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David Scott

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Everything posted by David Scott

  1. Putting this into perspective. The Gods' rune variations only affect 4 pages of the guide (Major Pantheons pages 150-153) and within that only the Praxian Storm and Solar Pantheons and within each of those only a few lines. The guide doesn't even cover the sub-phases of the Moon rune in the Lunar Pantheon. It says as well that Which makes it an in-world document not a gaming document.
  2. No Nothing, only elemental runes give a bonus Yes for augmenting rolls, in game not chargen No. It's a different world mindset. Yes. At high levels they have to act in accordance with their runes and passions
  3. gives adds to occupation skills It's a cross check, mirroring homeland info. Useful for catching mistakes. See section 8 commentary
  4. Yes your highest two elemental runes give you a plus 1 and plus two respectively. INT is 2D6+6 so an average of 13. The pregens might were likely for playability in the scenario rather than examples of vanilla character generation.
  5. I haven't compared the versions, nor am I going to. That's just too much work (nor does it interest me).
  6. This is the realm of heroquest, story and adventures. Yelm's mastery rune isn't in RQG, if you want to include it you can go ahead and do so. You will have to wait for the rules to see how the cults and magic works with the runes. Currently there is no Mastery based Rune Magic, but that's not to say some won't be published or you can make up your own, using the Devising your own Rune Spells (like the old Runepower guidelines.)
  7. I've shifted the thread over to here so that we don't have to wade through giant coin pictures and other irrelevant stuff
  8. Paraphrasing @Jeff - this thread is about the RuneQuest Glorantha Gen Con 50 Preview edition... Moving this over from https://basicroleplaying.org/topic/6661-runequest-rules-at-gen-con/ so we don't have to wade through unrelated stuff: @Atgxtg said and was seconded by @GamingGlen and @styopa Here are the stages of character generation: Homeland gives you your Religion e.g. Orlanth Pantheon. Suggested Occupations e.g. Hunter. Priest and common cults e.g. Storm Bull, Seven Mothers. Aslo starting Passions. Family history is optional and there's also a shorter version. If you skip it you get to automatically add up to three additional Passions, a boost to a passion of your choice and a small boost to another. Remember that the Pendragon system has its roots in Greg's attempts to write Glorantha the Game. Rune Affinities - pick your runes and get bonuses to them for your homeland. Characteristics - You get mods to these based on your Homeland and runes. It's the usual 3D6 for STR, DEX, CON, POW, and CHA, and 2D6+6 for SIZ and INT. There's advice on altering this using your own system. Secondary characteristics are derived as before Damage Modifier, healing rate, magic points, strike rank etc from familiar tables. Skills category modifiers, the same with RQ2 style 5% steps (skills are NOT in 5% steps you can have a skill of 62%). Homeland gives base %. Occupations - Give you your Homelands, Standard of Living, Base Income, Cults, Favored Passions, Ransom, Equipment including weapons were appropriate. Cult - gives you Cult runes, Cult Starting Skills, Special Rune Magic, Cult Spirit Magic, Favored Passions, appropriate notes and Associated Cults. Personal Skill Bonuses - lets you personalise your character e.g. +25% to any four skills and +10% to five more skills. Other Information - as above, you can get more reputation from Heirlooms etc. And there's an addition experience section.
  9. I see what you call inconsistencies, just variability. The Guide is the authoritative book on Glorantha, no question of that. The assignment of runes to gods is by no means fixed. RQG just has another flavour of variability. When Jeff said to me the runes for Waha in RQG are Death and Man, I said sure, why not. I know it's different in the Guide and HQG, but the explanation is valid given the RuneQuest rune system. It may be different again for another system. We want RQG to work, not be broken just to fit another viewpoint.
  10. No. Only within the scope of the God. It depends on a lot of things, especially the context of their worshippers. Eg. Yelm should never be assigned any other element rune other than Fire. We know that he is the current owner of the fire rune. As for the difference, my current mind set is that the Guide shows us the quintessential runes defining the God within that Pantheon - source of Fire, stasis - hard to change culture all about order, Mastery as he's the ruler. RQG is from the rpg aspect - fire the same, but life and death provide opposite poles for a character to struggle with. Only the enlightened can truly overcome this and raise both runes. What a great goal.
  11. There's a short bit here that I wrote about RQG and Waha and Eiritha's runes
  12. Warning God Learner Project ahead! It shouldn't be to difficult to plot these on an overal map of the north and south continents. There are maps available on Glorantha.com that are open to use.
  13. Ernalda in some references with Flamal as her consort. Cults of Prax, Aldrya cult:
  14. Nomad Gods is one of the two key Praxian canon documents, the other being Cults of Prax.
  15. One trick doesn't make you a trickster or even give you a trickster aspect (unless you are a one trick pony). Why do you believe it's a necessary component?
  16. Thanks. Maybe, as the Earth preceeded the Sun. May be Gata had birthed all her daughter by then, maybe not. I'm not sure it really matters
  17. i.e. Yelm's coup (that is ascension) into position as the Emperor, ending the Green Age and beginning the Golden Age. Thanks. Maybe, as the Earth preceeded the Sun. May be Gata had birthed all her daughter by then, maybe not. I'm not sure it really matters.
  18. No she was clearly buried and the earth piled up on her. The Nomad Gods map and the RQ2 map clearly show what happened. She was gone. Her daughters, the protectresses are the source of her power. As Cults of Prax shows us in the Earth write up - there are basically two forms of the cult - Paps Eiritha and Herd Eiritha. Basically the same. When Yelm goes to the Underworld and the goddesses go with him Eiritha leaves the earth and enters the Goddesses Dream with her mother and siblings. She never returns to the surface and at the Dawn her power is through the Paps and her daughters.
  19. Why a place of exile? who was exiled? The Paps was a temple to Eiritha. It's place where her people could contact her in the Earth.
  20. Which point in Godtime are we talking about - Yelm's reign? Up until the great Darkness.
  21. I don't understand the event you are referring to. Maybe, mythology isn't a science with hard facts. If we imagine Gata as a giant block of Earth and move away from her centre she devolves into her daughters at the surface. I can't see how they would be move. There's no plate tectonics here, perhaps land goddess ones. I don't see a large chunk of earth becoming another goddess unless I imagine one dying and a new one's soul/spirit rising up from her mother to fill the spiritual void. What they are called by surface dwellers will vary of course depending on their experience of contact and their personification. Again maybe. If we have to include a male element in the production of land goddesses, it would make sense that the norther ones are formed with the air of the northern male earth element.
  22. I would suggest that the Red Moon never eclipses the Sun. To do so would be a challenge to the Solar supremacy that the Lunar religion parallels. It's happened in the Godtime, once the perfect sky was disturbed. Maybe at sunstop as a great shadow passed across the sun before it started again.
  23. He's not integral, he is a part of Genert but separate. Genert had many parts. Hyena is one of them.
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