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PoppySeed45

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Everything posted by PoppySeed45

  1. A simple question with probably a non-simple answer - for those that have been exposed to both, why do you prefer BRP to Mythras? I ask because, while I own several Mythras books, for real, I can’t get myself to run the things. I’m trying to suss out why. I’m not a fan of hit locations for sure (though M-Space helps mitigate some of that). I’m actively intimidated by the combat special effects (it isn’t the complexity; I’ve run Torchbearer and Burning Wheel with no issue). I’m okay with splitting skills into Professional and Standard. I sort of get the idea behind why combat styles. But on the whole...something’s off. So, please help me figure it out. What’s holding me back? Why do I find the BGB a better read (despite the fact the book is literally all over the place)? I can say one thing: I MUCH prefer Wealth Levels and Status rolls to actually coin; if I ever run Mythras that’s getting ported right in. Folks?
  2. The particular player only went for a little power; makes me almost not want to bother...
  3. Maybe! Except I would have to own it...
  4. To make a long story short, I am gearing up for a Shadow of the Beanstalk campaign, but using M-Space as the base (we tried the Genesys system itself and found it weirdly lacking in odd places; a different topic for a different day). Anyway, I thought this would be an easy conversion because almost all my players chose to play Normals (unmodified people); everything else we've already established in-game exists in M-Space, and the system even adds some stuff that's really handy (like Circles) that will be useful in our espionage cat and mouse game. However, no cybernetics or, more germane, genetic modifications. Of my players, ONE, of course, has gene mods. I'd like to model this, and I've sort of decided to use the old Mutations rules from the BRP BGB. This will work, no worries, especially rules-wise, so, that part is no problem. The problem is, how to cost it? That is, I shouldn't just hand the player a new power or two that others don't get. The table REALLY likes the idea of balance (or at least, opportunity for balance) and so this is a real concern. My initial thoughts are: 1. Give the other players like 50 extra skills points (in essence, making the mod cost 50 skill points). 2. Like other "special abilities" in Mythras, like Mysticism or Sorcery, tie using gene mods to one or two skills; in this case, the skills wouldn't be something the player rolls, but it would represent the threshold of what they could have. Like, have a Gene Mod Installed skill, and have each 25 points represent a minor Mutation, and 50 points a major one. Obviously, I'd use something similar for cybernetics (say, based on the superpowers in the BGB). 3. Some other cost, like Pow or something (I actually kinda detest this in BRP games, but maybe...) 4. Give it to him and hope nobody gripes (fat chance!). Of course, it's also possible since we're switching over, that someone will decide to change their character and go, say, with a cyborg. This is a side reason for the change, by the way; no one seemed interested in engaging with Genesys beyond the surface; no one found the cybernetics interesting, simply, based on the cost (which is Strain in that system) at character generation. Thoughts? Also, may I call out to Clarence Redd to PLEASE make cybernetic/genetic mod rules and release a Companion or something? Pretty please? I'd buy the hell out of it.
  5. Recently started a campaign set in Dragon Pass for Blorantha newbies. We started with a small, isolated Orlanthi clan situated near Clearwine, that hates Lunars but is iffy on the tribes nearby. I started the game in HQG but found the rule set not crunchy enough and hard to GM; had an internal debate about switching to RQG (which I got recently), but have opted for Mythras instead, which We will play the first time next weekend. My only issue is, how to start: we are picking up where we left off in the campaign, but I mean, do I start with a quick combat scene, or some other scene (just to give them a chance to roll some dice and see how some things work).
  6. Thanks for the caution! I was planning to at least print up some Effects list and like that; this group handled Burning Wheel combat matrix (and the one for Burning Empires!). so I'm not actually too worried on that score. Just the first few sessions will be awkward, as always.
  7. As it says above, my group has decided to go for Glorantha, and I ran two sessions in Heroquest, decided it wasn’t crunchy enough, and thought I might run it in RQG. Looking at RQG, weirdly, I sort of felt Mythras might be easier and more “straightforward”, including in combat. IS it smoother in combat? Also, I feel like maybe the Shaman rules are a bit tighter in Mythras compared to RQG. Indeed, the main thing I like rules wise in RQG is the direct tie to the runes - otherwise, yeah, I’m not sure. Mind, I don’t have RQ6, but Mythras - are they different at all? Is RQ6 more Glorantha than Mythras? Also, I’d be teaching the game to experienced gamers, but still, first time with d100. Is it easier to teach than RQG?
  8. What I mean is, at least, if I don’t run things in a way that there are “large bits of time passing that include activities that must be done” then I’ve found players will micromanage every second, ludicrously having, say, no leisure time or time wasted or anything. Having a one adventure per season implied structure solves that neatly.
  9. Which I totally agree with. Otherwise, players WILL micromanage every second of every day, and the campaign will crawl towards nothing. But if we've got a fixed campaign moving forward calendar, that works perfectly.
  10. Everyone, thanks very much for ideas and advice. Talked to my group as well about it, and they wanted the Adventurig Chief! They want to deal with the political ramifications of such. So...that’s where we’re headed.
  11. So, I have a situation in my game where one of the PCs has become the clan chief (totally player instigated). Anyway, as it happens, there are things to do in the world, and the PCs are set in traveling about to go do it. Thus the question - is it “okay” for the clan chief to run around adventuring? RQG seems to imply a structure of “one adventure per season”, which is what we’ll fit. So, would an Orlanthi clan accept the chief gallivanting around part of each season, returning, and then going out again next season? Is there an expectation (because of connected to the clan spirits or whatever) that they hang around more or less all the time to govern? Or what? Because my players definitely want to gallavant around, but this chiefdom thing was a big deal in game. Folks?
  12. On page 257 of RQG there are the list of Spirit Magic spells. Listed there is the spell name, the magic points, and cost. What is cost? A one time fee for the fetish’s for the spell? A cost you must pay (for materials) every time you cast the spell? Or what? I can’t seem to find a reference for what it is in the Magic chapter or anywhere else. Or I’ve just super missed it (which means page references are appreciated!).
  13. This is all really great, thanks for this. Running it as scenes this way might do it. Though I'm wondering if, as the skill says, letting numbers and training/eliteness modify the role, or simply make it Difficult or what. Thanks!
  14. Eh? Soon to be published? When! That would be perfect...
  15. What I mean, obviously, is, as a GM, how do you run those times where your PCs are involved in a mass battle where there are hundreds or thousands and of people? I have a case where, in a session or two, my group will probably end up in the Battle of Auroch Hills. One PC is the chief of his clan, so he’ll definitely be leading his people in the fight. The two other PC was participate as sub leaders or magical support. How would you run that so it’s fun? I know in RQG we have the Battle skill; I guess the intention is PCs do things to Augment their roll, or Augment the General’s roll? How does it work really? I also know there’s the Ships and Shieldwalls supplement from Mythras; that’d work too, no? Thoughts folks? I want to run an intesting battle, not necessarily getting bogged down in detail, but enough detail so the players feel they matter to the outcome.
  16. Little explanation what I mean. Basically, I ran two sessions of HQG and the system got to me. Hand wavy in places I don’t like to wave my hands. Don’t want to dig too deep but I wanted something more “grounded”, as much as an RPG can be anyway, So, remade some characters today as an exercise (though my group might wish to remake their own; I’ve asked what they prefer). Think I get things, and I’m reading thing now (especially the Shaman rules, Rune Magic, and Combat). What do I need to look out for as a GM of RQG? What are some pitfalls? What are the weird “break points”? Keep in mind, I’ve run quite a bit of BRP in general, but not this specific iteration.
  17. Ah yes, adding points to overcome defensive magic. Forgot about that (and just read it like last night). So, my understanding is coming along and the boards are helping a lot. Thanks for that!
  18. As I've now figured out on a different thread on a different board: Essentially, MP is used for doing magical things (usually spells), including Rune Magic. Rune Points, however, are ONLY used for Rune Magic, and can only be replenished through Worship activities. To do Rune Magic, you need Rune Points. Without them, you can't do Rune Magic. Which means RPs are a limiter for Rune Magic, since it's harder to get them back. MP is a limiter too, but less of one, since it's easy (natural or quick) to get them back. Do I have it, finally?
  19. Ah, I see. So, MP isn't used for Rune Magic at all then? Only sacrificed POW (in the form of Rune Points)? So, only RPs for Rune Magic? If that's so, it solves everything! And makes sense with the intent of the rules (i.e., a devotee of a god/goddess must give up something to gain the god's ability/favor/whatever).
  20. As it says, I'm really stuck on what the difference is, and how to use (or not use?) Rune Points. I've read the relevant magic sections on RQG, and I get shaman magic just fine. Rune Magic is throwing me for a loop however, as it seems (or doesn't seem?) that both Magic Points and Rune Points are used for...something? And that Rune Points represent POW sacrificed to the god/goddess to join the cult, and can be replenished from Worship for the god/goddess, but...when and why are Rune Points depleted at all? Where does it say in the book how they get used or made at character creation or, well, anything? I feel like I'm missing something easy and fundamental but its slipping by me.I've played LOTS of BRP type games, and own Mythras and Magic World. The magic systems in those are pretty straightforward, no huhu. But the one in RQG is driving me nuts. Please help!
  21. Ah, I see! That's good to know, ex cathedra. So, I'll run it that way, and let my group know of the change (there's one guy that likes having "rules mastery", so to speak, though he never min-maxes). Anyway, yeah, that'll make things easier I think. Will be running in two weeks, so, we'll see!
  22. The quick answer: pretty well! Glorantha was VERY well received by the group, and everyone delved into the lore a touch (even one guy who is strongly inclined against reading such). So, that part was a success. A touch of a mixed bag on mechanics, though everyone agreed to play again next session and keep the same rules; I'm running a short story arc anyway, so, it'll be 3-5 more sessions and then we'll evaluate. One person doesn't like non-die pool systems or ones that depends on one die (she says it's too "swingy"; for the record, she has the same complaint about D&D). One guy liked being able to make his own abilities, but is still iffy on the masteries thing. One guy seemed okay with everything, but wants, sometimes, a touch more detail (since the rules are loose, then the details about rolls can be a touch loose too). Everyone liked that combat was fast, even when controlling a small army in a battle (yes, that was the session ender!). On my side, I mostly liked it. Again, Glorantha is awesome after having played Runequest 2nd a trillion years ago, and the slightly more recent KoDP and the very recent SA. What a great setting! And the stuff in HQG for it are great; the info was well laid out and easy to point folks to for reading before the game. As a GM, I found myself getting a headache after running it. I THINK this is because, since the system is full of player-defined abilities, and how those abilities intersect or effect each other is somewhat vague (as is what constitutes. Stretch or someone having a more specific skill that someone else). I'm not used to making those sorts of decisions, so, in a weird way, I felt a touch stressed because of it (and I think that's the source of the headache). As said, we'll be running it again next month, and I'll see how I feel GMing it. I'm still a little iffy on the shaman rules (one person is a shaman), and I'm having a little tug of war on a shaman's role in the clan's society, but overall, I'm happy. I will also say folks took a while to get used to, in general, a roll covering a scene, rather than something blow by blow. That took a bit of getting used to. And no explicit wealth mechanic too (there is, but only if you bother to make such an ability, which no one did). Anyway, we had fun, and everyone, as said, wants to do it again, so, looks like a success.
  23. By a series of interesting chances, I'm going to end up running HQG for three people new to Glorantha this coming Sunday. I've given them some background to read and such not, and everyone seems pretty excited. They want to do a clan based political game, so, looks like they want to be the Clan Ring itself. I'm basing them in Sartar, right as the Lunars invade from the north. So there'll be ominous signs and such not, and then blame, invaders stepping all over your tula. Anything I should worry about or do special? It'll be the first time for me running it, though I'm not to worried, just a shift a bit in my mind towards these rules, but I've been reading them for a while now, and like what I've been seeing. Anything to be wary of? How much fun are we gonna have?
  24. Very intrigued. I'm iffy on the superpowers in BRP anyway; how do these compare? Obviously, without the rules in front of me, the write-ups can't make too much sense (though a little; looks like some base ability, plus being about the spend PP to do extra stuff?).
  25. For me, Glorantha is neither here nor there. I’m much more interested in non-Glorantha HQ2 books. Genre guides would be great (how to run sci-fi, Napoleonic Wars, or my eternal love, Republican Rome). I’d buy any of those in a heartbeat.
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