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tedopon

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Everything posted by tedopon

  1. tedopon

    RQ vs D&D

    As far as D&D goes, the lion's share of referencing back to the rules that happens on a regular basis in any game I've ever played (no matter the version) has been regarding spells...which is coincidentally the same as my experience with Runequest. Also, Runequest is more complicated mechanically than D&D...I don't know how anyone who has played (any version of) both could say differently and keep a straight face. However, they're so different in their focus on achieving the "default assumptions" of what it means to play them that it's an Apples and Oranges situation, and not really constructive to discuss. Not to mention that people get their panties in a bunch and shout down one another's points when discussions like this occur. Regarding leveling up in D&D...it's very quick for 9/10 players. Each level is an incremental build on what you were already doing. I run D&D for kids at the library and even the ones who aren't well versed in rpgs can do it in less than ten minutes. The players who take longer are the ones who are trying to think a few advancements down the line (which is a feature/bug of most versions of Warhammer & 40K as well). How is this thread still active (as I prepare to hit Submit Reply)? EDIT: I would agree with the assertion that AD&D was the most complicated version of D&D. It and the OD&D it came from were just a series of systems that had nothing to do with one another bolted on when the need arose. I still think that even 80s Runequest is more complex even though it had the benefit of more conscious design decisions.
  2. They got back in touch with me this morning. I guess I just needed to generate some quantum attractor energy on this forum to get them to respond via email.
  3. Just to be clear, I'm not trying to characterize them negatively in any way, just was asking if others had gotten replacements. I love the rune dice and hit location die. Having dice that are so unique but still readable/usable is extremely rare. ...and I checked but the last response I got from them was in August.
  4. No, I've used the form on their site each time that I have contacted them. I will get hold of Rick in a few days if they don't respond back to my most recent attempt. It's not a huge deal, but they did tell me they would replace them last August.
  5. Any updates? I have nothing to contribute beyond what I posted in January. They haven't responded to any of my emails, but was curious if anyone got replacements or bought new sets that were corrected.
  6. Sword Cane is an elegant weapon, from a more civilized age.
  7. tedopon

    RQ vs D&D

    That came from 4E.
  8. Don't tell anyone, but I use stuff from all the canonical Ages and it takes place in the "now" era.
  9. I've played in a few campaigns where slavery was a major aspect of the culture(s) in the game. It is far more satisfying to combat and possibly defeat an infrastructure that deprives individuals of freedom than to kill bad guys because they're bad guys. Slavery is on the short list of the worst things people can do to one another, and it's not a subject you can touch with every group...but I know from personal experience it feels pretty damn good to burn it to the ground in a thought experiment. If you or anyone in your group don't want to go there, don't go there. The whole point of this hobby is for everyone to enjoy themselves.
  10. Also, we don't do the rune/icon rolls like the book states. Everyone rolls all their runes as you would for icons in regular 13A. Someone also rolls a "Theme Rune" for the session that is basically how 13G applies it to an individual, but it's for the whole group/adversaries.
  11. It's a lot easier to start with level 1 characters and have them level every session or two with an act break of time passing. 13A is designed to be played something like that anyway, although once you learn how things work better you can adjust the advancement to your liking. All the skills and feats are really difficult to parse at first, but after you go through the leveling process a couple times it becomes pretty straightforward. I'll be running most of the 13G sessions at GenCon this year if anyone wants to stop by and chat.
  12. I hope I get the coupon codes for the books before the slipcase "discount price" is done.
  13. I'm going to GenCon this year, so maybe I can pick one up then?
  14. Yeah, I am in the same boat where I wanted to buy just an empty slipcase box since I already have a hardcover. Was informed last week that will not be an option.
  15. I have the Glorantha Classics all in print form. They're excellent.
  16. tedopon

    RQ vs D&D

    I run 5e for a massive group of kids at the library where I work. I prefer 13th Age, DCC or pre-3rd edition, so I tend to run 5e more like a houseruled 1e than as written. They roll damage dice twice on a 20 and something bad happens on a 1. This does favor the bad guys slightly, but it also creates chaos. This is a game targeted at younger teenagers, so the insanity is part of what they enjoy...except for one kid who quit recently because "it feels more like Three Stooges than a real D&D campaign." He's a nice kid, so he wasn't trying to offend me, but I was somewhat ironically flattered by what he said. It's D&D, it's supposed to be silly a lot of the time.
  17. I always assumed everyone does something like this in their games. Players (me included 1001%) can get deep into analysis paralysis or just plain stupid behavior at the drop of a hat. You have to throw them a line sometimes.
  18. Hopefully it's open world and you can be a troll or duck.
  19. This approach is why the default assumption in this edition isn't my favorite. Everyone in my home group has been playing Glorantha in some form or another for years. Every time we return to it, several new things that I pull from existing lore are discovered as if they are out of the blue, "WTF?" moments. These are even things that many of us would consider foundational features of the setting...and these are all people who have been playing in the setting for years. Hell, one of my players even has the Guide and I have discussed several things out of it I thought were completely esoteric with him and am sure he has read the section to which I refer, but he still has a "WHOA, backup?" moment at least once every few sessions. I honestly prefer this mystery and journey of discovery. It's how I felt all those years playing under a D&D GM who ran Forgotten Realms. I have no interest in the setting, but many of his players were hardcore heads. He still focused in like a laser on the few of us who were ignorant to everything and ignored the canon swinging of the people familiar with the lore. Seriously, the best D&D game I ever played in because the guy was so focused on keeping that fire of new experiences alive for everyone at the table. ...and that's the way I approach this setting. Turning everything up to 11 from before the first note and playing an entire concert that way is really lame. It's fun, but you need breaks and recovery time. Sometimes "I wonder what's on the other side of this river," or "What makes dwarves so unlikable?" are all you need to fill several sessions with good times. The way I do it is I pick a point on the map and think "what are the main things I need to be true to here?," and the rest I just make up or add to taste based on the players' interests or activities. The "West Marches" approach works really well just about anywhere on the map if you've GMed in any other setting using the same approach.
  20. YGWV Your Glorantha Will Vary is the meaning of that acronym. In a nutshell, for someone starting fresh, I think that phrase is the best advice you can give yourself. Start from a place of comfort for your group, and dial in the Runequest/Glorantha-isms slowly to taste. I've been running some form of "Glorantha" for about thirty years, and it's never come that close to what the "implied setting" or whatever the general consensus is around here. The main thing, like any rpg system/setting/experience/etc, is most of the people at the table should be having a good time most of the time. If this means "kill monsters and take their stuff," great. If it means "a complex ethnographic case study regarding the interaction between several insurgent, disconnected pastoral cultures and a large, logistically superior monoculture," great also. If it's something in the middle, even better...probably. At no point in the play or prep time should you be worried about "doing it right" further than entertaining everyone at the table (including yourself/GM).
  21. Has anyone besides daskindt requested and/or received replacements? I got an email from them in August that said they would be shipping the replacements "soon." I have emailed them twice in the last six months and gotten no response.
  22. People noticed that there were only two sides to the same coin, and wanted the granularity of three results that Rock, Paper, Scissors afforded.
  23. This post cannot be displayed because it is in a password protected forum. Enter Password
  24. "It's Your Time at the Bat!" Greg Sharpied those words across the cover of a book for me. We had been talking about gaming in Glorantha, and I thanked him for all the great times I've had with friends over the years...and he thanked me for sharing that sentiment with a gleam in his eye. YGMV is a rule that has been passed down as a shorthand to emphasize that this is an endeavor fueled by creativity and wonder, but at the end of the day it is about FUN. We are all gathered together to share in an experience whose only requirement is we all enjoy ourselves. Don't worry too hard about rules, canon, comparative ethics etc. We are all sitting at this table to have fun.
  25. I ate at one of the weirdest restaurants in Natchez. Cock of the Walk
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