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David Scott

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Everything posted by David Scott

  1. What was your favourite version of RuneQuest to date. Please note that this only includes publications called RuneQuest.
  2. RQ2 as it was what I started with. It took me a long time to convert over as I was running Griffin Mountain. The main problem with RQ3 was the price. The boxed set was very expensive.. I got a job that paid more. Same here - then all the spines went on my GW copies. My conversion was nothing to do with the system, it's just that more material was appearing for RQ3. I still didn't like it and still don't as much as RQ2. I played most of the other Chaosium systems and fortunately they didn't go through much of an update with new versions, CoC for example. The only one that had a good update in my opinion was Stormbringer to Elric! I much preferred Elric! But that's for another thread.
  3. Have you read through the examples in the book? I've also done a spirit combat one here in the same style, although it's an extended one: https://basicroleplaying.org/topic/5263-spirit-combat/?tab=comments#comment-79455 I could do you a simple example here is you want.
  4. From there it’s only a short step to Robin’s Hamlets hit points then Hill Folk and Drama System.
  5. It seems to be another multigenre game of which there are certainly a few - I play HeroQuest, Fate and TORG to name three. It's certainly got some of the language and structure of HeroQuest and does note that it's influenced by HeroQuest (along with Burning Empires, and Sorcerer & Sword) Conflict Resolution is sort of similar, but then it kinda goes off into a complex % structure to do tasks - You can download a free preview from Drivethrough : http://www.drivethrurpg.com/product/98108/Other-Worlds-Free-Preview-Edition Personally I wouldn't use that, although I'm always on the look out for new backgrounds to play. My main problem is that on seeing a game like this I immediately see how it works in HeroQuest. Same thing happened recently with Monte Cook's Numenera - superb book, fantastic background great adventures - I really enjoyed it. Awful system (Cypher System - Free Preview), I could see instantly how it would be easier in HQ. There's a review and thread here on RPGNet by @Lev Lafayette : https://forum.rpg.net/showthread.php?636561-RPG-Other-Worlds-reviewed-by-Lev-Lafayette-(3-3) Here's part of the resolution system for reference: My main query is how the Flying fish with the gondola lands!
  6. There's also some great Sun County resources out there. If you are not aware of them: The Secret History (plus the "errata") http://www.jane-williams.me.uk/glorantha/sc/sc_sh_01.cfm @MOB has a page here filled with Sun County goodies: http://rpgreview.net/mob/suncounty.htm it contains: Sun County Errata Jaxarte and the Sun Dome Gamemaster Notes for the Sun County River Ritual Mad Prax - Beyond Sun Dome - classic slice 'n dice RQ3 adventure one of the first appearances of Melo Yelo Last Tango in Pavis - another classic RQ3 slice 'n dice adventure Melo Yelo again Pent Ridge - The Sun County Prison Also available in PDF here with other cool Glorantha material: http://www.drivethrurpg.com/product/215726/Ye-Booke-of-Tentacles The Men with the Golden Gun - the cackhanded lefties, who fire the famous spear-thrower at Harpoon. Origins of the Retirement Towers in Sun County (by Benedict Adamson) Both also available in PDF here with other cool Glorantha material: http://www.drivethrurpg.com/product/220892/Ye-Booke-of-Tentacles--Volume-2 What is Darkness? - the Sun Domer POV How Rabbit Hat Got Its Name For other MOB stuff, his main page is here: http://rpgreview.net/mob/glorindex.html
  7. A war on drugs would make an excellent adventure. With the heroes taking on the role of crime busters against organised hazia growing with Krasht cultists at the centre of it. Illegal fields guarded by cultists with shadowy overlords selling it cheap to stupefy the masses of Pavis, Sun county, kids on field corners. The heroes in the pay of the Lunars, Yelmalions, or other crime lords, burn fields, root out evil and then sell the captured goods to the highest bidder. Of course it's a war on drugs.
  8. You will have no problems with canon (should you choose to be bothered by it). @MOB has expanded much on this amazing resource over the years and it's history is plotted up to the new RQG. Likewise with the other RQ Renaissance products of their time: River of Cradles, Strangers in Prax (although Arlatan the Mage will change due to the new sorcery rules) and Shadows on the Borderland. If you are asking if Krasht is canon then yes.
  9. Personally, I rarely use the pass/fail cycle... Breaking it down further, it's about how much the players are invested in what's going on, what their stake is. Look at the example on page 68. The examples weren't structured and the rolls fixed, they were all done spur of the moment so everything was fluid. The players really wanted to go and visit Cragspider so their stake was high. so it was definitely going to be a contest roll of some sort. Had they said "it would be cool to visit Cragspider, but if we can't we'll go to the Lhankor Why temple to do the research", i'd of let them talk it through. The visit to Cragspider was to do with a prophesy and Cragspider was the obvious choice. As soon as they involved the Queen, the story stakes increased. So now the story stake and the player stakes are high. Kris's Noble and Ambitious increased the tension of the meeting. If it had been any other character things would have been nowhere near so bad. I decided that the outcome that served the story best was for Samastina to fail with a public humiliation and leave with her tail between her legs. So the difficulty had to be a high, setting it at nearly impossible also had the desired effect of when it was revealed, the players were shocked - 14W2 (note that there's a small error in the example). I really did wonder if I'd overstepped the mark here after the dice were rolled. I though a simple marginal victory for myself would suffice. With the stakes high and the result dramatic, it really drove the players in the next scene (page 71&72). The players themselves threw in all the obstacles - I just used them. Franziska threw in that they were going to be killed, Rick threw in Blue Moon Assassins. It was always going to be a contest, like all good TV shows the escape scene is played out no-one just leaves. I wanted to make the contest a little challenging, they had assassins after them, but didn't need to encounter them, the threat was enough to drive the scene. Escaping the city was a moderate group task (14). Obviously the players should escape, but to what degree of success was important, hence the moderate. Simple would have been too easy - there were assassins! ----- Another simple example would be if the players needed to catch some rabbits to eat whist on the road having made camp. Is it a contest: No. they just need to eat and it's an everyday thing. Yes. There is a search party after them and I want them to be aware of this. Simple contest, low difficulty. Yes. There is a search party after them and I want one captured or wounded. Simple contest, moderate difficulty Yes. Assassins are closing in on them, I want them scared, but to escape with some kind of loss. Simple contest, High difficulty.
  10. No. But they can. Looking at the HQG model of spirits - if you were building a spirit companion or allied spirit you need to have what it is a keyword (dog, horse, etc). In the case of spirits, they are spirits and their form is the spirit rune. So at a minimum spirits have the spirit rune. The runes in HQG represent the most dominant, if i wanted an allied spirit for an Earth priestess that could do earth magic or manifest Earth (as an elemental) i'd give it the earth rune. Having an elemental rune doesn't make it an elemental unless you want it to. I tend to give spirits one rune that describes its affinity, that's its dominant rune. It has the spirit rune too, but we know that - it's a spirit. Basically spirits can have any rune, but a humakti ancestor would certainly have the death rune and maybe truth if you want. Passion spirits might have an element to reflect their passion thats derived from the rune. if a spirit has the man rune, it can become corporate as what it was before. Same with any of the form runes. Some spirits have the Law rune - Waha's spirits of Law for example -they know a spell.
  11. from a post on Pinterest: https://www.pinterest.co.uk/pin/497929302534273213/ There's a thread on G+ explaining the link
  12. Greg's notes are quite clear that the ice eventually melts - the actually flood is only a year. once the ice has melted enough, the remainder will drop through and whoosh - the land starts to drain and as @MOB says taking the top layers with it. I think over all that the bottom of valleys will be deeper and some low lying coastal elements lost. I can see Pavis left high and dry above the Zola Fell likewise the sun dome temple. I've still the third map to do...
  13. Neither do I but a vegetable-headed bear is certainly cool chaos. Likewise your other suggestions are also good for the variability of Glorantha chaos. I don't think we have enough chaos plant monsters in Glorantha. Hungry Jack/Hungry Eater are the chaos progenitors of jack o'bears, which makes me think that Chaos Cauliflowers are a good thing.
  14. Applying this to published Glorantha background and not rules or esoteric discussion: Latin God Learner names for creatures RQ3 Bestiary and Anaxials Rooster. I don't use a lot of the art from the RQ3 Bestiary either - fortunately the useful stuff has better art elsewhere. The runner is perhaps the worst along with the Watchwere. Quite a lot of RQ3 art will never be shown to my players. Most of the creatures are okay and could just use better art to give them a better Glorantha feel. RQ3 also introduced some distinctly non-gloranthan creatures like the the headhanger.
  15. And yes, accepting Malia initiation is a form of autism, of pure self-reference. The outward symptoms and effects of psychopathy and autism can be similar. @Joerg the "die hard Orlanthi that think she causes autism." is a reference to this https://en.wikipedia.org/wiki/MMR_vaccine_controversy
  16. Some of this is covered in the Black Dragon Mountain Pictoglyphs in the Guide page 747.
  17. At the "Break" around 1630, two bergs are produced together they appear about half as big again as the Wastes. They travel south and crash into old trade and Old and New Vadeli and scour them from the world. They start breaking up around 1640 (the mother of Monsters seems to be part of this along with some sort of "burning monster") the three remaining pieces head in different directions. One heads towards the rising Dwarf cube in the south west, another crashes into Jrustela destroying the northern coastal areas, the last heads to Magasta's pool (with scoured off Brithini and Dragonships from Brithos...). They are only a 100-200 miles or so across now. I have vague memories of trolls on the icebergs as well. Also before going down the hole it gets stuck on the island at the event horizon of the pool - the one that the dwarves are using for the capstan. I vaguely remember that work parties free the berg before it sheers the island off and the cable... Finally Magasta's pool is blocked causing the waters to rise. It's only when the ice melts that the waters recede. "But by them all the world's costal cities have been wiped out" - This Stafford guy sure has an epic imagination....
  18. Okay I understand now, especially in light of your "College Trained Wizard 7W" Keyword. Firstly it's frame the contest. What do you want to do. "I'm going to cast a spell to find the murderer and teleport him to a secure, warded location," Sure, you've just found the body. What are you going to use. College Trained Wizard 7W ----- Yes but that's an imposible task You need to do so investigating first, how does College Trained Wizard help you do that? ----- or Yes but without some investigation and preparation it's an Nearly Impossible task - base 14 plus W2 so 14W2. You are using a general keyword to find a specific thing - the murderer, so it's a -6 stretch as well so it's your 7W-6 = 1W versus my 14W2, Masteries cancel so it's 14 v. 14W. Good odds eh. ----- or I've a spell... You've got training but without a listed spell or relevant breakout it's a stretch -6, do you wan't to spend an HP on a breakout? Okay I breakout Forensic Magic at +1 So how does Forensic Magic help you find the murderer It shows me the murderer as an image made up from what they left at the scene of the crime. Okay, let's frame the contest again.... ----- and Where is this secure warded location, it can't be at the police station? ----
  19. It's difficult to comment on this as the example is a bit vague. The Keywords are just normal Keywords to me, they are meant to be broad. To do specific stuff without a breakout maybe a stretch of -3 or -6. Here's my character from a HeroQuest Dresden Files game I played in: Charlie Flint 3rd Eye Agent of MI23 7W Efficient Gunman +3 Relentless +1 Supernatural Sight 1W See your Soul +2 Nose for Trouble 18 Flaws Pawn of the White Council 7W An Agent's Life 1W Flesh out your example a bit more and i'll understand what you mean
  20. Stage Two. Still not at Kero Fin...
  21. This is the interesting part for me - what do people do. Do they head away from from the flood, north or just move to higher ground. Many will drown I'm sure as they won't leave for a list of reasons. Most will think they are safe as they have no idea of the scale of this.
  22. Just having the tides pile up (only two a week, at average) might take too long to get the flood up into Dragon Pass. Not piling up - One day the tide doesn’t go out, it just keeps coming in and in and in and in. Using the AAA page 39, I think the deepest ingress on the map is from the Gorphing river of about 100 miles (or more). I think the most violent ingress is likely the shining river into Low Temple as I imagine the narrow canyon causing issues.
  23. They get to eat when the waters recede.
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