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David Scott

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David Scott last won the day on June 18

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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. Twitch uses GMT, look at the schedule in your account. It calculates your time zone for you. It tells me for example I'm on GMT+1 BST. Turn on the channel notifications and it will remind you by email or what ever you need. Depending on your twitch platform it will often let you add it directly to your diary.
  2. A question that sprang to mind when reading this - is do you let your players read the cult write-ups? I always make sure mine can browse the full cults rather than presenting the information verbally myself. Unless I'm using pregens, they I always give them a summary to get them going. Whereas I would say "Humakt is a minority Death cult, operating outside of society. No right thinking folk would worship Death. In Sartar there are about 1000 worshippers" "Orlanth and Ernalda are the most important cults to be part of. Together they define our society and how we should live. In Sartar there are about 78000 Orlanth and Ernalda worshippers"
  3. That was my thoughts entirely. I use the hunt in KAP as the intro game for new players on Chaosium meet up days. The bear is really useful (if you know the scenario). Ise the king and lady for Earl Robert and his wife. I use the two sword fighters for the player (I've four more that I've recoloured the tunics).
  4. This is spot on. Some of you may have heard of an author called Tom Cowen, as well as bloodline ancestor, he also talks of our relationship to "milkline" and "storyline" ancestors. For him, milkline ancestors are all those who have nurtured us. Such ancestors would include adoptive and foster families. "Storyline" ancestors are those who have nurtured or inspired us even though we have never met them. For Cowan, this group includes writers and leaders whose lives and works have supported his growth. I think it's important to move beyond just bloodline in gloranthan mythology, especially in a world where children are not just brought up by biological parents, and in our own world adoption. In Japan for example, it's possible to be adopted as an adult. (Cowen's Bloodline, Milkline and Storyline ancestors, first appeared in a letter to Shaman's Drum and we know who once sat on the board of that.)
  5. I'm planning on using these, I already use them as standees for our demo games: https://minilabmodels.wordpress.com/tag/codex-manesse/ Four sets.
  6. Here's a few references: https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/tadas-high-tumulus/ https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/cultures/praxian-spirit-tradition/ or try a search: https://wellofdaliath.chaosium.com/?s=tada I've a letter from Greg (somewhere) where Tada's tent appears differently depending on the age you visit it, something like Green Age, sides richly decorated with a queue of goddesses at the tent flap Storm Age, empty (away fighting) Great Darkness, tent flap flaps in the wind as he's gone (dead), spirits howl around it. Chaos age, broken down, collapsing, the painted sides are faded and gone in places. Grey age, his burial cairn.
  7. You are absolutely right, page 99. Earlier, I said that I let a player change a gun malfunction into a fail, "normally you can't spend luck to do that, but this time the gods have smiled on you". Had I not allowed that, it would have caused a big story problem if time was spent trying to un-jam the gun. Chapter 10, Playing the Game has all kinds of help for this kind of situation - Rolling the Dice, page 194, Ultimately for me story beats rules.
  8. Given that it's only available to Humakt, Yanafal Tarnils and Polestar, as long as the target is acting as a military group there shouldn't be a problem. If your group contains adventurers who aren't by nature combatants then I'd say leave them out of the ritual or it doesn't work. Depending on the culture it shouldn't be too much of problem as most would be part of a Fyrd or militia. Other than the opening ritual and length of the spell, no. No, but the caster would have to be from Humakt, Yanafal Tarnils and Polestar (as only they can have the spell).
  9. Originally published 2000-2004 these are long out of print and IIRC had no PDF releases: https://wellofdaliath.chaosium.com/home/catalogue/publishers/runequest-gesellschaft/the-chaos-society/tentacles-tomes-series/ian-thompson-pavis-series/ Have a look here for more info http://www.tradetalk.de/english/index.php3 I'm sure a PDF of YBOT3 was published, but I can't find it and the original site you refer to is here: https://web.archive.org/web/20050216012955/http://pavis.nzrpga.org.nz/publication.html
  10. As Tales isn't a Chaosium product this is outside their purview (except for the licensing and obviously Rick did the layout of later issues). Tales was one of those fanzines where the contents and art are copyright someone else. Permission would need to be sought from each artist and author (and likely some kind of legal doc as well). Likewise all the issues were done using physical cut & paste or long gone DTP software that ran on long gone computers (Archimedes, Pagemaker, etc). I passed a backup tape of I think issue 14 to Rick last year. Not even sure what format it was or if it could even be read. Speaking as a member of the Megacorp, there are currently no plans to print Tales or any form of the content.
  11. No. For one shots or demo games I either just reduce the amount of luck they have or put a cap on it (20%), or don't use it at all. It's never been a problem. In longer games / campaigns there are always a few who hoard, but even then I've never felt that it has overly affected any outcomes, and there are restrictions on its use. Don't forget that you can get it back. Recent uses have been to stop a gun malfunction (but still a miss), throwing someone off a train in a grappling fight (missed by 1%), falling through a trapdoor (avoiding serious injury missed by 35%). I think the highest spend ever was on a dodge roll when a machine gun opened up on them (around 60%).
  12. I've run the starter set scenarios a few times now and certainly agree with some of your map key points. I normally go through the pdf and remove the numbers and it's now pretty easy to edit this stuff on a computer / tablet. Then print them out myself. I normally cut them up as well to remove handout numbers - which has caused problems when I've missed them. I also cut maps up so the farmhouse / smalls and the garage don't reveal the hidden / backstage or other areas. Then I layout the added parts when needed. While this adds an extra layer of work for myself, I actually think that this is the job of the GM in preparing a game. I see the starter set maps as resources for me to use as I see fit. While it would be fantastic if Chaosium would produce PDF maps withers that can be turned on and off etc, I'm not sure these would alway meet the needs of my players or myself. In my eyes this is always a balance £20 for a cool boxed set with everything I need or £30 with everything I want for me. This where the Drivethru MU community stuff takes over or the props people.
  13. Don't forget using about luck. That lets your players fudge their own rolls. Last night I had players do it twice, only 1 and 2% respectively, but made the story move well. Occasionally I've had a 35-40% spend when it needed to count.
  14. David Scott

    The Sea Cave

    https://wellofdaliath.chaosium.com/home/catalogue/publishers/judges-guild/the-dungeoneer-magazine/dungeoneer-the-11/ Looking again at my copy, it's more about Greg using one of their products and mashing it together quick with some BB stats and some he had handy. I wouldn't get too excited. The real adventure based on the maps (which were modified) and all the denizens was published in Unpublished RuneQuest Volume 3 as part of the Classic Kickstarter at High Priest level and above.
  15. Sure, his Call to Adventure starts when he was 14, kills the Tax collectors and flees to Prax. He's on the Hero rollercoaster from then, so Kills an Anxank, survives Praxian initiation, and finds the White Bull all within 3 years.
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