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soltakss

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Everything posted by soltakss

  1. Wetnurses were very popular in the past. There's no reason for a Vingan to have to nurse her baby herself. Better to drop it off at an Ernalda temple and get a wetnurse to do that. Plenty of time for bonding when she gets back.
  2. Thanks David. RQ3 Fiends are like RQ2 Cacodemon. I like the idea of summoning Cacodemon itself, our PC have fought Cacodemon several times in a couple of campaigns, it always goes well. Shame about Vomit Acid, though.
  3. It's in Elder Secrets, sorry, my mistake. Vomit Acid should be included in every version of RQ, in my opinion.
  4. I used SuperWorld for my very short Thatcher's Britain campaign and found it didn't really suit what I was aiming for. For me, having Characteristics completely ruins a Supers game. If someone has a high POW with mind-affecting powers, they just trash any PCs, unless the PCs have a high POW themselves. Same with STR, someone can be super-strong, which gives them a large Damage Bonus which means they can smash things, that's fine, but if you say "My PC can smash through a concrete wall" then the GM must work out what damage needs to be done, work out a reasonable Damage Bonus and then work out a reasonable STR, which is likely to be very high indeed. I much prefer something like HeroQuest for Supers, as all those problems go away. You get new problems, but hey-ho!
  5. This isn't really the right thread for this discussion, but it hasn't been for a while. MRQI was OGL, RQG isn't, so there is a problem with incorporating MRQI mechanics into RQG. MRQII wasn't OGL, but Jeff doesn't think the way it is going suits Glorantha particularly well, so it's unlikely that its mechanics will appear. That's fine by me, as I can use bits from here, there and everywhere to make a better RQ for my games.
  6. Dorastor is a fun place. In our shared-GM RQ2 campaign, I often set scenarios there. In my RQ3 campaign, much of the campaign was set in Dorastor. My recent River Voices campaign had a few things in Dorastor. What I normally do in Dorastor is not make it ultra-deadly. By which, I don't mean make it just another wilderness campaign or chaos nest campaign, but instead make some bits fairly straightforward. So, the bits of Dorastor near Riskland are fairly safe. Sure, they have Broos, Scorpionmen and Ogres but that's normal for a Chaos Nest. Areas around Forts are patrolled and safe, or as safe as anywhere in Dorastor can be. Anyone holding a Ralzakark Token can be sure that if they present it to a group of Chaotics, they will be left alone, or maybe not. So, lull them into a false sense of security as to how dangerous Dorastor is. Have a few scenarios where it is just like a wilderness or chaos nest. Clear a few chaos caves out, fight some Broo, find some human-looking Ogres, that sort of thing. Then hit them with a Monstrosity of some kind. Monstrosities can be of varying kind: Chaos Monster - An random Chaos Monster that is utterly gross, imagine Cacodemon, The Crimson Bat, Cwim or something equally as dangerous. Have it come along and scare the bejaysus out of the Party and let them escape. Intelligent Chaos Foe - far more dangerous than the Chaos Monster, these are intelligent and well-organised Chaos Foes. Not the personalities, but perhaps a Rune Lord or Priest of a Chaos Cult and companions. These should be used to fighting and might be hostile to the party. Personality - Far more dangerous than an Intelligent Chaos foe, these are the named people of Dorastor, Ralzakark, the Giant King of Never Dead, Queen of the Tower of Lead, anyone out of the Dorastor or Lords of Terror supplements. These may be friendly, may be hostile but are always very dangerous. Terrain Feature - There are some bad places in Dorastor, Ghost dirt, Slime Pools, Ash Flats, Rolling Hills, Acid Lakes and so on. Be as mean and nasty as you want, after all it's Dorastor! Ragnaglar's Breath - One of my favourites. Ragnaglar's Breath rolls around Dorastor in various forms. Acid Rain, Fear Storm, Mist of Madness, Poison Cloud, List Wind, you name it you can have it. Basically, it is a wind or cloud or weather that is incredibly nasty. Each area of Dorastor is dangerous in its own way. Poisonthorn is full of nasty, non-chaotic but evil human-hating elves. Hellwood is full of Chaos-embracing elves. Both Poisonthorn and Hellwood are full of nasty, warped, hungry plants. Slimestone has the Gorpgod, a gigantic gorp that just rolls over you and absorbs you. The Tower of Lead is full of vampires and other undead. Ash Flat is full of ghosts. Some places have broos, some ogres, some Telmori, some scorpionmen. make them all dangerous and difficult. Leaving the PCs stranded in an area is fun, watching them fight their way out is much more fun.
  7. The Cult Compendium has a writeup of Cacodemon and I think it is more recent as it contains Vomit Acid, which is one of my most favourite spells. If not, Lords of Terror has a writeup, I think, but is out of print.
  8. Jrustela has God Learner 101, which is interesting. Glorantha the Second Age touches on HeroQuesting. Trolls A Guide to Uz also contains some information about HeroQuesting against the Trolls, according to my review.
  9. I'm not sure about that. I started playing RQ with RQ2 in 1982 and liked a lot of the MRQ material. Sure, the initial rulebook had a lot of issues, but had some good ideas and the supplements were certainly usable.
  10. Nearly 20 years after our campaign, but yes, same kind of idea.
  11. Exactly! Our Duck PC just didn't like the game, for some reason.
  12. Not for people who have just bought it through the RQ Classic Kickstarter or subsequently, or who have not yet played the scenario. What us oldies forget is that not everyone has been playing RuneQuest since the 80s, or even 70s.
  13. When we converted from RQ2 to RQ3, we said that any spell that wasn't in RQ2 had to be replaced by something in RQ3 and we used RQ3 rules instead of RQ2 rules. That was a mistake. What I do now is to look at what the PC could do in the old system and try to replicate that in the new system. If a spell is no longer in the new system the PC keeps it as it is. If the spell changes then we look to see whether it was nerfed and decide which version to use. If a skill has been lost, we keep it and so on. If a rule has disappeared then we decide whether to keep the old rule or use the new way. So, for the original example, I'd just keep the old RQ3 sorcery spells, if they are no longer in RQG, or would use the new RQG spells if they have been restated. If it means that a Sorcerer PC cannot do what they used to be able to do, then I'd look at what they used to be able to do and find a way to see if they can do it in a similar way.
  14. Indeed, but that came from my fevered imagination rather than an official source. However, I don't have Delecti as a vampire, I do have him as a Hero of Vivamort, as he can create Vampires without being a Vampire. He creates Undead by animating the dead. The members of Gark the Calm generally don;t have an opinion of this, as they are zombies, but some high-ups, those who aren't zombies, might decry how Delecti makes Zombies the wrong way. Similarly, some Vampires might say that Delecti abuses the Vivamort cult, but the Vampires of the Upland Marsh are in a very strong position due to Delecti's influence. In my Glorantha, I have the Vampire League, which is a very loose alliance of powerful Vampires who coordinate their activities. they have a big contingent from Delecti's Vampires, some from the Big Rubble, some from the Vampire Legion and some from isolated pockets of Vivamorti here and there. Also, in my Glorantha, The Upland Marsh was created by Delecti to protect his people from the True Golden Horde. He gave protection to the Ducks in return for their services in the Upland Marsh. Many Ducks know this and some don;t care, some accept it and some hate it, those who hate it become Humakti Ducks and fight Delecti. One consequence of this is the Duck Mask, a minor magic item, which is carved to look like a duck, when you wear it you can travel unhindered through the Upland Marsh as most of Delecti's zombies and skeletons won't attack Ducks, although it doesn't protect against Chaos Denizens, Vampires, Mummies and Ghouls.
  15. Off the top of my head (Shiningbrow has other things in mind, I am sure): Hero Points Legendary Abilities Using Crafting to enhance weapons in a controlled and useful way Rules on turning animal pelts into leather armour Weapon enchantments
  16. We used Lie to tell the truth on a number of occasions. We mainly used it to convince disbelievers that something happened the way we knew it happened.
  17. The Trolls in our RQ2 campaign used to play Duck Golf. You take a Duck, a Troll and a Troll Maul to the top of a hill and see how far the Duck flies ...
  18. Thanks Phil. Is the Gods and Goddesses book out yet? I haven't seen the announcements.
  19. soltakss you old nerd, how exactly does one achieve such a result? It's magic, innit?
  20. You can always wrap a Spoiler tag around the answer.
  21. If you pick up things despoiled by Broo then you can be exposed to a disease. Mallia used to have Cause Disease as a runespell, not sure if it still does.
  22. soltakss

    Pronunciation

    In our gaming group we have PA-vis (rhymes with pa as int pat), PAY-vis and PAH-vis (rhymes with far or car).
  23. Vingans are female adventurers, or Adventuresses, they worship a female version of Orlanth Adventurous. In my game, they aren't men-as-women or women-as-men. They are women who Adventure. Now, you might say "Ah, but in Orlanthi society, women stay at home and men adventure", to which I'd say "Phooey!". Sure, Vingans are women and can marry whoever women can marry. You could say Vingans are men, as they follow Orlanth through Vinga, in which case, sure, why not, Vingans can marry women. Orlanth Marries Ernalda is the model of most Orlanthi marriages, but there are others. Vingans are women, even though they haven't gone down the Ernaldan route, so they can still use the Orlanth/Ernaldan marriage. You could have a Vingan marrying a Nandan, I suppose, but that would also use Orlanth and Ernalda. Sure they can. If Humakti can get pregnant, with their strong Death rune ties, then Vingans can. There was a Humakti PC in the Temple of the Wooden Sword who gave birth during a battle. Vingans are women, so, unless they are infertile, they can get pregnant. Not necessarily. If they have a boy, they could raise him as an Adventurer, if they have a girl they could raise her as a Vingan Adventuress. I think it is there as a subcult of Orlanth Adventurous, rather than a cult on its own. Don't bother about True Glorantha. Whatever makes sense in your games makes Glorantha True.
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