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Dr. Device

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About Dr. Device

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  • RPG Biography
    ~7 years experience running various tabletop RPG systems (trending mostly toward fantasy).
    Relatively new to RuneQuest.
  • Current games
    RuneQuest Glorantha
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    Minor omnipresent mustache knuckling.

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  1. I wrote up a whole thing, but honestly Andrew's advice of buying the new materials and going back to buy old materials as needed is probably more useful. All I'd add is that HeroQuest: Glorantha has a lot of publications with useful setting information, so consider looking there as well as RQC. Agreed, but I think it has bigger problems than random encounter rules. People are creative, and a GM who thinks there should be an encounter on the road to adventure will make something up if they have to, random encounter tables be damned. I think a bigger hole in the RQ:G framewor
  2. Are you planning to run published adventures or do you just want useful game materials and setting info?
  3. I have a CA cultist in my game who puts herself at risk to do frontline healing. Enemy combatants have picked her up and carried her off the field for that reason.
  4. No confirmed date last I heard. Maybe potentially late May, but no guarantees.
  5. Sleep and befuddle both require the Chalana Arroy healer to take responsibility for the safety of whoever they cast it on, which can be a risky gambit in a melee. Dullblade doesn't have this restriction, and also doesn't require a POW vs. POW roll.
  6. That's also mentioned in the RQG bestiary. "Green elves are associated with coniferous forests. They inhabit cool temperate lands. In snow, they can ski cross-country with carved magic wooden shoes."
  7. The spell doesn't say the illusion has to be of the caster, just that this is a common usage for it. By the wording the caster could create a small jar and swap places with that, the swap would just be very obvious in this case. This could still be useful for covering a short distance in a pinch (160 meters), or getting to hard-to-reach places.
  8. There are also suggestions in the Guide to Glorantha that slavery is neither ubiquitous or uncontroversial in Orlanthi culture. Concerning Orlanthi thralls: Similarly, despite always considering violence an option, they hold both non-lethal and non-violent resolutions to conflict in especially high esteem:
  9. Shamans can possess, and are not killed if their new host dies while possessed, so presumably killing the host does not kill the possessor (though it does a small amount of general hitpoint damage, not sure how this would apply to spirits without a body to return to).
  10. I don't think they're pushing Sartar as being obviously good, but they are pushing the Lunar Empire as being bad, which they should. New RQG writings are largely focused between 1610 and 1630. The Lunars are the imperial force occupying Sartar and engaging in a slow and deliberate cultural genocide of the native Orlanthi. Of course it's written with the intent of you sympathizing with the Sartarites, at least within the scope of their efforts to regain and secure their independence. Every empire in Gloranthan history is eventually evil and always doomed, and there's no reason to expect the Lun
  11. I picked up RuneQuest ~6 months back and opted to play RQG after reading through both it and classic. They read similar, but RQG is better formatted and presented, and gives you more information regarding the setting of Glorantha (assuming you're interested in running it). RQG also has rules for making PCs established members of cults/communities designed to give the PCs actual jobs and lives beyond adventuring, which has been a nice change of pace from the usual "wandering heroes" approach I see in fantasy tabletop.
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