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David Scott

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David Scott last won the day on November 12

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About David Scott

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    Khan of Khans

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  • Location
    Acton, London, UK

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  • RPG Biography
    Played my first RPG in 1977, moved to RuneQuest very quickly. Ran the Convulsion Convention 1992 to 2002 with a large Chaosium presence. I have writing credits for HQ2 Glorantha Publications, the Guide to Glorantha, notably in the Wastelands chapter and am one of the co-authors of HeroQuest Glorantha, and credits in RQG. Have run a weekly RPG club since 1989. My favourite games are HeroQuest Glorantha, Traveller (MegaTraveller engine), Torg 1ed, Exalted 2ed, Pendragon, 3:16, DramaSystem and various campaigns using HeroQuest 2. I'm slowly writing the Prax book, which is turning out to be more complex than I thought.
  • Current games
    CoC 7th Ed, Doors to Darkness.
  • Location
    Acton, Greater London, UK.
  • Blurb
    I've played most, maybe all of the Chaosium era BRP based games, my favourites are: RuneQuest, Ringworld and Call of Cthulhu. I also enjoyed Stormbringer, Elric and Future World, less so ElfQuest and SuperWorld...

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  1. Yes if you look at the map above. I used the Lismelder tribe with the details from old Tales of the Reaching Moon, then I used clan creation from older products. They drew their bloodline steads on the map. They wanted a stream, but there was no gap in the Malanni Hills, so it goes into a syphon under the hills into a mineral deposit that turns the stream red - the blood stream.
  2. I got the players to create their own clan, moved the borders and wedged it into an existing tribe. They even added their own geography, effectively it was a blank. The Sangor / Stormblood clan then established their place in the world through the game.
  3. It's in the unpublished cults book under the Horned Man: The rest are the hermits and adventurers of the world. You can also pick and chose what spirit cults you want to be part of. There's more power in a cult, but there's also more restrictions.
  4. Yes of course. You don’t need a cult to become a shaman.
  5. This is where the rules for character generation don't provide the rules for occupations you can't start with. Having had a quick word with Jeff, Adventurers that are shaman have a base income of 30L and income is not subject to any Harvest result modifiers. Same skills as assistant shaman. Standard of Living: Poor. Ransom: 500L if cult shaman, otherwise none. These are of course subject to change. Standard of Living being poor means that they can survive on less if a bad year and it doesn't reflect their actual status.
  6. Normal Ghouls are in the RQG Bestiary page 98, there are Sea Ghouls in Men of the Sea that accompany ghost ships.
  7. However the forum header does say That aside, have a look at https://www.yog-sothoth.com/wiki/index.php/CoC:Scenarios and search for World War II in the page You'll find all the WW2 you need including Chaosium's Ancient Nazi Midget Shamans scenario in Blood Brothers.
  8. The insane description of the way shamans behave is relative to their behaviour and the cultural upbringing of the viewer. For example if a person is seen to be talking to imaginary beings and acting in consort with them all of the time and the viewer doesn't believe in them then of course the shaman is mad. If the viewer is a Gloranthan, it's likely that that they have some understanding of the spirit world and so the shaman is not insane, just acting in their normal way, but still considered a bit strange as you can see only one side of the activity or conversation (just listen to people's mobile phone converstaions on public transport for an idea). The view of shamans being insane in RPGs is very much a western viewpoint and part of the understanding that shamanism (and other belief systems) are not real and so adhering to their beliefs is madness. The soviets used this (and many other means) when suppressing shamanism.
  9. I only have up to number 89! Okay - got the missing ones from the wayback machine
  10. As an avid Known Space fan I ran Ringworld adventures in the 1990s. Having cut my teeth on Traveller, I realised quickly that it had the same problems - rather the 11000 worlds of the Imperium, it had the surface area of 3 million Earths plus known space. The obvious thing to do was to not use the ring and just use Known Space. So I ran a campaign set on Earth and the known worlds in a game of ARM based espionage, corporate malpractice and Kzinti foolishness. It went really well and I didn't miss using the ring at all. Having just re-read the five Fleet of Worlds prequels (I enjoyed them, your enjoyment may vary), I'd certainly run a game based on humans on one of the Fleet farming worlds discovering their heritage. There's still a ringworld mailing list going since 2003, isn't so active (last was a month or so ago) but I still get stuff from time-to-time: RingworldRPG@yahoogroups.co.uk ringworldrpg-subscribe@yahoogroups.co.uk ringworldrpg-owner@yahoogroups.co.uk and you might not have seen this: https://www.dennisantinori.com/Ringworld/
  11. Leona the Basmoli is a great writeup (Heroes Volume 2, #4 - The final and infamous Avenger Ant issue). It's certainly an example of a shaman done properly and easily usable with minor changes, I might have a stab at a proper conversion. https://www.nobleknight.com/P/-1702474538/10-Avenger-Ant-Tips-for-Shamans-Abstract-Elementals @Wayne's Books do you have this?
  12. Do you know what issue that was? I can't find it.
  13. I'd use the Ranged and Thrown Weapons weapon rules on page 108. As the intent of these is not to injure, no damage bonus is used if you have one. On a success the target is entangled. If they were moving they fall over, if not on a Regular success they are just entangled, on Hard or Extreme they fall over. I'd not damage the target at all unless the bolas or net was modified do so. It seems lassos would use thrown too. In the Investigator Handbook, Bolas are part of the Whip Fighting Specialization. No details otherwise are given. Although stats may exist elsewhere in CoC publications, the only actual one I know are In Different Worlds 22 (1982): Damage is 1D4
  14. David Scott

    Naga

    There's a mention of Nagas in WF15, in the Archive Runequest Miniatures article: @Rick Meints may have a set. So pictures are a possibility...
  15. There are some 1927 British diving suits that the player use in the scenario "Bad Moon Rising" in The Great Old Ones if you have access to it (one of my favourite adventures): https://www.drivethrurpg.com/product/1680/The-Great-Old-Ones I daren't say more...
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