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hkokko

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Everything posted by hkokko

  1. Thanks. updated with Elder Wilds and Wyrms Footnotes 15 Dragon Pass dates.
  2. In my campaign I have long wanted a view of Gloranthan history from a perspective of an ordinary people who might only think about just a few years back, in my father's day, when my grandfather was young, when my great-grandfather was initiated. At the same I wanted to see what was happening at other regions at the time. Created the database for the calendar information and wanted to share a generational perspective for the Gloranthan history. Now your Sartarite NPC or your character can say that the Moon worshippers finally got us when my father was young. My grandfather died with the last true king of Sartar - Salinarg. My grandfather had seen the opening of the seas and the Sun Worshippers receiving their land and starting to construct their temple. Currently my campaign has some seafaring parts so I wanted to know when closing was in effect overall and in particular areas. Almost all the dates and history information are compiled from the Guide, Kingdom of Sartar and the new Pavis book. The generation is defined to be 25 years which might be a bit high for barbarian cultures but would work for civilized. The base year in the years ago is 1625. The table contains event per year for all areas, how many generations ago it happened, how many years ago it happened and whether closing was in effect at the time. http://notesfrompavis.wordpress.com/2014/07/23/gloranthan-timelines-generational-perspective/
  3. A tool for creating enemies (individual or parties) http://notesfrompavis.wordpress.com/category/rq-encounter-generator/main-page/ Starting a gloranthan campaign before AiG. http://notesfrompavis.wordpress.com/category/starting-a-gloranthan-campaign/ On the same site there are a few tables that might be useful... --h
  4. What are the key thngs why you would like it to be desktop executable... The current rq6 generator version can be used from most anything Desktop would be limited to one or few platforms... If you can elaborate on your use case perhaps we can suggest ways of using the current one in ways that would be closer to your use case. It is unlikely that it will be developed by the original team to run as a desktop version. Code is available in github but much of the content is actually crowdsourced database.
  5. RQ Encounter Generator Praxpak meets Cult One Pagers http://notesfrompavis.wordpress.com/201 ... ne-pagers/ RQ Encounter Generator has a major new feature - cults (and spirit societies, mystic orders and sorcery orders) as a first class citizen. Cult is a holder for spells, miracles, sorcery spells and mystic abilities. You can attach multiple cults to a template and all of their abilities will be added to the template at the time of generation. You can have additional spells and abilities on your template to enrich the basic cult. This will make it easy to create a cult member for your template, just pick a cult/s you like and their levels (initiate, acolyte or priest etc) for your template. You can of course create your own cults as well - either from existing ones or from scratch. As a convention it is useful to mention the name of the order or cult first, then the rank in the cult. There now exists many cults and spirit societies especially for Prax and sorcery orders for Monster Island. More will come later. Following cults have been created and appropriate enemies and parties enhanced with these: Spirit worshipper to high shaman for bison, impala and rhino tribes. Storm Bull Eiritha Waha From Initiate to Rune Lord/devotee Trolls Kyger Litor Zorak Zoran Humans Orlanth Lhankor Mhy Humakt Yelmalio Issaries Yanafal Tarsils Broos Mallia Thed appropriate parties have been updated and a few new ones created All of the above have also the skills based on Glorantha Cult One Pagers
  6. Here are some thoughts how one could start RQ6 campaign in Glorantha before AiG exists. http://notesfrompavis.wordpress.com/2014/04/10/starting-a-glorantha-rq6-campaign-before-adventures-in-glorantha
  7. Take Four of the Gloranthan cult one pagers for RQ6 is now available. New format for spirit societies, cult page has tunings and source links to spells, more detailed locations. Tunings for several cults contents as well. New cults concentrate on Fonrit area and include: Burayha Xolani, Ennung, Ernamola, Evukindu, Fida’ls, Garangordos, Hanjethulut, Orjethulut, Heler, Jokotu the Murderer (spirit society & cult), Karkisso the Seer, Seseine, Ragnaglar, Um-Oradin. Major changes for Selarn, Lamsabi and Yelm notesfrompavis.wordpress.com/2014/04/05/gloranthan-cult-one-pagers-take-four
  8. Mankcam - Any house rules you might want to share. Have been creating some charts and one pagers but would like to see how others tune the rules.
  9. Thanks for the kind words.
  10. Take three of the Gloranthan Cults. Includes first cut of Ompalam, Calari the Hunter, Gark the Calm and Ikadz among others. Has now latest understanding of cult runes and first cut of cult locations based on pantheons. http://notesfrompavis.wordpress.com/2014/03/02/gloranthan-cult-one-pagers-take-three Comments welcome
  11. Gloranthan Cults in Runequest 6. Here is a link to a stopgap measure that I created to support my own campaign in Glorantha until AiG is out. It might be useful for others as well. These are my interpretations and in no way official. Created a draft one page summary of skills, folk magic and theist miracles for common Gloranthan cults. For each cult or spirit society source is mentioned for the spell,miracle or skill that is not found in current RQ6 rules. Criteria for initiate, acolyte and rune status is mentioned as well. For the spells and the description of the cults you will need to dive into Cult Compendium, Gods of Glorantha and Strangers in Prax - at least. All of this will be superseded by the official rules once AiG is out. Cults available are Aranea Argan Argar Asrelia Atyar Babeester Gor Bagog Blackfang Cacodemon Caladra & Aurelion Chalana Arroy Donandar Dormal Eiritha Ernalda Etyries Ernalda Etyries Eurmal Flintnail Gorakiki Humakt Issaries Krarsht Kyger Litor Lanbril Lhankor Mhy Lodril Magasta Mallia Maran Gor Odayla Orlant Pamalt Pavis Pocharngo Storm Bull Than Thanatar Thed Triolina Tsankht Ty Kora Tek Vivamor Wachaza Waha Xiola Umbar Yelm Yelmalio Yelorna Zola Fel Zorak Zoran Shaman Spirit Society Strombull Spirit Society Horned Man Spirit Society Mallia Spirit Society Waha Spirit Society Oakfed Spirit Society All of the above will likely change during my campaign and has gone thru just initial tuning. For spell conversions take a look at gloranthaphiles more detailed conversion. http://notesfrompavis.wordpress.com/2014/02/04/gloranthan-cult-one-pagers-for-rq6 There will be more of these a bit later..
  12. Saw this just a moment ago. Sorry for late reply 1,2 answered already. 3 New templates can be done by anyone logged to the system. New races can only be done by skill,pruneau and myself (hkokko). The race is basically just a hitloc template and most of the usually occurring hitloc variations have been handled already - just grab a template made on a race with appropriately hitlocced race and modify away. If you really need a new race contact one of us on thedesignmechanism forum 4. No vetting at the moment. We trust that people will do the right thing. When something appears we can delete stuff if we need to. So far no need. 5. These are just very very very rough thoughts on guidelines. There are couple of 'reserved' tags. If the enemy is from Glorantha and "generally accepted" to be - add a keyword Glorantha and other Gloranthan keywords like Gloranthan place names to it. "Generally accepted" means roughly has been described in a Gloranthan supplement. Same way for Monster Island. I would reserve "Mythic Rome" and other "Mythic" etc for the possibly upcoming books. If it is from neither of these places add always a tag describing the world where it comes in. "Fantasy" is a placeholder for these - you could add that keyword to anything. If you have for example "Cimmeria" for Conanesque stuff. Romans could have "Ancient" as the overall tag and "Fantasy" "Roman" (and respectively "Vandal" "Goth" "Pict") as additional tags and then use the common environment tags "Mountain", "Jungle", "City", "Sea" Tags are there to help the users find the stuff with the filter and they speed up the enemy page quite a bit. Usually two or three tags would help a lot in finding - so first I would use "Ancient" at least for the Romans to pinpoint the world for the filter - then nationality and then the environment if you need that. Using the environment tag in addition to the world tag helps you build up encounter charts. "Do you feel lucky" will get from current filter you a random enemy and it is quite useful feature - so tag usefully What is acceptable - that is a difficult question. Aside from the normal - keep it useful and 'safe' for the players of any age and that is already a difficult thing to answer. Take a look what is there currently - similar things are acceptable. For Glorantha and Monster Island - keep the feel of it. Technically there are couple of things - spirit society's, mystic brotherhoods and sorcery orders that have been implemented as templates. They probably should not have world tags but just technical tags "Spirit Society", "Sorcery Order". They are there as helpers to create shamans, disciples and sorcerers and would clutter the filters if they had the world tag "Glorantha" or "Monster Island" Legnionnaires or Centurions are perfectly fine - look at the discussion above for tagging. Vikings as well... Basically anything that would be supported by RQ6 rules but please use the tagging rule. Please ask if you would like clarifications or want to challenge any of the above. "Mythic Britain" is reserved for loz. All three of us are much more active on thedesignmechanism forum or Google+ so if you want quicker answers contact there... I will drop by here occasionally --hkokko
  13. Gloranthan Cults in Runequest 6. Here is a link to a stopgap measure that I created to support my own campaign in Glorantha until AiG is out. It might be useful for others as well. These are my interpretations and in no way official. Created a draft one page summary of skills, folk magic and theist miracles for common Gloranthan cults. For each cult or spirit society source is mentioned for the spell,miracle or skill that is not found in current RQ6 rules. Criteria for initiate, acolyte and rune status is mentioned as well. For the spells and the description of the cults you will need to dive into Cult Compendium, Gods of Glorantha and Strangers in Prax - at least. All of this will be superseded by the official rules once AiG is out. Cults available are Aranea Argan Argar Asrelia Atyar Babeester Gor Bagog Blackfang Cacodemon Caladra & Aurelion Chalana Arroy Donandar Dormal Eiritha Ernalda Etyries Ernalda Etyries Eurmal Flintnail Gorakiki Humakt Issaries Krarsht Kyger Litor Lanbril Lhankor Mhy Lodril Magasta Mallia Maran Gor Odayla Orlant Pamalt Pavis Pocharngo Storm Bull Than Thanatar Thed Triolina Tsankht Ty Kora Tek Vivamor Wachaza Waha Xiola Umbar Yelm Yelmalio Yelorna Zola Fel Zorak Zoran Shaman Spirit Society Strombull Spirit Society Horned Man Spirit Society Mallia Spirit Society Waha Spirit Society Oakfed Spirit Society All of the above will likely change during my campaign and has gone thru just initial tuning. For spell conversions take a look at gloranthaphiles more detailed conversion. http://notesfrompavis.wordpress.com/2014/02/04/gloranthan-cult-one-pagers-for-rq6
  14. There is now a tagging feature available. With this you have the support for multiple campaign settings. On your template add your setting as a tag for example one of the existing ones (Glorantha, fantasy, monster island) or create a new one "Cimmeria" or ""Steampunk" and tag all of your templates with that. if you would like existing templates to add the tag ask on thedesignmechanism forum or here...maybe the authors of templates will add the tag.
  15. A short note on possibly useful tool: RQ Encounter Generator (for RQ6) (the creation of skoll at thedesignmechanism forum) has grown lately to have quite a bit of new features and content. Content is crowd sourced. So for the hard working GM's there is now an easy way to generate many types of enemies. You need a herd of allosaurs - click, select number press generate and unleash doom. The characters finished them off - need a bigger reserve herd - click a number and generate again. Other beasts got attracted to the noise - perhaps a tyrannosaur - click a number and generate again. Endless supply of Lunar more what you need - pick from the list - generate again. In units nicely formed of up to 40 individuals - they will march to restore peace and order in the name of the Moon again. Town guards noticed your character's getaway from the second story job - click a number and generate. Serpent People to fill your jungle with silent death - select from the list. A number of templates have already been created for Gloranthan, Monster Island, General Fantasy settings by the users of the system. Need a new kind of enemy - use the templates from existing races and templates, modify to your heart's content and create away. http://ouropa.planeetta.com/rq_tools.../instructions/ Need new feature that does not exist - there is a discussion thread at the Design Mechanism forum to discuss new features. RQ Encounters in a recent version Main new features: 1. You can create and save a party of enemies encountered together. For example "Dragonewts on a Warpath: 2d3 dragonewt scouts, 4 dragonewt beaked warriors - skilled, 1 dragonewt beaked warrior elite, 5 demibirds". Party can have notes as well. 2. PDF export of the generated results 3. Filter the enemies by "All/Glorantha/Monster Island/General fantasy". 4. Generate button to all the template pages. 5. Improvements in printing Content has also grown quite a bit. Currently there are over 350 enemy templates including 60 group templates for available and you can easily create more from scratch or from existing ones. There are now parties and enemies both for Glorantha, Monster Island and Generic Fantasy. Most of them fit for Glorantha but can be used also outside. new version and some new features Able to generate - Spirits - Shamans & Thanatari with priest and acolyte templates Many parties can be generated - Quiet Night at Gimpy's - Bar at a port city - Raiding parties for all major tribes in Prax - Lunar parties for cities and outside cities - Sartarite parties - Morokanth Slavers - ship crews - caravans - create your own - broos, lots of broos and their Shamans .etc Many Monster Island parties and enemies added - Primitive islander hunting and war parties - Primitive islander village scenes day and night - Serpent People parties - in the jungle and in the air The tool is under constant development - random encounters for a region is on the backlog - might come in later.
  16. RQ Encounter Generator (for RQ6) (the creation of skoll at thedesignmechanism forum) has grown lately to have quite a bit of new features and content. Content is crowd sourced. So for the hard working GM's there is now an easy way to generate many types of enemies. You need a herd of allosaurs - click, select number press generate and unleash doom. The characters finished them off - need a bigger reserve herd - click a number and generate again. Other beasts got attracted to the noise - perhaps a tyrannosaur - click a number and generate again. Endless supply of Lunar more what you need - pick from the list - generate again. In units nicely formed of up to 40 individuals - they will march to restore peace and order in the name of the Moon again. Town guards noticed your character's getaway from the second story job - click a number and generate. Serpent People to fill your jungle with silent death - select from the list. A number of templates have already been created for Gloranthan, Monster Island, General Fantasy settings by the users of the system. Need a new kind of enemy - use the templates from existing races and templates, modify to your heart's content and create away. http://ouropa.planeetta.com/rq_tools.../instructions/ Need new feature that does not exist - there is a discussion thread at the Design Mechanism forum to discuss new features. RQ Encounters in a recent version Main new features: 1. You can create and save a party of enemies encountered together. For example "Dragonewts on a Warpath: 2d3 dragonewt scouts, 4 dragonewt beaked warriors - skilled, 1 dragonewt beaked warrior elite, 5 demibirds". Party can have notes as well. 2. PDF export of the generated results 3. Filter the enemies by "All/Glorantha/Monster Island/General fantasy". 4. Generate button to all the template pages. 5. Improvements in printing Content has also grown quite a bit. Currently there are over 350 enemy templates including 60 group templates for available and you can easily create more from scratch or from existing ones. There are now parties and enemies both for Glorantha, Monster Island and Generic Fantasy. Most of them fit for Glorantha but can be used also outside. new version and some new features Able to generate - Spirits - Shamans & Thanatari with priest and acolyte templates Many parties can be generated - Quiet Night at Gimpy's - Bar at a port city - Raiding parties for all major tribes in Prax - Lunar parties for cities and outside cities - Sartarite parties - Morokanth Slavers - ship crews - caravans - create your own - broos, lots of broos and their Shamans .etc Many Monster Island parties and enemies added - Primitive islander hunting and war parties - Primitive islander village scenes day and night - Serpent People parties - in the jungle and in the air The tool is under constant development - random encounters for a region is on the backlog - might come in later.
  17. And the standard 'advertisement' here: RQ Encounter Generator (for RQ6) (the creation of skoll (at thedesignmechanism forums) has grown lately to have quite a bit of new features and content. Content is crowd sourced. So for the hard working GM's there is now an easy way to generate many types of enemies. You need a herd of allosaurs - click, select number press generate and unleash doom. The characters finished them off - need a bigger reserve herd - click a number and generate again. Other beasts got attracted to the noise - perhaps a tyrannosaur - click a number and generate again. Endless supply of Lunar more what you need - pick from the list - generate again. In units nicely formed of up to 40 individuals - they will march to restore peace and order in the name of the Moon again. Town guards noticed your character's getaway from the second story job - click a number and generate. Serpent People to fill your jungle with silent death - select from the list. A number of templates have already been created for Gloranthan, Monster Island, General Fantasy settings by the users of the system. Need a new kind of enemy - use the templates from existing races and templates, modify to your heart's content and create away. http://ouropa.planeetta.com/rq_tools.../instructions/ Need new feature that does not exist - there is a discussion thread at the Design Mechanism forum to discuss new features. RQ Encounters has a new version out: Main new features: 1. You can create and save a party of enemies encountered together. For example "Dragonewts on a Warpath: 2d3 dragonewt scouts, 4 dragonewt beaked warriors - skilled, 1 dragonewt beaked warrior elite, 5 demibirds". Party can have notes as well. 2. PDF export of the generated results 3. Filter the enemies by "All/Glorantha/Monster Island/General fantasy". 4. Generate button to all the template pages. 5. Improvements in printing Content has also grown quite a bit. Currently there are 350+ enemy templates including 60 group templates for available and you can easily create more from scratch or from existing ones. Over 120 creature types/races are represented.  new version and some new features Able to generate - Spirits - Shamans & Thanatari with priest and acolyte templates Many parties can be generated - Quiet Night at Gimpy's - Bar at a port city - Raiding parties for all major tribes in Prax - Lunar parties for cities and outside cities - Sartarite parties - Morokanth Slavers - ship crews - caravans - create your own - Broos, lots of broos and Broo shamans .etc Many Monster Island parties and enemies added - Primitive islander hunting and war parties - Primitive islander village scenes day and night - Serpent People parties - in the jungle and in the air The tool is under constant development - random encounters for a region is on the backlog - might come in later.
  18. Thanks for the nice words. This is 'skoll's idea and creation (thedesignmechanism forum's) - in addition there are two of us creating content so there are three active Gamesmasters creating content. Currently the generation follows RQ6 rules as we have tried to make the tool as useful as possible for GM's of a single rulesystem instead of trying to be a little bit of everything to everybody and not really good at anything. That said - we have on the backlog a generation possibility for other systems as well but it is not yet very high on the roadmap. There are so many things that we need to have that expanding to other systems has not been high on priority. There are still so many things this can be useful for without going into nitty gritty of generation rules of every variation of d100 etc. There are many many features on the backlog we would like to do. One of the things closer at hand is support for more settings - currently we have Generic Fantasy, Glorantha and Monster Island. In the future there could be more. It is really easy to create a template for your own purposes - just clone an existing template or create something from a ready made race. Add weapons, spells, fighting styles, skills to your heart's content. Use that again as a template for your next creation. Say you want a Cimmerian - create a template for a Cimmerian human with base set of skills, spells, weapons etc. Use that as a template for creating Cimmerian Priest of Crom, Cimmerian Warrior, Cimmerian Lord etc. If your campaign does not use Stealth but has several skills instead of it - unmark stealth and create custom skills for hide in shadows, Move Silently etc for your base template. Races currently are only hitloc holders but a little bit more. In case the system generates stats that you do not need - disregard those. So in near future we are likely to have a way to state that a template belongs to a certain setting or perhaps multiple settings. So you could likely have a setting Cimmerian and add your templates there. Create a party of Cimmerian Raiders with a leader, sorceror and a few mindless brutes... and so on. But before that - you could use the "general fantasy" setting to create your own content. The system is very flexible and it is developing very fast both in features and content - it is also dependent on active GM's for crowdsourcing the content and ideas for cool features. Cheers, --hannu
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