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David Scott

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David Scott last won the day on October 1 2018

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About David Scott

  • Rank
    Khan of Khans

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  • Location
    Acton, London, UK


  • 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
    Under the Raging Storm RQG - Prax Playtest
  • 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. David Scott

    Is Sword Trance broken?

    Doesn’t sound broken to me, sounds more like a gaming style / balance / minimaxer problem, but I run very combat light games. A Humakti would be useful in any game, but if you are going to play your character as a one trick pony isn’t it going to be problematic. Alternatively just up the opponents, tough adventurers are going to attract tough adversaries. As the lesser characters are slaughtered, the mighty survive (and then the adventure is over). Runequest does have a combat engine, but it’s not the main aspect of adventuring is it.
  2. David Scott

    New player

    Welcome, great to have knew people on board. I played in the Quickstart and with an experienced GM and players it took about 2-3 hours. So I would say an afternoon. Depending on what happens it might take longer or shorter. It's going to be longer for you as you've got to get your head's around the rules. I would also suggest that you have a go at running some combat on your own first, Just one character versus another or against on of the denizens of the game. Combat is the time eater in RQG. As has already been mention the Complete Griselda is still available, but also some short stories in the the form of "Chapbooks" https://www.chaosium.com/search.php?search_query=griselda&Search= https://www.chaosium.com/a-day-at-the-races/ The Sables are holding races, and everyone in Loud Lilina's and elsewhere is anxious to get inside information to help with bets. But will Olaf the Storyteller and his friends be able to work out what is going on, let alone make any money? And more important, will Avidius Tiro, whom Griselda once helped to con (see the story Serious Money) get away with bringing pressure to bear on her to get secret information from her Sable friends? This KRAKEN Chapbook contains a rarely published Griselda story by Oliver Dickinson. The stories about the heroine Griselda take place in Glorantha and are set in and around the city of Pavis and the Big Rubble. 26 pages. is a nice one. Oliver Dickinson tells a good story. Good luck with your game.
  3. David Scott

    Are Lunars God Learners?

    There's a conceptual difference between the Godlearners and the Lunars. The Godlearners were sorcerers with an established and evolving schema of the known universe. They used their powers to establish a grand unified theory to incorporate everything, which was not only flawed, but they were blind to their own shortcomings. The Lunars have a syncretic religion that has proved it can exist within the bounds of compromise (castle blue) It's headed by a goddesses made from fragments of older broken gods, which is a clever trick. The Goddess wants to heal the world, but her methods are flawed due to her synthesised nature. However the Doom Guardians have been activated and will arrive soon. Argrath is clearly her end.
  4. David Scott

    Where the rocks speaks

    You're confusing Duck Gulch with Duck valley, there ain't no Duck Gulch.
  5. David Scott

    Where the rocks speaks

    It comes from Greg's master map of the Wastes. A huge map with loads of stuff written on it, some is obvious, some is enigmatic. It's all in the Guide now. Use it as a story hook. The red box is mine from when I indexed the map. The red line is a path to the Blue Sable Altar.
  6. David Scott

    Do Ostrich riders still exist officially?

    They have very different functions. A boomerang is a hunting weapon designed to break the legs of small animals, if you miss, it returns (I’ve practiced a lot with boomerangs they are nasty). War boomangs are different and don’t have to return, they are heavier as well. The spin gives them a better range, but ultimately they are thrown clubs. Blowpipes are a delivery system for some kind of poison, it doesn't have to kill the target, as causing it to go berserk, or spooked is just as good. Spooking the herd guards mounts is a good distraction. Most Praxians raid by capturing the animals alive, normally riding off with them at speed or hiding them. Contrary to popular belief, only khans are not allowed to ride other herd beasts. Most clan herds have other herd animals in them, except for captured Herd men, who always go straight into the pot, except if needed for a dowry (due to their dietary requirements). Raiding is rarely charge in and fight. Most of it is stealth based. Except if you are doing a diversionary tactic, but everyone knows that trick, and the herd guard is skilled at stopping this. Some times are better for raiding others herds. For some tribes, Rutting season is particularly dangerous as the milk herd (and mother’s with young) is normally separated form the main herd, making an easier target. This is normally when clans come together to spread the guarding out as they are slower to move with young. Likewise tribes with bachelor herds are a popular target as they are kept separate. Tribes that have lone bulls, would seem to be a good target, but driving off an old bull is always difficult, the meat’s not so good and often young boys are the guards (11-16) and it’s really not a good idea to harm them. Killing herd beasts is avoided, as that’s a waste (except in camp), likewise killing other Praxians is avoided, although injury isn’t. War is rare as it serves no one.
  7. David Scott

    Chalana Arroy's Mirror

    Mirrors occur in many forms in mythology, normally they are actual physical things rather than powers themselves, but they can be things that reflect, like water. Some of the magic of mirrors is that they show the true self / form of those reflected in them and as such can drive monsters off. Have a look a Melong mirrors in Bon / Tibetan Buddhism as an example. Her mirror could also not be the form you expect, perhaps polished bronze from the bones of a dead god, or even a small polished shield providing a reflection of magic thrown at her. This particular passage for me would prey on the demon’s soul showing it something about itself that it would not expect to be. In RQG I’d suggest those that who own one can get +20% in spirit dance, so can escape spirit encounters even without the skill. Id suggest that it’s a making secret of a particular chalana arroy hero and costs a point of POW to enchant.
  8. David Scott

    Prax Ostrich Combat Jockets = Terrible IRL

    The solution is easy: Get a copy of Vassal (http://www.vassalengine.org/index.php), it's free (Mac, Windows, Linux, or compile yourself). Get the Nomad Gods module: http://www.vassalengine.org/wiki/Module:Nomad_Gods Buy a PDF copy of the rules: https://www.chaosium.com/nomad-gods-rule-booklet-pdf/ (pretty cheap IMO) You now have the original source of these tribes and can see how they interact. Find a friend to play with. versus = ?
  9. David Scott

    Spirit rune

    Not in RuneQuest Glorantha. You get a cultural modifier to your elemental runes base on your tribe, see page 45.
  10. David Scott

    Spirit rune

    The original poster was asking a question of RuneQuest in this RuneQuest forum. I fail to see how bringing a different game system with a different understanding of the runes is helpful to them. Can we keep this on RuneQuest otherwise new players are going to become confused.
  11. David Scott

    Prax Ostrich Combat Jockets = Terrible IRL

    This still applies to the Prax book: Ostriches are visually and behaviourally based on the North African Ostrich (Struthio camelus camelus). Stats are on page 155 of the RQG bestiary. Generally speaking I apply the standard 20% loading to all ridden praxian herd beasts, except Ostriches and bolo lizards. They'd only be able to carry children using that formula. Instead I use 40%. They are much more able to carry riders due to their different parentage.
  12. David Scott

    Pygmy Stats?

    The Adventurer chapter doesn't mention NPCs, neither does the whole Core book. Perhaps in the upcoming Gamemaster book. We don't have guidelines for NPCs yet. SIZ in RQG is specifically mass, Page 51: Page 52 Impala riders are clearly small but heavily muscled people. Personally I don't have a problem with this as it says suggested. SIZ and height are clearly not a fixed correlation.
  13. David Scott

    Pygmy Stats?

    In our world birth size of the baby is determined by the woman's genes, although there are clearly borderline cases where mother and baby survive without surgery. In my Glorantha its not a problem.
  14. David Scott

    Pygmy Stats?

    No, @Jason Durall has already covered this:
  15. David Scott

    Pygmy Stats?

    Seeing as this is just about creating player characters and you get to choose your runes, a 6' 4" pygmy is a great character. So how does this work in a game? there is a back door in Praxian culture for those who literally don't fit in. Pygmy tribes are going to have the problem of the occasional large child who will never be ride their tribal mounts. Likewise being small is a problem is a tribe with large herd beasts. They get adopted by another tribe usually by the mediation of the Paps, less normally left with an oasis group and then enslaved, unusually sold off or enslaved to another tribe / outsider. But this is going to be rare stuff, the stuff of stories. Another alternative is that they are adopted by the Unicorn tribe, who accept those that don't fit or follow praxian social norms. As an aside, I roll average dice for NPCs or just use average stats. The Adventurers section in RQG is just that - for creating adventurers, not everything that applies to Adventurers applies to NPCs.