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hkokko

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Posts posted by hkokko

  1. AiG works just fine... Just fine - using it in my own campaign and works really well... Unfortunately it is missing several pieces which you have to do yourself (most notably cults, mystics and elder races) which were supposed to be developed by next summer. That is now not going to happen. 

    You can look things from multiple points of view. So we have now more choices than ever for running Glorantha campaign. Running it with RQ6 - very doable, AiG (which is really RQ6. those few of us who have it), RQ2, RQ3, Legend, Mongoose RQII, HQ - I hear some are doing it with Fate - in future also with Runequest Glorantha, 13th Age. There are hard core defenders for all of these. I bet there will be many of us who will continue to run it with their favourite choice of a version or then intermingling from some or many of these. I am RQ player so I have grown used to house ruling and combining stuff..

    Would have preferred my favourite style of RQ (RQ6) to be the default - could have brought some unity.  Now it is going to be different - let's see how this evolves.YGWV. 

    I am very much more concerned about completely NEW supplements for RQ in Glorantha - I find this nostalgic drift to scenarios from decades ago be detrimental to the growth of the tribe and Gloranthan RQ as a game. The scenarios were good (then) but we must be able to create SUPERIOR scenario books and campaigns for late 2010's not 1980's or early 1990's. We have incredibly rich background world but where are the scenarios... The scenarios are the ones that can draw new people in and give us grognards new things to think about. 

     

    • Like 3
  2. Monster Island Weapons

    Monster Island is one of the coolest supplements for Runequest currently. All the enemies (and the occasional friend) can be generated from RQ6 Encounter Generator - search with Monster Island tag.  Sometimes you might wonder what do the weapons the natives are using look like. I gathered here a small board showing an example of all the weapons listed in Monster Island supplement I could find. 

    https://notesfrompavis.wordpress.com/2015/12/02/monster-island-weapons/

    • Like 1
  3. Glimpses of Count Felagga's Mystic Menagerie - Chaos and Creatures From Distant Lands

    Wyrms Footnotes #15 has a wonderful article by Sandy Petersen on a circus with really esoteric exhibits - Count Felagga's Mystic Menagerie. Here are some of the creatures from the Dangerous Animal Section and the Chamber of Horrors fitted with RQ6 statistics in RQ6 Encounter Generator
    - Pterodactyl Sorn The Chaos 'birds' from East isles
    - Rhamphorhynchus Sorn Smaller Sorn species
    - Duocanth The amphibious monster from Kralorela
    - Nandi The beast with excellent memory from Kingdom of Ignorance
    - Xamalki The hulking chaos monster from Pamaltela and East Isles
    - Sparhog The electrifying boar from the hinterlands of Teshnos

    Other creatures
    - Varanid Semi-intelligent, ferocious lizard from Western Pamaltela
    - Dwarf Lion Male
    - Dwarf Lion, Female

    Part of Count Felagga's Mystic Menagerie stats are here. 

    https://notesfrompavis.wordpress.com/2015/11/29/glimpses-of-count-felaggas-mystic-menagerie-chaos-from-distant-lands/

  4. There is a mention of Xamalki in the Forgotten Secrets and Wf#15 "two thumbs & eight fngers per hand, the size of shovels. Some of the fingers have claws. Xamalki are huge burrowing chaos things. "

    What do the rest of the Xamalki look like - could not find any source. How big would they relatively to something else be? 

     

  5. Wonderful thread.

     

    Even though I am not a deep in myth studies I find Joerg's view of there being different kind of 'grain'/'land' goddesses tempting. Even if they are sisters of sort - not all sisters are alike. Seshna Likita and the Green Lady of Ralios sound good interpretations and they make the life interesting for myth tellers and world travellers - little bit of something that is same in the background but still different.

    • Like 1
  6. Spirits in The Night - Beast, Darkness, Death, Chaos and Mastery Spirits in AiG

    Spirit societies for Adventures in Glorantha was presented in a previous post. Here are the first adaptations of that for RQ Encounter Generator. Spirits in the Night indeed - the new rules for spirits in Adventures in Glorantha give lots of variation for the spirits to the already great rules for spirits in Runequest 6. The aspect of Runes is shown to much greater extent in the new spirit rules. The rules there are not final yet - so they could change in the Runequest Glorantha book.

    Spirit combat can look less deadly with the new rules but variation for the spirits is significantly greater. There are new rules there but here is an adaptation of the AiG spirits that can be used both with or without the new ruleset.In this first set there are spirits for just a few of the runes.

    You can find all new spirits in the Spirits in the Night Party if you want to generate just spirits. All the work has been done for you - just generate away...

    Spirits who are of Grand status are usually intensity 4 which can be interpreted as run away - fast as you can and hope they do not notice you.

    For Mastery rune

    - Mastery Curse Spirit (Lesser, Typical, Major, Grand)
    - Gloranthan Blessing of the Mastery Spirit (Lesser, Typical, Major, Grand)
    - Gloranthan Mastery Spirit (Lesser, Typical, Major, Grand)
    - Ruler spirit - Mastery 

    For Death rune

    - Death Curse Spirit (Lesser, Typical, Major, Grand)
    - Disease spirit (Lesser, Typical, Major, Grand). These are now separate from Sickness spirits. Disease spirits carry only have Gloranthan diseases currently
    - Death Curse Spirit (Lesser, Typical, Major, Grand)
    - Gloranthan Death's Blessing Spirit (Lesser, Typical, Major, Grand)
    - Gloranthan Death Spirit (Lesser, Typical, Major, Grand)
    - Gloranthan Death Spell Spirit (Lesser, Typical, Major, Grand) Larger varieties of these can have Rune spells
    - Ruler spirit - Death

    For Chaos rune

    - Gloranthan Chaos Spirit (Lesser, Typical, Major, Grand)
    - Ruler Spirit - Chaos

    For Beast rune

    - Gloranthan Beast Spirit (Lesser, Typical, Major, Grand)
    - Ruler Spirit - Beast

    For Darkness Rune

    - Gloranthan Darkness Spirit (Lesser, Typical, Major, Grand)
    - Ruler Spirit - Darkness

    Malia initiate, acolyte and high shaman spirit societies have been updated with the new spirits. You can get the new spirit society into use just by generating any of the current foes who use that - for example: this nice Broo Shaman. The other way is just to attach one of the ranks of Malia spirit society into your template. Same goes for Waha (initiate, shaman and high shaman). With Waha I have retained the earth and law spirit association even though Waha does not have Runes for those. I have also retained the ancestor spirits here for the meanwhile. The rest of the spirit societies will come later.

    New additional features

    - Spirit Abilities for all the Runes
    - Blessing of the spirit abilities for Death, Mastery
    - Spells for Death rune
    - Gloranthan Diseases contains only the Gloranthan Diseases.

    https://notesfrompavis.wordpress.com/2015/11/22/spirits-in-the-night-beast-darkness-death-chaos-and-mastery-spirits-in-aig/

  7. RQ2 book is ok as a tribute. the Pavis/Big Rubble should be in print as well as it is really a classic - even though I own both the original and the Gloranthan classic. The GM screen looks nice.

    Quest world box (even though I own it) - never really appealed to me. I would rather have more completely new material than reprints of stuff.

    There is only so much time & resources available from the indomitable Chaosium team. If you want to do republications - why not ToTRM as a pdf - that might be useful for quite many and it is quality thru and thru. Does not really need printed version - pdf would do.  

    I really really would appreciate getting more completely new stuff out - I strongly appreciate the new stuff that has come already but more, more, more to expand the audience and us existing customers...

     

    • Like 4
  8. On 18. marraskuuta 2015 klo 1.24.14, smiorgan said:

    In contrast, I will buy the reprint with the hope of actually playing some Pavis, Borderlands and  (especially) Griffin Mountain games. I used to play Gloranthan Classics with RQ3 and (sort of) convert on the fly. Using my venerable copies of RQ2 was not appealing - too scared of them disintegrating!

    The idea of a brand new sturdy hardcover to play the original adventures is very appealing! 

    I like RQ6 but it's sufficiently different (and complex) that it makes the prospect of conversion unattractive.

     

     

    If the conversion is about the stats - most if not all of them are available in RQ6 encounter generator. If not they are easy to do there. If you do not find them easy to do please note the missing ones and I can provide

    https://notesfrompavis.wordpress.com/2014/05/13/rq6-encounter-tool-feature-recap-for-busy-gms/

    https://notesfrompavis.wordpress.com/2014/12/27/return-to-griffin-mountain-and-balazar/

     

    • Like 2
  9. RQ2 is to me nostalgia from the days of long gone. Have the red hardback and the softcover as well. Will probably buy this edition as well but just for the collection. 

    "I agree on rules design, though I think RQ6 lacks a little of the clean, systemic design that I associate with RQ3; there are more tables and fewer computations in the newer version."

    I really prefer the current rules of RQ6. They are also very readable to me both on iPad, Mac screen or paper - no trouble with the font. To me RQ3 main failure was the sorcery and the combat at high levels, for RQ2 the combat at high levels - both turned to endless slugfests with Divine Intervention providing endless longevity to Rune Levels. I think these parts are significantly better in RQ6. I am not sure what is referred to by clean systemic design in the above quote... I prefer to have the rules in one book instead of separated to multiple ones. Having said all that - it was RQ rules then and enjoyed playing them (except for the slugfest part), I just enjoy RQ6 much more.

     

    • Like 2
  10. Regarding generators: We thought about doing other systems than RQ6 with RQ6 Encounter Generator. It can be quite a bit of work though technically doable at least to an extent. The philosophies how magic and battle systems work and what they consist of can be an issue when generating for multiple game systems. One could probably find the lowest common denominator when researching this more deeply. One of the problems was that none of us were really familiar with the other systems or not playing them actively and for example the magic can become quite involved content to create. Very large part of RQ6 Encounter generator is the content itself once the engine is built. Starting from ground up to get the content can be quite a bit of work that requires dedication and most likely crowd sourcing to keep the content coming.  Some of the other generators have not been as active - life tends to get in your way - so crowdsourcing for content is a way to keep things alive. 

    Currently the RQ6 Encounter Generator has a stable codebase with little tweaks coming in now and then and code itself will likely see next bigger updates once RQ Glorantha is out to support the tweaks to RQ6 (no acolytes, some devotion pool calculations are different etc).  Content will keep coming constantly and of course it is crowdsourcing friendly. Some statistics : 2029 published templates before this month's bunch. 44 contributors. Outside the original circle of skoll, myself and prune there are approx 270 published templates of which 8 people have more than 10 templates each, 10 people have 5-9 templates - rest mostly one or a bit more templates. 

    There are 14000+ features in 256 feature categories that you can attach to party or enemy templates. 498 cult ranks in approx 160 cults/spirit societies/sorcery orders/brotherhoods with associated spell, spirits etc... 

    There is always the dilemma whether to support one game system relatively well/relatively deeply or multiple at lesser level... With enough dedication that could possibly be solved. 

     

  11. Adventures in Glorantha Take 4: Spirit Societies

    Adventures in Glorantha Preview brings us rich variety of spirits for shamans.

    Full list of spirit Societies have not been released yet for AiG - they will come later on in Chaosium Runequest but that is still far away in time. For the time being I have created as a fan contribution my view of the spirit societies in one pager format.

    Here are now 26 spirit societies made from Runes usually associated with those. This is how I view them. This is a first cut. This should help those few who have the preview but also any others as most of the spirits are available in RQ6. Only some neutral spirits are mentioned here. None of the spirit magic is mentioned on this round.

    Format is now somewhat different as we do not have acolytes anymore in AiG.

    The original one-pagers will still be available in their location. The new ones will be in Aig directory and have in small print on upper right corner "Aig Preview version". I expect I need to tune these still - so I added print date and time info on bottom of the page.

    This of course meant that I need to change later on the stats in RQ6 Encounter Generator as the spirit society members there have been so far my interpretation of RQ6 Glorantha without Aig. The spirit societies that have been changed are still my interpretations of the AiG as they are based on the Preview and the rules are not fully complete yet. Like noted in my first look at Adventures in Glorantha elder races are not yet described in AiG Preview.  I remain in gratitude that I got permission at GenCon to do this upgrade to the Gloranthan Cult One-pagers under the normal Fan Policy.

    Feedback is welcome.

    I will likely not be updating the original one pagers but will be working on this AIG preview version until Chaosium Runequest comes out - I will likely update the one pagers at that time for it as well.

    So we have the Glorantha One Pagers for Spirit Societies in AiG 

    Spirit societies that exist now are

    -Aldrya
    -Bagog
    -Blackfang
    -Daka Fal
    -Dark Eater
    -Eiritha
    -Foundchild
    -Golden Bow
    -Horned Man
    -Hungry Ghosts
    -Jokotu
    -Kolating
    -Kyger Litor
    -Mallia
    -Oakfed
    -Odayla
    -Pamalt
    -Rasout
    -Stormbull
    -Thed
    -Waha
    -Zola Fel
    -Zong

    Hsunchen societies here are

    -Telmor
    -Pujaleg
    -Basmol

    The Hsunchen, Pamalt and the hunter gods (Ragout, Odayla, Zong, Foundchild) still have their theistic side as well. At least for Hsunchen it should fade away in the future - so for these cults it would be good to use only the spirit society side. Others would probably stay as a mix of theistic (rune magic) and animistic cults & spirit societies.

    https://notesfrompavis.wordpress.com/2015/10/11/adventures-in-glorantha-take-4-spirit-societies/

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