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soltakss

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Everything posted by soltakss

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. He looks mean, but aardvark never killed anyone.
  10. Earth Goddesses have Husband-Protectors for that reason. It frees them up to do more interesting stuff. Esrola had Argan Argar and Lodril, one above the ground and one below the ground. She may have had a lot more as well, I can't remember.
  11. soltakss

    Truestone

    There is an example somewhere, buried in one of the old supplements, where a Truestone had some Spirit Magic. However, I think that might be a case of someone not being familiar with the powers of Truestone. It makes sense for Rune Pools and Divine Magic to be transferred to a blank Truestone. Filled Truestone just allows you to use the magic. As for other kinds of magic, we had a discussion about Draconic Magic a while ago and it was inconclusive. Maybe the GM Book will contain a fuller description of Truestone, with explanations of how other magic is stored/not stored.
  12. That all sounds pretty fine to me. What do Cult Spirits do but to serve the Cult? Summoning a Cult Spirit and making it teach you a spell is a perfectly valid thing to do.
  13. True, but I am not a fan of the idea that all Runespells are tied to a Rune. I much prefer the RQ3 term "Divine Magic" to the RQ2/RGQ term "Rune Magic". For me, a Deity has several constituent parts: Runic Makeup - What the deity's runes are Ancestry - Who are the Deity's parents/grandparents, if applicable Background - Where did the deity come from Actions - What did the deity do in God Time, or Time Divine Magic Spells (Or Runespells) have their origins in one or more of those. Spells such as Wind Words clearly relate to either Air/Storm or Movement, so come from Runic Makeup. However, spells such as Dark Walk for Orlanth come from the deity's Actions, although you could link it to Movement at a pinch. Berserker for Storm Bull or Urain are possible due to their Air/Storm nature, but I think it is part of their background or just part of them. It is possible to justify many spells in terms of Runes, but some definitely come from a deity's actions. Orlanth owns the Earth Shield and gets Great Parry, but that does not reflect his Runic Makeup, but comes from his Actions or Background.
  14. I have a very free and easy relationship with ratings etc. What I would do is allow members of a cult to gain the runes for their cult. In Character Generation, they just gain the rune, in game play they might have to take part in an initiation ritual or learn the skill. Don't forget that Associate Membership of a cult is not as powerful as membership of your main cult, so ties to the cult might be weaker. In the Adventure Chapter, it says "Starting human adventurers do not begin with any affinity in these Form or Condition Runes, but they can be learned later. Upcoming RuneQuest sourcebooks will explore even more Runes. Non-human adventurers may begin with these runes, and are described in the Glorantha Bestiary.". So, Adventurers can gain the Mastery Rune in game play, However, I'd say that an Adventurer could have it as part of character generation by replacing a Form Rune with a Condition Rune.
  15. Yes, those are the ones. Really easy to use for RQ. I have run very many HeroQuests over the years, using RQ. They translate just as easily to RQ as to HQ. In fact, one of my bugbears about HeroQuest is that it didn't really have much in the way of HeroQuesting, RuneQuest had more for most of the time. You can run a HeroQuest as a normal scenario, with a layer on top. Hand-wave magic stuff, hand-wave rewards and introduce something unusual in the HeroQuest. In fact, I think I ran some of the HeroQuests in my last RQ campaign, not exactly as written, of course, as I adapted them to how I ruin HeroQuests and to suit our campaign.
  16. To add to everyone's comments: Gloranthan Classics Cults Compendium includes a lot of cults from different sources, including some RQ3 cults, that are not in the Classics supplements Gloranthan Classics Griffin Mountain includes stuff from Griffin Island that make for a richer campaign Gloranthan Classics Borderlands includes things from other areas, but they are present in other RQ Classic supplements Gloranthan Classics Pavis & Big Rubble puts everything into one place, I can't remember if it adds anything from outside Pavis or Big Rubble, but having everything in one supplement makes it better, for me So, if you have loads of money then buy them all; if you are on a limited budget then I'd buy Cults Compendium and Griffin Mountain over the equivalent RQ Classics version; if you had to make choices of either RQ Classic or Gloranthan Classics then I'd say buy RQ Classics as there are supplements that have not made it into Gloranthan Classics, but be aware that you will be missing out on many good things in Gloranthan Classics.
  17. The Sartar Books are wonderful HeroQuest books for Sartar, full of good ideas, excellent scenarios and history of Sartar. Very useful for a RQ campaign set in Sartar.
  18. While, in theory,l I would like to see Actual Play Videos, to see how other people play RQ, in practice I don't get the chance to watch them. The sound on my laptop is dead, despite me reinstalling drivers etc, so I don't watch You Tube videos on the screen. I suppose I could watch them on my phone, or Star them to watch on my Now TV box. In my opinion, carry on doing them, as they will be useful for some people. My advantage is that I have been playing/GMing RQ for a very long time, so I know how the game plays out. Other people who are new to RQ might want to watch other people playing to get a feel for the game.
  19. I had a Giant Broo, Son of Thed and the Devil, who had an Ability of "Comes in gallons", but maybe not in the same way!
  20. We used to try and delay combat if we had seen that the opponents had already cast their Battle Magic, in RQ2. As battle Magic lasted 10 rounds, even delaying combat by 4 or 5 rounds meant that our spells lasted longer than theirs, if we delayed casting ours.
  21. Blood shed by Deities generally falls as POW Crystals, Powered Crystals or rare magic items. Some crystals have special properties, but I can't remember them offhand. Chaos Crystals might link to their deity's powers, for example. It might be worth giving crystals from a deity some of the runes associated with the deity, so crystals from Storm Bull might give a bonus to Air/Storm and Beast.
  22. No, I meant HQ stats for scenarios, however it has been a long time since I looked at Pavis:GTA and it doesn't have any stats for NPCs at all, so rather than converting them you have to make them up. There are magic items that have HQ stats, though, so you would have to convert them.
  23. Great stuff. To save some time, have you seen my conversion of Hero Wars Cults, which also includes most of the HeroQuest cults? It doesn't include mythology or cult structure, but does include converted spells and skills.
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