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soltakss

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Everything posted by soltakss

  1. It depends really. Are you trying to navigate to get somewhere particular? If so, you would probably have some way of tracking the route, maybe by stars, islands, ocean currents or whatever, so you would use those as navigation guides. So, I wouldn't halve navigation, unless you have nothing to use as a guide. If you are exploring open water for the first time, them you only need Navigation to work out roughly where you are. Many explorers in the real world had really no idea of where the places were that they went to. Several places were rediscovered by later sailors.
  2. If a Dragonewt uses Dragon magic to turn into a Dragon, then it's a Dream Dragon. However, if a Dragonewt becomes enlightened enough to become a Dragon then it is reborn as a True Dragon. In my Glorantha, the Inhuman King dreams as a Dream Dragon, as do some of the Full Priests. Yes, I would say that a True Dragon only has one dream at a time. A True Dragon who is awake might even have a daydream and spawn a Dream Dragon. In my Glorantha, some True Dragons produce a different Dream Dragon every time the dream, but others dream of the same Dream Dragon. Probably not. A Nightmare, if True Dragons can have nightmares, might spawn another draconic creature. I'd say that a True Dragon could dream of anything, really. Exactly right. It's whatever you feel is cool and works in your game.
  3. For me, the best short Lore is the one in the Cults Compendium, which is a Gloranthan Classic bundling together of the RQ2 Cults of Prax and Cults of Terror, with selected cults from other publications. However, the Guide to Glorantha is, by far, the most complete set of Gloranthan Lore. Not sure, I'm to fuddy-duddy to listen to podcasts, but I am sure younguns on the forum will be able to assist. This depends on the GM, really, and how you want to play the game. For me, Cults are a manifestation of what your PC thinks and feels. So, joining more cults means that you specialise in a certain area. So Orlanth Adventurous and Storm Bull means that you are a chaos-fighting Adventurer, Orlanth-Adventurous and Issaries means that you are likely to be a Sword Sage, Orlanth Avdenturous and Lightning Boy means you are concentrating on the Lightning aspects instead of joining Orlanth Thunderous. However, some GMs think that a cult is the single manifestation of your beliefs and prefer you to join only one cult. For me, this goes against some cultures, so a Troll might be in Kyger Litor and another specialised cult, an Elf might be in Aldrya and another cult, a Pavisite might be in Pavis and another cult. Don't worry about it. As someone said in a meeting this week "The only silly question is the one you don't ask".
  4. Good stuff. Do you happen to have a map of Troll Market?
  5. My Number One Rule is "If you can do it in Real Life, then you can do in in RuneQuest". Can I change occupation in Real Life? Yes. Can I change occupation in RuneQuest? Yes. You could be an Adventurer, then a Weaponthane, then a member of the King's Guard, then a member of the Pavis Watch, then a member of the Tribal Ring, then the King. Exactly, so you have really answered your own question.
  6. Who says you can't bring something back from a HeroQuest without preparing it in advance? The Red Goddess brought back the Crimson Bat, which seemed to be a surprise to everyone, including her. If you want to slavishly stick to that rule, and I would strongly suggest that you don't, the Hunters could prepare a talisman of a beast, or even a blank talisman, and use that as the prepared object. But, the whole point of the Great Hunt is to bring back something spectacular, so everyone is capable and prepared to do so.
  7. Well, that's what they tell everyone, anyway ...
  8. Another vote for Vadeli being immortal by obeying caste restrictions. I believe their caste rules are different from those of the Brithini, though. Brithini will say the Vadeli use sorcery for their immortality, because they would, wouldn't they?
  9. Worcha was created with the sole intent of destroying Ernalda. The Seas have invaded the Land many times, sometimes with catastrophic results. I think that some Sea Deities are friendly with some Earth Deities and some are hostile, depending on the cults. The Pantheons themselves are probably neutral, due to the differences within.
  10. Not everyone makes all rolls opposed. I use Simple Rolls for a lot of things and only use Opposed Rolls when the situation demands an opponent, for example Climbing a dangerous mountain or a magical mountain, whereas I wouldn't use an Opposed roll for a normal climb.
  11. Didn't Terry Pratchett say something like "million to one chances happen nine times out of ten"?
  12. Chaos Features cause deformity, but that doesn't mean that all deformity is Chaotic. I am a firm follower of the idea that if your mother was frightened by a horse in pregnancy then you could come out with a horselike face, for example. Deformities could be caused by curses, by magic, by ancestry or by many other things. We know that the Serpent Kings of Seshnela had serpent tails instead of legs, for example.
  13. soltakss

    RQ Sorcery

    Derak the Dark Troll, in our old RQ2 campaign, had a leather jacket with "DERAK" picked out in POW Storage Crystals. He definitely had style.
  14. Gaining Special Abilities is a traditional reward from HeroQuesting. The hardest part is finding a game mechanic that works well. BRP Super Powers are a good way of getting powers, as long as they are relevant to the HeroQuest performed. That could work. However, it is a bit time consuming and you need to keep track of the difficulty of the skills. Personally, I wouldn't bother with that level of detail.
  15. You could hang everything off the Movement Rune, but that might be a bit of a cop-out. Sartar is a bit of a mystery, as his background is unclear, except as a Larnsting. Even Larnstings are quite unclear, I think. Knowing more about the background of Larnstings might help decide whether this is sorcery, divine or simply using the Movement Rune.
  16. I don't mind one person having a high skill with magic. It just means they churn through minor NPCs and can fight more people, but give major NPCs a run for their money. It reminds me of Lin Chun in The Water Margin, he is functionally the equivalent of that Humakti PC. Some people might think it is unfair to have one PC who is so good at fighting, but it just means the other PCs can concentrate on their own opponents, safe in the knowledge that he will finish off anyone else. It is teamwork rather than individual glory.
  17. I had to check on Google to find it, as I had forgotten about this. The shrines could be dotted all over the Rubble, probably wherever a GM rolls that Encounter. As to the actual village, it is separate from others, The Devil's Playground might be a contender, and it could be in the Garden, I suppose, and have been overrun, explaining why it was abandoned, but I would put it in the Main Ruins, nearest to Ogre Island, so not far from Old Walls, Mani's Fort and the Real City.
  18. Transform Limbs should allow them to change their arms to wings. I'd allow them to fly with those, personally, as in RQ2/RQ3, Gorakiki had similar spells that allowed cultists to fly. Whether they can fly or not needs to be a decision that you, as a GM, make. However, Flight is a similar strength spell and allows you to fly, so why not?
  19. Thanks for those. By the way, I have added unnamed ruins from the official map, in a very rough way. It helps make certain things not stand out as much.
  20. So would I! 😉 At the moment, they are all in my head, so would take a while to formulate and write them up so they could be posted. In any case, my views on some things have changed, so I probably wouldn't run it the same way again.
  21. Personally, I think that all abilities should be treated the same, no matter what they are. If I a PC with Magical Flight 2W2 and an NPC with Jumping 2W2, then in some circumstances they would work the same, so jumping off a building, for example, would be identical. However, jumping between buildings that are far apart would be trivial with Magical Flight but difficult with Jumping, so might incur a Penalty or need a higher Opposed Roll. And that happens with the description of the ability. If I have Jumping 2W2 then I might be able to jump up and catch the leg of a Griffin flying overhead. If I have Magical Flight 2W2 then I can actually fly after the Griffin. Mechanically they work the same, but narratively they work very differently.
  22. You should have a lot of fun, HeroQuest is a fast moving, fun game that is easy to pick up and learn. My main piece of advice is "Ignore what is in the rules". Just stick to the very basics and you should be fine. Anything else can be added if you feel like it, or ignored. Stick to simple skills and breakouts, so Clan Ring 20 (Chalana Arroy +1, Preserve Harmony +1), Clan Rung 2M (Eurmal +2, Defend the Clan +1, Cause Trouble +1) and so on. Make rolls count, so use automatic augments, rather than rolling them.
  23. I have added both the Gargas Gang and Xaragang maps and linked them to the original web pages. Let me know if they need rotating or moving. I think the scale is about right, but scale in the Big Rubble is tricky.
  24. I always liked combining Second Mouth and Swallow ...
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