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soltakss

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Everything posted by soltakss

  1. By the way, it's a bit sad and lonely there on its own, maybe the whole road should have ruins alongside.
  2. Yes and no. In the Real World, you can usually tell a person's religion in Ulster depending on whether they are called James or William, not always but usually. Some things are ingrained in a culture. In Glorantha, Yelmalians probably wouldn't use maces or mauls, as they are weapons of darkness. Shargash uses them, because he wrested them from defeated enemies, presumably the same as Tolat and a Sword. Some people won't mind using other culture's weapons, but the more devout would, in my opinion. For me, Yelmalian Templars are on the more devout side, so would take cult sensibilities into account more than most folk.
  3. Credit where credit is due, Revolution D100 is probably the most sophisticated version of D100. Some people have bought RD100 following that thread, which can only be good news.
  4. Hmmm, I wonder who the High King of Balazar is, Andrew ...
  5. I have finally added this to my Map of the Big Rubble. Could you check that it is in the right place and with the right orientation? Sorry for the delay and thanks for creating maps of the Big Rubble.
  6. I have finally added this to my Map of the Big Rubble. Sorry for the delay and thanks for creating maps of the Big Rubble.
  7. You could give it magic and a breath attack as well, for a laugh. If the PCs don't like meeting a giant croc, they'll like a poison-breathing magic-using giant croc even less.
  8. However, it is irritating that Movement is another casualty of RQ2/RQ3 rules being used interchangeably. If they wanted to stick with RQ2's Movement then they should have explained it more, if RQ3 then they should have explained that, instead they have a confusing hybrid that needs more explanation. For me, RQ3 Movement (3m per SR) gives you a movement of 30m per round. RQG Movement gives you 24m per round, which equates to 2m per SR (12 SR per round, rather than RQ3's 10). Simply explaining that would have been nice and easy.
  9. However, that doesn't mean that every Babeester Gori needs to be played exactly the same. Protectress of the Earth? Guardian of Earth Temples? Watchress of Oaths? Axe Maiden? You can play all of these, without severing genitals or heads, or being bathed in blood. Also, generally, as Babeester Gor gets Axe Trance, which works as Sword Trance, Babeester Gor is fair game for discussion.
  10. You can use the stats for wingless Dragons or Crocodiles, either would work.
  11. Glad to hear that we didn't force you out, but sorry to hear that you are having problems. Hope everything works out for you in the end and you can rejoin if and when you want to.
  12. In the same way that Thanatari can consume a book to pass the knowledge to a thanatar cultist, I assume that this also goes to Thanatar himself.
  13. I always considered Dwarftown to be the underground portion of Dwarfside.
  14. Thanks for sharing. I do like a good dungeon in the Big Rubble. I'll add it to my Big Rubble Map when I get the chance.
  15. soltakss

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    Use whichever system you feel comfortable with. I am currently using skills from Revolution D100 with a lot of rules from RQG in my Dark Ages campaign and it is working out well.
  16. soltakss

    New here

    They are fairly compatible. What I do when running scenarios from various D100 systems is to use the scenarios and stats as they are and only change them when they are important. So, for example, I use the Hot Points per location and Hit Point Location tables used in the supplements, regardless of whether the system I am currently using has the same rules to generate them. I roll D20 and use what is written down, if players roll D20 and say a different location then I just use the location name. Same for weapon stats, I just use them as they are in the supplement. For skills, just use the ones in the supplements and ignore any conversion. For things that need to be recalculated, I do it on the fly and quickly. Strike Ranks are the biggest one here, as Legend/Mythras use different Strike Ranks. Just keep the SR Calculator handy. For spells, I either use them as they are in the supplement or choose the equivalent in the system that I am using. You mentioned Luck Points in a later thread, just use them in RQG. I use Hero Points from Legend and use them for Experience as in HeroQuest, for example. My players just love Hero Points, especially as I allow them to reroll as many times as they have Hero Points, if they spend 5 Hero Points to make a skill roll then they consider that as having been very difficult and memorable, a real struggle.
  17. Babeester Gor is a good one for female PCs who want to take revenge on despoilers of the earth/women. We played Humakti Assassins once, swords for hire who challenged their targets to honourable combat. Orlanth is a good Assassin cult, in many ways, as Adventurers tend to have few scruples. Eurmal might be an interesting choice, as he stole Death. I use Krarshti Courtesan Assassins who get jiggy abnd then cast Sweat Acid to burn every location in contact with their skin. I have also used female earth cultists who know Second Mouth and Swallow, but that is only relevant if you know what those spells do.
  18. Personally, I think that this thread has exploded out of all usefulness for Jason to look at. Sure, it's an interesting thread with many rules discussions, but I doubt whether Jason can wade through all 12 pages and be able to give a constructive and useful answer. It would be better posting a series of focused questions in the Jason Q&A Thread.
  19. Unfortunately, I would have to agree with this. There are a lot of places in the rules where some parts use a rule from RQ2 and some use a rule from RQ3, but for the same thing. For example, Species Maximum rules use both versions. This should have been picked up in editing, either by proofreaders or by detailed read throughs. For long-time RuneQuestors it isn't that much of a problem, as we can remember the rules from various versions and choose the ones that we think fit best, but it is a big problem for newcomers, who are the kind of people that chaosium want to attract. Most of us old-timers will buy whatever Chaosium produce, regardless of errors.
  20. Some of the older Chaosium maps, from RQ2 and RQ3 days, had a big problem with miles and kilometres, confusing the two. If you have the Argan Argar Atlas, then just use those as they use the real scale. If you don't, then have a look at my Big Map of Central Genertela, as it is scaled from all the various RQ2/RQ3 maps all joined together and fiddled to work properly. However, if you want to use the Borderlands map as it is, then just use it. Nobody will mind. Alternatively, just use miles rather than kilometres and it will work OK.
  21. I hope you enjoy it. Some of us have been playing in Glorantha for a long, long time and we always hope that newcomers like it enough to stay around.
  22. Yep, start small and work up. That helps players and GMs, especially if both are new to Glorantha. Don't dump a whole load of Gloranthan stuff on them at once, at the start. Don't have every encounter show the weirdness of Glorantha. You don;t want a duck, then a troll with sunglasses, then a walking bush, then a group of Dragonewts, then a dwarf who isn't like any dwarves they are used to. Sure, keep these things in mind, but don't drop them all at once. Introduce them slowly. Use cults, perhaps not in the first session, but bring them in after a few sessions. My first RQ GM said that we weren't ready for cults yet on our first session and took 3 or 4 sessions to introduce them and that worked really well. Don't sweat the rules. If you can't find a rule then make something up. If you misread a rule or make a mistake, don't bother about it. If you don't like a rule then change it. Use as few rules as you can get away with. Don't spend every few minutes searching the rulebook. Make some sheets with basic rules on and use those. If you want prices of things, then write them down somewhere. If you want a list of spells then use that rather than going through the rules every single time. Keep beginning scenarios short and simple. No point having a very complex plot using the intricacies of Gloranthan society for people who don't know the difference between Pavis and the Big Rubble. Don't be afraid of cavern crawls or "dungeons", they work really well in RQ, despite what some people say. Some of my best RQ scenarios have been when I cleared out a Chaos Great Temple, with friends of course, or when I explored a cavern full of nasty greeblies. Have healing in your games, lots of healing. Everyone should know at least Healing 2, or Heal Area/Wound (whichever it is now). Stock up with Healing Potions, where possible. Make Chalana Arroy Temples freely available, being only a couple of days away, give their healing magic away without charge, but on a heal now pay later basis. Allow Divine Intervention to resurrect PCs and have Resurrection freely available. Be flexible with wounds, so a wound might kill a PC according to the rules, but let First Aid keep them on the brink of death until a proper Healer can help them. Don't overplay cult and racial hostilities. Having a sorcerer from Ralios doesn't make all Orlanthi immediately their enemy, calling the Meldeks. Having an elf and a dwarf in the same party shouldn't have them at each other's throats all the time. People are people and they can work together. Above all, try to have fun.
  23. Ah, Tent Town is a cemetery, as I suspected, that makes sense. Thanks for the map, that makes things easier.
  24. It is certainly why only Chaotic HeroQuestors succeed in the HeroQuest. If you start of non-chaotic and wrest power from Wakboth, then you end up as Chaotic.
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