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Puck

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  1.  Digging through some RQ 2 stuff I ran into two mysteries that I have always wondered about that could perhaps be answered here.  There may be obvious answers that I am overlooking.  The first is that one of the largest buildings in the Riverside section of New Pavis is R-27, but I do not see any description of that building.  Does anyone know what R-27 is?  

    The second question is that at the back of the Rainbow Caverns and generally the end of the adventure is a rod, a statue, and a sculpture of gold leaf. Is there a greater story to these items? Am I missing something obvious ? What is the statue of?  

  2. It is not just that the disadvantage of the spell does not work against an archer.  It is a massively powerful spell if it can be used for archery due to the multiple attacks that can be made by an archer.  Imagine an archer who is quick and can attack 3 times per round. If they are well skilled with the bow, maybe 80%, it means that they are making THREE 120% (2 if less quick) attacks per round! (with all the chances to impale and critical going up as well). Three 24% chances to impale per round is pretty nasty.  ( Just as a note, I have been allowing the player to use the spell and it has not gone off the rails yet (lots of close quarters stuff and he also has to cast mobility first to lower his SR), but right away I  feared the possibilities and mentioned that I would have to do some checking). It certainly trumps the other missile type spells for archers though.  

  3.  

    After a pretty much a quarter century away from Glorantha, I am now running a campaign in Apple Lane.

     Athough I played a lot of Runequet 2 in high school we always focused on Prax and Pavis.  I had never had the chance to go through or GM the Iconic  Battle at Gringle's Pawnshop.  I wanted to run a quick scenario so it seemed like the perfect thing.  It went pretty well and now has turned into a weekly thing with a lot of steam.

     

     I was not sure how much longevity the game would have so I started with Openquest, which is really quick and easy to build characters and introduce the system.  I did add hit locations though because it seems to add so much to the visualization of the fighting and draws new players in nicely. For characters I use 1/2 hit points for each location ( major wounds), rather than the normal brp hits per location.   As we have gone along  I have introduced more and more elements of Runequest 2  (Weapon Damage, Resistance charts, experience  based skill increases, and Pow gain rolls).  I have also added some loose stuff on passions and the runes that they can stress to get extra adds or spell-like abilities (from Uncounted Worlds and RQ 6).  These have worked great and really draw out roleplaying of the characters.   Each night I explain a new rule or two that we tack on.               

          Characters are now through most of the Rainbow Caves , finally beating Whiteye and his gang.  They just  made friends with the Newtlings and defeated the Spirits of the Rock Lizard.  I tried RQ2 spirit combat with  Rock lizards and that  did not go very well.  (I love the idea of spirit combat, but it always causes problems in actual play for some reason).  Several players were twiddling their thumbs while others were struggling  for their lives.  I really need to dig through different rule sets and find a good way to do this. 

    Otherwise things are great.  It is a lot of fun seeing a whole bunch of new people experiencing the old Runequest/BRP vibe for the first time.

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  4. I did consider it for a while and actually got a ways into rewriting the Green for Openquest (The more I worked with Openquest the more I dug that system and found it easy to work with). It seemed like I was going back to square one again though.   I also was about halfway through writing a larger campaign for the Green detailing the Sable River. After a while both projects kind of bogged down.  Who knows though... I still think that someday I may journey back to the forests of the Green.  I certainly had a ball writing it.   

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  5. I do not think anyone ever wrote up an official review.  The Green is basically a world or campaign book set in a rich forest/ jungle region. It details a number of indigenous cultures, their motivations and their unique magics as well as a new monster section and plenty ideas to fill up a large campaign.  It was designed to be as portable as possible where it could fold into existing game worlds.    I think you can get a pretty good idea of what is going on by reading this thread.  Here are several free downloads that should give you an feel for the setting: 

     http://basicroleplaying.org/files/category/60-the-green/

  6. It sounds like Drums Along the Frogtoe, a supplement for the Green, is about ready to be released. Nick said that It went to the printers about a week ago. It is a sandbox or module style campaign with lots of mini-adventures and encounters that can used individually or tied together to make a full campaign. It is Green specific but is hopefully a mine of ideas for any other fantasy-type game.

  7. I submitted a monograph a year ago and have not been able to get in contact with e-mails ever since. It is pretty frustrating. I did get through by phone and they said they still planned on getting around to it sometime. It is disturbing that you have not been paid for your monograph yet. If I remember right, I was paid after the Green was printed. I did have to get in touch and request it though.

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