the Pujaleg Empire (Forest of Disease).
  28. 1 point
  29. 1 point
    Just do what you want how you want it. Let's say there isn't a single game in your target genre, would you stop work once you're halfway done if someone launched a game very similar to yours? Why would you let that stop you? People like variety, and the things that make a person like X over Y are esoteric. I like Coke and can't stand Pepsi, but seriously... they're basically the same thing. If you feel the urge to be creative, then be creative. There's enough gate keeping in the world. Don't stand in your own way. You could make the next big thing, or you could make something that only your closest friends will play. But most people don't make anything at all. You have an editor at the company that makes the rules telling you he would like to help you. Your success helps their success. Tabletop gaming is a supersaturated market. There exist so many games that it would be impossible for one person to try them all in a lifetime. Your genre has probably been done more than once. Accept that, and make your thing anyway. You got this.
  30. 1 point
    Stopping off to celebrate in Casino Town! Some mentions of Harrek and the Wolf Pirates, from "Follow the Money", my (as yet-unpublished) Casino Town gazetteer: Casino Town’s run of good fortune ended with the disappearance of Belintar in 1616. The destruction of the God-King’s Navy had a severe impact on commerce across the Choralinthor Bay. Harrek and his Wolf Pirates disembarked at Casino Town after their victory, and although they didn’t purposefully sack the city, the destruction that was wrought as they celebrated was much the same. Although no damage was done to the Faro Wheel itself, in his elation and frustration Harrek did destroy one of the viewing platforms while winning and then losing a mighty fortune. 11. The Vadotto Following the destruction wrought by Harrek, the Vadeli claimed some of the devastated area to build a new structure. After the Great House, the Vadotto (literally “Private Pavilion of the Vadeli” in their language), is the biggest and most imposing edifice in Casino Town. Downstairs the Vadotto hosts the finest accommodations in the city. The Vadeli stipulate anyone going upstairs has to wear a mask. The upper floors offer a variety of gaming rooms and other diversions for high-end customers. In a recent coup, the Vadeli lured away the featured act Horo’s Hounds (see Pavis – Gateway to Adventure, p.206) from Dayzatar’s; the popular and endearing “Moon Poodles” now perform at the Vadotto nightly. The Vadotto is one of the few venues in the city offering gambling with cards, common in the West but relatively unknown here. At first glance, some punters assume the Vadeli must have somehow outsmarted the Talar, and are offering better odds*. However the Vadeli remit their full vigourish to the Great House every week, just like everyone else. *Vadeli Odds: The odds offered by the Vadotto are subtly different to those offered elsewhere in Casino Town. The Vadeli claim it is their practice to pay on odds “for”, rather than “to”. For example, on a successful bet at 5 silvers for 1 on a roulette table at the Vadotto, the winner receives 5 silvers but the Vadotto keeps the initial silver piece. At establishments offering “to” odds, the winner would also receive back the original 1 silver wagered. nb the Vadeli do not make this distinction clear to new patrons. 14. Red’s Globster A cheap and popular “all you can eat” buffet (provided you’re happy eating endless portions of vaguely fish-like material cut into various shapes then deep-fried or boiled). The proprietor “Red” hearkens from the Lunar Empire, and keeps a live walktapus out the back. Pieces are continuously hacked off for the pot. His first walktapus apparently escaped in the confusion during Harrek’s visit, and he’s only recently been able to import a replacement. Red is reticent to divulge just what he was serving up in the intervening time. 15.Thunderbreath Gobblegut An unofficial branch of the popular troll eatery, opens at dusk. Offers the crude but entertaining betting game from the Shadow Plateau, “Pull my Finger” (a real favorite of Harrek). 17. The Lupenar Casino Town’s largest and most notorious bawdyhouse, said to be able to cater to any carnal desire. As vividly remembered in a series of erotic wall friezes, Harrek singlehandedly engaged the Lupenar’s entire company during his 1618 visit; such was his amatory enthusiasm, the building had to be completely rebuilt afterwards (fortunately he left a tremendous tip). Numerous smaller establishments, from wine shops with back rooms to simple curtained cells, cluster around it.
  31. 1 point
    A new "Middle Ages" Call of Cthulhu setting is currently in development, and broadens the Medieval scope significantly.
  32. 1 point
    Some current notes on the premier pirates of the Third Age. Overview In 1621 there are some 60+ Wolf Pirate ships, before Harrek's circumnavigation. Let's say that losses get replaced and by 1625, we have 60+ ships operating in the Choralinthor Bay, which comes out to about 3100+ Wolf Pirates. The average Wolf Pirate ship has on average 50 warrior-rowers, 1 captain, and 5 officers. Each ship has a small Dormal shrine and a protective spirit housed in the figurehead on the prow. Although they started in the Yggs Islands, by 1625 the Wolf Pirates are multi-ethnic, as soldiers, refugees, outlaws, and adventurers have joined Harrek's fleet. Yggs Islanders now form a relatively small minority of the Wolf Pirates. The lingua franca among the Wolf Pirates is a Theyalan creole made out of a simplified Ygg Islander with strong influences from Rathori and Jonating, Many Wolf Pirates also use Tradetalk. Wolf Pirates national origin No. Origin % 620 Yggs Islands 20% 620 other Fronelans 20% 155 Malkioni heretics 5% 310 Maniria 10% 310 Sartar 10% 310 Holy Country 10% 155 Teshnites 5% 310 Fonrit 10% 310 Other 10% Society The basic unit of social organization for the Wolf Pirates is the ship crew. Joining a ship's crew is an initiation into that community - the crew worships the spirit of their ship. Every crew elects its own captain and officers. Every Wolf Pirate is entitled to an equal vote when choosing their captain and officers; but once chosen, the captain and officers must be obeyed unless replaced or personally challenged. Every crew member gets an equal share of any plunder, except that the officers get two shares, and the captain three. The Wolf Pirates welcome anyone into their society who is willing to live by their rules. Captives are offered this opportunity if they have the skills, and many folk seek them out when they are in a neutral port, or even raiding the mainland. Others take ship or boat and sail to Three-Step to join. There are about 60 captains, which means that is the approximate number of important people. Harrek is a captain as well as Sea-King, as is Gold Gotti. Gunda is a captain as well as Harrek's chief lieutenant. Harrek the Berserk is the unquestioned Sea-King. Although all have the right to challenge his decision, none dare contradict the savage demi-god. Harrek bound the Wolf Pirates to him is a combination of ways: 1. He was "chosen" by Ygg. That probably means that the priests of Ygg all recognised him as the incarnation of Vadrus and backed him strongly. They continue to do so as long as he continues to bring destruction and war to the world. 2.He is incredibly charismatic! Harrek might not be pretty, but he clearly has divine favour. 3. He is incredibly dangerous in personal combat and is apparently immune to magical attacks, poison, and spirits. Harrek always accepts personal challenges and then wears the challengers heart around his neck. 4. He brings in a ceaseless flow of plunder, tribute, and slaves. Since 1621, Harrek has plundered the world. He has plundered the City of Wonders (richer than even Glamour), not to mention Noloswal and countless other cities. The Wolf Pirates operate on a "no prey, no pay" system - and with Harrek there is always prey. Any one of Harrek's campaigns have been more lucrative than all the non-Harrek campaigns put together. The rank and file Wolf Pirates LOVE Harrek. He is their meal ticket. Warfare The Wolf Pirates do most of their fighting on land. In sea battles, they try to board enemy ships and use their superior numbers of warriors to overwhelm their victims. On land, the Wolf Pirates use a variety of arms and armor. Wealthy pirates often wear corselets of bronze and linen, or just out of boiled leather. They are famed for their horned or feathered helmets. They use javelins as distance weapons, and engage with sword and shield. Religion The most important cults of the Wolf Pirates is Orlanth (about a third of all Wolf Pirates are initiates of Orlanth) and Ygg (about 20% of all Wolf Pirates are initiates of Ygg). The next most important cults are Dorma (more than 10% of all Wolf Pirates are initiates of the Sailing God) and Humakt (nearly 10% worship the God of War). Gods of lesser importance include Valind, various Sea Gods, Hrestol, Arkat, the Two Brothers, Abdamedric, and Tolat. History The Wolf Pirates originate on Yggs Islands, a small chain of forested islands off the northern coast of Fronela. They were visited by Dormal in 1583, and the Islanders returned to the seas. The Yggs Islanders fought a long war with the Kingdom of Loksalm. About two dozen Wolf Pirate ships left Yggs Islands in 1598, and defeated the Loskalmi fleet. For a dozen years, these pirates plagued the West. Many settled on the island of Ginorth, in Old Seshnela. In 1607, Gunda the Guilty, a Jonating warrior-woman became a Wolf Pirate ship captain, and within a few years, made herself one of the leading Wolf Pirate leaders. In 1610, the Wolf Pirates settle on Three Step Isles, barren islands south of Kethaela that had been abandoned since the Dawn. This has became the main base of the Wolf Pirates. In 1615, Harrek was chosen by the god Ygg to lead the Wolf Pirates and be their Sea-King. He led the Wolf Pirates to raid the Genertela coast from Fronela to Prax, sailing as far abroad as Jrustela. In 1621 Harrek led his Wolf Pirates on a three-year voyage around the Homeward Ocean, raiding Teshnos, Teleos, Font, Umathela, Jrustela, and Seshnela, before returning to Kethaela in early 1624. Surprisingly, he allied with several Kethaelan leaders to fight the Lunar Empire at Pennel Ford. Later that year, he received his reward and plundered the magical City of Wonders. For the next several years, the Wolf Pirates raid Kethaela with impunity. In 1628, the Kethaelans agree to follow Argrath of Sartar if the new Prince can get rid of Harrek and the Wolf Pirates. The Prince achieves this by allying with Harrek, and that year, half the Wolf Pirates follow Argrath over the Dragonspine into Tarsh. Although Harrek later quarrels with Argrath and leaves Dragon Pass altogether in 1631, many of the Wolf Pirates that followed Argrath into Dragon Pass remain. Notes Three-Step Islands The main island is about 50 miles long and 10 miles wide, so about 500 square miles. or about the size of Rhodes or Lesbos, or about the size of Oahu. A substantial island-bound population has settled on Three Step Islands now. These are wives, concubines, and families of the pirates, as well as refugees, merchants, shop-keepers, and fishermen who make the pirates lives bearable upon the isle. There are even a few farmers and a large number of sheep-herders. The only sizeable settlement is Skullport, which serves as the main port of operations for Harrek's fleet. Given that the Wolf Pirates themselves are transient, Skullport is normally populated largely by slaves capture by the Wolf Pirates, and by those foreign merchants (including Vadeli), shopkeepers, wine sellers, entertainers, and prostitutes who live of the pirate's plunder. It is estimated that there is at least one drinking house for every ten residents.
  33. 1 point
    In a new RPGNet review, Runeblogger says, "The RUNEQUEST GLORANTHA BESTIARY is "a must for playing games in Glorantha… The interior art is as awesome as the cover. …It is no wonder that this book, together with the two others in the RQ slipcase, won an ENnie award for Best Interior Art in 2019." https://www.rpg.net/reviews/archive/17/17808.phtml
  34. 1 point
    I am reminded of Fred Ward's Shinanju instructor in the movie Remo Williams, The Adventure Begins. Even now I can see him telling Fred "You move like a pregnant Yak!"
  35. 1 point
    As most of you all know, the Invisible God will not be making an appearance in the Cults of Glorantha - as sorcery really needs a full treatment, and the so will be getting its own book. At its core, all variants of Malkionism are ways of addressing the following questions. 1. What is the relationship between mortals and gods? This ranges from treating the gods as nothing more than anthropomorphised natural forces (like with the Brithini) to permitting worship of specific deities as favoured emanations or agents of the Invisible God (as is common among henotheist Malkionism). 2. Who is allowed to learn sorcery? This might be a small elite (hereditary or meritocratic), potentially everyone but practically restricted to a few, or everyone. The last is very rare except among a few transgressive sects. 3. What is the relationship between sorcerers and the rest of society? Sorcerers are sometimes removed from society as a "sacred" caste surrounded by taboos and restrictions. In other societies, sorcerers are the rulers of society. And in still others, they advise but do not rule. 4. What is the ideal form of human society? Malkionism encourages people to look at abstract ideals as the perfect form of something (and that sorcery is the technique of bringing the material world in compliance with that perfect form). But what is the ideal form of human society? Logically human society is divided into castes or classes, but how are those chosen and comprised?
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  37. 1 point
    For many Malkioni, the answer to question 1 is most important. In the Second Age, most orthodox Malkioni held that the gods are powerful but limited beings that can be made to serve the interest of men. The God Learners studied and even worshiped the gods to understand them - which thereby allowed them to use the gods to further their goals. In the Third Age, the Rokari and New Hrestoli- both being a reaction against the God Learners - reject worship of "mere Rune holders" (although of course they still worship city guardians, and other minor entities in exchange for magic).
  38. 0 points
    Exciting news! - our friends at Critical Role are doing a Call of Cthulhu one-shot in July! As announced in Critical Role's Summer Programming Schedule: On Monday, July 29th, Critical Role's Taliesin Jaffe is stepping behind the screen once again as the Keeper of Arcane Lore for a special Call of Cthulhu one-shot, sponsored by our friends at Chaosium. Investigators Travis Willingham, Liam O’Brien, Marisha Ray, Ashly Burch, Phil Lamarr, and Erika Ishii will attempt to survive Taliesin’s harrowing scenario, which is set in a decadent 1890s London. We’re incredibly excited to explore this classic RPG of cosmic horror through a fresh lens. VOD will be available immediately for our Twitch channel subscribers and will be available on our YouTube channel on Wednesday, July 31st. The Keeper of Arcane Lore is Taliesin Jaffe @executivegoth. The Investigators are @WillingBlam, @VoiceOfOBrien, @Marisha_Ray, @ashly_burch, @phillamarr, & @erikaishii
  39. 0 points
    This was an enjoyable watch as I did my ironing. Yes there was some bumbling over the rules parts, but that's not uncomon in any game. I think it is great exposure to get on Critical Role - it has been so D&D-centric that this is a big win for BRP games. Yeah I thought the GM would know the rules a bit better, considering it is a 'professional' production these days. But he had the right attitude, and got most of it down-pat, so it's no big deal, and it shows people that GMs & other participants don't have to get things right ALL the time. I still bumble over rules at times, and I've been playing for a few decades. They did hammer the Body Count notion just a bit - yeah this is always on the table in a standard Cthulhu game, but characters can also be heroic as well and go on to have many investigations. However it is very old school in that character death is generally more probable than some other rpgs, and I guess they were using this as another point of difference between CoC 7E and D&D 5E, in addition to the radically different setting. That isn't too bad, as people do often need a reason to expand out of their usual gaming comfort zone. A few more of these and the sales will definately go up. I wouldn't mind seeing how they go with Glorantha one day This was a good idea
  40. 0 points
    Now over 700K views! Pick up the CALL OF CTHULHU STARTER SET for a cosmic horror adventure of your own and use the code CriticalRole at check out for 10% off your entire order: http://bit.ly/2HcE9BY The cast - players and Keeper Taliesen - are all cheerfully new to Call of Cthulhu and still very much getting a handle on the rules. They were up front about that at the beginning of this session. That's part of the charm of it we think. The cast members (Taliesen, Erika, Liam, Marisha) my colleague Neil and I met at the Critical Role Party at Gen Con were certainly very pleased with the reaction to it, and said how much they enjoyed the experience. Everyone involved in making this happen - which took nearly two years - hopes this will be more than just a one-off, but we shall see.
  41. 0 points
    The fan art from Critical Role's 'The Shadow of the Crystal Palace' continues to amaze! And total views of the Call of Cthulhu have now shot past 650k Art by @kelseyshea, depicting Hanako the Socialite, played by Erika Ishi.
  42. 0 points
    Yes. Setting up the Critical Role game was nearly two years in the making, and everyone involved hopes it will not be a one-off. Right here on BRP Central!
  43. 0 points
    Anyway, back to the topic: it’s a real coup to have Critical Role run the game, but it’s also testament to the worldwide popularity of Call Of Cthulhu. Did I read somewhere that Call Of Cthulhu is actually the most popular RPG in Japan, ahead of D&D?
  44. 0 points
    Mod Hat: OK, this thread is about Critical Role. if you want to have that broader discussion here, start a new thread.
  45. 0 points
    It was a DnD party, but we talked some Call of Cthulhu too... "Emerging seemingly unscathed from the horrors of 'The Shadow of the Crystal Palace', Taliesin Jaffe @executivegoth and Erika Ishi @erikaishii talked more Mythos madness with Chaosium's Neil and MOB at Critical Role's DnD Beyond Party on Saturday night at Gen Con."
  46. 0 points
    Yeah the Critical Role fan community is completely mindblowing when it comes to fan art. Every episode of their main D&D campaign they showcase at least a few dozens of art pieces, many referencing things that happened in the previous episodes.
  47. 0 points
    Back in the day, horror fans' first impression of HPL was through his stories and the hero-worshipping that Arkham House encouraged. (Not that the self-styled "Granpa Cthulhu" wasn't a highly entertaining, congenial correspondent and a generous literary peer and mentor.) Thanks to the Internet, however, all his truly horrible opinions expressed in his letters, early political essays, and verse are now easily accessible. There's no way to sweep them under the rug, so the only recourse is to acknowledge them while still identifying what's worthwhile in his writing. Taliesin Jaffe was quite right in bringing this up from the start—not least since HPL had expressed appalling views that would have directly attacked Jaffe and Phil LaMarr if he had been there in person—and then proceeding to what's enjoyable about Call of Cthulhu.
  48. 0 points
    Over 570,000 views now: lots of new people experiencing Call of Cthulhu for the first time
  49. 0 points
    All set for a gaslight-era mystery of malevolent proportions: our friends Critical Role are playing 'Shadow of the Crystal Palace', their special Call of Cthulhu one-shot, tomorrow night at 7pm PST
  50. 0 points
    Promo for the forthcoming Critical Role Call of Cthulhu one-shot:
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