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Showing content with the highest reputation on 04/08/2020 in all areas

  1. 6 points
    Here's a basic overview, unlikely to be fleshed out completely as it leaves plenty of space for story hooks and alternate endings. Cults of Prax (classic page 31) replace Storm Bull with the Twin Stars as the founder's father. The sable daughters, each a daughter of the the sable protectress, each found a phratry (a grouping that sits between tribe and clan) Legend says there were seven daughters of course, seven phratries Sables migrate along with other Praxians across Genertela. Hungry Plateau Sables (HPS) settle (a separate phratry) they always maintained contact with Prax. 5 phratries in Prax. Lunars arrive in 1608 with HPS, end up at the Paps where they of course pay respects the Most Respected Elder who naturally acknowledged them. 1610 Lunars arrive - Armistace of Prax - Lunars place Inire the Red, Sable Tribal Khan as Paps Khan. Polarisation of phratries. 2 become Lunarised (embracing HPL lunar cults) , 2 remain conservative (rejecting HPL cults), 1 neutral (leaves for the Wastes). With the support of the Lunars, Inire the Red regains the sable ancestral lands lost to the Pol-Joni and sets up a permanent camp outside Moonbroth. Inire the Red only attends the 1610 & 1611 sacred time ceremonies, then continues his decadent life at his permanent camp. Suffers no cult retribution (ever). Roneer the Hue (leader of conservative phratries) secretly acts as stand in at the Paps, fulfilling sacred roles with Egajia Chewer of Flesh (for over 10 years). Jaldon returns. Egajia (Eiritha) declares Armistace of Prax broken and Jaldon Paps Khan. She declares Inire an outcast. Roneer joins Argrath White Bull. Moonbroth II - Roneer kills Inire and becomes Sable Khan. Neutral phratry joins conservative phratries under Roneer. Sable genocide begins, lunarised phratries scatter (HPS retreat to HP), those that don't escape are murdered (mostly) by the other sables. Uninitiated children are absorbed into other phratries. Sable Khan given land inside the Rubble by King Argrath (no other tribal khan receives this). Sable religion has permanently changed, the twin stars become more important again (and the Lunar cycle acknowledged), the Seven mothers remain embedded with the tribes (they restored the Twin Stars to importance) - but there is no connection to the Lunar Empire now. (Think of Inire the Red as Baron Harkonnen, the Seven Mothers in Prax as the Bene Gesseret bringing the Twin stars myth back to prominence with a moon connection, Roneer as Paul without the religious overtones, more as psycho avenger). Roneer, who started off with the noble idea of saving his people, is Warlord of Argrath, genocidal leader of the Sables, mandated by the White Bull society to fight at the end of world with Argrath. What Praxian is going to call him out. 1625 RQG starts - plenty of room in this to do your own stuff...
  2. 4 points
    For BRP this was already done in october 2009: As the Chaosium Monograph 0383 "Classic Fantasy"* by Rodney Leary * Updated edition for Mythras in April 2016 as The Design Mechanism 500 "Classic Fantasy"
  3. 2 points
    There's a great You Tube channel called Forgotten Weapons available for the Investigator with an eye on 'personal protection'. While it must be noted that many of the interesting ones were custom or rare, I couldn't help thinking that the ... er ... "well heeled" Investigator might consider the Lancaster Howdah pistols (dated from Victorian times for the military and big game hunter) to the U.S. Auto Bandits which available from the 20's up to the early '40s were, in effect, shop-bought sawn-off shotguns! Keepers should always limit because of their rarity and state and country legislation, but might give investigators an interesting option. Seems to me that existing combat/weapon rules could easily be applied.
  4. 2 points
    GWs hard backs of that era were notorious - if one was lucky, one got one that was robust and lasted indefinetley; most seem to have bindings made of fragile crystal that shattered without warning or provocation. Applied to their RQ hardbacks as well.
  5. 2 points
    I just started a new campaign using River of Cradles for RQ3, it's fairly compatible. But definitely need more HeroQuests, and I'll be checking this one out very soon.
  6. 2 points
    I play CoC. ISTR Build is for fighting maneuvers. It shouldn't change the attack roll for ranged weapons or even proper weapons like swords. It is more for things like grappling, and throws, and pinning - basically something other than inflicting damage. In Call of Cthulhu fighting maneuvers can give you (or your buddies) a bonus on their next action, or might push/throw the monster/cultist off a cliff or something like that. The combat flow can go a bit like you say - PC attacks NPC. NPC then decides to fight back or dodge. The difference is that if both PC and NPC get the same success level (normal, hard, extreme) then the PC wins if the NPC fights back, the NPC wins if dodging. Later in the round the NPC might attack the PC and the positions would be reversed. For Cthulhu you don't get people with skills > 100% and cannot split your attacks up like that. So it isn't a concern in that game. But generally I think that attacking (or defending) with 120% skill is still better for you because in that case hard is 60, extreme is 30 - and so you are more likely to get a better success level than your opponent with a skill of 90 (hard 45, extreme 22). When you get your skill up to even higher you may want to split it when fighting minions. However this mechanism also changes games in other ways. In Call of Cthulhu if you face more than 1 attack per round you can still respond to each attack at your full skill (although if there are multiple opponents they get bonus dice for attacking) even if attacked 5 times. So obviously being able to react to each attack gives a different feel to a game - it works in Cthulhu because combat isn't really the core of the game, I am not sure it would work in a more combat focused game.
  7. 2 points
    Thank you, everyone for answering my questions. It was tremendously helpful. It was nice to be able to talk to people who have played in this world before. Most of the people I have talked to who are local say, "CoC, Yeah, heard of it. Sounds interesting." and that is as far as it goes.
  8. 2 points
    IIRC, about 2/5 each went Lunar vs Argrath (and I don't recall the other 1/5th). I presume some of that was entire clans; some were by-warband; some were small family units, some individuals (n.b. any time it was "small family units" or "individuals," those would be exceptions from what was otherwise "entire clans." But I'm not sure ANY sort of "switching loyalty" is uncharacteristic in Prax. The different Tribes have been feuding and sparring since time immemorial; sometimes allying with outsiders to the detriment of other clans, sometimes uniting with other clans to raid outsiders, etc -- ALL the permutations of politics, feuds, wars, etc.
  9. 1 point
    Cosmic horror, which HPL is the most recognized example of, is fundamentally atheistic (and anti-anthropocentric). Stephen King, by his own admission, is a (deistic) believer and humanist. He's a first-rate horror writer, but he moved past HPL's influence very early in his career.
  10. 1 point
    I don't have a quote on me, but I remember him saying something along the lines of being heavily inspired by Lovecraft as a young author - as most horror writers were - but that he grew out of it as he developed as a writer and doesn't think much of it nowadays. So no, I don't think he considers himself or ever aspired to be a "lovecraftian author". There are a few elements and stories in his work that can be deemed lovecraftian, but that can be said of nearly every single horror author out there. I don't think King intentionally ever tried to give his stories a Lovecraft feel, whatever that is.
  11. 1 point
    So you're saying an author can only be "lovecraftian" if they denounce god? What's the difference between "lovecraftian" and "Lovecraft inspired"? That's what Lovecratian means... Also did Stephen King ever claim he aspired to be a Lovecraftian author? I never attributed that to him, he's just a master of horror in general.
  12. 1 point
    Yes, and because of all that, he doesn't truly count as a Lovecraftian author (only a Lovecraft-influenced one).
  13. 1 point
    King doesn't hate christianity. He just hates religious fundamentalism and believes organized religion can be dangerous. Also, he isn't an atheist. He's stated several times that he believes in God as a source of hope and strength. The man writes horror. Subversion of things we deem "pure" and "good" - showing things that are supposed to guide us towards the light instead throwing us into deeper darkness - is a huge part of his writing. Using monstrous christians in his stories doesn't mean he hates christianity, only that he believes christianity can also be corrupted - which is a great theme for a horror story, one that he seems to be very interested in. Questioning faith and christianity isn't automatically an execration of those things. Also, most of his stories are set either in Maine or the american heartland. An evil hindu or buddhist would make very little sense in that setting and feel extremely forced, but a fundamentalist christian or a corrupt priest would be right at home - and be much scarier too, due to familiarity. An evil christian is a much more powerful image in a horror story than an evil buddhist or whatever, precisely because christianity is supposed to be a beacon of light, good and kindness in the western world.
  14. 1 point
    Hi, I have a Southern Reaches campaign (currently in lockdown, sadly) where I have allowed the players a great deal of freedom with their characters. Of the five players, only one had extensive RPG experience, the rest were first timers. Most of the team are experienced wargamers. One character, for instance, found a polar bear cub, raised to adulthood and now rides it instead of a warhorse. Another has become Dean of the Lashingport school of magic (bizarre story), while a third has started his own cult. The fourth player is looking for one of the enchanted items in the rulebook, and the final player is gravitating towards an elite military unit. As a group, they have broken a slavery ring, a criminal conspiracy and a Fey-influenced cult. Their actions have taken me by surprise on several occasions and I've had to rewrite or ignore parts of the campaign and even write new stuff from scratch. Now the game is paused, I've had time to reflect a bit. I worry that I've given the players too much leeway and am wondering how to steer things back on track. Or even if I should "let the dice decide" and see where we end up. So, please, fellow GMs (not just in Magic World but other settings, too), share your stories of "railroading" (hate that term) versus ultimate freedom for the characters. I'd love to hear your ideas and solutions. Stay safe and well. Colin
  15. 1 point
    I think you have it right: Crit = lower weapon HP by full damage amount (can bring weapon HP to negative, but any damage past 0 also goes through to the location). Special = any damage over the weapon's HP lowers the weapon's HP correspondingly (and goes to the location). Normal = if any damage goes over the weapon's HP, lower the HP of the weapon by 1 (and the extra damage goes to the location). I should note that I will definitely NOT be using the rule for crits, as they already do a ton of damage. I don't think a sword crit with no STR bonus should automatically 1-shot an iron sword, so I will keep it the same as a special hit.
  16. 1 point
    Personally, I think investigators should have access to Slayer Laser Lances (patent pending) from "Krull." The weapon fires two to four high-intensity laser pulses, then the stock/haft flips around to serve as a sort of energy-enhanced pike. Good versus annoying Nazgul and Imperial Stormtroopers as well as Mythos baddies. https://www.pinterest.es/pin/381609768406193803/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=eb577ef21fe849b5838af4f4fba563da&simplified=true
  17. 1 point
    I'll have some unofficial thoughts about at least a couple of groups of post-Lunar Sables in my Moonbroth Oasis sourcebook. Should be finished this year, if I can stop writing other scenarios long enough to make progress with it...
  18. 1 point
  19. 1 point
    Hi folks, I'm normally just a lurker here so sorry to be late to this thread. We thought that it was sensible to stop any face-to-face sessions for the time being so I have run a couple of RQ sessions just using Discord which worked because the other five chaps had already had rolled up paper character sheets in previous sessions. As long as you don't try to be too complicated, a session lasting a couple of hours worked well. I had never used Discord before so I spent 20 minutes playing with it before-hand and found that the downloaded version of the PC client was the most reliable, the browser version was okay and the Iphone app was the least reliable as the voice kept dropping out, althugh the chat was fine for all versions. Cheers, Craig
  20. 1 point
    As a CoC keeper, I do allow PCs to increase skills above 100%, through experience checks. I do this for similar reasons as explained by Andyl (anyway, PCs remain much weaker than Mythos creatures....). But in no way I would allow to split their actions. Skills > 100% just allow to make (eventually...) "brighter" actions... and then I use this to emphase more and more, by contrast, their helplessness facing Mythos entities... I know, that's sadism, and I do not abuse of that trick, but from time to time it's quite efficient! And 1% still remains a critical, and 100% a fumble, of course.
  21. 1 point
    Makes perfect sense to me. I think you answered your own question. My advice to all Gamemasters, of all games, is always to trust yourself. If your players are hung up on whether or not you gave the wrong modifier to a firearms roll in low light conditions, you have bigger problems than your modifier choice. I'm willing to venture that most players are going to have an internal dialogue of "makes sense" and "this is a challenge to our goals!"
  22. 1 point
    My interpretation is the same as yours except for your first example. I would have said on a crit of 18 dam vs Normal parry, that the weapon would be at - 6 hps, ( taking the full rolled damage directly) and 6 hit points would go through as damage ignoring armour. edit: minus 6 because weapons can go into negative up to the same value as their hp’s
  23. 1 point
    Some examples might be in order. If I do 18 points of damage on a critical hit and am parried by a weapon with 12 Hit Points, the weapon takes 12 Hit Points of damage and the remaining 6 points goes through as damage, doing 6 points ignoring armour. If I do 7 points of damage on a critical hit and am parried by a weapon with 12 Hit Points, the weapon takes 7 Hit Points of damage and nothing goes through to do damage to the opponent. If I do 18 points of damage on a special hit and am parried by a weapon with 12 Hit Points, the weapon takes 6 Hit Points of damage and 6 points goes through as damage, doing 6 points but armour protects. If I do 7 points of damage on a special hit and am parried by a weapon with 12 Hit Points, the weapon takes no damage and nothing goes through to do damage to the opponent. That's how I read it, anyway.
  24. 1 point
    I remain inordinately fond of Gabriel Bellhanger, a spoof version some university mates created for our university SF&F society fanzine, of Luther / Jerry / et al... In the end, I always come back to Dorian Hawkmoon. Not the frankly rather conventional hero of the High History of the Runestaff (fun though those books are) but the very first Moorcock I ever read - Champion of Garathorm. Dorian Hawkmoon at the beginning of that book was such a resonant, unexpected figure. This is the hero: and he is broken, shattered; obsessively, pointlessly rehearsing scenarios in his imagination in an apparently futile quest to change the facts of the world as everyone else accepts them... Still love that book, and the absence of an expansive, well supported Hawkmoon RPG in English remains a disappointment, especially as for me the best published incarnation in RPGs was Loz's brilliant but alas fleeting monograph, itself a a subset of what could have been. Ah well.
  25. 1 point
    I don't generally include very much about the Elder Races. There's about a page on Arkat's Autarchy (rise, military, fall). From what I can tell, his empire didn't heavily influence the culture, martial or otherwise, of its citizens. But this time, I hope to include historical sketches ranging from the First to the Third Age.
  26. 1 point
    Luther Arkwright is without a doubt my favourite iteration of the eternal champion, even though he's not! 😁
  27. 1 point
    Moon Rune didn't begin with Sedenya. Moonbroth was a lunar site long before the Empire visited. You appear to be giving the average Praxian a players-eye view of entire sourcebooks. Praxians just don't have that perspective (except for Argrath himself). I think the White Bull looks pretty telling, to many Praxians!
  28. 1 point
    Well nothing too crazy for me, it was my 1st and only dive into that version of the eternal champ (also owned Hawkmoon). Seeing as there was never a Jerry Cornelius I will have to try Luther Arkwright, one day. Cheers
  29. 1 point
    I was looking in the Brisbane (Australia) area. Come to think of it.. how was I doing that (the location thingy) mmm?! 😮 Anyway I joined to find other player in my local area!
  30. 1 point
    Oh yeah, I had to bring all my D&D friends into the fold:) It's great that people like you can join the group, every new person is a new cultist... (Paid for by the Esoteric Order of Dagon)
  31. 1 point
    I'm just imagining a bubble of a nice constant spritz of moisture, making everyone inside just a little wet. Only now mist as in fog does it click. The other perfect for traveling in prax or for a newting ally.
  32. 1 point
    I didn't intend to get this far into the weeds. All I ask is that if you're an atheist who feels the need to confront the Evils of Religion (because Reason alone apparently isn't sufficient to sweep away Higher Superstition as we were promised more than three centuries ago) at least be consistent. Don't clobber Pentecostals and Catholics but give Shinto believers and followers of tribal religions a pass because of political correctness. If there is no Higher Power, no supernatural, then its all nonsense. Also, if you're writing horror and spiritual forces don't exist, you've limited your possibilities. Are your only monsters depraved humans? And who's to say they're depraved? Without a Higher Power there is no morality, only survival of the fittest (or luckiest). Go ahead and eat that kindergartener. You know you want to! B-movie space aliens don't count either. They're just D&D critters with cooler gear. 😀
  33. 1 point
    And in the fourth (or fifth, or sixth) age a highway with six lines will be build from New New Pavis to New Yuthuppa to make it easier for the horseless steam wagons to get from one side of Harshax Empire to the other. :-)
  34. 1 point
    The Lancaster Howdah pistols ...
  35. 1 point
    Does Rastagar make the monster empire? do we know the consequences of cutting the gods out of the world? does the seasons stop? do people lose magic? if so, what happens to sorcery and dragons? what happens to the spirits and spirit world? I am just incredibly curious on what the post herowars world looks like
  36. 1 point
    Telmori. I went with a more basic brown rather than the traditional grey wolf. In some ways I was limited by figures on hand, but I like the sheer size of the GW Warg figures. The stone age humans are from the Cro magnons sold by Warlord games. Definitely a bit of a compromise, but hey, I've got Telmori for the table top, and the extra large size of the wolves convey's menace. These guys are a major problem in my current campaign. 🙂 I wouldn't mind seeing some of the more traditional "all wolf all the time" models, but this worked for me. https://store.warlordgames.com/products/cro-magnons-1?_pos=818&_sid=3782987af&_ss=r
  37. 1 point
    My advice here echoes Jonathan Tweet’s, so I’ll just quote him.
  38. 1 point
    Hi Guys, I was wondering what people thoughts were on Worlds United . I keep looking at it, and almost certainly am going to buy it. But was curious what other people thought. it's always nice to get feedback before splashing the cash.
  39. 1 point
    Not really in agreement with the idea that the game's meant to be unbalanced. If it was, then the players wouldn't have time to stop the cult and they'd all just converge on them and gun them down. The power of monsters is overstated a lot, and really, unless you get to the truly big, bad, awful things, a heavy arsenal can handle just about anything you'd expect to run into combat with, and even those bigger things are still vulnerable. Cthulhu was injured by a boat; imagine what a 120mm AT cannon would do. Balance is as important in Call of Cthulhu as any other game, but you have more creative ways of keeping it balanced. A monster might seem immune to every bullet you put into it and appear unstoppable, but its greatest weakness might be the flashlight you have stored in your car, which could burn it up like a pile of dead leaves just by shining the beam on it. Call of Cthulhu combat is less about it being unfair, which it isn't meant to be, and more about being smart, such as not rushing Cthulhu with a pistol and expecting to live. You need to be smart and work together, and remember that brute force isn't always the answer. Discretion's the better part of valor at times, and by going against heavy odds, it's all the more satisfying when you come out on top. At the end of the day though, what Arnie said holds true: if it bleeds, you can kill it. Don't actively seek to kill your players unless they're asking for it, and give them a way to handle challenges, even if it isn't obvious or even immediate. Like just about any roleplaying game it's about making a story and running it with your friends, not killing their characters and gloating about how they couldn't do anything to stop you.
  40. 1 point
    https://dscarpenter.wordpress.com/2020/03/31/valley-of-plenty-heroquest-glorantha-campaign-book/ Interesting news, indeed! I have to say I got quite excited about the premise of this book.
  41. 1 point
    30% by total word count of the entire Work. If a book contains 30% or more new or revised text by total word count it is considered a new work for the purposes of the license.
  42. 1 point
    If someone would mistake your content for material from one of the Chaosium games listed under Prohibited Content, it's not transformative.
  43. 1 point
  44. 1 point
    We'll be publishing our stuff as Troupe Games. Since I like how it came out, here's our logo!
  45. 1 point
    I'd say don't bother with conversions for most NPC opponents: use the RQ3 or RQ2 stats basically "as is," until something strikes you as wrong, then wing it in play. You do not need to be spending your time wrangling numbers before you start playing. If you're using some high-end type like a shaman or sorcerer or rune priest, you might need to take more care, but for grunts and cannon fodder: who cares? And I completely agree about ignoring Passions and Runes for NPCs. They don't ever get to try for inspiration unless it's an important part of your scenario, and in that case they probably succeed by fiat (eg: "The Malani warriors have +20% weapon skills in this assault because they Hate your group after you burned their stead to the ground").
  46. 1 point
    Yes, for the most part do not sweat it.There are two pages or so in the back of the rules to take note of, give them a read.. Easy, I do not do a lot of altering myself. Do make sure the conversions you make are according to and bring the adventurer up to RQG standards and rules and adjust until this happens, CHA is too low, adjust to match RQG rules which either means raise CHA or drop spells until you meet the RQG rules. Easy, Need an 18 CHA to have a Rune Lord, make it so... Easy. Oh, do not raise a passion to 100, for one it is not necessary as rune spells only have a 95% chance to be cast, anyway in RQG and RQ3 and you do not lose much in the way of specials ( a percentage?) and nothing in the way of crits, More importantly passions above 80 mean the player has less control of himself or herself then he or she might be willing to have as 80% and above you are moving to being fanatic and the GM is well in their rights to try and compel you to act against your wishes or have you risk losing percentages if you wish to act against your passion . Remember you are changing to match RQG rules, not to match RQ 3 rules. Some spells will have to be dropped, They are in the conversion rules (there are only two pages in the rules for all conversion so again nothing to sweat over) or have then become special spells known only to the NPC or adventurer. There are a couple more things that I can not think of at the moment, but the most important is MGF, maximum gain fun, use handwavium as desired, it’s in the rules (MGF and YGWV). Needless to say the folk that follow me with advise will give you more changes, notes and thoughts then you can possible use if you play for a century. Use simplicity and fun as your guide read the two or so pages of conversion listen to the points you like from your peers here (including me) and remember to ask your table for their opinions, and have fun. Good luck and cheers
  47. 1 point
    Glad it sounds interesting! We're aiming for a release later this month. So far our playtesters (our normal HQG group we drafted to help) has been having a lot of fun so we're hopeful. We've got some surprises in store for the rest of the saga where we've drifted from canon we hope people like as well! Barring MORE crazy times we are hoping we can get book two out toward the end of the year to keep the ball rolling.
  48. 1 point
    Out now in PDF - Investigate the Cthulhu Mythos during the Harlem Renaissance! Chris Spivey's ENnie-winning breakthrough book HARLEM UNBOUND is back and better than ever. Harlem Unbound 2nd Edition is expanded and improved from the first edition. New areas are shown below: —Seven scenarios (four new to 2nd Edition). —Unique occupations tailored to Harlem. —New Mythos monsters to terrify your players. —Ready-to-play investigators. —Random plot generator. —Crash course on addressing race in gaming. Start reading, start playing now! Buy the PDF from Chaosium now, and you get the full price of the PDF off the physical book when it is released later in the year. https://www.chaosium.com/harlem-unbound-2nd-edition-pdf
  49. 1 point
    For a fictionalized and semi-stylized version of a bit of a mishmash of African architectural styles, the recent remake of Age of Empires 2 released an expansion/DLC with African civilization (Ethiopians, Berbers and Malians, hence the mishmash), but it looks undeniably good:
  50. 1 point
    This afternoon I run Paper Chase from the Starter Set for my son, who is 16... His ex-alcoholic policeman messed up quite a bit but did not die (dying in Paper Chase is hard). We had a heap of fun. I am a long time CoC player but it was a long time I had not run CoC and my very first running CoC7, having played only the CoC7 solos. I love my old CoC books and my resistance tables , but I must say that the 7e rules run smoothly in play and add to the fun.
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