Jump to content

GianniVacca

Member
  • Posts

    704
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by GianniVacca

  1. Just play RQ:G with newbies and the cosmology will slowly seep in: runes, passions, cults... they are on the character sheet and they give advantages whilst adventuring so the player will want to know more about them. I've noticed that newbies especially like the runes.

    • Like 1
  2. On 16/09/2017 at 8:10 PM, soltakss said:

    That is the nature of our current campaign - Three or four sessions of careful planning, then a session of stunning action, rinse and repeat.

    Sounds like our CoC campaign. Except we die :-(

  3. As a big fan of Chinese history, Chinese mythology, Chinese religion, er, Chinese everything, I am rather disappointed by Kralorela as a whole. It's neither faux China nor something entirely different. Rather half-way. Also, even though Glorantha is a bronze age world and Jeff has made all efforts to erase the cod mediaeval European feeling of the West, we still have this Ming China imagery for Kralorela :-(

    • Thanks 1
  4. On 30/08/2017 at 6:49 AM, tedopon said:

    The family history minigame is the only thing for which I don't see a preexisting direct analog in RQ. It reminds me of Traveler or FASA Star Trek. I really like it and will be designing my own, adds a neat little bit of backstory that isn't too detailed to make PCs feel restricted but still give some flavor.

    I have designed my own "adventurer's history minigame" for my Chern Durel game (which is obviously waaaaay too different from Dragon Pass) and it's been (1) fun and (2) a focal point to help get my ideas together as to which cults, cities and organisations are important in Chern Durel. I believe any referee setting their game far from Dragon Pass will have a blast doing this.

    • Like 3
  5. 4 hours ago, Atgxtg said:

    1) You said characteristics are modified for Homeland and Runes. Can you give some examples? What would somebody from, say, Dragon Pass, get for mods? For instance, how would a Humakti differer from a follower off Orlanth Adventurous (different runes) as far as characteristics go?

     

    It's not your cult Runes that give you the characteristic modifiers, it's your personal Runes. Every adventurer has 3 to 4 personal Runes expressed as %ages -- just as if they were skills. The two strongest Runes give you characteristic modifiers.

  6. 20 hours ago, Jolt said:

    Regarding Chaos and what "belongs in the world", isn't one of the foundations of the Great Compromise that Chaos is considered to be apart of the world?  That's how I always read it and I was wondering if I missed something.

    Chaos is a part of the world that must not be allowed to seep into it :-)

  7. On 20/06/2017 at 11:30 PM, Psullie said:

    Where I have issue is that for initiates to know that many Cult secrets really diminishes the value of the Rune Spell. Fine if you were a high priest, but for example would you expect an Orlanthi initiate to know the way of Flight. Both RQ2 & RQ3 had gaining a Rune Spell as something special, perhaps too special so I see need to open it up. But this also places Spirt Magic (the mainstay of RuneQuest adventures) somewhat in the backseat.

    Well, Rune points are only replenished once per season. That's really not often, especially if, like myself, you are refereeing a mega-dungeon game in which the adventurers are doing multiple forays into the dungeon per season.

    A Rune spell will save your butt and, yes, it is way overpowered compared to battle magic (can't get myself to use 'spirit magic') -- however it's just something that will happen really rarely and be the talk of the party for seasons to come so I'm 100% OK with the approach. For me, it sort of replaces the hero points in HQ: a magical feat that saves your butt once in a while.

    • Like 2
×
×
  • Create New...