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soltakss

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soltakss last won the day on May 19

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About soltakss

  • Rank
    RQ Fogey
  • Birthday 01/11/1964

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    http://www.soltakss.com/index.html

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  • RPG Biography
    Started playing RuneQuest in 1982.
    Articles in Tales of the Reaching Moon, Tradetalk and The Birchbark Chronicles fanzines.
    Merrie England:Age of Eleanor for MRQ1
    Merrie England: Age of Chivalry for BRP
    Merrie England: Robyn Hode for Renaissance
    Land of Ice and Stone for Legend
  • Current games
    RQ in Third Age Pavis and Prax http://rqpavis.soltakss.com
  • Location
    Birmingham, UK
  • Blurb
    Computer Programmer

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  1. I play you can catch diseases mundanely. However, the effect is that a disease spirit grows within you. Cure (Disease) and Cure All Disease used to be Runespells and should come back. RQ2 had Treat Disease, which could stop a disease. Helaoing Spirits should be able to drive out the Disease Spirit and heal the character.
  2. Well, looky here. If you download the images, put them in a Google Document, download as a PDF, upload the PDF to My Drive, open the PDF in Google Docs, Select All and Copy into a Text Editor, you get all the text. It is lousily formatted and jumbled up, but is all there. Amazing what you can do with modern technology.
  3. soltakss

    Pronunciation

    There you go - Three people and three different pronunciations. I rest my case, M'Lud.
  4. And still have not been fully captured in the larger sets of myths Even though the Red Emperor was clearly doing a Solar HeroQuest as Basko when he ambushed Sheng Seleris' nephews on the Ten Tests, or however many there were at the time.
  5. Nope started in RQ2 with Gringle's pawnshop and then bought the RQ2 rules box set the weekend afterwards. I kept asking the GM whether we had finished a campaign, so that I could go and buy the campaign set. I prefer RQ3 to RQ2, as it has better rules, in my opinion, although RQ2 was far more atmospheric. RQG is better than both, anyway.
  6. As Joerg says, Narrators can impose penalties, if they wish, for using keywords that are not appropriate. So, for example. if I have Warrior as a keyword, then I could just use that when fighting with a Sword without a penalty. However, I could be trying to jump across a ditch and could claim that Warriors are trained to jump across ditches, so I should be able to use it without a penalty. If I wanted to row a boat across a lake, then claiming that Warriors can row boats is a bit of a stretch, but I might have an Upland Marsh breakout of my Homeland Keyword, so could argue for that instead. Part of the joy of HeroQuest is bargaining with the Narrator as to which skills you can use in inventive ways. Sometimes the Narrator will agree, sometimes they will need persuading, sometimes they will assign a penalty and sometimes they'll say no.
  7. I thought it was the best RQ2 supplement. Very evocative, loads of scenario hooks, a full writeup for Unicorns and much more.
  8. Oh, you are a very naughty and beautiful person! Thanks for finding these. I wonder how long it will be before they are taken down. Time to save them locally, I think. By the way, it doesn't look as though you can save the individual images, but if you save the whole page as a Complete Web File, then open up the web page, you can copy the links into a browser and save off the individual images. Me too. It does look good. Well, if Silentium can complete another HeroQuest, we might be able to see more pages.
  9. For me, Glorantha is about the Religions, the people and the History/Monomyth. I have never really bought in to the "Orlanthi are Vikings" model, as I started when Orlanthi were just normal people who worshipped Orlanth and his mates. The Storm Stead/Storm Tribe ideas appeared in Hero Wars and, while very evocative, they still don't really gel for me. Sure, I get the Clan/Tribe relationship and the importance of weregeld, honour and so on and it all fits. I see Orlanthi as Heroic Age people, similar to Vikings/Celts/Angles/Saxons/Homeric Greeks, with Mead Halls, Chieftains, Warriors and so on. Where things get interesting is in the other cultures, such as Praxians. I really like the Praxian Culture and how they are described. Pavis is interesting, as it is a mixture of cultures, all trying to get on and never quite succeeding. Troll culture is fascinating. Even Mostali and Aldryami have interesting cultures. Balazarings were touched on, but not really well described, which is a shame. I'd love to see a proper rendition of Pentian/Grazelander culture, as that should be as interesting as the Praxians. Even the Lunar/Dara Happan cultures are interesting, especially where they diverge and what they have in common. The powerhouse of Glorantha is, however, the cults. If you have a cult, you can see what the people who normally worship the cult are like. You see how they live, what they believe, how they act, who they generally like/dislike, what they do and don't do. It really shapes people in ways that their culture doesn't. Take it from me - It is easy! The "official" timeline is just a guideline as to what might happen in the future. If your PCs make changes, then all you need to do as a GM is to decide what effects those changes have. It's the same as with a scenario. If you have a scenario which says "The PCs meet Fred the Blacksmith" and then, at a later point in the scenario, "Fred brings the PCs a piece of Sky Metal that fell to the earth", but when the PCs met Fred there was a disagreement and they really annoyed him or killed him, then the GM either finds a way for someone else to bring them the Sky Metal, tell them that Fred had some Sky metal or find it themselves. It's the same with the Timeline. If the PCs really annoy Kallyr or Garrath Sharpsword, they become their enemies, which affects how they interact with the Hero Wars. If they kill a key NPC then they might take on that key NPC's role or the key NPC's actions might never happen or might be done by someone else. If your PCs are adventuring in a different place, then the Hero Wars events might happen in the background or might move to where the PCs are. I have generally taken official scenarios and adapted them. Sometimes, I run them as they are, sometimes I run bits of them, but in a different order, sometimes I run a bit of one, a bit of another and so on. The scenarios should fit the campaign, although sometimes it is fun to run a campaign around a set of interconnected scenarios. In one of my campaigns, the PCs killed Argrath, as he was seen as a potential rival by one of the PCs, which meant they had to kill Harrek, as he was mates with Argrath. They ended up becoming friends with the Red Emperor and the King of Balazar became an adopted son of the Red Emperor. In our most recent campaign, the River Voices brought back the Sky Ship, brought back a whole host of gods and goddesses, caused the Dragonrise, purged the Crimson bat of Chaos, killed Ralzakark, incarnated Arkat, freed Prax, Sartar, the Holy Country from the Lunars, became Queen of Prax and Mello Yello became both King of Dragon Pass and the Golden Dragon Emperor of Dara Happa. None of those followed the canonical timeline, but it worked because it was in the context of the campaigns. So, don;t be afraid to change things. Let the PCs do something stupid or something that might change things in the future. It makes for a far more interesting campaign and the Players feel empowered, that they can make a difference.
  10. soltakss

    Pronunciation

    Here's how I pronounce them: "wyter" like "bitter" or "litter" but with a "w", but some people say it like "writer" and some people might use a "v" not a "w" "tarshite", the first as in "harsh", the second as in "light", never as TAR-SHITE "sartarite", the first as in "far", the second as in "tar", the third as in "light" Coming from England, people pronounce all kinds of words differently, even if you move 10 miles/15 kilometres away, so I've never really bothered with "how" something might sound. In our RPG group, we have 5 people who pronounce Pavis in 5 ways.
  11. Humakt. Not connected to Air (now). Or Eurmal, never connected to Air. None of them, but Storm Gods are known for their unruliness. Personally, I don't subscribe to "Deities are Elements" ideas. For me, Orlanth did what Orlanth did because he was a rebel, a maverick and opposed to the Emperor, not necessarily because he was an Air/Storm God. Now, I grant you that Air/Storm Deities are normally aggressive and violent, with a few exceptions (Brastalos and Molanni, for example), but Air itself has started no wars.
  12. Oh, no, it's the other one, the one who doesn't sing, the one who is actually in the film. It's ages since I watched it.
  13. You don't, or it is hard. Even if you smash the idols and deconsecrate the temple, the wyter hangs around, waiting to come back if the temple is reconsecrated. At least it does in my Glorantha. I give wyters some form of Heroic Casting in my games, so they can cast some Runespells using their Magic Points, leaving their Rune Pool for other spells. Also, in a Major or Great Temple, each Subcult or Hero Cult worshipped has its own little Wyter and they tend to work together. So, a Great Temple to Orlanth would have a number of Associate Deities and thunder Brothers, each with wyters that can cast spells in their own little areas.
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