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David Scott

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David Scott last won the day on October 19

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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 a Prax book, which is turning out to be more complex than I thought.
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    RQG Apple Lane
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    Northolt, Greater London, UK.
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    I've two accounts on BRPcentral. This is my fan account, my work account is @scotty. 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. As a guide, Jeff drew the tribal boundaries much thicker. See https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2021-10-jeff-on-facebook/#ib-toc-anchor-25
  2. I used the map as is, as it's much easier to just change the text, here's my notes: SPOILER ALERT! CONTAINS ADVENTURE DETAILS
  3. (This is unchanged from Cults of Prax.) It's a matter of perspective. The Seven Mothers is the provincial church, offering a range of magics from the seven recreators of the Red Goddess. Its Rune Lords aren't as martial: While their rune Lords are required to have two weapon skills at 90%, the three others aren't martial The cult relies on other martial cults when needed. I would advise players who want their adventurers to pursue a martial career to leave the Seven Mothers and join Yanafal Tarnils. It is very much a gateway cult to the lunar pantheon.
  4. This is correct, and it's more a bit more refined: Only Seven Mothers chief and high priests get access to this form of True (weapon) via the Yanafal subcult.
  5. While a dagger-axe is technically a two-handed polearm, the easiest way to imagine High Llama riders using it is like a polo mallet. When used this way, it's technically a one-handed weapon with a wrist thong. When dismounted it's used two-handed. I imagine that the shaft is much more flexible than a usual spear. Polo is an ancient game (originating with late bronze age horse nomad), so thinking about it this way is a good model in my mind.
  6. I don't think that they've increased. Moon boats are rare, Flying troll insects will be more common in troll lands, hostile wind spirits - not sure what these are, wasp riders are local too. There are no doubt a few Orlanth Adventurous initiates who do this, but remember that for an average SIZ adventurer you need 3 points of Flight and 5 points of extension for a year, 8 rune points is a lot IMO on top of what else you might be doing. No. It's worth noting that in Hero Wars that most of the subcults were effectively single RQ rune spells expanded into subcults. This could be interpreted in RQG that if you know Flight, you are a member of the Vangarth subcult, but it doesn't really add anything to the game. Other examples are: Flight - Vangarth Lightning - Yavor (one of the Magical Weapon subcults) Thunderbolt - Hedkoranth
  7. While beyond the quick idea, two books by Eric Hobsbawm (I saw him talk many years ago) have provided me with useful info for playing oulaws: Primitive Rebels is an excellent intro to social outlaws, the Social Bandit chapter provides excellent ideas for those who are outlawed, but don't want to be "Bad people": https://archive.org/details/primitiverebelss00hobs/page/12/mode/2up (it's worth making an account to check the book out for an hour if you don't have a copy). Bandits was a later book of his, a much more developed version of the former and focussing on individuals and their exploits, plenty of ideas here: https://www.amazon.co.uk/Bandits-Eric-Hobsbawm/dp/0349113025 (I picked up the Kindle version a few years ago for 99p)
  8. You'll be able to see some of this in the SoloQuest in the Starter set.
  9. It would be fair to say that doing this for any of the genius loci won't be straight forward or easy. So for nymphs you'd need some water from their river / stream, for oreads, a piece of rock or a bag of dirt, hags, I assume you mean voughs - the same as nymphs. As for the quantity, the more, the better.
  10. Crystals don't need preparing. You just need the right control / command spell.
  11. Sure, why not. It's MGF all the way. (I wasn't suggesting breaking the tree, removing a ritually prepared part would be good) Of course it is. Just preparing the binding will cost at least 7 POW. Then you need to learn the control (Dryad) from Aldrya... I never said it was easy, but it's likely part of a whole story arc itself.
  12. As genius loci literally means spirit of place. I would say the binding does not override the loci connection. However I would allow ingenious players to work around this by making the binding item's material to be part of their loci (wood from their tree, bag of local earth, skin of water), and/or add a condition on the binding of "feels like home". It's even possible that a friendly spirit has a wanderlust and wants to be bound.
  13. Are you intending to do this in your games?
  14. That looks very tight! You've really brought the 60ยบ lean to life. Could you render the walls as smooth as glass (per description) ?
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