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hkokko

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Everything posted by hkokko

  1. This is the house rule I have been using all awhile. Works well.
  2. @Jeff I really like this approach. Question: How would Thanatar work with this. What about Ompalam with Garangordos et al...
  3. This looks pretty nice, Might be even too much magic but definitely a really nice step I would limit it by what Joerg suggests above - subset defined by local. Pilgrimages to holy sites and temples are one important part... How would Thanatari's work...
  4. I think that if you name your next born RuneQuest you will both earn my everlasting admiration for your dedication to our game (would be over the top I think) and child would be in very awkward situations in Finland as long as long as introductions are vocal...
  5. It is spelled close to a term used for "very unpleasant person"
  6. The name is perhaps wrong - they used to be called combat maneuvres or something similar earlier I think. i think the happening frequency is just about right - they are taking the place of the specials, crits and fumbles from earlier editions. It also makes it necessary for players or opponents to parry or they endanger themselves to a SE - or they might go for pure attacks and truat that opponent does not succeed with SE. Puny opponents are mooks (rabble and underlings) - they cannot do SEs - there were some special effects which big opponents do not worry about...
  7. ..and we non native speakers will sometimes be wondering what is the right way to spell it. It is a cool name though, most likely ends up being spelled exactly as it is written :-) Not that RuneQuest in Finland was ever a good one, it is close in spelling to slang term that does not have the best associations.
  8. I agree. Earlier there was discussion of that players used only few of the effects. It might be a "style" they use or they have not discovered the uses of others. In my game I see many being used with more being used by more tactical gamers - trip opponent is very common as it is very useful, when you are down, you will end up being in world of hurt, press advantage is also a nasty one and used too often, compel surrender very effectively, disarm opponent sometimes, overextend quite often, bash sometimes, impale often. If they get the criticals then bypass armor, choose location, maximise damage, force failure all come into play, often in nasty combinations. Only one that got boring was choose location so I made a house rule of having it available only in critical.
  9. Well - I know some guys who can drive thru any holes with a Mack truck and a wrecking ball... It sometimes is hard to be on the receiving end of it... can be really entertaining to see... Mostly I am (always) worried that rules work (are fun and useful for players and GM) also on long campaigns which might have highend and sometimes even low end characters.
  10. Heh - "Many characters died to reach this" - they called me the killer GM and added a skull sticker to their side of the GM screen for each character killed... Even some rune lords were killed. It was brutal evolution - in the end they found a way to adapt to that environment... iron plate, iron shield, iron sword, shield 4, protection 4 and friends... They suspected that retaliation would be brutal so very rarely or never saw the Sever Spirit from their side...
  11. We had many. It is relatively easy to get to Rune level if you play for awhile even if you start as lay members. if you start as novices it will be faster....
  12. My experience with experienced and masters 90/100+ up to 160 in main skills was very long and boring hit/parry sequences. Occasionally somebody got thru but there was in the end always iron armor, magic shield and protection so nothing much got thru. It became very very boring after some years - I have no fond memories of that... Waiting for crit/no parry or crit and fumble combo is no fun if that is the only way you can do damage. Ticking damage off defending weapon is not too much fun either and if the attacker is using impaling or hafted weapon it did not damage the defending weapon. RAW if I recall correctly state if you parry with shield armor protection counts for any damage going thru the shield so having a shield was good insurance making for even longer fights. I recall many a time when high ranking players with high opponents where on hit/parry/clink cycle for the entire evening - it could have been fun but resembled more the trench warfare from WWI fortresses. I sincerely hope that in the playtests the high end scenarios will be throroughly Mack truck tested. Action points and special effects fixed that really well - combats are cinematic and offer more tactical choices that are meaningful and make the combat more varying and fun. Combat traits add a bit of variety as well. Mook rules are good as well for some situations. From what has been presented so far the Runes look cool.
  13. I would love to see lots (and I mean lots) of new scenarios and campaigns instead of worrying about backward compatibility overly much. Those lovely scenarios from 20 or 35 years ago, they were lovely at the time and some of them still are but they are old. I can be as nostalgic as anyone but I would like to see more gamers and especially younger generation gamers to be lured into Glorantha. Create some rules and get them right but get us new sandboxes which are easy for newcomers to get into and that deep divers or old hands can mod and love.fascinating intro scenarios which will draw people into Glorantha and keep them wanting more. scenarios, sandboxes, new stuff.... Ahh, have to go back to medicine bag to get my daily stuff a bit earlier....
  14. Lots of prewarning is good... these kickstarters are like vampires - bleeding you dry and yet leaving you feeling weak but good and yearning for more...
  15. I hope that the usual sense of "Quality" before "Schedule" wins here as it has done with all other Moon Design publications. I would not mind a deep gestating period to get this right. Even though summer is the birthday for RQ - it should not drive the schedule - readiness should. It is already February - half a year is short time to playtest and get the rules right... and of course for those of us who purchase it - we want awesome art as well - but the rules - they need to be right...
  16. i seem to have RQ4 from olden days also in my collection, it never came out... Perhaps some days are poisoned and we should use new ones...
  17. hkokko

    RQ6 GM Screen

    Questing for ultimate GM Screen for RQ6: Ranged Combat Situational Modifiers In my search for ultimate GM screen for RQ6 I gathered together the ranged combat modifiers into one pager. The pdf exists here https://notesfrompavis.wordpress.com/2016/02/05/questing-for-ultimate-gm-screen-for-rq6-ranged-combat-situational-modifiers/
  18. hkokko

    RQ6 GM Screen

    Updated the main page for all the reference charts for GM Screen with examples of charts https://notesfrompavis.wordpress.com/2014/02/04/rq6-charts-and-tables/ List of charts . Combat Flow - Offensive Special Effects (landscape and portrait) - Defensive Special Effects (landscape and portrait) - Healing and Wounds - Diminish Effect on your opponent - Gloranthan Weapons - Eastern Weapons - Shields and Passive Blocking - Criticals and Difficulty Grade shortcut table - Close Combat Situational Effects - Movement and Swimming Effects
  19. hkokko

    RQ6 GM Screen

    Perhaps it would be useful to have a GM Screen thread here - instead of having the GM screen ideas spread all over. Close Combat Situational Modifiers For RQ6 In my quest towards perfect GM Screen for RQ6 I gathered all the close combat situational modifiers into one table. It now contains the usual ones (fighting in pitch black darkness, partial darkness, blinded, while prone and so on). In addition it has the shorter reach for those of you playing with Reach rules. I added also the fatigue effect on close combat skills and limitations brought by swimming, climbing or riding while fighting. In case your players are doing a fighting retreat with the loot it contains the encumbrance modifiers as well. If for some reason the players (or even the NPC's) need to grab a different, perhaps unfamiliar weapon to use - the table contains the modifier rules for those as well. I also updated the movement chart with colors - green for earthbound movement, blue for swimming. https://notesfrompavis.wordpress.com/2016/01/31/close-combat-situational-modifiers-for-rq6/
  20. Lots of advice already above. These are two things I would concentrate in: Pick some of the Glorantha Voices - the ones you think players will use and give it out to players. http://www.glorantha.com/docs/heroquest-voices/ For example the Bison People is for Praxians and Talking to the Moon Woman in the Tarsh voice would give Lunar background. In there the Puma folk are not existing in canon anymore. There are also examples of "What Everybody Knows..." document. Examples can be found in http://www.pensee.com/dunham/glorantha/umathela/Info-Umathelans.pdf and searching with "What Everybody Knows" Glorantha keyword in Google. I would print out or show some pictures from the cultures and area. The Gloranthan images gallery on my pinterest has some and more are easily found with a search for example: in google image search "glorantha prax images". If your players are in pavis - show the pavis and big rubble drawing that shows sort of three dimensional view of the old and new pavis.
  21. Has anyone used the new chase rules in CoC 7th Edition. How do they work in real games - good points, bad points. Considering whether to buy the CoC 7th edition just for these and then mod them as house rules in my RQ6 campaign. Not likely to play a lot of Cthulhu anywhere soon - I cannot enthuse my players to do that :-( so considering buying the book only for the chase rules if they are good enough. Looking for rules that can evoke similar chases than in all the great adventure movies but of course on fantasy campaign.
  22. These are good for NPCs as well. My main use at this point is for player characters. Scrivener is great - I used it a lot earlier on but then decided that I will not lug my computer to game so went the evernote route.
  23. Movement Charts for RQ6 For the future chase sequences in my campaign decided to combine all the movement effects into tables that fit into a single page. I find it easier to look info from table instead of calculating it with the rules. It contains now a table for movement rates between 1 and 14, effect of athletics on the speed when walking, running or sprinting. It also has a table for the common modifiers for movement like encumbrance, armor and fatigue. It has also the effects on ranged combat. I made similar chart also for swimming. https://notesfrompavis.wordpress.com/2016/01/24/movement-chart-for-rq6/
  24. Spotlight Cards for RQ Read an interesting article at Dread Unicorn site about spotlight cards and hipster PDA as a player reference for GM. The idea is to help GM to remember to let each player shine at the spotlight in the game. This can be especially problematic with larger groups at play same time. The spotlight card method gathers rough information about each player and their aspirations to an index card and at the bottom of the card ask the question: "has the player been in spotlight already". At the start of the game session you pick a card and make sure that person gets her spotlight in some way. You may have prepared for this beforehand already. After the spotlight moment you move the players index card to the bottom of the stack and go for next player making sure that during the session everybody gets their chance. On that page there are spotlight cards for several game systems. I thought this was an intriguing and try to combine it here with having some reference information about the player in one card which I have been thinking about how to do for some time. Here is an example (not of any of my gamers...) https://notesfrompavis.wordpress.com/2016/01/23/spotlight-cards-for-rq/
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