Jump to content

soltakss

Member
  • Posts

    8,311
  • Joined

  • Last visited

  • Days Won

    207

Everything posted by soltakss

  1. I recently realised that I only have this in Spanish, but if you want a Spanish copy then PM me your email address.
  2. I never really accepted the Three Otherworlds approach as it just didn't feel right. My take has always been that the deities are what they are and that people interact with them in whatever way they understand, so sorcerers dominate or revere them, theists worship them, animist get spirits from them and so on. The worst thing you can do in HeroQuest, in my opinion, is to have a rule that says "[Someone] cannot do [Something]", for example "Shamans cannot use Sorcery". HeroQuest is all about being flexible and doing that is just plain wrong. Troll shamans can use sorcery, Arkati can certainly use Sorcery and some troll Arkati could be shamans. Now, for Pent, some of them follow the Kargzant Tradition, which makes them animists, but I have always given animists access to Divine and Common Magic for no other reason that it makes sense to me.
  3. Yes, the Axe was an earth weapon before Zorak Zoran used it to cut down Flamal, so some Elves could use them, especially if they foreswear fertility.
  4. Well, it's called the Stinking Forest because of the number of trolls there, at least it used to be.
  5. For some bizarre reason, "Simon Bray in a freeform" immediately sprang to mind! Sorry Simon!
  6. Or horses with a tail-sucking fetish ...
  7. I'd probably restrict it to melee and thrown weapons. Why? Because it feels right. If you are fanatical you have a blood lust, albeit not as strong as Berserker, so you are not going to be able to calmly take out an arrow, string a bow, aim and fire at a target. You might, however, be able to grab a spear and hurl it at a target, as that is a simpler action.
  8. There are a lot of other influences. An Orlanth stead in Heortland will be different to one in Sartar, or Tarsh or Aggar. Geography influences the shape of a stead, as does local culture.
  9. Personally, I always ignore artwork, as it represents a moment in time, what one person thought part of Glorantha looks like at that time. This varies over time and by artist, so I simply use artwork as a guide.
  10. Currently, Revolution d100 Backgrounds and Professions have Traits of the form: Close Combat [One of Brawl, Spear and Shield, Sword and Shield, Dagger, Staff] Communication [Insight, Language: British] Knowledge [Home Region] Stealth [Hide] or First Aid, Healing, Herbalism, Insight, Persuade Pick Three: Magic, Surgery, any other knowledge, any appropriate power But, it might be better to have: Pick 5 from Close Combat [One of Brawl, Spear and Shield, Sword and Shield, Dagger, Staff], Communication [Insight], Communication [Language: British], Knowledge [Home Region] and Stealth [Hide] or Pick 8 from First Aid, Healing, Herbalism, Insight, Persuade, Magic, Surgery, any other knowledge, any appropriate power So, which do you prefer? Having some Traits as required with some extra chosen traits, or having 5/8 Traits chosen from a long list?
  11. In my Glorantha, powerrful Dryads have pregnant bears/wolves staked out in their glades, so they give birth there. Also, dinosaue eggs can be placed in Dryad Groves, so they have control of them when they hatch. Power-Gaming Dryads? Oh yes.
  12. I use a spreadsheet that allows me to quickly stat up NPCs. Basically, I choose Background, Profession, each of the Traits, weapons and Magic from drop-downs and it spits out a character sheet. Very useful when statting up NPCs for supplements.
  13. There is a quote from RQ2 Big Rubble, I think that answers this exact question, when asked why the elves of the Garden have not been attacked and killed by the larger numbers of nearby trolls, the Wood Lord says something like "Simple, we each fire 10 arrows". Aldryami are normally defensive in nature, defending the forests from troll attacks. In the forests, they can hide and shoot, they have magical plants to help them and have magic that helps do this. The tangled forests confuse Uz Darksense, throwing up echoes everywhere and just showing a tangled mess. Most trolls are, in fact, trollkin and trollkin get spooked very easily, also an Elf is better in hand to hand than a trollkin, in RQ terms they are about the same size and strength but are far more intelligent and dextrous. So, you turn Darl Trolls into pincushions, then scare or chase the trollkin away.
  14. Merry Christmas everyone and have a Happy and prosperous New Year, hopefully with lots of new gaming stuff.
  15. Unfortunately, if I buy any more hardcopies, my wife/marriage will be ephemeral ...
  16. Are they? I am happy with the PDFs that I have received and am happy to wait for the rest. However, I don't buy hard copies any more, just PDFs for me, so I am not waiting for anything else.
  17. Knowing Rick, it is highly unlikely that he is mocking your use of the word "sale", he just isn't like that. More likely, he is just correcting the impression that there was a sale, rather than just an error in the pricing.
  18. Berserkers, The Black Knight (as mentioned above), Arachnids, Insectoids, people with Healing, people who absolutely just have to defeat the foe. There are lots of reasons to fight without a limb. Lose a hand? Sitck the stump into your foe's eyes to blind him. Lost a foot? Attack from the ground.
  19. We had a dungeon in our RQ2 campaign called "The Acid Pits", run by one of our group GMs. Scenarios involved goint to the Acid Pits, climbing a cliff, getting riddled by an Illuminated Griffin Guardian, entering the Acid Pits, making it through three or four rooms, then retiring in disarry, with the treasure always "just around the corner, if you had carried on ...". Still, we persevered and kept going back again and agin, clearing it of Chaos room by room. When the GM showed up a list of 1,000 computer-generated Demons for the Acid Pits, we resolved never to go back. RQ is good at short, sharp hits, go in, do something and get out again. Camping in a megadungeon and replenishing magic points is fine, using your divine magic and not being able to repray it means you have to eventually leave, unless you have a portable shrine or artifact.
  20. It always amzes me how much detail people can put into miniatures.
  21. That sounds good. I can understand that RQ Classic promises need to be honoured before embarking on something similar for RQ3.
  22. You can easily use Renaissance without magic. However, your PCs might not survive long without healing magic, unless you find a way around that. I haven't GMed the Thirty Years War, but I would pick a particular time/place/event that interests you and work out a plot around that. Don't be afraid of combat, but be careful regarding hit points. I'd give PCs more hit points than normal, just to aid survivability without magic, or slow down dying following serious wounds, allowing First Aid to work in time. Factions could include religion, but not as broad as Protestant/Catholic, each of the different sects would suit factions, as would Guilds, military units and so on. People need a sense of belonging and factions provide that nicely.
  23. I don't normally log on in the week ... Yes, I would be interested in d100 adventures, especially as low-cost PDFs. I have bought the Classic Fantasy modules from Mythras and they are the right kind of length and price. One of the problems you might face is which d100 rules set you want to write for. OGL games include Legend, Revolution, Renaissance and OpenQuest. Mythras isn't OGL but are quite open regarding adventures, I think. Alternatively, you could just target generic d100 rules and not base on any particular system, however that might cause problems with copyright/licencing/whatever.
  24. I think that the Most Reverend Elder is not elected by other High Preiestesses, but is appointed by Eiritha hersrelf, that's what David means by no politics. Once she has been elected, of course, she is drawn into the politics of Praxians.
×
×
  • Create New...