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soltakss

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Posts posted by soltakss

  1. On 3/17/2019 at 10:18 PM, Bill the barbarian said:

    So basically you both are saying that the scenarios alone and a few one page encounters/tales are worth the cash. 

    Yes, in my opinion, it is worth buying for the scenarios alone.

     

    On 3/17/2019 at 10:18 PM, Bill the barbarian said:

    How about how well they would cross over to RQ rules?

    As well as any HeroQuest scenario. The adventures are basically sound and works in both HQ and RQ. However, you will need to convert the HQ stats to RQ.

  2. On 3/19/2019 at 7:34 PM, Diego Barretta said:

    Hello. I like rules-lite systems and I would like to start reading a d100 fantasy coreboook, but I'm torn between Magic World and OpenQuest. What are the major differences? And which of the two is more streamlined to run for a Master?

    Given a choice between the two, I'd say OpenQuest.

    However, I prefer Legend, Mythras or Revolution D100 to OpenQuest/Magic World.

    • Like 2
  3. On 3/12/2019 at 3:59 PM, ChalkLine said:

    I'm just about to start in a Mongoose Hawkmoon game on Dischord next week.

    I'm going to be at a huge disadvantage having not read the works

    Hawkmoon is probably one of the best Eternal Champion series not to have read the books for, so you should be OK.

    At its core, it is post-apocalypse Europe, but if you treat it as "Gran-Bretan Nutters vs everyone else" then that works.

    • Haha 2
  4. On 3/13/2019 at 9:16 AM, Crel said:

    Has anyone done a write-up for RQG (or any other RQ, I guess?) for Argrath's White Bull Society/spirit cult? Does anyone have suggestions for what Runes it would be connected with, and what Rune spells the White Bull would provide to worshipers? I'm looking at the cults of Black Fang and Oakfed (p.379) as examples, in part because I don't imagine that the White Bull is a "greater" spirit than Oakfed (and so wouldn't have a cult much beyond the scope provided in those writeups).

    In our recent Argonauts Campaign, the White Bull was a spirit that was rarely seen. Anyone who sees the White Bull can sacrifice a point of POW to follow the White Bull. Anyone who follows the White Bull finds that their mount turns white when in the company of other followers of White Bull. Each Praxian Nation has a Sacred Society of the White Bull, but this is a Secret Society and is not commonly mentioned. Some followers of the White Bull won't even know about their White Bull Society, unless they meet another follower.

    What the PCs did in my campaign, and what Argarth did in Glorantha, was to realise that the White Bull had followers in all Praxian Nations, so it allowed them/him to unite Praxians in a way never before seen. In our campaign, the PCs found that some Pentians followed the White Stallion and that the White Stallion and White Bull followers' mounts turned white in each other's presence, which helped re-establish a Pure Horse Tribe in Prax. Clearly that is non-canonical.

    One of the PCs was embarrassed because he rode a zebra and a white zebra looks very similar to a white horse, so he always pointed out the white on white stripes.

    On 3/13/2019 at 9:16 AM, Crel said:

    So far, I'm thinking the Harmony Rune makes sense, since the White Bull Society spans across a variety of Praxian tribes and societies. And then, following the models, probably the Spirit Rune as well--so any spells rolled would be on Harmony. Maybe Cure Chaos Wound, and Harmony or Inviolable? I could see it having the Beast Rune instead (or perhaps also).

    I gave it the Harmony and Beast Runes.

    As for magic, I didn't give it any, it is more of a Brotherhood than anything else, a way for Riders to come together. In the pan-Praxian sense, it is a Brotherhood across the Nations, helping the Praxian nations to unite.

     

    On 3/13/2019 at 1:54 PM, David Scott said:

    Just to be clear here, Argrath is the White Bull. The White Bull society worships Argrath. Read through RQG, every reference is to Argrath White Bull, not Argrath's White Bull. Members have a special rune that marks them as members (you can see it here http://www.princeofsartar.com/comic/72-both/). The White Bull spirit is Argrath's Fetch/HeroQuest Soul/Other. You join as you believe in him.

    See, that doesn't gel with me, as the stuff I read indicated that Argrath united the White Bull Societies of the Bison and Sable Riders. However, I cannot find sources or quotes for that.

    On 3/13/2019 at 1:54 PM, David Scott said:

    The White Bull brokes no inter-tribal rivalry, get along or you'll likely die. The major benefit of membership is that you are part of a madman's adventure to the end of the world. I don't think you get any magic other than spirit magic of the shamans who are members, and the chance of seeing the world differently than you thought (illumination, but this is not an overt action. I'm sure Argrath understands the problems of forcing it).

    Hmmm, I can see that Argrath uses the White Bull Brotherhood for his own ends, which is fine. However, I still like the idea of the White Bull Societies existing before Argrath.

    • Like 1
  5. On 3/1/2019 at 4:30 PM, RosenMcStern said:

    The name of the game line is Medievalia D100, and its first member is of course our existing supplement, Merrie England: Robyn Hode. A republishing of our previous medieval books such as Stupor Mundi and Wind on the Steppes will follow, possibly followed by Crusaders of the Amber Coast or Merrie England: the Age of Eleanor. But new Medievalia are in the making, too.

    I am currently working on Merrie England: Age of Crusade. Trying to embrace new technology, I am using Google Docs, but it really struggles with large documents, so I have had to break some areas out into a number of documents, which is not ideal.

    Progress so far:

    • Introduction - Complete
    • Adventurers - Complete but might be tweaked
    • The Crusades - Complete
    • Gazetteer - Complete
    • Religion and Magic - Complete but might be tweaked
    • Magical Science - Complete
    • Major Religions - In Progress
    • Medieval Warfare - Complete
    • Knights and Chivalry - Complete
    • Personalities - Yet to Start
    • Angels and Demons - Complete
    • Magical Beings - Complete but might be tweaked
    • Campaigns - Yet to Start

     

    • Like 5
    • Thanks 1
  6. On 3/13/2019 at 9:00 PM, Sir_Godspeed said:

    Are there any wild Pentan horses left? 

    Of course there are wild horses in Pent.

    In my Glorantha, Pentians have herds of domestic horses, which they breed, but they also break/tame wild horses. In fact, it is a rite of passage to tame a wild horse.

  7. On 3/12/2019 at 11:26 PM, MOB said:
    On 3/12/2019 at 8:23 PM, Pentallion said:

    I'm surprised there's been no announcement from Chaosium yet.

    We told the people on the RQG preview list the news first.

    Here's our official announcement:

    https://www.chaosium.com/blogblack-shamrock-to-bring-beloved-fantasy-roleplaying-adventure-runequest-to-life-with-allnew-video-game/

    Sounds good to me, but it's a pity I don't play video/computer games. 🙄

    I hope it turns out really good and is exciting, playable and keep a lot of what we love about Glorantha.

    However, what are the chances that people complain because a building in one scene doesn't fit Sartar, that a Dark Troll doesn't look right or that there are too many/not enough Ducks?

  8. 36 minutes ago, StonesThree said:

    The PC's hunted the bear on horseback. Now is that realistic? I assume horses would be OK on forest trails and worn paths, but if the bear ran off into heavy woodland would a horse be able to follow? Would the rider risk hurting the horse  by doing so? (I've never done any horse riding in real life myself.) Now I couldn't find any rules for moving across difficult terrain in the rules, so I assume I would apply a -5 penalty to skill roles to control the horse and keep up the chase? 

    Sure, of course it is reasonable. A warhorse will fight in combat, a cavalry horse will allow you to fight in combat but other horses might need a Horsemanship roll to go against a bear.

    38 minutes ago, StonesThree said:

    Once they found the bear one of my players decided to charge it with his horse. This sounded... um... not a great idea to me... anyway I made the player do a horsemanship role to see if the horse would let him. Then used the damage value from the horse stats in the book. Was that right? (At this point I stuffed up the combat rules and didn't make it an opposed attack so the horse didn't take any damage. I am very much stuck in the DnD method of "I hit you, then you hit me" style of combat.)

    Using a lance against a bear is a perfectly good tactic, so why not? 

    I am not really familiar with Pendragon combat to comment on the damage etc, but what you did sounds OK to me.

  9. There is a Gnome to Gargoyle spell, so that implies that gnomes do not look like gargoyles.

    In my game, a gnome doesn't look like anything. It is just the ground, or the earth in the ground and opens up as a pit when it wants to. It is just a blob of earth.

    One of our PCs once summoned a small gnome, ordered it to grip a stone pillar, then pulled the pillar out of the ground, just to see what the gnome looked like. I think he washed the earth off with a jet of water as well, but that just washed the gnome away.

  10. I treat it like Warding. You cast the spell around some sacred artefact, or using an idol or whatever, and the spell stays in effect while the focus is intact. Moving the idol, or desecrating the place probably stops the effect of the Sanctify.

    In RQ3, Temples had Temple Defences, generated as a side-effect of worship. I always played that the first spell the Temple had was Sanctify, to make it a sacred place. RQG has something similar, so I'd say that when a Temple is enabled, it gets Sanctify as the first spell of Temple Defences.

  11. When we played high-level RQ2, we were all Rune Lords, Rune Priests,  or Rune Lord-Priests/Rune Priest-Lords, so we were the heads of the cults. Some of us even became High Priests.

    So, we had a convention that we gave magical items to the Cult and were immediately given them back on a permanent loan. So, they belonged to the cult but we could use them as if they were our own.

    It helped that we could reasonably expect to challenge any cultists who disagreed with our approach. 200% Bastard Sword tends to help in disagreements.

  12. On 3/8/2019 at 8:06 AM, HreshtIronBorne said:

    I dunno if I should post here or a new thread.

    Posting here is fine.

    On 3/8/2019 at 8:06 AM, HreshtIronBorne said:

    I was wondering how other people deal with Humakti gifts in their Glorantha. For example can an initiate taking his intial, up to three in RQG, gifts take the same gift multiple times?

    Sure, why not? I would count each time as a separate Gift, though, with another Geas. According to the writeup, it says "If the same geas is rolled twice, roll again.", but not the same Gift.

    Some Gifts make no sense if you roll them twice. For example rolling 6 gives you the Sense Assassin skill and rolling 8 gives you a Detect Undead ability. What I would do is make them both Skills, so you get Sense Assassin or Sense Undead, then if you roll them again you get Detect Assassin or Detect Undead. 1-5 and 7 can be stacked without a problem, 12 is fine if you want very fast MP regain and 9-11 are fine stacked, but some people prefer to go up in increments, x2 for 1st, x3 for 2nd, x4 for 3rd and so on rather than x2/x4/x8.

    On 3/8/2019 at 8:06 AM, HreshtIronBorne said:

    Can a new Sword taking as many gifts as he desires take the same gift multiple times?

    Yes. However, he also gets the Geas multiple times.

    On 3/8/2019 at 8:06 AM, HreshtIronBorne said:

    And my personal biggest question, do your Humakti gain Gift/Geas outside of the ceremony of initiation or becoming a Sword? It says in RQG Core book that the Sword can gain as many gift/geas as he desires, it doesn't specifically say right then.

    I play that a Humakti can take another Gift/Geas at a worship ceremony. However, if you view Humakti as knight-like then they could be doing some kind of vigil on the Humakt Temple, or could just swear an oath to Humakt.

  13. 8 minutes ago, jrutila said:

    Can I ask you how come new players already have two masteries? If your bade level would be low enough with new players, there is only one mastery to explain.

    Some people might prefer to play HQ1 and have more experienced PCs. When I have run SuperHeroQuest, for example, some Super Powers started with 2 Masteries.

  14. Shergar Sunhoof, Centaur Extraordinaire, joined the Yelmalio cult for several reasons:

    • He didn't want to be a Hunter or join Orlanth
    • RQ2 didn't have anything for Arachne Solara or Animism and he didn't want to be a Shaman
    • Yelmalio specifically allowed Beastmen to join

    The fact that he could charge with a lance and that counted as a spear for Rune Lord status, or that he could use a specialised form of Kuschile Horse Archery, was neither here nor there.

    Before he became a Rune Lord, he would name-drop Uncle Ironhoof in conversation, then gained the Geas "Speak only Truth to everyone", so decided that name-dropping was not cool and stopped. He ended up being the High Priest of a travelling Yelmalio Temple and War Chief of a Yelmalian Centaur Warband in northern Prax.

    • Like 1
  15. Genertela - When said with a "J" sound not a "G", explains Genert's reproductive aspect

    Svenstown, Wilms Chruch and Zorak Zoran were named after players in the Chaosium House Campaign, I believe

     

    On a side note, we have pretty much banned some words in our games, as one of the players is guaranteed to come up with a stock response. There are more but I can't remember them until they come up.

    • Elvish - A bloke down the chip-shop swears he's Elvis
    • Bard - Hey, you're barred

     

  16. 3 minutes ago, Joerg said:

    As to the role distribution, I would place Teelo in the Flesh Man role, and have Yanafal in the Orlanth role. Danfive makes a good Trickster, bonded in chains. That leaves the Issaries role of the navigator and negotiator in the Underworld to Jakaleel, as Deezola standing in for Chalana and Irrippi for Lhankor Mhy are pretty much the only position there is little debate about.

    Jakaleel as negotiator and navigator in the Underworld makes a lot of sense, being a Hell-Witch. I prefer these allocations. 

    I cannot find a PDF version of Lives of Sedenya on my PC, but I am sure that gave some clues about how the Seven Mothers Quest worked.

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