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David Scott

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David Scott last won the day on May 16

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About David Scott

  • Rank
    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. 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 currently writing the Prax book, which is turning out to be bigger than I thought.
  • Current games
    L5R 4ed
  • 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. Honourable mentions to Stormbringer, Elric and Future World. Dishonourable mentions to ElfQuest and SuperWorld...

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  1. This a vast improvement on the old school java version: https://www.glorantha.com/docs/the-movable-ephemeris-and-the-gloranthan-sky/ warning - java's been depreciated in most if not all browsers. Download the zipped version and run it locally.
  2. Please be aware this is a a RUNEQUST product as clearly printed on the cover. It is likely compatible with RUNEQUEST.
  3. Page 99 of 5.2 says: then page 115: I always give a +5 Modifier to non-standard combat skills if the weapon is similar to their normal weapon - an axe swings a bit like a sword and their sword skill is above 5. When they spend an experience point to gain the skill, it then starts at 1 as they have to unlearn sword fighting.
  4. Plunder has ready made treasure hoards and unique magic items. The calculation for treasure factor is in the RQ2 rulebook.
  5. David Scott

    Pavis map

    Yes, it's @Tigerwomble. He was doing a Big Rubble too. Matthew Cole over on in Glorantha Fans on Facebook is creating a Stetchup version: https://www.facebook.com/groups/gloranthafans/ he's streaming the construction on Twitch from time to time: There's also another in the 3D warehouse https://3dwarehouse.sketchup.com/model/8e76c18c8df57385f9db9a0f195d8fd/New-Pavis-Rough-and-Big-Rubble?fbclid=IwAR1BrqFzUSj6sinLba6keQWjNuwiaOKuYvpF1slrjHFw8eQ22KlPeHC_GrE
  6. The best way to visit is out of hours! https://www.english-heritage.org.uk/visit/places/stonehenge/plan-your-visit/stone-circle-access-visits/ I've done this a few times, a sunrise and sunset in summer and a sunrise in winter, these weren't the Solstice's (although I've done quite a few of those as well). Very small groups (5-10 of us each time), cost about £10 last time (2005). You get to go into the stones, but you cant touch.
  7. There's a thread here on the same question (with answers)
  8. It's less than 80% so the GM can't force it and clearly the most part doesn't apply to an Adventurer who has taken warrior as an occupation.
  9. I don't see it as problem unless you run combat heavy games (I don't). Personally I would discourage Duck fighters, but they do like Humakt (I find that humakti adventurers problematic in games with little fighting). I have a centaur adventurer in my game. He has the opposite problem, he has a large damage bonus, likewise i've had troll characters with the same problem. You do need to make them aware of
  10. Bestiary pages 31-32. Per the box on page 31, any occupation is available and Ducks worship the Orlanthi deities.
  11. In my games as long as their cults aren't hostile to each other, you can pretty much play anything. What's the story - they've heard the Call to Adventure (most important). Why is everyone together - new experiences and adventure to be had. Why are we cooperating - because we want the thrill of adventure. Is my non-human adventurer an odd member of their society - maybe, but it's within the norm.
  12. Yes. Only 10% of the current population are involved in reindeer herding. However they give a good (IMO) ballpark number to work with. If you want to read more have a look at this: Quantifying Sami Settlement and Movement Patterns in Northern Sweden 1700 – 1900 http://pubs.aina.ucalgary.ca/arctic/Arctic63-2-141.pdf i used to have a chart that gave the “normal” ranges of population densities for different cultures in different biomes (year’s ago - no idea were it went, from a book of all things). However that paper gives these ranges: It does say that historically they had low densities of 0.06, however the Uncolings are the most socially sophisticated of the Hsunchen cultures. Each spring they meet at Porent in a huge gathering, and perform ceremonies that require thousands of participants. They also have trading posts, so I suspect some semipermanent or even permanent population in places. It’s never going to be perfect using real world cultures and data for a magical world, but it fits well enough for me.
  13. They are all 1920s, although 4 of the 5 state at the beginning of the scenarios that that can be set in other eras with little work. The pregens are all 1920s. The “Sharing Nightmares” chapter - Tips for game mastering and playing Call of Cthulhu By Kevin Ross is eraless. I’m going to run them soon, but vanilla 1920s with the pregens, so I can’t comment on other eras.
  14. Published in 2009 - https://www.chaosium.com/arkham-now/
  15. Will not cast spells for the shaman, but could cast spells for others that need them, given the nature of the spirit but not at the command of the shaman. Can cast spells on itself. For example a spirit could heal a bison rider's mount if ill or injured. Not because the shaman asks it too, but because it might have been an animal healer (Eirtha Initiate). Yes. Yes, but these are IMO emergency points. They hang around the shaman in the spirit world unless off somewhere else as part of the adventure. Spirits bound by pacts are just like sidekicks in HQG. They are simply spirit helpers that have agreed (with POW) to be friends with the shaman. A bound spirit is different in that the shaman has defeated it and bound it to service. I would personalise these spirits giving them their own magic and abilities if needed. In the case of a Deity (don't forget you can easily modify you chances of finding a deity), I'd make the spirit an avatar or just part of the deity's power. So when meeting Chalana Arroy, you might just have a giant healing spirit as a friend that has all of her rune spells (plus rune points to match). As part of the pact it would tip your Harmony rune +20%, etc. This type of spirit represent to me the normal type of spirit helper that shaman have. They are much more useful and provide game hooks.
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