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soltakss

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Everything posted by soltakss

  1. Aurelion has the Earth Rune and Caladra has the Heat Rune (or maybe Fire, I'd prefer Heat). both are children of Lodril and are worshipped together as the Volcano Twins, but neither are Lodril. Female storm Khans could marry a Priest of Caladra & Aurelion, if he followed the Aurelion subcult.
  2. Ah, you've got me there! It could certainly have done with a lookover by someone who knew RQ2 and RQ3 and knew the differences between the rules, to stop, for example, both RQ2 and RQ3 Species Maximums being used in different places. RQG has sold better than any other version of RQ, or so I am led to believe, so it is certainly getting there. The RQG rules are quite serviceable. many of the percieved problems are due to the mix of RQ2 and RQ3-style rules sometimes being done without as much care and attention as might have been. I find that if you look at them with an RQ2 or RQ3 hat on, most of the problems go away, as we solved those issues in both versions, as Players and GMs. Of course, you can port all of the best bits of RQG into RQ3, then you'd end up with something that looks like RQG. Passions came from what Greg Stafford wanted to put into RQ3 but didn't have the space for, or so I am told, so he put them into Pendragon. Some version of Passions were in Griffin Mountain and in Dragonewts, both for RQ2. Personally, I played RQ3 almost as soon as it came out, probably in 1986, having bought it in 1985. I played it, with some RQ2 things, until I started adding bits and bobs from Hero Wars, HeroQuest, Mongoose RQs and RQ6, so it became RQ3+, but still held on to it as my main game system, albeit houseruled. RQG was the closest thing to an official RQ that suited the House Rules that I had been using, so it suited me fine. I am sure that other RQ3 fans would hate some of the things in RQG, though. What people like is very personal to them.
  3. RQG is a good mix of RQ2 and RQ3 rules with some better stuff added on. There is an awful lot of RQ3 rules in RQG, don't believe the lie that it is just RQ2+, it is really RQ2/3+. What extra rules are in RQG? Off the top of my head: Runes are used well Passions are really good The Sacred Time Economy is excellent The Resistance Table is better than before The way that Runemagic and Rune Pools work is really good It is slightly harder to lose a limb in RQG than in RQ2/3 Sorcery is redone, probably better than RQ3 but I am not sure, as I haven't really grasped them and won't until I play a Sorcerer Shamans are a lot better in RQG than in RQ2 /3.
  4. Thanks for the mention. Yes, Land of Ice and Stone is Palaeolithic Southern Europe, but could easily be used for a Mesolithic setting. What I did was keep things very simple. Everyone is a version of Primitive, so I used different types of people, so we have Red Men (Neanderthals), Long Men (Cro Magnon) and Short Men (Modern Humans), each with subtle differences. professions are similarly Primitive in nature. I can see what you are trying to do, but can't really see the point. What I would do, in Mythras, would be to have everyone use similar weapons, or have each Clan have its own weapons. So, one clan might use Spear and have the Keep Distance Special Effect, but another might have Spear with an Impale Special Effect and so on. There are limited weapons, so one clan might use spears, another might use clubs, another the jawbones of wild asses and so on. I am a firm believer in the clans being specialised, as in Raquel Welsh's One Million Years BC. Also, having a limited number of weapons isn't really an issue. You need one weapon to keep things at a distance while you hit them (spears), something to throw at them (thrown spears, bows/arrows, slings) and something to hit them up close (Daggers, hand axes, jawbones of wild asses). Anything else is a luxury and, pretty pointless. Sure, you might have a club or even a mace, although they tend to be neolithic, but what's a club going to do that a hand axe or spear doesn't? As for an Adventurer Kit, I'd include the things that you mentioned, but they would just be equipment. You wouldn't need a separate skill to use them, Survival should be enough to make a fire or do some fishing, or mend a net. Have a look at Land of Ice and Stone, it has damage for Legend, which is pretty close to Mythras. I think I dropped any +1s and ignored any other things. So, a spear is a spear is a spear, whether tipped with stone, bronze or iron. I used self bows, short spears and clubs, I think, from memory. Land of Ice and Stone touches on this as well. Shamans are Wise Ones, who can contact the spirits and bring back some gifts. There are rudimentary deities, Great Mother, Moon, Sun and Hunter are the main ones. The stars are the Campfires/Hearths of the Ancestors. All magic is Common Magic, Folk magic in Mythras. No Sorcery, Divine/theistic Magic and no Spirit magic from Mythras/Legend. Why no Spirit Magic? I think that is quite advanced animism and am not convinced that the Palaeolithic people had that kind of knowledge of the Spirit World. What I did was make everyone effective Primitive, but with variations. So, those who live on the shore might use dugout canoes and might be able to fish and swim. Those on the Great Steppe would be good endurance runners and good at making camps and so on. Those living in the great marshes have access to ways of hunting wildfowl and so on. Not all of those ideas are in Land of Ice and Stone, but that's how I'd do them. Scout is fine, as it is a form of hunter who ranges far and wide. I used a form of Merchant that I might have called a Farwalker. Wise Ones are like shamans, but less powerful. Crafters include all kinds of people who make things, for example stone knappers, canoe makers and so on. Pillagers and raiders would tend to be later, in my opinion, as most people are struggling to survive instead of making war on other clans, although you could have a mad Clan who did this. However, the Mesolithic is far less hostile than the Palaeolithic, so maybe they are OK. A Thief is, perhaps, OK, but he would be chased out of so many clans that he might find it hard to survive. In some respects, knowing how to jab fish with spears is just a Survival roll. Knowing how to make a fish trap is a Craft roll and knowing how to go out in a canoe with a net to catch fish is a Craft (Fisher) roll. However, you can use whatever roll suits your PC best. I don't have sails in a Palaeolithic or Mesolithic setting. Dugout canoes are fine, perhaps with outriggers. They are fine for island hopping or going across short stretches. They were enough to reach Australia, for example.
  5. And that, for me, is the problem with BRP-style Super Heroes. You have STR 90, so you can pick up SIZ 78 vehicles. that means that you have a massive damage bonus and can punch through almost anyone in one blow. Spider Man can't do that, yeah, he is strong, but he is not Hulk or Thing strong.
  6. King of Sartar, The Guide to Glorantha, the Red Cow Supplements, The Barbarians Rising series for HeroQuest. At some point, I will try and write up what our PCs did in the Hero Wars, perhaps as a scenario pack, which might give an idea of how such a campaign might work. You can interact with them easily enough. For example, in my last Gloranthan Campaign, which people are probably tired of hearing about, the PCs were River Voices and wanted to marry Zola Fel to a suitable candidate, having done the Yelm-Oslir Quest several times and become the river's husbands, but then the Red Emperor appeared and performed it himself, with the PCs as opponents, they did it from the angle of "We are the Husbands of Zola Fel" and fought him to a stalemate, so he agreed to return in 7 years and marry her, if the PCs had not married her to someone more powerful. They decided that Genert was a more powerful deity, but he was dead, so resolved to bring him back and marry him to the Zola Fel to prevent the Red Emperor her. Now, they had no beef with the Lunars and had helped them before, but were peeved that the Red Emperor muscled in on their territory. As River Voices, they found a Waertagi Dragonship, bigger than any they had seen before, in Hell, when they rode the Cradle down Magasta's Pool, buried in the side of it was a Golden Barge, belonging to an original River Voice, so they tried to bring the ship back and instigated the return of the Sky ship, speaking to Dragons on the way. They resurrected Pavis and drove the Lunars out of Pavis, basically because they were tired of the Lunars arranging marriages on their turf and wanted to stop the Red Goddess from marrying Pavis. They fought the Crimson Bat as it was sent against them, and turned it inside out, freeing a True Dragon in the process, which then rose in the Dragon rise, that wasn't planned, it was a side-effect of killing the Crimson Bat. Mello Yello entered the contest to become King of Dragon Pass and succeeded, with a lot of help from his friends, so they made Harrek Duke of the Upland Marsh, to keep him out of the way, but helped him attack the Lunar Empire. So, they did a lot of the Hero Wars scenarios and events without particularly planning to.
  7. I like to think of it this way. I was brought up in Thatcher's Britain, with the Miners' Strike, Falklands War and so on. as someone living in rural Northamptonshire, I saw about these things on the TV and read about then in the newspapers, but they didn't really impact our lives at all. The same could apply to Sartar during the Hero Wars. Yes, someone heard that a Dragon rose, we all saw the Boat Star reappear, for some reason, the surrounding clans seem to be struggling with the Lunars, but what does all that matter? The Brittlesticks Clan is still trying to steal our orchards, the longhairs are after our sheep and we are trying to grab a prize bull from the Noserings Clan. Ethel Fairhair is still the prized trophy in the Summer Fair and all the boys want to win to spend time with her. Oh, and my cousin's cousin just came from Pavis and said that the Lunars were thrown out and some chap called Argrath is now king. My mate's mate satys the Lunars are really upset, as they were all eaten by the dragon, but I don't believe them, as I've seen a dragon and they couldn't eat an army. The metaplot only affects you if you are doing things that it touches on or are the kind of PCs who want to take part in those events. Some Players like to do that and some don't. There are several ways of doing this: Have the PCs take part in the events and become part of the events. I did this in two of my Campaigns, one where one PC became the King of Greater Balazar and was adopted by the Red Emperor, where the Orlanthi in the party took exception to a jumped-up chap called Argrath and killed him, sending him to a Lunar Hell, and the Troll in the party did the same to Harrek, albeit unintentionally. in the other Campaign, the PCs were determined not to get sucked into the Hero Wars, to the extent that they avoided anything that smacked of the Hero Wars, but they ended up bringing back Orlanth, Pavis, Tada and Genert, then kicked the Lunard out of Prax and Dragon Pass, became Queen of Prax, King of Dragon Pass and, finally, one became the Sun Dragon Emperor of Dara Happa, leaving Argrath crying into his mead, saying "I could have been somebody, if it wasn't for those pesky River Voices". Have the Hero Wars events happen in the background, as news items, or things the PCs see, or have some idea of. Have the campaign concentrate on the things that happen as a result of the Hero Wars events. Lunar refugees escape from Pavis and make their way back to Dragon Pass. Infighting among the clans happens as their leaders vie for favour. Chaos eruptions from Snakepipe Hollow and the Footprint cause problems. Have the campaign pretty much ignore the Hero Wars and concentrate on local Clan issues. All of these work and are all good ways of coping with the Hero Wars. If you are the GM, you have control over what flavour the Campaign takes and what generally happens. If it is a Sandboxy Campaign, the Players take more control and do what they want. If they don't want to play in the Hero Wars, they don;t have to, but can if they want. As a GM, if I think "There's no point playing in Hero Wars Dragon Pass", then there is no point playing in Hero Wars Dragon Pass. If, however, you think of all the opportunities for roleplaying in such a setting, it becomes less daunting. That could work, but most of the Clans of Sartar and Dragon pass are not involved in the Hero Wars. That works as well. I started small. In the First Gloranthan Campaign, I inherited some high level PCs and took them on a journey where they become Kings and Heroes, but they didn't start off as Kings and Heroes, they started as Rune Level Adventurers, trying to make themselves known in the politics of the land. In the Second Gloranthan campaign, they were members of a street gang in Pavis, became Earthkin, then Sun County Militiamen, then River Voices, then Constables of Sun County and Pavis, then Heroes, then Kings and Queens. It was along, involved journey over a very long period in real time, 13 years playing pretty much every week. A lot of their activities were not part of the Metaplot, they only really became involved when they brought back the Cradle, then brought back the Boat Planet. They pretty much lucked into doing the same things that Argrath did, partly due to my conniving and plotting, but partly due to their own decisions. Yes, buying the old RQ2/RQ3, HW and HQ supplements will only enrich your Glorantha. I think the Cults Compendium is one of the best non-RQG Supplements out there and thin k the cults have lasted very well. We did that in our HQ Blue Storm Dancers campaign, that was set in the Far Point. We had a great time, until the Clan Chieftain died and they wanted to bring him back, so roped me into running the Full Lightbringer Quest for them. I think it lasted a year of weekly gaming. The campaign ended when they brought him back, as they thought they couldn't top that. It did nothing with the Hero Wars and was none the worse for that.
  8. Sorry, I am mainly talking about the British Isles, which were heavily forested and were deforested quite early in many places. Places such as Mesopotamia, Egypt and the Indus Valley had very different experiences. It's more a case of "Why bother?" Sure, you could clear massive expanses of forest, but that would require a lot of effort and would destroy a good resource. If you couldn't plough the heavy soil, then why deforest? You would be better off hunting in the forest, using it for firewood and materials, as well as picking nuts/fruit/mushrooms/etc than clearing it for farming.
  9. Exactly. In English, sodomy and buggery are mostly the same, but buggery and bestiality can be the same. There's a lot of overlap. Where else could we have a serious discussion about buggery, sodomy and bestiality in all seriousness in a RPG context?
  10. I keep needing to re-enter my Password for the Cult of Chaos Forums. Is there any way to make the site remember the password, in the same way it remembers my site login details?
  11. Thanks, that works for me.
  12. Broobirth happens with regular sex as well. What makes it harder to understand is that buggery also includes sex with animals and, as sodomy and buggery are generally accepted to be the same, by extension so does sodomy. Broos don't care which hole they go into, nor what species they love, they are the ultimate spreaders of Free Love in Glorantha. A female broo who gets pregnant always has a Broobirth, no matter who the father was, whether broo or non-broo.
  13. Humans are quite capable of clearing trees to plant crops using stone tools. I remember reading somewhere that the Neolithic deforested the hilltops, as their ploughs worked best on the light soils. Bronze Age farmers had better ploughs, so deforested the sides of hills and iron Age farmers had even better ploughs and could work heavy clay soils, so deforested river valleys. Also, deforestation in the Neolithic meant that a lot more soil was washed into rivers, which extended their estuaries and changed how they worked. I can't remember much about that, but it impressed me at the time.
  14. In theory, the only thing that slows a bullet down is air resistance, so should a point blank shot do more damage than one at distance?
  15. Less dangerous than an owl? Wow, must only be able to catch teeny weeny mice and voles.
  16. if you aim, or score a special or Critical, then you should hit the right one, otherwise do as Marc suggests and use the shooting into melee.
  17. I think people are being unfair to pipe2null. Art on character sheets, as well as character sheet design in general, is very individual. I might design a workable character sheet that many people would hate. Similarly, I could see a beautiful character sheet that I would hate. The trick is to get many different versions, so you find one you like, or design one that you like and can use.
  18. Sorry, didn't quite catch that. It looks great as it is.
  19. Ok, it's your Character sheet, so you should design it however you like. My point is that a generic Character Sheet with artwork becomes trapped in that setting. If I have a Mythic Iceland Character Sheet that had runes and whatnot on, then I couldn't easily use it for a Byzantine Sorcerer or a Moor Pirate, both of whom could appear in a Mythic Iceland game.
  20. soltakss

    Naga

    I thought of them as Serpent Women, a bit like Lamia.
  21. One of our Players took Shotgun 200% as a starting skill and had a base chance with everything else. When challenged, his response was something like "look, call of Cthulhu PCs only last a couple of adventures anyway, so I might as well have fun with this one". He has rubbish at most things, but could shoot a grain of sand out of the eye of a Deep One.
  22. Some people call it the Lifebringers' Quest, but I don't know where that term originally came from. He certainly constructed it from the myths of various people he visited and added in some of his own ideas through HeroQuesting, but he did this centuries after the Theyalan Missionaries, so I am not sure how much had been brought back. Presumably, they brought back some of the myths from their work.
  23. It was definitely a two-way exchange. As they awoke the various peoples after The Dawn, they rediscovered a lot of their own, lost mythology, and brought it back with them. However, i can't think of any obvious examples off the top of my head, except Yelm-Orlanth being Golden Emperor-Rebel.
  24. In my Glorantha, there is a tension between Waha Khans, who have to be male, and Storm Khans, who can be female. Although Waha Khans accept that Storm Khans can use the title "Khan" and that there are female Storm Khans, some of them just don;t like the idea of a female Khan. Also, Waha Khans respect tribal divisions and boundaries, but Storm Khans just trample all over them, having members of different Animal Nations as followers. They know that it is acceptable, but it is just another area where they have more freedom than Waha Khans and they just resent it. Does Priestesses mean they have to be female? Could a female Storm Khan marry a priest of Aurelion, for example? I am struggling to remember other male Earth deities other than Genert.
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