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dracopticon last won the day on April 18 2015

dracopticon had the most liked content!

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About dracopticon

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  • Birthday 02/23/1964

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    IT teacher for grownups

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  1. My god, Julian Lord, so much whining on some details about whether the Vingan warrior can or cannot carry that much weight on a single spear. So what!? What does it matter? Do you play the RQ game the same way you nitpick on that nicely made painting? In that case, you sir, are known as a rules lawyer and a royal pain in the a**. I would really think twice before having you in any playing group, in that case. Lighten up! The painting gives so much other marvelous feelings one can celebrate. And why not focus on those parts instead? I can think of at least a dozen fine things the picture conveys important and beautiful points to the viewer. And the most important part for me, is that this is a painting portraying a real woman fighter - totally free of the irritating tradition of boob plate! //Erik.
  2. Why not kill off the whole Wyter idea? For me, Runequest and Glorantha is NEVER about min-maxing and finding the cracks in the rules, it's about experiencing a world with islands such as QAPHQA and exploring them and having fun with your friends. Power gaming is so far from what RQ and Glorantha should be.
  3. Excuse me for necroing this thread, but I would certainly be interested in any notes made on this (or pics of them). I am just now buying both hardbacks, and am planning to run it with RQG. So any conversion/planning notes or anything like it hemping in this would really be appreciated!
  4. Yes! You are totally right. I thought about the fact that the occupations probably all have about the same total points summary when taking in all the skills. So I was about to change it but had not gotten to it. I will compare the total worth of points from other occupations and heighten the moneymaking skills also.
  5. Well put my dear sir! Yes, I concur, the Adventurer creation system is meant to be just that in my book too. OK, this may change my stance on certain parts of this additional occupation. But I am not totally beyond including it though.
  6. But then the qualification is handled during character generation, and not during play? Or am I mistaken?
  7. Hello! I don't know if this has been proposed before, but I need an addition to the Priest occupation in my scenario, as I want the magic to be something you get gradually, as a process. And that is mirrored in the addition of an Assistant Priest occupation, for me, that is is the same as an Acolyte. This is the write up I was thinking should describe this occupation (below). What do you think? If my English is faltering, please excuse me and I really would like some help in that case, because I a Swede and this is not my native tongue. Assistant Priest (Acolyte) Thsi is a person assisting the Priest in all religious duties, processions and daily services of the temple and the faith. The Acolyte is also trained in the more profound ways of Rune magic, just as the Priest. Acolytes either go through the rites and rigorous training to become true Priests or early on develop their style of support for the temple as a God-talker, either way, there are often several Acolytes helping and supporting the Priest, accompanying them on whatever duty is needed for the faith and local community. An Acolyte can also act like an envoy or leader for a small group on an important task, temporarily carried out for the temple or the community where it is placed. Acolytes are also a sort of "Nobles-in-training" as the Priest occupation has that elevated status. Homelands: All. Occupational Skills: Any Cult skill +5%, Cult Lore +10%, Dance+10%, Play Instrument +10%, Read/Write (Own language) +5%, Charm +5%, Orate +20%, Insight (Human) +30%, Manage Household +10%, Sing +10%, Worship (Deity) +30%, Meditate +10%, Prepare Dead +10%. Standard of living: Free. Base income: 70L. Cults: All (except Daka Fal, Eurmal and Waha). Favoured passions: Devotion (deity) or Loyalty (priest) or Loyalty (temple). Ransom: 500L. Equipment: Writing implements and materials (within a wooden carrying case), instrument of choice, good religious clothing and paraphernalia, composite helmet (3 pts), Heavy leather (2 pts), leather vambraces (1 pt), cultural weapons, shield, one riding animal, finer clothing, 70L coin and 150L worth of personal goods.
  8. Exactly. House Ruling is, as so many times before, absolutely essential. I do it all the time, with every game I run. But this time it seems, when I want *Heroes* for Hero Wars, I can't really go with certain parts of the basic RQG. The character's are generally too weak, there's too much magic flying around for my own taste - even if Glorantha IS steeped in magic. Still want to see magics as something rather mystical, at least the Runic part. The Spirit magic less so. I think I will go with the fact that the PCs are not initiates from the beginning, and they get that status during play, but can start with one Spirit Magic spell, unless you're playing a priest, in which case I allow Runic Magic and 3 spells at start. I'm also down sizing the opponents magic in the adventures.
  9. I beg forgiveness if this thread started in the wrong department. Please move it or delete, whatever suits you moderators. It was not intended to aggravate.
  10. Thanks for the suggestion Raleel! I will look more closely at that possibility.
  11. Thanks for the tip hkokko! I have already been reading your fantastic resources on the net! I am going to use the spell pages, but with much less beginning magic for starting characters than original rules use, like beginning PCs can take one spirit spell before initiation (which I choose to move to an ingame development). Likewise downsizing opponent magics and abilities. That last part will probably be a hairy business.
  12. Yes, the modularity of RQ6 should be a basis for easier mixing. I just assumed, just as you said, that by both of them being BRP it would not be that much problem. That someone already had, and it seems by hkokko's words, it's possible. I will be checking. Thanks for asking the important question if this should be ported to the Mythras section. It probably should. The general idea is that I want: hero points, I want less magic to beginning characters, I want (as I said earlier) more robust characters HP-wise/combat wise. I am also probably going to be using my own idea that character's have as much minus-HP as they have full total HP, but become unconscious at zero HP. And also, I am not a big fan of hit locations, which perhaps will be much harder to avoid.
  13. Hello everybody! I just want to thank everyone here who helped me before with ideas on how to possibly change the statistics rolls and other stuff earlier. Anyway, now I am going "Swear in the Church" (a Swedish proverb, meaning "to say something out of place" or "not allowed"). The thing is, I adore some parts of the new RQ: Roleplaying in Glorantha, especially the setting and general feel of the game. It's just fab to be able to roleplay such wondrous RQ characters and we owe so much to the many talented people making that possible in this age of AD&D/D&D spinoff OSR and other horrid stuff, *shudder*, most prominently of course Greg Stafford himself. I am so lucky to have been able to buy a 1st edition from him on Ebay. But: I am also in love with some parts of the Mythras "RQ" system, such as the combat system, the (better) strike rank system, the general robustness of the character in Mythras compared to RQ:RiG and other parts. So, my question (my swearing in the church) is: has anyone made some kind of hybrid system of these two, where the best/most balanced parts of both BRP variants have been put together into a better thing? Thanks for any replies to this. I apologize if this has already been replied to in another (by me unread) thread. //Erik.
  14. That is helpful, although I still don't have that total overlooking grasp of the whole magic system. But I'm wondering, what would happen if I was to allow just one spell per character and that's IF they reach intitiate level (as lay member nothing)? The priest/shaman on the other hand would have 3 spells (Priests = rune magic, shamans = spirit magic both 3 each) from start. And the type of spells as I (and you) mentioned earlier: Dismiss Magic, Warding, Sanctify, Divination, etc. are the domain of just the priest and/or shaman?
  15. Yes! This sounds very good as a soothener on my concern that I might have overdone it a bit. Thanks for clarifying this. And I myself should clarify that I only have the pdf's of the basic rulebook, but the physical books of everything else that has come out for RQG (except the bestiary and the GM pack). I have gotten a heads up from the store it is being packed and shipped today (I am awaiting the slipcase set). I am also not much of a mathematician. In real life I am a social worker, so not much use of that there.
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