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soltakss

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Everything posted by soltakss

  1. The sword damages the location used for the attack. So, parrying a claw with a sword means you damage the location with the claw, perhaps an arm or leg. Parrying a bite means you damage the head. And, yes, you can cut off someone's head by parrying with a sword.
  2. Fortunately, I managed to get them all as PDFs
  3. That's what happens when PCs don't think things through, or, "One problem at a time, guys..."
  4. The Spirit Plane, for me, is different things depending on where you are and what you want to find. Around a Temple, the Spirit Plane will be dominated by the Cult Spirits, Temple Spirits and so on. The Cult Spirits available for each temple will differ, depending on the particular Temple. In other places, the Spirit Plane will differ depending on the Place. For example, the Spirit Plane of Prax will be different to that of the Shadow Plateau or Sartar. Holy Places, like Temples, have their own Spirit Plane that differs from the surroundings. The Spirit Plane around Chaos Nests have a lot more Chaotic Spirits, but will vary according to the particular Chaos Nest. Spirit Pools are special places where the Spirit Plane and Mundane Plane interact, allowing normal people to access the Spirit Plane and contact/bind Spirits. It is possible to enter the Spirit Plane here and physically go to the Inner Plane, but if you then travel outside the Spirit Pool then you will become lost, drifting endlessly among the Spirits, unless someone comes to help you. What about the different types of Spirits? Elementals can be found wherever there is a strong elemental presence, as well as anywhere. You are most likely to encounter a particular type of Elemental in a particular location. I am using old names for Elementals as I have not learned the new names. So, in Dagori Inkarth you will most likely encounter Shades, in rivers/lakes/seas you will usually encounter Undines, around volcanoes you will usually encounter Salamanders, on the Blue Moon Plateau you will usually find Selenes and on the Red Moon you will encounter Lunes. Earth and Air Elementals are available everywhere, as long as you are on the earth or have access to air. Nymphs will be more common in certain areas, so Dryads would be most common in Aldryami Forests, Hags in Darkness Areas, Water Nymphs in rivers/lakes/seas and so on. Cult Spirits can be found at Temples and Holy Sites. A Shaman going to an Orlanth temple is likely to be able to find Orlanthi Cult Spirits. Shamans with a Spirit Cult, or with a connection to a Deity, should be able to find appropriate Cult Spirits fairly easily. Shamans can raid Temples and Holy Sites for Cult Spirits, gaining Spirits outside their Tradition. Other Spirits vary by location. Using RQ3 notation, Power Spirits, Magic Spirits and Spell Spirits are available everywhere, as they are the torn-up souls of various kinds. RQ2 had Spirits that you could bind with INT/POW but could store spells in and I think RQG has the same. Things like Disease Spirits should be uncommon, except around Mallia Temples or in Chaos Nests. You might find my Spirit Plane Encounter Table useful.
  5. I wouldn't compare spell with spell, for instance Disruption to Magic Missile. Instead, I'd go with the magic systems: Magic is generally personal and doesn't usually affect large areas. Spirit Magic is minor magic that most people have access to. Rune Magic comes from the Gods and Goddesses, so you have to initiate in a cult to use it. Each Cult has its own spells that are not normally available to other Cults, so you can specialise by joining a Cult. Many Cults have Spirit Magic that is only available through the Cult. Sorcery is powerful magic that takes years of study. Sorcerers can be independent or can belong to Sorcery Schools or Religions. Each Sorcery School or Religion has its own spells, but these have not yet been detailed. What i find useful is to produce a one-page summary, with 1 spell on each line, summarising what the spells do. That is useful in many cases and you can always refer to the rulebook if you need more detail.
  6. Thanks for this, Rick, it is useful in seeing what has been changed and also what Chaosium feels is important enough to change.
    Thanks for this, Rick, it is useful in seeing what has been changed and also what Chaosium feels is important enough to change. Hmm, this should have been a comment rather than a Review, but I can't see how to delete the Review.
  7. What I tend to do is to downplay that kind of thing. Sure, Elves are Aldryami and are intelligent plants, but to me they look like classical elves, but perhaps with leaves for hair. I don;t play them as some gnarled woody thing, unless the scenario calls for it. Similarly, I play RQ Dwarves as Mostali, but more as 1970s Trade Unionist stereotypes, with a bit of Pratchett in there (Mostali are Mostali at home, but when they are out and about they let their hair down). At some point, I'll throw in something Aldryami that reinforces them as being plants, but only when the Players are comfortable. Similarly, Mostali might do something strange, or the PCs might meet a Mostali Construct, or even a True Mostali. But, I don't have a talking bush meet the PCs in the first session.
  8. Some people are dead against Hero Points, preferring to let the dice lie as they fall. However, we first used them in HeroQuest and then in RuneQuest and our Players really like them. Hero Points are not about removing the sense of failure, but making the story interesting. If someone spends 4 Hero Points to achieve something, that is a measure of how difficult it was to achieve and how important it was to the PCs/Players.
  9. I took part vicariously by reading the Facebook posts that came thick and fast throughout the day. Maybe next time it won't clash with an operation so I can make it. Glad to see that people enjoyed it. I know the organisers were not sure if it would be a success and were surprised that it sold out and filled up so many times.
  10. Mechanically, the Crimson Bat can be killed, you just do a lot of damage to a vital location. Historically, it has been killed many times, so killing the Bat is not particularly unusual. Personally, I don't like sweeping statements such as "no PC of any level is capable of taking on the Crimson Bat when it's well-fed", but I can see why it is there in terms of D&D players going through Deities & Demigods to take them out. In my games, if the PCs have taken out the Crimson Bat, they have either done it by dealing a shedload of damage or by using magical means.
  11. @Joerg has kindly pointed out that I posted the request for Triff to create a 13th Age Glorantha forum in the 13th Age Glorantha forum. Either I must be prescient after the event, or an idiot. You can decide. Anyway, Joerg very kindly PMed be, maybe so as not to embarrass me, thanks Joerg. Fortunately, I am almost incapable of embarrassment.
  12. Everything I could find. It helped that I have a large number of scanned PDFs, some time on my hands and used PDFTK. Basically, I went through the PDFs, noted the page numbers of sections relating to Pavis/Prax in a text file, then write a batch job to extract the pages into a series of PDFs and another to combine them. I was going to put in a Table of Contents, but it would have been too haphazard. I don't have Adobe Acrobat, but PDFTK is really good at that kind of thing and I'd advise doing it that way. You could always tart it up a bit in Adobe Acrobat afterwards. One thing I do regret it not having good enough OCR software to convert to text. Had I had that, it would be awesome.
  13. OK, I have watched an hour of one of @inwils' Actual Play videos and have some observations: I thoroughly enjoyed it, despite expecting to have hated it The video came across pretty much exactly the way I GM games, which was a pleasant surprise The rules were explained in an unobtrusive way, through game play Combat took a bit longer than expected, but that might be due to everyone playing online I expected it to be of the ham-acting "I am playing Deiree, a half-elven sorceress whose beauty surpasses all others" style of gaming, whereas it was just as we play scenarios I expected it to be completely focused on the game, with no interruptions, so was pleased to hear mentions of Dukes of Hazard and various other odds and ends. The summing up of the previous session was pretty much how we do it, with neither GM nor Players having a clear recollection. It makes me feel that I could record our sessions as Actual Play sessions. We'd have to bleep out all the swearing, puns and bad jokes, though. So, please continue to make and post these, as I think they would be very useful for people who have not Played/GMed much.
  14. I go further and don't even have focuses in my RQ. If you know the spell you can cast it. If the PC is blindfolded, gagged and has hands and feet tied, then I might add a few Penalties to the roll, though.
  15. In Merrie England, Characters can have a Social trait and a Wealth Trait, allowing for Rich and Poor Nobles or Rich and Poor Beggars. Basically, you can default one from the other, unless you know differently. So, if you are playing someone with the Baron Trait then you can assume that the Baron is Rich and use the Baron Trait in situations where money is involved. However, if you are playing a Penniless Baron, then you cannot use Baron in those circumstances, or it becomes a Penalty instead. If you find a treasure it can change your Wealth Status, at least temporarily. Unless you have a way of investing the newly-found riches then your Wealth Trait could well slide back to Poor.
  16. The way I see it, and this is my own personal view, is that the Spirit World touches all the other worlds, including the God Plane, but is distinct. In the God Time, the dead and living were mixed and this caused confusion, so Daka Fal separated the dead from the living, creating the Spirit Plane. Animists treat the Spirit Plane as being just another place. In effect, they see their ancestors and various other spirits as being people/things that they can interact with, bargain with and enslave. Shamans don't really see a difference between the Mundane and Spirit Planes, or rather they know there is a difference but see them overlaid onto each other, or see both at the same time. Theists see the Spirit Plane as places where cult spirits and the ancestors can be found. I play that the Spirit Plane varies according to where you are and that the Spirit Plane around a Temple is affected by the Temple's Presence. Sorcerous folk see the Spirit Plane in different ways. Brithini don't exist after death, so they do not interact with the Spirit Plane. Hrestoli know of Solace, which could be seen as a special part of the Spirit Plane or something else entirely. A further complication is that the Spirit Plane contains the souls of those who once lived and are now dead as well as spirits that simply exist as spirits and those that are spirits but can take physical form, such as Elementals.
  17. I just assume that all Hsunchen folk have a very few sacred people who can transform without magic, who are effectively RQ2-style lycanthropes. The Gateway Bestiary also had Shark Men and, although Gateway, have been used in many Gloranthan campaigns. Only Telmori are forced to change once a week, due to being cursed by the Red Moon. Otyher lycanthripes are not touched by Chaos, for example there were some Tiger Sons who worshipped Zorak Zoran, a cult not noted for its tolerance of Chaos. Shark Men are noted as being Chaotic, though, so it depends on the type.
  18. I've done that for PraxPack and PavisPack in Glorantha, collated all the articles on Pavis and Prax into two massive PDFs, probably over 1000 pages each. I haven't printed them out, though. However, as most pages are images, it isn't searchable, which is a right royal pain.
  19. I'd have said the Wyter, or an empty place, similar to the Siege Perilous on the Round Table. Orlanthi Clans are conservative in nature, despite claiming the Movement Rune, so the Seventh Seat being the Wyter makes sense, as it can always err to what has always happened, the voice of the ancestors or clan traditions. So, anyone trying to change tradition or how we have always done things needs to get 4 out of 6, as Ginna Jar always votes for the status quo.
  20. 13th Age Glorantha is very useful in this respect, as you can easily show various Cults as variations on Classes. Just extract the information and use in RQ.
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