Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

28 Excellent

About kpmcdona

  • Rank
    Junior Member


  • RPG Biography
    Started playing RuneQuest in 1980 and have been an avid gamer and Chaosium fan ever since - particularly Glorantha, SuperWorld and of course Call of Cthulhu. I have made minor contributions to a few Glorantha related publications, most notably Champions of the Reaching Moon.
  • Current games
    HeroQuest Glorantha
  • Blurb
    Your typical middle-aged overweight goatee-sporting gamer with a perhaps atypical passion for trying new games and settings.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The Vadeli seemed to me to epitomize the dangers (from the Brithini point of view) of going out into alien worlds and learning about 'things man was not meant to know'. They were heedless of the dangers of moral and spiritual pollution in their interactions with the southerners and Mostali. Whatever their original sin was, I figure it has to have something to do with that. Time to go re-read Revealed Mythologies again.
  2. As I read and play HQ2 you work backwards from the story to set resistances This in no way ignores the competence of the heroes or their opposition any more than upping the challenge rating for an encounter does in D&D. It simply says to the Narrator "remember to make this an exciting contest, or just hand-wave the results." If a heroic PC is going to fight a trollkin then perhaps it should be a swarm of trollkin or maybe the trollkin foe found a magic club with which to bash the hero. Otherwise why have the contest at all? Just say "You kill it with a back-handed swipe of your sword while
  3. A few years (decades?) back Greg was invited to a little game convention here in North Carolina. That he chose to attend stunned me. Every interaction I had with him that day taught me something new. Although attendance for his events was embarrassingly (to me) sparse he never appeared any way other than gracious and warm. After the convention was over I took him out to dinner, just the two of us, and talked about life, the universe and everything. We shared our experiences as fathers of adopted kids, our spiritual journeys, and just our general curiosity about each other's lives and perspecti
  4. I think the uncertainty and danger of RQ is part of it's charm. The GM shouldn't gauge how many Lunar soldiers are in a patrol based on the PCs. The decision should be based on story logic and let the chips fall where they may. Now from a GM advice point of view, you should make sure that you don't *force* fights on players if the outcome is at all in doubt. Let the players choose to initiate combat--or not--if at all possible. Yes the PCs (or players? Not this again!) are occasionally going to underestimate opponents and have a bad day. That is the experience that RQ seems designed to create.
  5. The Description Corollary Corollary: All that glitters is not gold - and make sure your players know it. Just because the GM waxes eloquent about the mythical backstory of something doesn't necessarily mean it is relevant to the current situation.
  6. Yea, I already have the rulebook pdfs (And now dead tree versions!!!) and am trying to figure out if it is worth the price to get the fiction and scenario books. I want all of it, so need to find out what the prices for the individual items are. Regarding DGRPG in particular, I am wrapping up a fun Unknown Armies game and was planning on running the new RuneQuest next. Then the DG books arrived and... I fell in love all over again. I am so conflicted! :)
  7. True, but I am having trouble coming up with a figurative reading that doesn't make me roll for illumination!
  8. Looking through the Sorcery spells, I notice that there are no examples that use the Separate technique. Can anyone think of a good example of a spell that might use Separate? It also seems weird to me that Logical Clarity involves a dispelling of Truth. That said the new rules seem more playable than the old. Neat! I am still not entirely happy with the mental load required of the player in setting up a sorcerer character and running it well. I am planning on writing a "a week in the life of a sorcerer" document that walks my players through the basics of using all the bonuses (rituals,
  9. I am curious about the time required for an augment. Is it free? Should it be? At least a strike rank delay as you build up a head of steam with a passion or call on a rune seems fair. Taking a round to do so wouldn't be awful considering the potential benefit.
  10. I always figured that training was how you increased skills that you wanted to specialize in, if you weren't getting the desired checks in play. Especially in RQ2. Sort of like turning gold into XP.
  11. The new approach sounds very cool to me - simple and flavorful. It sounds like rune priests might recharge slower than they currently do, though. I haven't checked, but don't rune level characters currently recharge all their reusable rune spells with a single worship at any temple regardless of size? Another thought I had was that I don't here "sacrifice" in this description. I thought that sacrifice was a big part of ancient world worship. Should the player sacrifice something at worship? Should the size of the sacrifice matter?
  12. That's good to hear. To me and my group, it ain't RuneQuest if it doesn't have hit locations. General HP also always made sense to us. Nobody had a complaint about how that part of the game worked. The resistance table wasn't a problem either. We never actually consulted the table. Even my math challenged brain can subtract two small numbers from each other and multiply by five. Defense, on the other hand, was more of a nuisance. It falls into the general category of skill penalties though. If you don't have a problem subtracting penalties from target numbers due to circumstances the
  13. I had the same insight a while back and considered running RQ2 with a D20 but 1) don't like D20s and 2) it screwed up crit calculations. That said, I am opposed to any rule that adds minute amounts to a skill/roll that don't noticeably impact play. A skill improvement of 1% or 2% is just an annoying bit of bookkeeping for no real gain. Go big or go home.
  14. Here is the latest installment of the designer notes. Nothing new if you have been paying attention, but nice to see plainly stated. http://www.chaosium.com/blog/designing-the-new-runequest-part-3 I am amused at my own discomfort in the essay when Jeff posed the following question and... answer? "But are we all still friends? Certainly, this is just what sometimes happens in business." The pedant in me thought it sounded evasive. He probably meant "Certainly. This is just what sometimes happens in business." Jeff, being a (former?) lawyer, will hopefully forgive my tendency to read l
  15. "Design Rule a" sounds particularly interesting to me having just read a bunch of OSR discussion about how players should not really consider the rules at all when coming up with ways to solve problems. Basically, come up with the solution first and then figure out how to resolve it using the rules. I am not sure that we are reading it the way that Jeff intended, though. I think he is going somewhere more general - the character sheet tells you what the game is about. If there is lots of detail about fighting on it then it is reasonable to assume the game is about fighting. If 'Philosoph
  • Create New...