Jump to content

dracopticon

Member
  • Posts

    146
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by dracopticon

  1. 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.
  2. 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.
  3. 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.
  4. Thanks for the suggestion Raleel! I will look more closely at that possibility.
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. I understand that my approach to the whole "Hero Wars character feel" is confusing, as it seems I want beefed up characters in the characteristics departement but not in magics. The reason for this is that I want magics and runes to be more of a mystery and something that comes from experience. So yes, I think I will both run the "before-initiate" start for PCs and also lessen the amounts of possible magic they can have/use, and give the majority of such knowledge to the priests/shamans.
  11. Thank you for explaining this! Yes, I probably have misintepreted the rules a bit, but... I still think it's a lot of casting possibilities for budding heroes. As I say, just the possibility of all this casting is too much for me, let alone understanding for the players as they are quite new in this here. It should be a lesser amount in my mind - except when you are a playing a true representative of the temple/faith, such as a priest or a shaman/assistant shaman. I also think that the role of a representative of the faith is really lessened when this much magic and this type of magic is spread throughout to just about everyone. In my eyes, if a group or a person that is not this kind of representative(s) finds some rune magic laid on something hindering them, let's say a Spirit Block or a Warding, then the interesting thing would be to have these people understand that they can't solve that kind of thing themselves. They need a priest or a shaman to take a look on this problem. In my eyes, only such a person should be the solution to something like this.
  12. That is sad! I'd like to see your battle maps.
  13. Thank you for making me feel less alone in my view on the spell question. And the kind of ironic thing is that the foundations for this game is laid by the same man - Greg Stafford - that (in Pendragon) said something like this about magic; "It's not the flash bang nonsense of D&D". Don't get me wrong, I am a huge fan of almost all of his work, but while that line may have been solely meant for the KAP game, I would like the sentiment to be a basic law here too. I am NOT a big fan of land slides of magic being hurled back and forth for just about any encounter. It's much more OK if let's say, there's a big battle between the Lunar College of Magic and Sartar's equivalent. I have a very great desire to just let priests have that much access to magic, and the other occupations only one spell a piece. That would also mean downgrading the amount of magic on "ordinary" opponents. Hmm...
  14. A related question (but one in the opposite direction, at least for me as GM) is: do anyone else feel that it is A LOT of magic flying around for starting characters to be able to use? I mean 11 common rune magic spells, 3 pts of special rune magic and another 5 pts of cult spirit magic (if the cult has it)? As a GM I feel overwhelmed with the potential rules browsing this presents once the fighting begins, even if being well read up on the spells! If I have 4 or 5 players and everyone wants to lay different spells and they also meet opponents with a similar plethora of spells, phew! is the only thing I want to say. I understand that after a while the familiarity with the most common of them kicks in, but I still have a lot to run book keeping on during battle. And to be totally honest, the common rune spells of Command Cult Spirit, Dismiss Magic, Divination, Sanctify, Soul Sight, Spirit Block and Warding all sound like a priest would likely be the expert on, not just anyone, while the spells of Find Enemy, Heal Wound, Multispell and Extension sounds like more common to me. Am I totally in the wrong here? //Erik.
  15. Excuse me for being slow on this! I didn't understand there really *was* such a thing in the rules, util Crel told of his use of it.
  16. Wow this is a really interesting reply to my question! Many thanks Crel! And was laughing out loud when I read about the "persistently, weirdly compelling" Zoran Zorak berserker! That's the stuff of legend. Also very interesting with your Elite NPC approach and I have never heard of the 19D6 idea either, but I understand it's the comprised D6 dices from all the characteristics. Could it perhaps be 19D6 + 12 (or +6/+6), as the fixed bonus on SIZ/INT could be incorporated, that may be too much though? The Bless Pregnancy is much more in theme and a wonderful idea! I have many times felt, from experience of GM:ing many other systems, that even if there are a whole lot of dice as a basis for attributes/characteristics, the players almost never roll 6s. Sure, they end up with a quite a few rolls in the high range, but they most of the time end up 16s and 17s (with bonuses), which is of course also very high. The things I should tell you is that "normally", in other systems, whether BRP games or non-BRP and even in my own BRP-based game of EBROS, I have a rule that says: "If the player rolls 3 natural 6s on the same roll, they are entitled to go on rolling another die. If that die shows a 5 the 18 goes up to 19. but stays there. If the extra dice shows a 6, the 18 goes up to 19 but the player continues to roll the extra die. And this goes on until the die stops showing a 5 or a 6." This is a very old rule that we've had since the eighties. Not sure if I am adapting it to Runequest. But I may do that.
  17. Interesting to hear so much good views on this! I salute everyone that makes such good character play with what you've got! And yes I agree, the player "Heroes" doesn't need to be big buffing tanks or superheroes all the time, at least not from the start. Just playing through all the various feelings of danger or mystical surroundings and laying ones words on a gold scale during important discussions with NPCs are what really makes for memorable roleplaying. After all, this IS real social roleplaying and not a computer- or video game. I just want to give my players some basic security during those beginning steps of my RQG adventures. And I admit, it is cheap feelings of security, anyone can die in any situation. But it's very much the looks of the characters that the players first get in their minds. Then again, that look can differ very much from the more basic archetypes of fantasy, as it should - especially in this game of Runequest. I feel that translating that "ethnic and religious feel" that I soak up as I read in all the sourcebooks (including the two monster books of The Guide to Glorantha) is very difficult to convey to some of the players, to be honest - it's the majority of players. I want them to feel at home in this world, but I understand it takes time. Anyway, thanks for all your replies! //Erik.
  18. Hello everybody! My name is Erik Brickman. I live in Sweden, Europe. I have been collecting Chaosium/BRP stuff since 1985 and started with Call of Cthulhu but pretty soon started to buy and play Runequest. Back then it was the Avalon Hill version, but I managed to collect an earlier version (version 1) and I love some of the adventure material for the Avalon Hill version (such as Dorastor, River of Cradles, Sun County, etc.). I puchased the rules for Runequest: Roleplaying in Glorantha and was amazed by the new colorful look and general feel of this new version. The only thing that vexes me, and I understand this is going to make (probably a lot) of you RQ players irritated, is the generation of real heroes in the Hero Wars. I understand the general deadliness and feel of danger is very important to adventuring in this world. And generally I'm not a GM to hold back on these things during play (but am NOT a follower of "I'm the GM, so I'm an enemy of the players" attitude). I like the danger to be just that and I feel that a lot of the adventure material absolutely manages to produce just that. BUT: while testing the character generation of RQG, I felt very much let down by the rules as I feel the possibility of creating real player character heroes is a slim chance at best, even with the Rune affiliation bonus and Homeland modifiers. So, I tweaked these rules. Quite a bit. I'll present these here, and I would like to hear what you think of them. Are they waaay over the top or perhaps something to be further evolved with better ideas, such as yours - if you want to give them? First of all: the Characteristics. You roll 3D6 for five of them and 2D6+6 for SIZ and INT. Being an old Call of Cthulhu Keeper/GM this is total basics for me. But I got hooked on the words: Hero Wars. So I changed this, as my first roll was for STR: 8 pts. Sorry but even with some boosting from Runes and Homeland bonuses I'll maybe get it raised to something like 12 or 13 (or even that). Not good. So my first change was to let the players make rolls with 4D6 (take the best three of those, discard the fourth and baddest) and reroll ones as long as you need, for each of STR, CON, DEX, POW and CHA. I also made the change that these five starting rolls were free to put on whatever characteristic the player wanted to use them for. So no roll was stuck to a certain characteristic, but only these five rolls could be used for the first five characteristics. Then, after that, the player rolls 2D6+6 for INT and SIZ, with my addition that they can be switched before play. So if the player rolled a 16 on SIZ and 9 on INT, he or she could switch them for 16 INT and 9 SIZ. Then some small changes were made for the skill points to put out on the sheet. As my test character was an Old Tarsh, or Tarsh Exile warrior, I changed his skill bonus for Farming +15 (which was very strange as the text told me this people hunt or raid for survival and very little land is arable) to Hunt +15. I have thought of other changes, and maybe I'll go through with them, I don't know. I'll present them here if there are any interest. But this was the most important change for me. What do you think? Have I done something sacreligious? I am not a stranger to harsh critique, so please say what you want (except perhaps personal insults and the like). Thanks. //Erik.
  19. Another giant ascends the afterlife. May your further enterprises at least be as good as they were here in this dimension, Wizard of the Velvet Circle and Tailor of the many Masks of Nyarlathotep.
  20. I use AH Runequest + older BRP versions + my own home brew called EBROS.
  21. This is absolutely awesome! Things is, I am not the kind of number cruncher I should be though, so I'll try to implement this but may get lost someway half through. Thanks anyway, this kind of economic insight is EXACTLY what the feel of reality that I search for, needs.
  22. Thanks all for the tips on what to base Starting Money on! I am sorry I didn't reply earlier. It's been a little hectic with both X-mas preparations and building my own RPG including three tests of the player character generation. This is still going on. //Erik
  23. I think I actually have that one, at least the one they made for the game. I own several versions of Harnmaster, but I can imagine yours are better, fan made stuff often are!
×
×
  • Create New...