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soltakss

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Everything posted by soltakss

  1. If you stretched it a bit, you could have the 13th Age ...
  2. soltakss

    RQG Cults

    No reason they can't include it in a Gloranthan cult. A spell is a spell is a spell. I always liked In like Flynne, but they might have to rename it for a Gloranthan feel.
  3. I think you need to have a certain number of posts before you can start editing posts. Maybe 10, maybe 100. I am sure Trif will be able to tell us. So, get posting and you will be editing your posts in no time.
  4. Yes, the same rule but better explained. We liked it in RQ2 and called in Anti-Parry, as it reduced the chance of the opponent parrying. It made berserk useful when fighting non-Rune Lords.
  5. We played an RQ2 campaign that started with roll-ups with no background experience and ended up with most PCs in the 150-250 range and a couple in 250-350 range. Make a 350% PC Berserk against Chaos and you get 700%, add a dollop of Crush and Bludgeon and you get another 60, giving 760%. One PC had over 400% Sense Chaos. So, it is deifnitely achievable, it just takes time and effort.
  6. That's good, I hadn't spotted that. We have houseruled this for a long time, it made no sense that I could split against 2 people but not against the same person.
  7. No real advantage. A lot of these things are cultural. If you are an Agimori warrior, you might use a wicker shield, because that's what they use. Wood is scarce and used for other things, but thin branches that can be woven together is cheap. If you are an Aldryami, then you could just grow a wooden shield or enough supple branches to weave a wicker shield.
  8. If you prefer shade to dehori or sylph to umbroli, just use them. Interestingly enough, most references in RQG are to an earth elemental, air elemental and so on. Salamanders are metioned in Create Widlfire, Gnomes in Gnome to Gargoyle, Undines under Boatspeech and Lunes under the Dismiss Lune and Summon Lune spells, under Seven Mothers Allied Spirits and under the Jakaleel description. My guess is that these are editing misses and should all have been generic fire/earth/moon elementals. Trolls have always been colour-blind, although they can see some combinations, we used to advise our dark troll companions on which clothes to wear, so they'd look "stylish", we always said they looked good. Mistress race Trolls (UzUz) were 6 breasted, Dark Trolls (Uzko) had two breasts.
  9. What about Arkat? He was illuminated, died, came back and was pretty much OK with it. Nysalor died and then became a sprit that the Red Goddess contacted on a HeroQuest. I would guess that was Greg musing about something. Not something I would have in my games.
  10. One of our GMs had Zombie Pixies in a game. He worked out that they could use a Poleaxe if they had just high enough STR, plus their DEX was naturally high even when halved, so we had a group of flying Zombie Pixies that were naturally invisible and appeared just as they hacked at us with Poleaxes. Fun, fun, fun.
  11. soltakss

    Sigh...

    You could use an RQG supplement quite easily with other versions of RQ.
  12. soltakss

    Sigh...

    From what I understand, they are coming, lot of adventures.
  13. soltakss

    Sigh...

    Bought it, liked most of it.
  14. Yeah, I always received a copy of the fanzine, whenver I wrote for Tales of the Reaching Moon or Tradetalk. That was always enough for me.
  15. Or leave it, so we can discuss the next version of RuneQuest 😃
  16. That's the kind of thing that Interweb thing is good for.
  17. No, I am normally the GM.Narrator/Whatever, so haven't played a community.
  18. There are tables for that - Just roll 1D8 for the Day, with 8 being player choice, 1D8 for the Week and 1D6 for the Season, with 6 being Sacred Time. If it matterered, the GM would be keeping track.
  19. In RQ2, only Vivamort cultists could use Disarm, in RQ3 you had to have a special swordbreaker/swordcatcher adjustment to a weapon, if I recall correctly. We generally didn't bother, but I can see why those people who used it a lot lament it not being in the core rules.
  20. And because Initiates no longer have just one-use Rune Magic, it is easy for any cultists to cast. It makes Heal reserved for those occasions where everyone is out of Rune Points, though, or for those few Adventurers who don't belong to a cult.
  21. Is it? For free stuff, it is remarkably lenient and fair. With the Miskatonic Repository going well, there is talk of something similar for RuneQuest/Glorantha, that would be the perfect vehicle for a Fanzine.
  22. Now, now, I thought we were all being nice ...
  23. I don't really care about artwork in a book, normally, I say "That's nice" and skip over to the real stuff, but the artwork in this is truly stupendous, at least in my opinion, and actually adds to the desirability of the book. It adds an extra dimension to those who want to imagine what the world looks like. I am a long-term fan of RQ3 and have not abandoned it, in the face of MRQI, MRQII, RQ6, Legend or Mythras, all of which had good points (Yes, even MRQI) but none struck me as being anywhere near as good for me as RQ3. RQM does seem as good, if not better, for me than RQ3. If I started a new campaign, I would use RQG, not RQ3. However, I would use Revolution skills as they are so much better for what I want to do (and probably use Revolution's Advantages and Opposed Roll Pools). If I hadn't seen Revolution, I'd use RQG in full. Now, that is a personal statement from me and I am aware that my expoerience of playing RuneQuest is probably not the same as everyone's, but if an old RQ3 grognard like me can be wowed and made to change my Favourite version of RuneQuest, then I reckon it is worth a shot, at least as a PDF.
  24. In my opinion, the best thing that an OGL form of HeroQuest could do would be to throw that kind of thing out of the window. Seriously. Why have Inherently Difficult Magic at all? What is the point? Just list the magic that Initiates can get and the magic that Devotees can get. Making this up here, Initiates might have Worship Orlanth (Cloud Call, Wind Words) and Devotees might have Worship Orlanth (Bless Thunderstone, Bless Woad, Cloud Call, Wind Words), with Wind Lords also getting Lightning, Dark Walk, Mist Cloud and Shield of Arran). No need for extra rules, just have an Ability (Worship Orlanth) and Breakouts (The spells they have). If Blue Moon Trolls have a Special Secret, it means that those who know the Secret know it under their Ability and those that don't know it don't have it. If you want to use magic that you don't have as a Breakout, then try it as a Stretch, by all means, but that comes under the Stretch rules, nothing more. I might have mentioned this before, and I am sure I will mention it again, but HeroQuest is a beautifully simple system that gets bogged down by this kind of thing. My advice - Rip out all of that and take it back to basics.
  25. soltakss

    RQG Cults

    Cyults listed are Argan Argar, Babeester Gor, Chalana Arroy, Daka Fal, Eiritha, Engizi The Sky River Titan, Ernalda, Eurmal, Foundchild, Humakt, Issaries, Lhankor Mhy, Maran Gor, Odayla, Orlanth, Seven Mothers, Storm Bull, Waha, Yelm, Yelmalio and Yinkin, so 21 cults, plus Oakfed and Black Fang Brotherhood as Spirit Cults, making 23 in total. I would say the cults are Long Form, but without Mythology. I suppose they could be described as Short Form, as David says, but they are far longer than the equivalent cults of RQ3's Gods of Glorantha. All in all, they seem to be well done. If the new Gods of Glorantha, and whatever the Chaos Gods book is going to be, are written up as well as these plus Mytholgy, then I'd be happy.
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