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soltakss

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Posts posted by soltakss

  1.  

    On 9/22/2017 at 9:42 PM, Scout said:

    This is the kind of thing I'm talking about (coming from a noob's point of view concerning the HQG rules)

    The very first entry of the errata thread:

    "p.16 – Law rune listed as a Power rune. Power runes are organized in antagonistic pairs – so what would be the antagonist to Law? And the Guide to Glorantha lists Law as a Condition rune (on p.149)."

    You could treat a Law rune as a Condition or as a Power, paired with Chaos. I prefer Law and Chaos as condition runes, personally, otherwise you get drawn into Moorcockian Law/Chaos ideas (Which are, themselves, great but don't suit Glorantha very well.)

    It doesn't really matter, unless you are using Law to oppose Chaos. Very few deities actually do this, Waha has Spirits of law that explicitly affect Chaos Spirits, Storm Bull has Sense Chaos, but isn't connected to the Law rune, Krarshti have Sense Law but have the Chaos rune. I cannot think of any other cults that have the Law/Chaos rune and which have abilities connected to the opposed pair.

    On 9/22/2017 at 9:42 PM, Scout said:

    So there are three differing possible answers, and as far as I can tell, no official answer, and being new to it all, I've no clue how to resolve it.

    Welcome to Glorantha - There are different inrterpretations to everything.

     

  2.  

    On 9/18/2017 at 1:53 PM, Scout said:

    I would like to get into Glorantha and I have two choices: HQG or RQ2 Classic which has just been released. Both games look interesting but I have some reservations I'd like to ramble on about. 

    There will be a third choice - 13th Age in Glorantha, if you like using D20-style games.

    On 9/18/2017 at 1:53 PM, Scout said:

    RQ2C

    I really like RQ but not sure what's in RQC. I dislike systems where you have one skill (for example) 'Melee' and that covers everything from 2 Handed Greatswords to a fist punch. I love hit locations but found the healing/damage rules in Mythras too fiddly. As it goes, I dropped Mythras because I found combat required too much bookkeeping. I also dislike the Resistance Tables but I can live with that. I like a character to have lots of improvement before they reach a ceiling (it aides longer campaigns, which is something I always look for in an rpg). 

     

    RQC is not strictly out yet, I think, unless I have missed something.

    I think the design notes hinted it would be more like RQ2, which has a rich set of skills, better suiting your preferences. I am not sure about experience, but I hope they keep RQ3's 1D6 rather than RQ2's 5% increases.

    Personally, I'd use something like Revolution's rules with a reduced skill set but using Traits to give a far richer experience.

    On 9/18/2017 at 1:53 PM, Scout said:

    HQG

    I like narrative systems but there are errors in HQG so I'm worried it might not make sense to me. I'm also not entirely happy with the way HQG automatically raises difficulties every four sessions and how the pass/fail system is a rule for the GM to fudge things in order to maintain pacing and drama. I mean, I understand it, and I can see how it makes sense storywise but I can't help shake the feeling it's a bit heavy-handed and diminishes the effect of a character's attribute/skill ratings. 

    HQ1 might be a bit more suitable for you.

    Don't worry about errors, I find that HQ works best when you ignore the fiddly bits and just concentrate on skills/abilities/keywords, treating everything the same.

     

    On 9/18/2017 at 1:53 PM, Scout said:

    Lastly, I love feudal settings. I think there's a lot of roleplaying possibilities when you have a feudalistic system in place. There's a social pecking order and you'd better know yours. Am I right in thinking Glorantha doesn't have a setting where a feudal system is in place?

    Glorantha has a feudal structure, of sorts. Even in Orlanthi Clans you have Cottars (Serfs), Thanes (Elite Warriors), Carls (Nobles) and Chieftains/Kings. 

    You don't have the feudalism of medieval Europe, though, unless you want to play Glorantha like that, and there is no reason you can't. The West has more of a feudal structure, but it isn't the same as Feudal Europe.

    On 9/18/2017 at 1:53 PM, Scout said:

    I understand Glorantha is based on myths and that they colour most everything a character does, but are there settings where a feudal society is in place?

    Myths colour everything, as do cults. A PC who is a healer and not in a cult can behave however you want, but a healer in Chalana Arroy has certain behavioural restrictoins, a Xiola Umbar healer is very different to a Chalan Arroy healer or an Ernaldan healer.

     

    On 9/18/2017 at 1:53 PM, Scout said:

    Any advice?

    Don't overthink things. Don't get hung up on particular rules, RQ is a game where you can import rules from other D100/RQ systems with ease, so you can make your own set of rules very easily. HQ is a fast, fun game that is very flexible, don't get hung up on rules issues, HQ works best with as few rules as possible.

    Glorantha is best enjoyed through playing. It doesn't really matter which rules you use, just sit back and enjoy the ride.

    • Like 1
  3.  

    5 hours ago, Zit said:

    I'm not sure. Citing the rules : "A Motivation is a short phrase that expresses what your character believes in, wants to achieve, what is important, what haunts his or her dreams." And  "“Addicted to alcohol” is not a good Motivation".

     

    No "Addicted to Alcolohol" is not a good Motivation. "Will go to any lengths to get a drink" could be.

    In any case, why should it be a good Motivation? if I had "Addicted to Alcohol" as a Motivation, then I would argue that it suits the character, whether the rules say it is a good choice or not. Rules are guidelines, nothing more, nothing less. If I have something that the rules say shouldn;t happen and yet it makes sense, then I ignore the rules.

     

    5 hours ago, Zit said:

    I understand a Motivation as something which shall drive you doing voluntary something (this is what I mean with "positive"), not prevent you or force you doing something, which is in terms of mechanics the opposite and like would be an addiction or a phobia. So it should be "despite blablabla..." or "tries to overcome blablabla..." instead.

     

    So, "Search for Aztec Treasure" is a good Motivation, yet "Search for next drink" isn't? Semantically, they are exactly the same.

     

    5 hours ago, Zit said:

    And what would mean "activating a Motivation" ? Getting drunk for an alcoholic ? (and gaining Fate Points, as everybody knows that there are guardian angels for alcoholics :))

     

    "When a Motivation is active, the player has voluntarily flagged it as a theme that he or she would like to place in the spotlight for that game session. ", so if I had "Can hardly resist alcohol" as a Motivation and I activated it, then I would either go and try and find a drink or I would do anything to get a drink, or possibly try to resist having a drink. What would the game effects be? If my PC had met a group of barbarians, then I could challenge them to a drinking contest and use my Motivation in that contest. If my PC is meeting a lord and saw a bottle of drink on the table, then I might try and take a swig, perhaps offending the lord. 

    Motivations need not be good things.

    • Like 2
  4. 10 hours ago, Mechashef said:

    This account reminds me of a story/account I have been trying to track down.

    Years ago I read an account of some experienced RQ people attending a competition game at a convention and pretending they had never played RQ before.  They freaked out their opponents at the start by asking about iron weapons (which their characters didn't actually have).

    They played a group of broo and "broke" the scenario by sacrificing one of their own to summon the demon in the lake instead of taking the expected path of eventually capturing an opponent and sacrificing them.

     

    Does anyone have a link to that account?

    Thanks 

    Aye - Unfortunately, I couldn't make the convention, can't remember why, but Andrew and Stuart came back and told us about it in great detail. I would have loved to have been able to join them and taken part.It sounded like exactly the sort of thing I would have revelled in.

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  5. One of the daughrters of Eiritha might have found the secret of ferminting herd beast milk, in the same way as Eurasian people make Koumiss from mare's milk. Pentians probably do the same to make their own Koumiss.

    Agreed that oasis folk probably make their own string drinks from fermenting the fruits of the oases.

    In Peloria and Kralorela, rice wine is probably made, but would they be made by cultsts of the same deity or would each area have its own rice wine deity?

  6. Eurmal changed blood into beer to sate Babeester Gor's rampage through Healer valley, so Eurmali can make Blood Beer that calms Babeester Gor cultists.

    I seem to remember someone who could make Mead who was associated with honey, but cannot remember who it was.

  7. On 9/10/2017 at 6:03 PM, Runeblogger said:

    What will happen in next session? :lol:

    They lightning bolted Ralzakark's genitals, or what was left of them, as a parting shot and flew away. Then they spent the rest of the session planning what they would do in future.

    That is the nature of our current campaign - Three or four sessions of careful planning, then a session of stunning action, rinse and repeat.

  8. On 9/10/2017 at 9:30 PM, Runeblogger said:

    So why were the dragonewts interested in raiding the Cradle. And more importantly: why is their blood purple? 😆

    My interpretation goes something like this: Nysalor cursed the Dragonewts, but a True Dragon woke up and swallowed the curse, however the dragonewts were Nysalor's mercenaries for most of the Gbaji Wars. In the Second Age, the Golden Dragon became Emperor of Dara Happa. In the Third Age, the Red Emperor became Dara Happan Emperor and has a relationship with dragonewts both through being Emperor of Dara Happa and a manifestation of Nysalor.

    • Like 1
  9. 17 hours ago, Guhakri said:

    Hello everyone! I'm new to this forum. Does anyone know where to find stats for a Scorpionfolk Queen? If none exist, how can I make a regular one more queen-like? What kind of weapons and armor (if any) do they use?

    A Scorpion Queen is a Priestess of Bagog, leader of her clan. So, she should have some Bagog Divine Magic, probably some Battle/Spirit/Common Magic, maybe an allied spirit and probably some chaos features.

    If the Queen was reborn using the Ritual of rebirth, then she would retain the weapon skills that she had before the Rebirth, so could have any weapons. If she was born a Scorpionman then she would have rudimentary weaopns, meybe a club, spear or sword. Bagogi can use their magic to transform their arms into spears or claws, so she might not need other weapons. They all have a scorpion sting, so are deadly in combat.

    They would have as much armour as they can get, normally through killing enemies. Scorpionmen don;t have a high level of technology, so wouldn't make their own weapons and armour. I suppose a transformed scorpionman who was originally a smith could make weapons and armour.

  10. A Motivation is something that drives you. "Wants to get a fix" is a valid Motivation and is certainly not positive.

    "Can hardly resist a [temptation]" is a good Motivation, as it motivates the PC. If the PC sees what can hardly be resisted, then the PC will try and do/get it. The Motivation can be used in an Opposed Contest, with a RP against WIL, as the PC tries to resist the temptation. Consequences could happen as a result of the Contest. 

    A permanent consequence would work, but a permanent consequence could well end up as a Motivation, so is a means to the same end, almost an intermediary step.

  11. 2 hours ago, Runeblogger said:

    What will happen in next session? :lol:

    Well, they left a Storm Bull army in Hellwood, so they might get to find out what happened to it. At some point, Ralzakark will send people after them, but they might find unlikely allies amongst the people of Dorastor.

    • Like 1
  12. We had the weirdest RQ session last week. I don't normally share these, but this was so unusual, I thought I'd make an exception. Reader discretion is advised, people with a weak disposition might not want to read further ...

    The PCs are River Voices who are in Dorastor to gain knowledge of Arkat, in order to decide whether to help him return to fight the Lunar Empire, or to stop him from returning.

    Previously, the PCs went to Dorasta's Cleft, where they met a Broo guarding the door. Flargle, a Storm Bull hero, took exception to this and killed him with a massive ligtning bolt. When he entered the Cleft, the High Priestess denounced him as a Despoiler of the Earth, as he had killed a Guardian of Dorastor. It turned out that Ralzakark, as Husband-Protector of Dorasta, fathered a broo child on her every year, the broo grew to adulthood in a single day and serves as a Guardian for a year, whereupon he is sacrificed and the cylce continues. As recompense, Flargle offered to father a child on Dorasta himself, to act as a Guardian. The resulting rhino-headed man was immediately called Bruno, as he was not a broo, and was born fuly-formed with two axes.

    Later, the PCs went to Fort Wrath and were introduced to Ralzakark, who greeted them as fellow Heroes. After a whilel they decided to tel him what had happened, in order to defuse the situation. They decided not to go down the "Hello, my name is Flargle, I killed your son, prepare to die" route and simply decided to tell Ralzakark what had happened. He was not particularly upset, byt demanded recompense, so Flargle either had to under go the Seven Strikes of Ikadz the Torturer (The first punished the person, the second his parents, the third his grand-parents and so on, our Ancestor Worshipper was truly appalled by this prospect), the second choice was to replace the child that Ralzakark had lost by Flargle bearing Ralzakark's child.

    Now, comes last week's session. I expected Flargle to take the punishment, but to Sever his ties to his kin, as he was a Hero of Humakt, but they decided to take the bearing of Ralzakark's child, to my surprise.

    Mello Yello, one of the PCs, was a Light Son with the ability Vomit Acid, taken from Cacodemon on a HeroQuest. He filled up his gold helmet and passed it to Flargle.

    Flargle is a SIZ 22 Copper Man, General of Tada's Copper Army, who gained Immunity to Acid in the same fight against Cacodemon. He "filled himself up" with the acid, by having it poured into his back passage, simply because he thought it would hurt Ralzakark. When the deed started, ralzakark suffered some discomfort, but manfully carried on. When the deed was done, Flargle used his Move Wound heroic ability to move the Chaos Wound caused by the impending broo foetus to the nearest location, which he determined to be Ralzakark's abdomen. As he was a Hero and had moved a wound to another creature in the past, I allowed it but said the roll had better be a good one. An 01 later, Ralzakark withdrew, not knowing that he was now bearing his own child. Shan Agar, a shaman of many abilities, used Second Mouth on Flargle, to chop off Ralzakark's offending member, using Admantine teeth. Flargle was full of broo-churned acid, so the withdrawl caused explosive diarrhoea that covered Ralzakark. Shan Argar used her Tarien's Fire to set the resulting diarrhoea alight, resulting in Ralzakark being horribly burned, specificaly to burn away his fertility.

    Most of the weirdness was caused by the players discussing the various options and how they should work. Should Mello Yello transfer acid mouth-to-backside or using a receptacle? When should Flargle use the second mouth, on entry or withdrawl? Many other conversations of increasingly yucky content.

    I have to say, I was pretty surprised at how thing turned out and that this was purely player-led. All I had to do was to sit back and let it happen.

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  13. Somewhere (Wyrms Footnotes?) mentioned the elemental beasts, colours and sense, I think they were:

    Darkness - Insects, Black, Sound

    Water - Fish, Blue, Taste

    Earth - Reptiles, Green, Touch

    Sky - Birds, Yellow, Sight

    Storm - Mammals, Orange, Smell

     

     

  14. On 8/31/2017 at 2:44 AM, Raleel said:

    No reason the adult can't make an attempt to break free of all of them... sort of an outmaneuver but for escaping. If several children get to roll one of them could easily get a crit and hang on. 

    I've seen a number of films/TV Series where one big chap has been mobbed by a load of people, then he does a mighty shrug and throws them all off.

    • Like 1
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