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soltakss

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Posts posted by soltakss

  1. 2 hours ago, PhilHibbs said:

    Keeping track of exactly what day, week, season it is for sorcery skill bonuses (and penalties!) might be a bit tedious.

    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. 

  2. 37 minutes ago, simonh said:

    Heal Wound is Common rune magic, so pretty much any theist character with at least one Rune Point can cast it.

    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.

  3. 2 hours ago, tedopon said:

    Chaosium's policy on fan material is harsh. 

    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.

  4. 16 minutes ago, David Scott said:

    It's quite clear that this product isn't for you. It's been available as a PDF for over a week now and it sounds like you still haven't bought it, but are more than willing to continue nitpicking. Please go back to your previous versions and stop whinging or buy it. It's only $28/£21 and that's not a lot IMO for a good quality PDF. Once you have it you can then complain about it, you can then get a refund.

    Now, now, I thought we were all being nice ...

    • Haha 2
  5. 2 hours ago, Atgxtg said:

    Sorry to rant, and I don't mean to knock the game, I don't know enough about it yet to really judge if fairly, but why should someone who already has RQ2, RQ3 and the supplements buy RQG? Not for three pages on languages. Nor for 100 pages of art (We don't game art).

    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.

     

    • Like 3
  6. 3 hours ago, JonL said:

    IMO, biggest thing HQ packs need to go along with systemless setting guides (or RQ books) for Glorantha are breakdowns of Initiate vs Devotee level magic for the cults and similar.

    It would also be beneficial to call out things like what used to be on the Inherently Difficult Magic list in HQ1. Like, if invisibility is the Blue Moon Trolls' special secret, they ought to have a Just the Right Thing augment for it while anyone trying it without their secret is a Stretch.

    These are both examples where spelling context out for newcomers that old Runequest hands take for granted would be a big help.

    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.

    • Like 2
  7. 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. 
     

  8. I have updated the RQish Alternate Earth Supplements Page with Mythic Rome, Mythic Constantinople, Mythic Mediterranean, Mythic Britain:Logres, White Snow, Down Darker Trails, Merrie England:Robyn Hode and Private Eye. We now have links to supplements in English, French, Spanish and German.

    If anyone knows of any more Mythic/Alternate/Fantasy/Historical Earth  supplements for RQ/Mythras/Revolution/Legend/BRP/OpenQuest/Renaissance/Other D100 Systems, in any language, then please let me know and I will add them.

  9. 18 hours ago, Mark Mohrfield said:

    This statement is somewhat confusing. What is a HQG genre pack for a systemless book?

    The genre packs should contain all the stuff that make it easy for a Narrator to play a certain style of game without thinking about it.

    So, shaping keywords, providing examples of abilities and so on. Sample NPCs would be good as well, plus scenarios.

    Hopefully, not new rules, as HeroQuest just doesn't need more rules.

  10. 3 minutes ago, Joerg said:

    Wasn't the great darkness absence of magic caused by Orlanth down in Hell for just such a reason? 

    Well, yes and no. Orlanth went to Hell several times in the God Time and his magic wasn't stopped. 

    The Greater Darkness was not caused by Orlanth disappearing, but by the Spike exploding. The Lesser Darkness was caused by Orlanth killing Yelm the Emperor.

    But, killing Orlanth and sending him to Hell has certainly caused his magic to stop.

  11. We houseruled that an Adventurer going to 0 HP died in CON SR afterwards, so Healing and First Aid could be performed in that time period. So, it gave a round and a bot for most people. We also made sure everyone had healing salves and at least heal 2, so we could slap a bit of healing on.

  12. 4 minutes ago, 7Tigers said:

    I did not remember that one. Do you remember the source per chance (not in RQ2 Core book or Cults of Terror as far as I (and Ctrl F) know...) please?

    No, can't remember the source, but we always played it that way as it was mentioned somewhere.

  13. I have used Communites as HeroQuest characters for a long while.

    In the Birchbark Chronicles supplement for Mythic Russia, I have Cities and Rivers as HeroQuest characters that can be used to augment, assist or oppose Adventurers. 

    The beauty of HeroQuest is that you can use Abilities and Breakouts to customise these and make them very personalised, bringing out what is important to those places.

    You can use the same principles to describe a Clan, a Kingdom, a City, a River, a Mountain or whatever you want.

    • Like 1
  14. On 6/7/2018 at 12:51 AM, jajagappa said:

    Sorry, I'm not buying that.  I think that's reading something via game rules that doesn't feel like it fits.  Wisdom/knowledge does not equal illumination.  

    I agree. Nysaloran Illumination was something you could have just by answering a few riddles and meditating on it. Going around the Puzzle Canal gives you an increase in your chance of becoming Illuminated.

    Soltak Strormspear, my main PC, became Illuminated by meeting Nysalor on the Spirit Plane and speaking to him, he gained his Riddles by meeting him again, but he never answered a single Nysalor Risddle or studied the mysteries of the world.

    Gaining Wisdom might lead to a different kind of Illumination, or deeper knowledge. I have always believed that those who study/concentrate on/embody/whatever certain runes could get some deeper understanding of those runes, through Mysticism. So a Suberer cultists might concentrate on Darkness and gain some deeper understanding, The Old Wind mystics did the same by concentrating on Air/Srtorm, Yelmalio worshippers concentrate on the Light and Truth runes in their retirement towers and so on.

  15. On 6/7/2018 at 6:28 PM, spequlator said:

    I have not been GMing for many, many years before this group and while I it is fun, I constantly feel I'm not doing very good job and I'm really stressed before every session. I just hope my players are having fun and it gets easier for me over time. 😥

    Welcome to the world of GMing. 

    You always feel stressed, worry that everyone is having a good time and feel you mess up the sessions.

    If players keep coming back for more, seem excited about the game and seem to be having fun, then you are probably doing it right.

    • Like 2
  16. On 6/7/2018 at 5:29 PM, kiryamo said:
    
    
     

    Right now I am engaged in a bitter negotiation with my RQ3 old-group of players. Their last offer is 25D6, replace the two lower by 6s -destinated to SIZ & INT; and the remaining 23 allocated in groups of 3 (2 for SIZ & INT).

    Should I accept or continue negotiating?

     

    Does it matter?

    Characteristics don't affect too much in RQG, someone with really good stats is going to be , maybe, 20% up on some skills, with a better damage bonus, but that's about it.

    I'd just say 25D6 and separate into groups for each characteristic. Easy enough, but you need 25 D6s for it to be easy, unless you write them down and choose that way.

  17. On 6/5/2018 at 11:54 PM, jajagappa said:

    This is a reason I keep my skill level and my category bonus separate. 

    I know people who do this. It makes my skin crawl. I have to do addition every time I roll a skill, not a problem skillwise for me, but it just adds complicaton every time and makes me have to remember to do it. 

  18. The RQG rules PDF comes with the Character sheet as a separate PDF.

    However, I wouldn't use it in my games - Too much white space, weapons don't make sense, laid out differently to what I prefer, HP/MP tracker grids rather than just a place to record and so on. I have very firm expectations on character sheets that most commercial sheets don't meet, so normally make my own.

  19. On 6/8/2018 at 12:14 AM, Atgxtg said:

    Just wondering, did they cap the category modifiers for secondary characteristics (i.e. STR for manipulation skills) in RQG? One of the problems with RQ2 was that any big creature wound up mastering every attack just because of the high STR. RQ3 capped the secondary modifiers at +10% to stop that. 

     

    Not really, but they use +5% for every 4 points above a certain limit, so a Great Troll with STR 28 would have a +15% to Agility, +15% to Manipulation, due to STR. A Great Troll with high INT/STR/DEX/POW/CHA would have good bonuses in verything but Stealth, due to primary and secondary characteristics.

    As always, it is easy to houserule that Secondary characteristics can give a maximum +10% increase.

  20. On 6/6/2018 at 11:11 AM, flynnkd said:

    So variable spells have no limit now?  You can have Protection 8?  SRs are the only limit for casting... have I got that right?

    And cost is per point, no accumulation cost?

    Yes. Reading the whole thread, it is something you are not keen on, in which case just use the RQ2 stacking/variable limits. It won;t change the game at all doing that.

    However, RQ2 variable spells had varying limits for variable spells. Some spells were limited to 4 points, others weren't. So, I could cast Dispel Magic 9 in RQ2 but only Bladesharp 4.

    I did like the increasing cost of variable spells in RQ2, but the RQG economy is very much a low-coin economy, so I am not sure what the costs for Heal 4 should be, with an RQ2-like spell progression.

  21. On 6/8/2018 at 12:35 AM, jajagappa said:

    Having played both, and having run RQ3 for many, many years, I don't recall ever having any player go beyond a Heal 6 as a highest variable point spell.  There were other spells they wanted. What I like with RQG is the cap based on CHA.  If you've got a CHA of 6 or 8, there's only so many spells you can get.  You want to spend it all on Protection 8, fine, but have fun when the spirits attack or you need some healing!

    In RQ3, a limb is cut off, maimed or mangled,  if you do double the points, so someone with a 9 point leg needs Heal 9 to put it back together again, at least, that's how we played it.

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