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  1. System-wise, there are distinct similarities: Same characteristics - 3-18 range Hit Points per Location Percentile Skills Passions Cults Detailed Combat Lower & Higher Magic forms Creatures with full stats, so playable as characters within reason and some bounds But there are differences within the common elements. Mythras differs here: No General Hit Points Mythras uses Luck Points and Action Points Skill values based on sum of two characteristics (or a single characteristic x2) Different spread and handling of skills: Crits on 1/10th skill value, no Special Success, no Resistance Table Passions augment skills without having to roll, and don't risk reducing a skill if failed Combat takes a very different approach to resolution with a lot more tactical options and the use of Special Effects No Strike Ranks - Mythras uses weapon size and reach instead Magic works very differently. Five systems: Folk Magic, Animism, Theism, Mysticism and Sorcery - all fully detailed, but with different approaches and effects Another underlying difference that may not be so evident is the design philosophy behind the Mythras rules. It's not based on RQ2 to the same extent as RQ:G, and therefore a lot design choices and decisions move away from design decisions that underpin RQ2 (such as the Resistance Table). But the two games have a common heritage and thus a lot in common. Mythras is a toolkit that requires some thought from the GM, whereas RQ:G is tied to Glorantha and thus has that consistent reference point throughout. As David Scott suggests, take a look at Mythras Imperative which gives you a very good idea of the system, and showcases the differences I've outlined above.
    12 points
  2. Someone rolled a 01! The first RuneQuest Starter Set sold anywhere in the world... we got some advance copies in for Gen Con, fresh off the boat. If you're at Gen Con hurry to our booth #403 before they all disappear! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    10 points
  3. A Rough Guide to Glamour has just won the Gold ENNIE Award for "Best Organized Play 2021." Awards ceremony here. Acceptance speech here. Excuse me while I have a little lie-down.
    9 points
  4. Here's the thing: just about every culture in Glorantha could be the "bad guys." Or the "good guys." It all depends on your perspective. Trolls, Orlanthi, Praxians, Lunars, Pentans, Telmori, Char-Un: you name it, they're all seen as irredeemable villains by various other folk, who know them only as enemies and don't share their sane and reasonable world-view. And it's also perfectly possible to play games with any of them as heroes, doing good things in a culturally-appropriate manner. The traditional exceptions are the Creatures of Chaos (broo, scorpion men, ogres, etc.) plus a few specially-designated Enemy Kingdoms from the old Orange Box (off the top of my head, that was just the Vadeli and the Kingdom of War). I suppose another set of exceptions would include peoples seen as too weak to be dangerous: Oasis Folk, Boat People, Ergeshi, Baboons, Ducks, Trollkin and their ilk. Picking on them only makes you look petty and vindictive. (And maybe you are? Who knows!)
    7 points
  5. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) Diary #11: The back covers make a map! (guest post by Michael O'Brien) Diary #12: Putting the SoloQuest in RuneQuest A guest post from Chaosium's James Coquillat and David Naylor Last year, the two of us were excited to be given the chance to help write the upcoming RuneQuest Starter Set's solo adventure. As Jason notes in his previous Design Diary, this was to be a one person scenario introducing new players to the setting and mechanics of RuneQuest that would also excite veteran adventurers with a thrilling standalone story they can play through on their own. In the solo adventure the reader plays as Vasana, a capable warrior and leader, as she experiences the perils of a pivotal battle in the war between rebellious Sartar and the Lunar Empire. As relatively new Glorantha fans ourselves (both born over a decade after the third edition was released), we worked closely with the RuneQuest creative team to develop the scenario. Using Twine, the open-source tool for telling interactive, nonlinear stories, we designed the story structure and incorporated all the mechanics and mythology that made us fall in love with RuneQuest. As Vasana navigates the conflict, the reader will learn crucial RuneQuest mechanics like drawing inspiration, using rune magic, striking, parrying, and planning manoeuvres. They'll have the opportunity to choose their own route through the conflict and, depending on Vasana's actions and success, the Battle of Dangerford's outcome could be very different. Using the standard solo adventure framework of branching narrative threads, we pinned distinct scenes that would always happen and used these situations to teach fundamental mechanics. We then allowed the branches to splay apart and ripple with the reader's actions so that unique events and mechanics could be introduced. Not every reader will discover the relevance of the Crimson Bat. Not all readers will stand before the Judge of the Dead and enter into Spirit Combat. Some readers will favor stealth and finding secrets. Others will charge headlong into battle and earn honor for their name and tribe. Each playthrough will give different results and although set pieces will be revisited, they'll never be quite the same. One way we made sure that each reader's playthrough will differ is by tallying a Battle Result Total (BRT) throughout the adventure. When Vasana's actions give the Sartar rebels the upper hand, the BRT increases. When she fails or costs them valuable resources, the BRT reduces. Depending on the final tally, the battle can have several different outcomes. But we won't mention them here. Some things are best discovered! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    7 points
  6. It's nearing it's way through layout.
    7 points
  7. I don't know which scenarios you're referencing so can't comment on those specifics. (The Quickstart/Broken Tower or the Dragon of the Thunder Hills maybe?) But there are several situations that do not violate the compromise. Worship ceremonies are an obvious case - you bring a portion of the mundane world into synchrony with the Gods World, so you've moved into an environment where the gods exist and can be interacted with directly. The gods should still act in accord with what they are, which is bound into the compromise. There are portions of the God Time that have been trapped within Time. The Eternal Battle, the Hidden Greens, and Castle Blue are among those sites. Certain gods can be encountered in those places because you're in the God Time, even within Time. And then there may be certain minor deities such as Idrima who were effectively bound within Time in some fashion, and can manifest a portion of themselves to ask for worship, at a site associated with their being. As long as their actions are consistent with their God Time being, then that has not broken the compromise. Consider that Yelm is manifest in the mortal world as the Sun, Orlanth as the wind and thunderstorm, Ernalda as the earth you walk upon. Those are their bodies, and they exist in Time, and they can manifest the powers they always do. Potentially, if you listen closely enough they will speak to you with a whisper of the wind, or a tremble of the earth, or through your dreams. If we take Idrima as an example, she presumably was one of the Earth goddesses who went to sleep in the Godtime. Most such goddesses awoke with the Dawn. The action of Earth going to sleep and waking is part of the Great Compromise - you see it manifest every year in the annual cycles of the Earth. She seems to be associated with a particular site, the Broken Tower. Why she has awoken now and not earlier is a question, but the Dragon's awakening probably has something to do with that - cracking the Earth in some way for the seed to emerge. So anyone entering that site in some capacity infringes upon a portion of the Godtime released through Idrima's awakening. If she receives enough of the right worship, then the Broken Tower may become a shrine/temple and a portion of her serves as a goddess within. If she does not receive enough worship, she will likely go back to sleep. Likely, you are only seeing a portion of her awareness manifest in the mundane world. She exists in the Godtime, but like a dryad or elemental or certain other spirits, she can manifest a portion of herself in the mundane world within that specific location. What she can't do is be fully present as a figure that has free will to roam across the land wherever she feels like going. She also cannot do things she did not do in the Godtime. If you were to free her to do so, then at that point the Compromise would break, and there would be some manifestation to "snap" her back into place.
    7 points
  8. I get the impression that people are confused about what the Great Compromise is. The eternal gods themselves would have ceased to exist but for the Cosmic Compromise, whereby the gods that still existed abdicated their free will within the temporal world voluntarily, rather than lose their All into the maw of nonexistence. The gods remained eternal, at the cost of being restricted henceforth to only the deeds they had performed during the God Time, which are now fixed and unchanging in the world of Time. If the gods were ever to transgress their fixed and allocated positions in the Cosmos, they would enter the shifting world of Time and would be destroyed by Death and entropy. So when a god acts within the temporal world it does what it always has done. Orlanth is a great World Storm and sends storms and thunders, only to part for the Sun, but then return again. The gods exist as they did in the Gods War, Death co-existing with Life. Within the bounds of their Gods Time actions, the gods exist eternally. That is for the good and the bad. Disease cannot be completely banished, mortals are doomed to die (unless an individual mortal becomes something else), and each dusk the Sun shall descend into the Underworld. There is a set pattern to the cosmos. The gods' worshipers are not so bound and they can wield the god's power. Whenever someone casts Rune magic, that is the god in action. That does not violate the Compromise (unless those mortals manage to change the pattern of the world by their actions). The Red Goddess was a new greater god appearing in Time. Her deeds changed the pattern of the world. Some consider the battle of Castle Blue an amendment to the Great Compromise, and now even the Red Goddess is bound by Time. But her worshipers are most definitely not.
    6 points
  9. A key thing contextually here is as emphatically as Jeff is stating things as being the way they are now, they also non-trivially contradict things he wrote years ago in products that were still in the regular catalog earlier this year (as opposed to the explicitly deuterocannonical Vault) and were referenced on glorantha.com as works upon which future Glorantha products would be built until fairly recently. (And the still-on-sale Guide is more congruent with the HQ2/G materials than it is with some of these more recently presented perspectives.) Now, Jeff & the rest have every right to make changes to the product line(s) that reflect their evolving tastes and perspectives on such matters as they deem fit. That's entirely legitimate. Let's not pretend though that they weren't also selling Sartar - Kingdom of Heroes at full-price concurrently with the new RQG stuff, which you that in Sartar the Yelmalio cult has 3000 Initiate and up members, while the Elmal and Redalda cults have 1000 each. Similarly, a Guide to Glorantha bought today still lists the Sun god in the Orlanthi pantheon as Elmal, and that his Runes are Truth and Fire. That's a different picture than the new messaging paints. It's not just that YGWV. Chaosium/Moon Design has/had multiple varying Gloranthas on offer as well, concurrently, and that when they have previously said, "I know things were a bit all over the map at times in the past, but here are the works we will reference going forward in new products..." there was an unwritten "...until we change our minds again." Once you walk something like that back the very concept of a canonical point of reference gets a bit squishy. Again, they can and should change things if they think it's the best move for whatever reason, (even if I don't like it, lol) but the more often they do the more limited any pronouncements of "this is how it is" become.
    6 points
  10. A mortal family tends to replicate the patterns of their divine family. Note the words "tend" and "patterns". As Ernalda is the Goddess of Women, she embodies the role, position, and power of woman. And so on. A thane is a tribal or clan office associated with the Orlanth cult, which happens to be the patron deity of the Colymar Tribe. Not surprising it at least requires being a member of the cult. The settlement system described in Dorastor is a local variant and likely reflects the nature of the Risklands settlements. It is possible that it is not even typical for Talastar. Again, not surprising that a tribal system closely tied to Orlanth Rex is going to be based around the members (lay, associate, and initiates) of that cult. But remember, the land belongs to the Earth Temple. It is protected and used by her husband-deity. Yelmalio is another husband-deity of Ernalda, and acknowledged as such. But usually the Yelmalio cult works best where it is the local dominant husband-deity. The 7 Mothers is not and they operate outside of the normal structure of clan and tribal life. They are present of course, but do not easily fit into rural clan and tribal life. Where they are very few, exceptions are easily made. Where they are numerous, exceptions must be made to preserve the peace. And where they have powerful friends, those exceptions are even easier to make. Does that help?
    5 points
  11. My three rules for playing a trickster. Drive it like you stole it. Be a dick in character, but not in real life - don't ruin the game, be the game. Enjoy the spectacular crash. Let it happen when the time comes. And that's just my way, there are other ways. If I did it again I might do it a different way. Tricksters aren't for everyone, and they aren't for every group. It requires a certain amount of buy-in from everyone.
    5 points
  12. Suffice it to say the decision was the end result of a lot of deliberation and not done on some whim. It had nothing to do with Gen Con timing or the release of any other game, or the end of the business quarter. PS: Chaosium offers older Pendragon things because we inherited them from Nocturnal, who used to sell them. PPS: We don't have any immediate plans to release more older CoC titles right now. We are devoting our energies to fulfilling the current Classic Kickstarter and working on other current 7th ed. products. After the kickstarter has shipped we'll start getting other older titles back into print. We got HotOE and BtMoM back into print, as well as CoC 2nd ed and 5 classic supplements. That's not bad for the last year or so.
    5 points
  13. Here's one for the ages... There are a whole group of broos who have no chaos taint, at large in the world, but most people never twig to the fact. They are called satyrs.
    5 points
  14. Hi, the automatic SSL renewal didn't happen. I've manually renewed the certificate now. Sorry for any inconvenience.
    5 points
  15. This year marks the 40th anniversary of Call of Cthulhu. To mark this special milestone in tabletop RPGs we've produced a special limited edition Keeper Rulebook. This limited edition features a magnificent new leatherette cover and dusk jacket design. Additional material inside includes personal accounts by some of the early creators and contributors to the game, new endpapers, and the re-inclusion of the 'The Haunting', the classic scenario that had been in all editions of the game up to 7th edition and has been something of a rite of passage for thousands of Call of Cthulhu fans. Advance copies at Gen Con! Our official release date for the 40th Anniversary Keeper Rulebook is October 2021. But we're bringing a very small number of advance copies to Gen Con! If you'd like to buy one there, we advise you to come to the Chaosium booth (#403) quick smart!
    5 points
  16. An alchemical exegesis: There are, of course, several planets that move in the Gloranthan sky: a blue planet, a red planet, a yellow planet, a pale yellow planet, a white planet, a broken orange planet, a dark red planet, a twin planet that changes color, and a boat planet. There's also a gray planet, and a lost planet. But never mind them. Now, in historical alchemical texts, it was conventional to use astronomical names as references for various metallic substances. Let's presume that this is the case in Glorantha for a moment. We have the following known common metals of Glorantha: Lead Aluminum/Mercury Copper Gold Tin Bronze Silver Iron Either eight or nine. There are currently nine planets. Let's play around for a moment here. Uleria/Mastakos: the blue planet, moves quickly across the sky, seems likely to be associated with water somehow. Dendara/Moskalf: the white planet, definitively associated with earth Lightfore/Yelmalio/Kargzant/Antirius: the yellow planet, the Little Sun, clearly associated with fire and the Sun. Lokarnos/Issaries' Mule: the pale planet, presumably a very pale yellow, elemental associations uncertain Shargash/Tolat/Jagrekriand: the red planet, associated with fire and sex and war and death. Orlanth's Ring: the broken orange (and green) planet, associated with the air. Artia: the dark red planet, associated with the moon. Twinstars: the color-changing twin planets, associated with the moon. Boat Planet/Anaxial: the boat planet, associated with boats and presumably with the sea. We can make some elemental associations right off the bat: Lightfore: Gold Orlanth's Ring: Bronze Uleria: Mercury (Quicksilver) Boat Planet: Aluminum (it floats) Dendara: Copper What is still needed: lead, tin, silver, iron. From here, it gets more speculative. One scheme: Lokarnos: Tin. Pale planet, associated with the predictable motion of the Sky Dome. Shargash: Lead. Shargash is an underworld deity. Artia: Silver. Artia, as the bat planet, has very plain associations with the Moon. Twinstars: Iron. Last planets to be identified as such. But then again, three of these are southpath planets. They move irregularly. So let's assume Lokarnos is tin-associated and consider a more complicated possibility for the Southpath: All three planets on the Southpath carry all three associations in different quantities. That is, Shargash is the iron planet because of his association with violence and death, the lead planet because of his underworld associations, and the silver planet because of being the first planet to complete the moon technique of death and resurrection. And Artia is the iron planet because bats are associated with death, the lead planet because she's also an underworld deity, Nightdaughter, and the silver planet because moon. How are the Twinstars associated with iron or lead? That demands further development/research (i.e. it beats me!!) But the inconsistency of the three planets in their motions is explained by their variance between these three phases, as they attempt to incorporate the sky's opposite, the artificial metal, and the balance metal of the Old Gods. So after all this alkahestry, are we any closer to an elixir vitae? Perhaps, perhaps not, but the value is in the journey.
    5 points
  17. Non-Facebook versions: Ernalda In Sartar Orlanthi ownership
    5 points
  18. Xyserdon was indeed what I was thinking of. From what Ben was kind enough to let me see, it is a fantastic setting with huge potential. It is a crying shame it has not seen the light of day. If I remotely had the skills and resources to help get it published I would offer to do so. As is, if any publisher with those skills and resources is thinking of PMing Kevin, I will say I will throw ridiculous cash at any kickstarter or conventional publishing approach and will be VERY vocal in encouraging others to do so.
    5 points
  19. The downloads section of this site include a variety of resources for you to play heroic fantasy settings using BRP, Elric!, or Magic World rules. For example, long long ago I adapted the Hyborian Age for use with Elric! here's the character creation system and a character sheet: https://basicroleplaying.org/files/file/64-conan-character-sheet/
    5 points
  20. *sigh* there was a fantastic, original setting planned (and largely written) for Magic World that never saw the light of day, alas. https://www.drivethrurpg.com/product/110168/Legend-The-Spider-Gods-Bride The above is the only other thing that springs to mind. It’s for Legend, so easily adaptable to most other flavours of BRP / D100.
    5 points
  21. All mythology is experienced. The myths are eternal and the pattern set, but our experience of that is what we actually experienced. Hope that helps!
    4 points
  22. Bah. If you read or played The Duel at Dangerford, you'd know that King Moirades of Tarsh was the Vladimir Harkonnen equivalent, at least posthumously. Thank goodness this is the Dumbest Theory thread! (Moirades would actually make a totes legit "floating fat man," given the ascension/levitation and orgiastic practices associated with the illuminated Lunar elite. This is now part of my headcanon, and I will take no further questions)
    4 points
  23. On the Swords and Sorcery front I used to publish The Savage North for OpenQuest. After a good ten years its finally out of print though to make way for a new version The Saga of the Savage North 🙂 Here's the detail of the cover by Jon Hodgson, out later this year, early next 🙂
    4 points
  24. We continue to update and redevelop older scenarios in balance with new material. Converting older material remains an easy option for scenarios that have not yet been updated. And vice versa 7th edition continues to be a very popular edition and is bringing new folk to Call of Cthulhu everyday of the week. It’s great to see the love for the game from old and new players alike. Thanks to you all for continuing to support Call of Cthulhu and Chaosium. Best regards and Cthulhu F’tagn!
    4 points
  25. So, a year and a bit on - would anyone be willing to look over a revised set of Weapon Classes and tables I have put together? I've gone back to the Elric! source(s) (original book and GM's Pack) to try and correct some of the OCR / transcription errors that snuck in, as well as revising the weapon groups a little to make them more logical / coherent - I make no particular claim to the latter changes being "more accurate"! It also includes a few nips and tucks regarding e.g. strangler's cord, burning torch. Since a chunk of the text describing the weapon's classes is verbatim from Magic World I won't be posting it publicly until its finalised and I've run it past Chaosium but would welcome some other sets of eyes to look over it. Let me know and I'll put a copy up somewhere private and message people a link.
    4 points
  26. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) Diary #11: The back covers make a map! (guest post by Michael O'Brien) When deciding on the contents for the RuneQuest Starter Set, the design team had many discussions sorting items into “nice to have” and “must have” categories. It was obvious that a solo adventure was a critical "must have", to teach players and gamemasters about the setting and the rules. We wanted the soloquest to really embed the player in a truly Gloranthan experience. While it would have been oh-too-easy to do something self-contained and relatively timeless – a contained physical environment with limited choices – that would not really give the experience of roleplaying in Glorantha. So we went ahead with something much, much more challenging and ultimately, we hope, rewarding for players. To that end, we decided that the soloquest should be both epic and personal in scope. As we rolled through all of the options, a few core elements crystalized: Opportunities for combat, both personal (ranged, mounted, and melee) and in the scope of a grander engagement. Teaching the rules, especially important mechanics like Runes, augmenting with Passions, and solving problems through a variety of approaches. Real stakes, with the player’s choices and their contributions to the battle at large making a difference between success and failure. Immersed in the world, with the player taking part in one of the more pivotal conflicts in Dragon Pass, the Battle of Dangerford. Magic and worship, both giving the player a glimpse of how personal and Rune magic might be used, but also demonstrating the way adventurers interact with their gods. Once those were established, we went back-and-forth a bit on whether the soloquest would be suitable for any adventurer, a limited few, or just one predetermined adventurer. As a multiple-branch adventure is incredibly complex, it made more sense to focus on one solid experience rather than try to cater to a variety of adventurers with radically different play styles and roles. So, with that locked down, the most suitable adventurer for the role was Vasana, a fierce and honorable fighter with a powerful bison mount, a worshipper of Orlanth’s Vingan aspect. We finalized an outline, discussed the decision trees that would cause the adventure’s many branches and outcomes, and then got to work. After an early attempt to begin writing the adventure in a hyperlinked text document, we switched to Twine for the real development, and at the time, due to limits to editorial bandwidth, the best decision we made was to bring in newcomers to the RQ team, but experienced writers for Call of Cthulhu and also, experts in Twine. Thus, James Coquillat and David Naylor found themselves enlisted with the challenge of actually writing the thing. With that seemingly impossible list of requirements, they got to work... Next Design Diary: James and David on writing the Battle of Dangerford SoloQuest The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    4 points
  27. The greatest trick Eurmal ever pulled was convincing the world he exists?
    4 points
  28. I dunno. Any publishers out there interested in having a look? If so, drop me a PM. (I assume my Xyserdon is the one Nick's talking about, anyway.)
    4 points
  29. I've made a spreadsheet to calculate whether it's a good idea to augment or not. Take a single skill level. Roll 10000 times and figure out what level of result (crit, fail, etc.) is achieved. Take a single augment skill level. Roll 10000 times and figure out if the initial roll made earlier would be a better or worse level of success due to the augment. Sum up the number of improved, unchanged, and worsened results. For the purposes of determining if the result is worse, I took a fumbled augment to be the same as forcing a fumble on the actual skill. So for example if you have a skill of 90, then augmenting with a skill of 60 will (in a single test run of 10000 rolls) improve your result 1025 times, and make it worse 1212 times, so it's statistically not a good idea to do that. Don't augment a 90 skill with a 60 skill. If you have a skill of 90 and you augment it with a skill of 70, then you will make it better 1141 times and worse 973 times, so that is a good idea. The break-even point for a skill of 90 appears to be around 65. Above or equal to that, it's worth augmenting. Below that, it is not. If you have a skill of 40, the break point is 51. Below that you are hurting your average result level. I thought that it should be obvious to everyone that augmenting with a skill below 50 is never a good idea! However, with a base skill of 10, the break point is 34. It is actually worthwhile using a skill of 34 to augment a skill of 10. ON THE OTHER HAND. I just changed the logic to re-purpose the roll for the augment as would have been the original skill attempt, and make a fresh die roll for the augmented skill roll. That's more "realistic", but I am surprised that it makes a statistical difference. That moves the break point for a skill of 10 up to 37. Anything below a 37 is harmful, if you instead use the first die roll for augment instead of skill, and re-roll for skill. That's just weird and I don't understand it. The change also moves the break point for a 90% skill up to 71% - anything below that makes things worse. Here's the current version, using the changed mechanic. You will need to make a copy in your own Google Drive account to change the numbers in blue and wait for the results to propagate. https://docs.google.com/spreadsheets/d/1T-297SCfn7b5UGaNktfmc8tSfxpnQODw2tnIsOJkulE/edit?usp=sharing
    3 points
  30. Easy. By 1625 the Sartarites recognize Yelm as the Sun, and Yelmalio as the main Solar Deity (think Helios and Apollo). In some old stories he is called "Elmal" who was once sometimes seen as another deity, but since the mid-1500s, they are seen as different names for the same deity. This is no different from how the Sumerian Inanna became Ishtar.
    3 points
  31. Also, Let not forget Maui - Trickster, Shapeshifter, Hero.
    3 points
  32. The descriptions in the God Learners Map appendix in the Guide are obviously wrong with regard to the calendars and the cyclical myths e.g. for brown elves. The Antirius period must have had annual cycles, otherwise how would the Brown Elves and their forests have become deciduous? Surely not after the Glacier covered all the lands nearby. The Yelmic Court must have had a way to measure days, if only by exchanging the shifts of servitors and dancers. It must be possible to visit a portion of Godtime that had day and night, and seasons, rather than total illumination by the all-seeing eye. There are enough domestic myths that allow for such a more mundane mythic reality to exist. The Vingkotlings and their contemporaries experienced something like annual cycles, and fairly normal (if possibly longer lasting) mortal experience. Offhand references to days, seasons or years must exist, and will have a mythical reality. There may even have been a Sunpath before Brightface finally descended to the Hell he had earned.
    3 points
  33. I've just updated the site to fix a bug where an investigator with the 'Doctor of Medicine' occupation wasn't being saved with the correct total of occupational skill points. This meant that progress beyond 'age related updates' wasn't possible. I've updated all the affected records with the correct number of skill-points so any affected Investigators can be completed. Sorry if you were affected by this.
    3 points
  34. There's also a tendency to focus on the high-level metaphysical and cultural theories. So, a character theory: I once heard Annstad of Dunstop compared to Feyd-Rautha Harkonnen. That's not the dumb theory. The dumb theory is not that this makes Phargentes the Younger Paul Atreides. No, the dumb theory is that Phargentes Jr. is Alia Atreides. (Does this make Jar-Eel Jessica Atreides? Don't be silly, King Moirades of Tarsh is clearly the Lady Jessica equivalent here.) And clearly, shortly before Onjur Fazzurson duels Annstad of Dunstop and then cuts him dead with a word, Phargentes the Younger, eyes all red-in-red from consuming a little too much of the spice takenegi, wanders into the Tarsh court and assassinates... I have no idea. Unstey of Wintertop? Who's a good Vladimir Harkonnen equivalent?
    3 points
  35. And, to be honest, it's not even necessarily that realistic. A lot of body armor from antiquity is constructed in such a way that it would be able to fit a relatively wide range of people- redo the straps on the cuirass, lengthen the pteryges, adjust pauldrons and armpit protection- but of course the big question here is whether it's more fun to find something you can use or something you need to find a use for, which is unanswerable even as I lean towards a mix that favors the former. Minor addendum: Lunars should be carrying straight-bladed swords about as often as Orlanth worshipers carry spears, bows, or axes. (Or a curved blade if they fight as cavalry, for that matter.) Cultural/sacred weapons are important in Glorantha, but they're also clearly subordinate to some considerations of practicality.
    3 points
  36. As many as are needed to make the story funny. And most of them will be weird. Borrowing from Pratchett, Like that shrine out the back of the pub, where Tricksters have to wait shivering through the night. In the morning the old cleaning lady hobbles out and beats them up with her broom, cursing all the smelly strangers who keep infesting the trash dump. She is a master of broom attack, because it has been happening so long. The old woman is the shrine. Most visitors think the shrine is the broom. Many tricksters have attempted to steel the broom, but it doesn't work once they steal it, and they get an extra hard beating next time the old lady spots them. The shrine teaches "sorry mum". Providing the trickster has not struck any blows, causes the attacker to pause long enough for the miscreant to get away relatively unscathed, because of the piteous squealing.
    3 points
  37. But the Malkioni and the Dara Happans both prominently have calendars going back earlier than 0ST. So what was happening between the various "year zeroes"? Not "Time" but merely "time"? (Whether their calendars are actually total nonsense or not is another matter, what I'm curious about is what they think -- or claim they think -- about them.)
    3 points
  38. It'd really depend on how fine-grained you want to go. There are moves I find similar across halberd, longsword (Lichtenauer, Meyer style weapons), and walking stick. Yet if I go only slightly finer-grained there are huge differences between longsword and greatsword (Spadone, Montante, etc). I've not trained with a kopis but the shape indicates a chopping weapon [weight forward etc as Baron Wulfraed says above] with a thrust ability which style would be much less effective used with the double edged southern swords with the weight more toward the hilt. Many of the muscle memory effects would play tricks on the wielder until they got used to the new weapon (AKA training). I'd think the kopis more different from the broadsword than the broadsword is from the longsword. There are some people who can just pick up a new weapon and use it. Humakt can have them for all of mine. If you want to adjust rules in line with RW experience you will probably wind up chasing your tail down smaller and smaller rabbit holes. The rules nod in passing to SCA experience and charge on with the game. The RW varies enormously between user (I frex have shoulder trouble and so can't use some of the higher guards as well), encumberance, style and balance of weapon etc. A long term user of one style of weapon may find their muscle development actually hinders the use of another style. Overdeveloped traps from work are part of my shoulder mobility issues. Suffice it to say I'll stick with the RAW because the kopis system would be a very different beast to the broadsword system. My take would be that a kopis user sufficiently experienced to switch into another style intellectually easily would have embodied issues to penalise them. AND what does your sword god think?
    3 points
  39. The rightly-famous Borderlands book presents a scenario like this. The players need to re-provision at Hidden Green, but are stopped by nomads from four different tribes who say the oasis is already at capacity and if they are to use this place, one of the groups already present must leave. To decide who stays and who goes, the players compete in five contests (one for each group present, and one to be chosen by the players); if they can win three of them, then the defeated group with the fewest members has to leave. If they can't win at least three of the contests, then the players can't stay here, and they'll be attacked if they refuse to leave. We might assume this is at least one way for an oasis to change hands between clans or tribes, but if the losing tribe refuses to accept the outcome, maybe on grounds of some unfairness, then it might escalate to actual battle outside of the oasis, where the rules against violence don't apply. I imagine that usually, those involved recognize that it's to everyone's benefit not to tempt violence within the oasis itself, even if that means vacating it for now, but there could still be some tense standoffs as people weigh their options and wonder how far the other is really willing to take this.
    3 points
  40. Ah, how the memories of men wither with all that sunlight beating on their heads! Better to spend some time in the shade, and regain their wits! How soon they forget that their people were fed and protected in the Darkness by the valor and generosity of Ezkankekko and his trolls of the Black Glass Palace! The Kimantorings who braved the dying cosmos to connect the last holdouts of life, and the wealth and sustenance spread among those holdouts through Argan Argar's night markets! The secrets of Darkness shared freely, and the leadership of the Only Old One at the Unity Battle! The Shadowlands were the debt of honor and gratitude the peoples of Genertela owed the Only Old One. He asked for two things: tribute, which he shared back among the people through the night markets and the Equal Exchange; and recognition, of debts owned and honors received. In return he gave back his friendship and protection, the benefits of trade and peace, intercession with the powers of Darkness, unity with friends and against enemies. The Orlanthi of Dragon Pass rejected their place in the network of trust and tribute that had united Kethaela through every generation between the Unity Battle and the rise of the Bright Empire. They did so with methods that ensured the Shadowlands and Only Old One personally would never completely recover, possibly retreading some of Eurmal's most sordid steps in the Lightbringers' Quest to accomplish it. After the Tax Slaughter they took their newfound 'freedom' from Only Old One's counsel and went on to found the Empire of Wyrms Friends. Didn't that end splendidly for everyone? I forget. Too much time in the sun.
    3 points
  41. Although very much mechanically related, the simplest answer is that Mythras has no Gloranthan background. I would have a look at the free Mythras Imperative: http://thedesignmechanism.com/downloads.php These two threads may also help: https://forum.rpg.net/index.php?threads/differences-between-mythras-chaosium-runequest-runequest-6e.844270/ https://www.reddit.com/r/rpg/comments/ejt7qa/runequest_vs_mythras/
    3 points
  42. Planetary metallurgy is bound to hit a couple of bumps once you look beyond the Theyalan associations. Tolat for instance is known by the Praxians as Bronze Treasure, due to the color of the planet. The Red Sword of Tolat may very well have started out as a splinter of one of Umath's bones, which makes it an excellent weapon to assist if not perform the murder of the Emperor. Rather than looking at the modern, pretty much broken sky, I would go back to the Copper Ledgers which show the array of the eight planetary sons of Yelm. But then, those bodies were in all likelihood mostly flame and hardly fuel, mostly srvuali orbs of lesser Fire. Maybe Yelm is 24 karat gold, and the Planetary Suns are 18 karat gold? Does that make them less srvuali, more Burtae? There is a moment when Zator exits the Sky Dome through Stormgate/The Pit, and the stars emerge to become visible from below the Golden Dome. IMO that's the release of Silver into the visible sky, from above. Malkioni metallurgy associates silver with Uleria, who was a member of the Celestial Court, so high on the Spike that it may have rested above the Sun Dome. I find it likely that all Power Deities shared that silver connection. Uleria as a planet (or moon, as she is female) is a Dara Happan concept, not shared by the Theyalans. On the other hand, we have the White Goddess preceding Golden Brightface. We might speculate about another form of silver, or we might associate her and the previous, pure sky with tin instead. All red planets or moons in the sky have an Underworld association. Artia should show up in the Copper Tablets, at least in tablet 10 which shows the disintegration of Yelm, alongside Tolat/Shargash and Verithurusa (and of course the Rebel). Red Verithurusa, red Shargash and the orange fragments of the Rebel all may carry a measure of Earth into the sky. So would the non-Yelmic Ghelotralas aka Lodril-as-a-planet. Only the alloy would be different. And so would Serenha. the sister, daughter or afterbirth (nurturer) of Umath. One thing I really wonder about is the differentiation of the sky metals. Lead, Quicksilver, Copper, Tin all are pretty straightforward, but now we get Brass, Silver and Gold. Brass is Tin injected into Copper. Gold is somehow depleted sky, with Bronze/Brass emerging. Silver is somehow purified Sky, descended from above. Then there is Dendara, up in the sky, or the Air. Serenha. And the Mostali add Rock as the precursor mineral, on equal footing with the metals. There is Stone, Truestone, and Adamant. From (the corpse of) Stone they extract Iron, the metal of Separation and Death. And then they recognize Diamond as emergent from weak but self-replicating Clay, a departure from Rock into Soft Earth.
    3 points
  43. Perhaps it is the world which does not exist😉
    3 points
  44. As soon as the Savage North is back in print, buy it people! The original was enormous fun to run and it’s a glorious homage to both the best of Conan and the “British S&S” feel of early Fighting Fantasy, WD & Slaine etc.
    3 points
  45. Try logging in with your email address not your username. There was a forum upgrade earlier in the year, that stopped usernames being used for login on security grounds.
    3 points
  46. Or the magical backing required. E.g. some of the struggles in Esrolia where Ernalda cursed her foes and the lands were barren and refused to grow crops, the women couldn't become pregnant, etc. Never discount the power Ernalda can wield, or the powers she can direct Maran and Babeester to unleash.
    3 points
  47. Sanctify, RBM 76: (and https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-14-rune-magic-spells/#Sanctify) So the secret is, not to end the ceremony. This is where cult spirits will come in. Having one continually worshipping or having a presence will tip a site over in to a shrine. I think there are many routes to this. Location of a godtime event, cult spirits, location of the site.
    3 points
  48. I found out yesterday morning that my father lost his battle with COVID and passed away. He was unvaccinated by choice. He thought that his wife's earlier mild case could provide sufficient antibodies and, being an evangelical Christian, he felt that his faith would keep him safe. He then compounded his error by refusing to be intubated with O2 while undergoing hospital care. At one point, his pulse-O2 level was down to 55%, which is more than half dead. I do not share all this to elicit sympathy or 'thoughts and prayers'. I'm sharing this to encourage every one of you to get vaccinated as soon as you reasonably can. In the United States, they're advising booster shots of certain brands of the vaccine. I personally plan on availing myself of the booster as soon as it's medically advisable and available to me. Some important points for you all to remember: - Viruses mutate. This is normal. It's why you need a new flu shot every year. COVID-Delta is a not a screw up on the part of science, nor is it a government conspiracy. It is a mutation of the COVID virus and this is a normal process. - Most of the newly infected have been people, like my father, who refused to be vaccinated or were operating on bad advice. Don't listen to the news, don't listen to some political gasbag, don't listen to your preacher. Listen to your doctor. - For those of you who are Christian believers, I am too, so let me put this in terms that ought to ring true to you. The Lord our God has heard our prayers. He provided us not only with educated and motivated people able to bring multiple vaccines to market in a year [which is un-freaking-heard of], but He also instilled in our political leaders the will to not only fund the vaccines but also get those vaccines to patients and damn the cost. God the Father has provided you with a vaccine, but you have to go get it. - For those of you not of the Christian faith, your faith has provided you with the vaccine too. Now is not the time [AFAIC it's NEVER the time] to quibble and argue over who or what we call the divine. This vaccine was a worldwide effort from people as diverse as hardcore atheists to evangelical Christians to moon-worshiping Wiccans to adherents of the Old Gods of Ashatrur. Whatever or however you name your faith, GET THE FREAKING SHOT. - Lastly, a lot of people on this 20th anniversary of 9/11 are in mourning for a lot of reasons. We all have so many things that cannot be helped that cause the death of those we love. Not being vaccinated is a choice you make. It is utterly preventable. Don't be the person who chooses to abandon those you love. For all those in mourning, I can only offer a prayer from my Episcopal priest. It's helping me a little and I sincerely hope it helps you. "May He that abides in Heaven hold you and keep you in the palm of His hand, May the souls of our loved ones be forgiven of all their faults and raised up for all they did well, And may the grief of your memories be mercifully short and the warmth of your memories be blessedly long."
    3 points
  49. My Heretical Take: To say that Elmal and Yelmalio are both the Little Sun is like saying that St. Louis and Kansas City are both cities in Missouri. They are built from a common foundation and substance, and are part of the same greater whole, but that doesn't make them the exact same thing, or make one the-real-one and the other an error.
    2 points
  50. The Journal of Runic Studies #14 is out! GenCon, the #RuneQuest Starter Set, YouTube actual plays, and more!
    2 points
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