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  1. 13 points
    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but halves the wearer Spot and Search if worn in the dark (NOTE: Darksense is not penalized, sunglasses may be pushed up onto the wearer's forehead as part of the Spot or Search action to avoid penalty). Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  2. 10 points
    I've been running games since the late eighties, and I can't remember the last time I felt so excited about my biweekly session. From stone woman to a trip to Greydog lands to return the corpses before the seven days are up, to today's session where the party has committed to go with Vostor (the one player who decided to use a pregen) on a Humakt pilgrimage to break his bonds to the Seven Mothers. The Battle of the Queens looms on the horizon. 2 players are new to RPGs, the other four have varying degrees of experience. Every single session has been a joy for everyone involved. I'm not sure why I'm gushing long form here, but I guess I might as well post before the game high passes.
  3. 9 points
    I included enough on wyters so people could include them in their games. Here's the Notes on Wyters section in the RQ Campaign book: NOTES ON WYTERS Wyters are intended to be a potential resource for player characters and their community. The description of wyters in RuneQuest Glorantha (pages 286-287) provide a useful overview of wyters. A wyter is the spirit of a given community. Weakening the wyter weakens the community. When a wyter weakens itself through expenditure of points of POW to cast Rune spells, it weakens the spiritual health of the community. If the wyter reduces its POW by half, the community may begin to collapse. Additionally, the wyter must be persuaded that using the magic is appropriate for itself. No wyter will endanger its community simply to function as a rechargeable POW battery for its priest! The wyter is responsible for the spiritual well-being of the community, and among its important roles are protecting the community from hostile spirits, vengeful ghosts, enemy gods, and more. Although such things trouble even those communities with a powerful wyter, this happens far more frequently when the wyter is weakened. Pity the doomed community whose wyter becomes weak enough to be defeated by an ordinary spirit or enemy shaman! Although members of the community may sacrifice points of characteristic POW to the wyter, this is in practice more complicated than the RQG rules might suggest. Normally such sacrifices only occur on the high holy day of the wyter, although a kindly gamemaster might allow an adventurer to sacrifice a point of personal POW to prevent the wyter from being extinguished. It is perfectly reasonable for the gamemaster to only allow adventurers to make such sacrifices – perhaps that the wyter’s characteristics assume that other community members are already making whatever the sacrifices that community can be expected to make. Alternatively, the gamemaster may decide that any community that has been significantly weakened by the wyter’s loss of POW is too spiritually weak to sacrifice POW for the wyter unless that sacrifice comes from the player characters.
  4. 8 points
    Well, the book is again about 98% complete (though with every delay it grows...) and whilst the level of illustration (in both quality and quantity) doesn't approach that of a Chaosium book (there's roughly one picture on every fourth page) it doesn't look too bad. Probably only room for one more sketch, and I believe it will feature a bison rider from Jarst... Here are the first forty pages...
  5. 8 points
    Our friends at TYPE 40 have forged a sword - a RuneQuest sword, inspired by the weapon being wielded on the cover of the RuneQuest Quickstart. We hope to have this wonderful weapon on display at Gen Con.
  6. 6 points
    OK, I figured that may be the case. Still, to newcomers it doesn't look good.
  7. 5 points
    When we converted from RQ2 to RQ3, we said that any spell that wasn't in RQ2 had to be replaced by something in RQ3 and we used RQ3 rules instead of RQ2 rules. That was a mistake. What I do now is to look at what the PC could do in the old system and try to replicate that in the new system. If a spell is no longer in the new system the PC keeps it as it is. If the spell changes then we look to see whether it was nerfed and decide which version to use. If a skill has been lost, we keep it and so on. If a rule has disappeared then we decide whether to keep the old rule or use the new way. So, for the original example, I'd just keep the old RQ3 sorcery spells, if they are no longer in RQG, or would use the new RQG spells if they have been restated. If it means that a Sorcerer PC cannot do what they used to be able to do, then I'd look at what they used to be able to do and find a way to see if they can do it in a similar way.
  8. 5 points
    A friend of mine had a Stormbull called Fretburner who had been told by a trickster, using lie, that having flowers in your hair helped you fight chaos.
  9. 5 points
    It took me hours with my trusty set of Crayolas.
  10. 4 points
    I'd say opposed rolls is a pretty good mechanic, and insofar as the RQ lineage is concerned, I'm pretty sure MRQ introduced it. To say nothing of some clever ideas in RQ6 as well, which is functionally MRQ3. I like a lot of the MRQ source stuff as interesting (particularly considering they filled vast spans that 'today's official sources' haven't covered) and I personally don't give the faintest hoot whether it's canonical or not. If I find material interesting and engaging, I might use it. Why care particularly about the source? The idea that there's even a canon to be violated - and the tone by which apostates are admonished - approaches the worst of the Glorantha Digest days. I REALLY don't see value in Bowdlerizing RQs publishing history. But then, I come from the ancient era where campaigns were expected to be wildly different from each other, there were far fewer resources, and thus may be slightly more inoculated against one-true-worldisms.
  11. 4 points
    I think that guidelines to how wyter normally operate is very useful. My only comment is that ‘war wyters’ such as She That Strikes From Afar (from the bestiary) or Thunder Bird (or any of the unity wyters described in the Glorantha Sourcebook) are going to function quite differently, as combat and warfare is part of their purpose, and expenditure of Power in battle is going to be a more strategic choice. I’d really like to see this fleshed out more, with more detailed rules and guidelines, in a future book on the assumption that PCs (most obviously those running 11 Lights in RQG, but there will be more) may end up core members of such wyter wielding magical groups. It is very clear that use of such strategic level magic is largely about wyters in Glorantha, and RQG should allow players to eventually command such powers. For example, expending a large proportion of the wyters POW on an epic magical feat is something that certainly any community is going to be reluctant to do in normal life. But in the midst of a massive magical battle, such as the Four Arrows of Light, or when your group needs to do something incredible to avoid being eaten by the Bat? These are the sort of situations where PCs will hopefully find themselves in if your game is sufficiently epic - it would be good to have more concrete guidelines about how to handle it.
  12. 4 points
    One of the first systems against which I took the houserule machete was the SR system. First, it's entirely backwards counting up...having the modifiers structured as-is means it 'caps' at 0....there's NO SR difference between Dex 23 and Dex 100, nor between SIZ 26 and SIZ 300. IMO, that's silly. Second, (and I realize this is entirely personal preference) I don't like the predictability of fixed SR with no variability. Knowing ''oh that trollkin went on SR 11 last round, and my melee SR is 6, so I always have 4 SR of doing whatever I want before he can strike" (or from the other side: I'm always going to strike after him, so the 'wait until last SR for called shot' doesn't impact me at all!') seems entirely too predictable. Finally, statements of intent - while we used it for more than a decade- just slowed everything down, for little benefit. After 5e came out and we played some of that "just do what you want to do at the moment your init comes up" makes the fights go faster, simpler, more intuitively, no need for 'change of statement of intent' cruft, and we don't feel we lost anything. Boiled down to essentials, ours gives players a quickness-based initiative, and when two melee combatants FIRST engage, the one with the longer reach (a simplified combination of SIZ and weapon size) strikes first. That's it. Once two combatants are in melee, it's quickness based in which big-heavy-long weapons are at a disadvantage. However, as our movement is simultaneous, as long as the person with the longer weapon can keep backpedalling they can force the smaller weapon to keep 'closing' and thus suffering striking second..
  13. 4 points
    I mean... LIE. Freaking Lie. It's like THE reason to keep a bonded Trickster. "Hello local Lunar census taker/military officer/missionary. Have a beer. Uncle Bobo over there will answer all your questions." Uncle Bobo says: "Don't worry. All the men here worship Barntar the plow god." "Let me think. I'd guess the population of this clan is around 500 people. About 200 adults between 18 and 50?" "Our local militia is about... hmmm... twenty guys? Thirty on a good day." "We no longer worship Orlanth in this clan." "We don't want any trouble with the Lunars." "Of course we didn't steal those cows." "We paid our taxes last week. This is the receipt." (Hands over forged receipt) "Kallyr Starbrow? She was eaten by Cragspider. Good riddance." "I think Delecti has what you're looking for. You should go talk to him. He's super friendly." "We are not the Sartarites you're looking for." No wonder the Lunar field intelligence on the military capabilities of the "pacified" tribes is so terrible.
  14. 4 points
    Greg Stafford and I spoke about Delecti at great length over many years. Of all the things in Glorantha I have loved and appreciated, Delecti was kind of my personal obsession to understand. We emailed and spoke about him extensively, culminating in the lengthy info published about him in an article Greg and I wrote for Tales of the Reaching Moon magazine back in the 1990s.
  15. 4 points
    Of course Mostali have tattoos!! Bar-codes.
  16. 4 points
    True. The literature does strongly suggest that basically ALL (abstract ALL) Sartarites over the age of about 13 are initiates, usually Orlanth for the men, Ernalda for the women. The fact that Harmast hasn't been initiated by 18 is seen as a horrible and strange thing, part of the oppression of Lokimoki. So it's easy to assume that the initiation rates in Heortling society are much, much higher than they are in Peloria. I feel like in Peloria, initiation is reserved for the elite and the vast majority are laymembers. Likewise, combat skills are almost unheard of in the general population. In Sartar EVERYONE serves in the fyrd and EVERYONE has at least a Rune Point or two. Worth noting, both Orlanth and Ernalda have Shield, Orlanth has Lightning, Ernalda has Bless Champion and Heal Body. Plus elementals. Even in peacetime, Sartarites are constantly honing their combat skills by fighting their favored enemy... other Sartarites. Cattle raids are really just practice guerilla warfare. Plus there's the trolls and the werewolves and the elves and the dragonnewts and the broos etc etc etc to deal with. Sartarites are TOUGH. (I still remember the old FOES supplement with NPC stats were the local barber was a goddamn killing machine.) If you're a Lunar unit used to garrison duty, with your only (somewhat rare) combat experience limited to putting down slave rebellions, hunting bandits, and quelling the occasional riot, trying to pacify a Sartarite community is going to be a rude awakening. I played this out in my house campaign when the Lunars finally got sick of the PCs and sent a legion (XIII) to pacify their clan. I let the players organize the defenses. They delivered a series of rude shocks to the Lunars. Rude Shock #1: The population of Treefell clan is triple the official census. Rude Shock #2: Everyone over 13 is at least an initiate. Rude Shock #3: 90% of the adult men and 10% of the adult women are well-trained in combat and small unit tactics. 90% of the women and 10% of the men are trained field medics/support magicians. A large percentage of the adult women are able to respec into combat magic with sufficient warning if needed (VINGA!) Rude Shock #4: Terrain entirely unfriendly to Lunar tactics but super friendly to locals. Rude Shock #5: Locals completely willing to abandon their main town and retreat up into the mountains. Town has no strategic or tactical value. (Lunars are big on taking towns. That usually works back home.) Rude Shock #6: Air superiority. Rude Shock #7: Massive mobility magic. All battle conditions dictated by locals. Rude Shock #8: SO MANY GNOMES! Rude Shock #9: Secret Trickster shrine means special illusion magic for hiding troops. Lie spells shouted from clifftops at massed troops are really really OP. Rude Shock #10: Where did those Dragonnewts come from? Why is this happening to us? It just went on and on.
  17. 4 points
    Bad Crel, quit pointing and laughing at the poor confused Storm Bull... I mean, what else could a Storm Bull be but confused under the circumstances. Up to a few seconds ago he was minding his own business, frothing at the mouth—you know—cult business, and now finds himself, annoyingly, at peace? And some runt of an Ernaldan Priestess is pointing and laughing? Very confusing, says our hero.
  18. 4 points
    Just so we're clear on canon, word of Greg (RQ:G, p.81) is: "Heort’s Laws (an ancient document stating the laws and customs of the Heortling people) recognize four sexes (female, male, neuter, and hermaphrodite) and at least six genders (female, male, vingan, nandan, helering, and none). Unmarried sex between adults is not frowned upon, regardless of the sex or gender of the parties." Sex = ability and role in reproduction Gender = culturally based behavior Hence, vingans presumably can have children, as they are usually female by sex but vingan by gender. But because they aren't 'female' by gender they aren't expected to...
  19. 4 points
    I think the real strength of RPG's is the ability to blend different stances, to wander within the space, sometimes hewing close to an Actor-stance (or any other), sometimes straying further... Author stance, Director, GNS, what-have-you. I think the biggest weakness of that whole RPG-analysis movement from RGFM & TheForge &c was the tendency to try to "solve" or "answer" the "problem." Particularly the effort to come up with "the" answer, or "a best" answer, or even "a better" answer in any general sense. Play the game(s). Have fun. Done. (if someone at the table ISN'T having fun, then sure... whip out the ol' analysis tools, and the pop-psych101, and the interpersonal skills, and whatever; figure out what's going/gone wrong, change it... 'til everyone's having fun again! Done.)
  20. 4 points
    Do remember, though, to caution the adventurers not to negotiate for healing potions in Pavis on clayday, if they're wearing a tutu. Because Iskallor.
  21. 4 points
    I think of Esrolia as being similar to ancient Sumer and Babylon. Big stepped-pyramid temples, monumental "stacking up blocks" structures. Prax is described as all "chapparral," which according to the Google is a type of scrubby desert. I think of the Praxians as basically Great Plains Native Americans but in a desert instead, and describe it that way to my players. I think of the Lunars as basically Roman, though I've taken to calling some of their soldiers hoplites instead because I enjoy it. I feel like Homeric Greeks still does a good enough job to describe the basic look of any of these blokes dressed up in bronze plate. Or something like the Spartans in 300. But those are both contentious descriptions/claims on this forum, apparently. Likewise some of the Sartarite dress looks to me a bit like Iron Age Saxon and Celt stuff from Britain. It's all a hodgepodge of stolen materials, as most creative works are. There's something of a "but Orlanthi aren't (basically) vikings!" push going on, buuuuttt... yeah I feel like describing them as landlocked vikings is good enough. It gets you an idea what's going on. And then things like the tula, the fyrd, the clan structure, plowing a hide, it all feels rather Iron Age Britain to me, as I understand that culture. (I'm describing that from documentary background-watching, not actually saying I'm a professional archaeologist or historian--but neither was Stafford et al AFAIK.) I think of Tarsh kind of like Norman-invasion Britain. Not so much in how things visibly look, but in the mishmash of cultures. Roman invasion Britain would also work, and probably better. The Grazelanders are basically Mongols with different faces in my imagination. Or less barbaric Dothraki from Game of Thrones. Stuff north of Tarsh is, in my imagination, loosely like ancient Han China with its fixation on ranks and dress and precision. Of course there's bunches of rice paddies there too apparently, and that colors my imagination in a certain light. My mind's Lunar Empire feels kind of like China's aesthetic culture with actual access to stone for Roman-scale engineering. And of course Dara Happa sounds suspiciously like a muddling-together of "Mohenjo-Daro" and "Harappa" from Bronze Age India. If you want Indo-Aryan but want to avoid the Greeks, I'd take a look at some Hittite art. They're a "Storm King Pantheon" people of Indo-Aryan descent, around the same time as ancient Egypt (late Bronze age stuff) and the carving pictures I've seen look a lot like some of the stuff in the Glorantha Sourcebook to my eye. Plus the Hittites were super fighty and feudy, though I don't think they were in the clan sort of way Sartar's Orlanthi are described. So if you want somewhere else to look for your Orlanthi picture inspirations, maybe that's a place to go. Hittite frieze (I think that's the carving type?) for reference:
  22. 3 points
    Are Wyter's too strong? Minor Temple, Clan, or Regiment - Community Members 251–1,000 POW 6D6+6 CHA 4D6 Assuming the High Priest of the Wyter is an Orlanthi Rune-Lord Clan Leader with a CHA Full of RP and knows all the spells sited, at the minimum. "That 42 Power Wyter could - on full moon days - cast a Shield 35 with Extension 5 on itself lasting 2 years (full moon doubles temporal spells). Next holy day, having been brought back up to 42 from worshippers, it can cast Shield 30 with Extension 5 for 2 years upon 25 members of the community. Next holy day, do it again or cast, idk, lets say Spirit Armor Enchantments. 30 points worth on 25 worshippers. Next holy day, make 30 point magic matrix enchantments on 25 items. Make 25 items each with 15 Mindblasts seems good. Will that work? It would seem so according to RAW. The math works out to this: use 8 power to hit 40 worshippers. Shield 27 with extension 5. For lunars, that lasts 2 years and cost the wyter 40 Power. The guys getting the benefit from the wyter then sac 1 POW to the wyter each in exchange, bringing the wyter back up to 42 power. In two years, you can imbue 200 worshippers with Shield 27. Why don't we see Lunar patrols and lunar army with Shield 27? Why not everyone who has a wyter? I don't see any limits on how much power can be sacced to the wyter other than species maximum. The rules don't say the wyter can only gain power by marking it, they say the worshippers can give it. So the 20 points David talks about make no sense to me. That's paltry compared to a minor wyter's power or the power that it imbues its worshippers with. I'm guessing these troublesome words need to disappear from the RAW? and sometimes even points of characteristic POW (which could bring its POW up to a maximum of 42)." -Pentallion ( I have no idea how to quote into a new post) Is there some missing link not being seen here? Should a clan or temple, or a Tribe with a BUNCH of Temples be able to muster a couple dozen members of the community with what amounts to immunity to normal damage and all but the strongest magics?
  23. 3 points
    MRQ1 was flawed in many places: both rules execution and Gloranthan background. The production schedules were horrendous. In the other thread, I think Joerg refers to 'four weeks to produce a 60 page supplement'. Well, that's wrong I'm afraid, it was 4 weeks to produce a 128 page supplement, including research, fact checking, personal proofing, personal editing, and then submission to the editorial team. There would usually be a little back and forth on corrections here and there, but mostly the author wouldn't see the manuscript again until it was a layout proof, which you had to read through and provide mark-up corrections for. Wholesale changes weren't possible because they could impact layout considerably (even small changes can), so editorial input after the fact was very limited. And by this time, you're neck-deep in another 128 page, 4 week project, so your writing time on a book at any point was more like 3.5 weeks than four. Yet despite being flawed, MRQ1 did get quite a lot of things right. The character creation process of culture+profession, with skill allocation in percentile blocks appears to be remarkably similar to RQG, from what I've seen (I don't have a copy of it, but have scanned friends copies). Theism and Sorcery both introduced some excellent mechanical concepts too. It wasn't all bleak. For Gloranthan content, I can only speak for my own work, but I took time and pains to consult with Greg and Jeff directly before starting work on any supplement. Dara Happa saw me spend a weekend with Jeff in Berlin where we brainstormed avidly, mapped-out the campaign, went over the canon, and get the thing ready for me to start writing. That was a common approach. For the dragonewt and mostali books, I had several long conversations with Greg on how to portray the races, and he got to approve or veto ideas before I worked on them. I spent a lot of my own money buying hard-to-get Gloranthan items (such as Enclosure and other rare fanzines) that were recommended to me by Greg and Jeff so that I had access to some of the deeper lore that had helped form the canon of the time. I rewrote magic and cult rules so that they'd be workable with the supplements I was responsible for (notably Dara Happa and Fronela). In other words, I worked very hard to deal with the issues inherent in MRQ1, and bring the Second Age Glorantha supplements up to par. MRQ1 had each weapon group (1H Axe, 2H Axe, etc) with a single combat skill for both attack and parry. Pete Nash and I introduced Combat Styles in MRQ2, further developing and refining them in RQ6/Mythras. They reflect how fighters, especially professional warriors, are trained in the use of multiple weapons and techniques at the same time, and reflect that in off-time, when individuals are training, they won't focus on just one weapon in isolation. It's economical skill-wise too, because you don't have to keep track of multiple skills for each weapon. In Mythras, a Combat Style can be supplemented by a Trait, such as Formation Fighting, which lends certain advantages when specific conditions are met. I've been using Combat Styles for so long, going back to the older forms of RQ and d100 combat seems extremely clunky to me now; but everything depends on personal preferences and play styles. There's no 'right' way to do things.
  24. 3 points
    soltakss you old nerd, how exactly does one achieve such a result? It's magic, innit?
  25. 3 points
  26. 3 points
    I agree with this written interpretation, and I tend to take it that far (or further) in my games. That being said, I recall a conversation on these forums last year where I believe Jeff or someone else on the Dev team confirmed that "most responsible adults are initiates" (somewhere in RQG--can't find it presently) really means "Lay Members." Which yes, is super confusing. I don't recall that thread's title, but I believe the context was "So everyone on Glorantha is a game-term Initiate now?" and discussing the change from most adults are lay members. So basically the authors using "initiates/initiating" in multiple senses, which is honestly a right pain in the arse. I understand the author's intentions to be that "initiating into adulthood" doesn't mean gaining Rune points. However, I do play My Glorantha as you've described; almost every person is a game-Initiate, with Rune points and magic powers. Most are of less adventures-relevant deities, like Barntar the Plow God or Uralda the Cow Goddess, but nearly everyone has a little Rune magic. I do this for a variety of reasons, one of which is so I can tell my players "don't go murder-hoboing into a tavern brawl if you don't want to deal with Orlanthi farmers chucking Lightning." Related to that thread, IIRC, were discussions about how the adventurer creation rules don't reflect average folks, in contrast to RQ3's creation rules (I think?) which were meant to generate normal schmucks who became adventurers and major figures. This is even true of the "normal" occupations like Farmer, Fisher, etc. My understanding is that a random Orlanthi farmer is not created by slapping the Farmer occupation skills on (although I suggest that the base skill% + Homeland modifier is probably relevant for reflecting Gloranthan realities).
  27. 3 points
    I feel like ultimately, here on the forum it's better to just state the source, rather than imply it. In part this is because most of these adventures are very old and an interested player may have browsed them already, but also because if the person asking has never heard of River of Cradles or Rainbow Mounds or wherever before, then they may not get where you're referencing obliquely. Further, my gut says that the folks more likely to make their way to the forum asking specific questions are GMs, not players, so adventure spoilers aren't as significant. Now, if we'd just had some huge adventure pack come out with some really surprising and interesting twists and traps, I do feel your concerns would be really relevant in the same way that worry over spoilers was going around online shortly after the release of Avengers: Endgame.
  28. 3 points
    You know your group best, so what follows may be totally off-base... In general, I (personally) would not ask MOST players to read a multi-page document. I realize you don't need the lessons below (being a teacher yourself); but in large part I am answering YOUR query with suggestions & ideas for OTHER new GM's who may be more daunted. As stated, I wouldn't try to get buy-in for a multiple page document. I'd likely have multiple 1-page documents (each prominently titled)... A page on game mechanics (possibly an extra page for mechanics of magic) A page on Sartar & on the Colymar Tribe. It can be copypasta from the rulebooks (or skipped if the players are happy to read from the books!) A page reviewing the main enemies -- Colymar Tribes' Sartarite rivals & foes; the Lunars; the Telmori, etc A page of Cults, the "everybody knows this" about all the PCs' cults and any significant NPCs' cults. A page per Cult for each PC's cult, for that player to keep with their PC A page each for any (if any) RQG background outside the Colymar if someone's playing one: Praxian, Esrolian, Old Tarsh, etc etc etc. It can be copypasta from the core rulebook (or skipped if the player is happy to read from the book!) (This is like #2 above, but for a singular, un-shared background). Maps/pix - Glorantha (the whole universe) Genertela, DragonPass & surrounds, Sartar, Colymar lands, the immediate Tribal lands/holdings (i.e. their "home turf" that they know well), Clearwine; images of Sartarites (and images from other cultures, if being played). Making it several 1-pager's creates more "bite-sized" infodumping (the risk of TL;DR'ing new players out is a real risk, or always has been IME). I'd have 2-3 copies each of #2/#3/#4, and 1 of each image in 7, to share 'round the table, refer back to as needed. I'd have #'s 1 & 5 (& 6, if any) per player, that they keep with their PC.
  29. 3 points
    More seriously (?), I was part of a party that was in a town where the watch continuously found humans drained of their blood with 1 hole in the neck. We discovered all the murders were done by a duck vampire, rune lord of Vivamort, that drank blood with an iron straw (he had no teeth). We fled.
  30. 3 points
    But ... But DAMMITALL ... . . . No, Bill. This time you've gone too far! No Ulerian shaman! 😉
  31. 3 points
    View File Magic World GM Screen A 6 page, landscape format, GM screen that you can print out and put in one of those DIY GM screen thingies (or just leave it open on your laptop and save a tree). Includes some useful tables for combat, movement, prices, and some other odds and ends that I always find I'm flipping or searching for. MagicWorld_GM_screen.pdf MAgicWorld_GM_screen_noimage.pdf Submitter Nick J. Submitted 05/23/2019 Category Magic World  
  32. 3 points
    It's not like the Lunars hadn't encountered that high initiation rate earlier, when Hwarin Dalthippa suborned the Sylilan bear Orlanthi to establish Lunar rule over the Provinces. But then, those were fights between pro-Lunar and anti-Lunar Orlanthi, and the level of organisation of those Orlanthi wasn't anything to write home about if the Talastari are the measure of that. If you want something similar to the Roman distrust of the German cold and dark forests, the theme of the oppressive mountain peaks that obscures so much of their beloved sky and on occasion even the Moon, in combination with the absence of the Glowline, and the vast over-abundance of rain (compared to the Pelorian bowl, which gets most of its water from irrigation, even for "dry farming"). The community support bit will blow up in the Lunar faces when the Flame of Sartar is relit. With the kingdom's wyter fully functional again, the Sartarites might experience a cohesion tighter than the empire - at least while the Mask of the Emperor is ever more disfunctional.
  33. 3 points
    "It were horrible, Lucius. They told us the 'cluding blues were just a bunch of farmers and shepherds. And we believed 'em. Until the lighting started. So much 'cluding lightning. It's all corflued now, you ask me. We never should've crossed the Line."
  34. 3 points
    Yes. You might win, you might lose, you might end up as dragon-lunch or run away screaming, but why not try? Encountering a Dream Dragon isn't always about combat, but sometimes it is. If you think it's too big and powerful to fight directly, you think of inventive ways to kill it. Hiding in a put and gutting it, wearing spike armour that impales it as it constricts you, feeding it poisoned sheep, jumping on its back and stabbing it in the head, wearing special armour and letting it swallow you then tearing your way out from its gut, there are many ways to kill a dragon.
  35. 3 points
    The obvious gap is *known* ancestors. In a tribal community, everyone is somewhere related to everyone who came before... Which would include tribal shamans, priests, heroes etc.
  36. 3 points
    To me, "evil" requires awareness & intention. A lion killing and eating me isn't "evil" because the lion hasn't enough awareness to realize that "I" exist (except as a not-yet-caught meal, for which a fresh bit of roadkill is an adequate (less fun, but much easier) substitute). It has no intention to "hurt" me, because "I" -- as an entity commensurate with the lion itself, capable of pain -- do not exist. The lion may be dangerous, may be terrifying, etc. It isn't "evil." That doesn't mean I won't fight it if it comes for me, even pre-emptively kill it if I think it will try to take me. A person intending to kill me, for whatever reason, is much closet to "evil." In fact (unless they're insane and (like the lion) unable to grasp that "I" exist as another entity) I will place them entirely over into the "evil" category. "Chaos" isn't itself capable AFAIK of that kind of awareness or intention, so it isn't "evil" in the same way. HOWEVER, a great many of the AGENTS of Chaos (Gbaji, Wakbaoth, etc) are indeed "evil," possessing the necessary awareness and intention. But -- even though it isn't "evil" -- that doesn't mean I won't fight Chaos however it comes for me, even pre-emptively strike to neutralize it, if I think it will try to take me.
  37. 3 points
    This is exactly the idea I hit on with my GM the other night. Broyan took a bunch of dudes up to the bat and had them all expertly bring it down. I can see how with the right spells, proper preparation, and enough community support could allow Broyan to lead an attack on the bat and wound/kill it. There are HQ abilities and all sorts of other stuff he could be using but, there is no way right now other than handwaving mythical powers into existence for PCs to get stuff like that. I can see most groups of adventurers that get to a high enough level forming or acquiring access to a wyter through at least one party member. A High Priest of Any Temple is connected to a wyter, the Clan leader is connected to a wyter, tribal leaders are connected to wyters, regiments can have wyters, hero bands are a different thing, or not, I dunno? Even at the bare minimum a wyter acts as a highly reliable alternative/replacement for a Divine Intervention. An Orlanthi-connected wyter can Teleport whole parties away (Thanks Mastakos), Heal Bodies (Thanks Ernalda), and Darkwalk parties into and out of danger. All of that is still incredibly efficient, even if you can only fill its POW once per year, AND all the PCs have to pay for it.
  38. 3 points
    I think they are free to any cheeky young Raven who asks nicely
  39. 3 points
    I don't think having to take care of geese is much of a cost for rune lord powers?
  40. 3 points
  41. 3 points
    Of no import, but I pronounce them: OR-lan-thee PA-vis (pa as in pack) XUN-chen (the Chinese sound that was originally transliterated as "hs")
  42. 3 points
    I find myself that podcasts are easier to fit into my schedule than YouTube channels -- I only have a short commute to work, and a bit of workout/running to let me eat chocolate like I used to, so I listen to podcasts during that time. In comparison, YouTube channels require your full attention. But there are also written-word feeds you can follow if that's more your jam -- I follow some filtered version of RPG.net and ENworld news, and receive the newsletters/follow the official blog feeds from Chaosium and other usual suspects (Pelgrane Press, Arc Dream, etc.). Back to the OP, I think another good book people might buy pretty soon after the Starter Kit and Core Rules book is the Pulp Cthulhu book. I've seen people get into Cthulhu with the wrong idea: they thought you could create characters with magic powers from the get go, or they didn't think it would be as hopeless and bleak (expecting action/horror instead of cosmic horror for instance). I think the Pulp Cthulhu sourcebook lets non-HPL/cosmic-horror fans still have tentacle-rich fun, and that's probably an option they need to know about early on.
  43. 3 points
    Are you sure this isn't the message you intended to write from the outset? The real-world-parallels chestnut is bait that brings out the worst in the grognards, and recent developments in Glorantha have purposely steered away from more concrete comparisons that bog down in argument instead of play. A skim through the art in the book gives a strong flavor of the cultures in and around Dragon Pass in dress, weaponry, and mythology. And the sections on homelands provide succinct summaries of the cultures. I find it hard to miss, especially going into it already knowing what to look for. It's too bad that you assumed that grousing over minutia on a message board typified the new edition of the game. It's also too bad that you decided to engage in it yourself. Message boards are too often distractions from actual play. Best of luck playing the games you enjoy. !i!
  44. 3 points
    I'm with you and @HreshtIronBorne on this one, @Pentallion. You're exploring the rules given to you by the designers. If the rules about wyters had been playtested more rigorously, we might have seen some limits published in the RAW. I think you found a very interesting set of ideas and rules around wyters and clan war. Some reasonable limits have been proposed to tone down the pure power-plays, leaving some powerful new options for RQG play. I've taken some notes for use in my own game. I find this thread interesting for addressing the stunt monsters in the Bestiary like the Crimson Bat or Cwim. I understand that they're designed using a "LOL, this is funny" principle and I couldn't see a way for RQG characters to ever challenge them (using the rules we currently have). But now we've got this "burn down your wyter" idea to think about. Can it be theorycrafted? Maybe. I'm probably not the one to try. But it expands the horizons of what's possible. And before the grognards start declaiming about AD&D/Deities and Demigods/"If it has stats, we can kill it," I know. I know. I've been around a long time. I read about it in the letters section of Dragon.
  45. 3 points
    Craziest familiar one of my players ever made never got actual play as the game ended and I believe that was the last thing ever done. They drained a wyvern of its blood then gave a ghost of a shaman size so that it would be the ectoplasmic plasma so to speak, ie, the wyverns ghostly blood. Then bound the ghost into the wyvern. Wasn't really an undead wyvern since it now had a soul, albeit a dead shaman's soul that flowed through its veins. Decided the eyes glowed ghostly blue. RQ3 days. Was more maximum game fun than something that would probably work per the rules as written.
  46. 3 points
    That is a perfectly reasonable approach. Based on that, I would suggest that you make the bolded sentence in your text more definitive. When I first read it I felt the end of the paragraph was wishy-washy and my reaction was "wait, I do not want the game to tell me perhaps how a wyter work. This is a critical aspect of how a wyter is modeled by the rule and I'd prefer the designers to tell me how they intend it to work".
  47. 3 points
    The idea behind this abusiveness is that it would be done during the holy days as part of the ceremony. For that precise reason. I didn't write the rules. So how am I supposed to intuit the "spirit" of them? For all I know, you want uber powerful characters and the adventures that come out will have wyter buffed NPCs. How am I supposed to infer anything but what is written down and figure that playtesting would have exposed this as a flaw. I have to go by the assumption that it's a game design decision. But now that I understand what the "spirit of the rules" are, because that wasn't really spelled out in the actual rules, I know to simply disallow the wyter to gain power from worshippers sacrificing to it. Then the game will simulate Glorantha more faithfully. Thank you.
  48. 3 points
    So you have a maximum POW wyter for your example, rather than the normal 27 POW, CHA 14. This is obviously SUPER-clan, whose wyter is some god. Your wyter has 42 points of POW. In theory, it could blow 41 points of POW to cast Rune spells, but that is stupid unless this is a murder-hobo wyter. That wyter's POW has all sorts of other functions, like being the spiritual force of the community, keeping hostile spirits out of the clan sacred lands, etc. Reducing the POW of the community spirit weakens your community - this should go without saying (and not something that should need clockwork mechanical things). Why are the other clan members going to give up their POW - their SOUL - just so that our rules-lawyer chieftain can feel super-swell? Heck, reduce your wyter to POW 1, and maybe just it gets captured by a hostile shaman. Maybe some weak hate ghost with POW 15 decides to take its vengeance. Maybe a ritual enemy that normally is obeisance now can manifest.
  49. 3 points
    especially if you run it as a campaign in which you gradually wear down the opposing wyter. I can see a great deal of game fun there as the PCs develop interesting attrition tactics that don't implicate them enough to bring immediate retribution (though that might be fun too).
  50. 3 points
    This isn't very helpful as a response to someone who is relatively new to RuneQuest and Glorantha - referring them to a bunch of HQ products they don't own, and the GtG which is for seasoned Gloranthaphiles rather than newbies. This is precisely what lordabdul appears to be trying to avoid by asking for a few notes on this forum. Feel free to hate away, but perhaps not as a response to someone new to the game who is making a reasonable request about something they are interested in?
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