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soltakss

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Everything posted by soltakss

  1. Just been at Alephtar's stall at UK Games Expo and Merrie England:Robyn Hode looks very nice indeed. We are there all weekend, so pop in if you are passing.
  2. Wecome to the world of Gloranthan fandom!
  3. I have run SuperHeroQuest several times at conventions and I think it has gone really well. HeroQuest works well for Supers, especially HQ1.
  4. That's the idea - We improve yours, we look at yours and improve ours, repeat as aften as required.
  5. I had a look and can't find any spreadsheets or HTML regarding this, so probably gave up. I have some conversions of ILH2 and CoG Cults which show what I think the Associate Cults are, if that helps. Also, some Associate Cults are at My converted Hero Wars cults but they might be hard to extract. Let me know/PM me your email if you want the conversions.
  6. In my Balazar, Votank was the son of Durbaddath, but was Abandoned as a baby. Hearth Mother found Votank and raised him as Foundchild the Hunter. I like the Griffin Island version of Votank as a Hunter/Ancestor. Perhaps Votank was abandoned because he had no obvious lion/goat features.
  7. What if you want the Digital package and a T-Shirt? I have no interest in print books nowadays but might be interested in the T-Shirt as an add-on. Is this possible?
  8. Personally, no, as I cannot understand why you wouldn't want to use Hit Locations.
  9. I am running two sessions of Robyn Hode at UK Expo: Friday afternoon: The Morris Miners http://www.ukgamesexpo.co.uk/game.php?id=RPG3143 Saturday afternoon: Going A-Rescuing http://www.ukgamesexpo.co.uk/game.php?id=RPG3144 There's spaces available, so if you're in the area and free in those slots, come and game. Thanks to Dimbyd for pointing this out.
  10. Thanks, I haven't had notification of these and was going to check later today.
  11. Here's how I would do them: Black Sun - Darness and Solar Bloody Tusk - Darkness Caladra & Aurelion: Kethaelan? - Probably Solar and Earth Donandar - Solar (Also Storm, as Donandar is the father of Orlanth's Drummer) Dorasta - Earth and Chaos Frog Woman: Wastelands? - Water Golden Bow: Pure Horse? - Solar, specifically Pentian Solar Golden Eagle: Storm? - Solar and perhaps Praxian, definitely not Storm Golden Horse: Pure Horse? - Solar, specifically Pentian Solar River Horse: Praxian? - Water and perhaps Praxian
  12. I'd give Citadel dwellers the Light Rune and Votanki the Earth Rune as a default. Others would depend on individual variations. It might be nice to list the Balazar clans and put a recommended Rune against each. In my Glorantha, the Citadel dwellers worship Mralota as the Pig Goddess, who teaches them how to farm pigs, the other Votaki worship her as Boar Mother, who provides wild pigs for them to hunt.
  13. In our RQ2/RQ3 campaign, Brankist Farlow was a Sword Sage. His background was in the mercenaries, so he saw himself as a Cavalier with a twiddly moustache and shaped beard, who told long, boring stories about his time fighting the Lunars "When I was in the cavalry ...", wrote long boring poetry and could never, ever destroy a scroll. He was an associate Priest of Orlanth Adventurous, as this tied in with being a Sword Sage, but LM came first. He went off the rails a little bit when he took the mantle of a Thanatri Hero (His rationale was that All Knowledge belongs to Lhankor Mhy and that having a LM Priest in the position would weaken Thanatar).
  14. Wasn't Hearth Mother in Griffin Mountain? I seem to remember Griffin Island had a proper cult writeup, with cultists gaining magic in Sacred Time ceremonies.
  15. I tried to do this, but there are so many RQ3 cults that it made it quite fiddly. What I did was to put each cult into a pantheon and had default relationships between the pantheons, then I made adjustments for individual cults. So, Eurmal is in the Storm pantheon, so would by default be Associated to Lightbringers, Friendly to other Storm Pantheon cults, Hostile to Solar and Darkness Cults and Enemy to Chaos, with other cults as Neutral, however I would then fiddle with certain cults, upping some and reducing others, so Eurmal is friendly to Thief cults, so Eurmal and Black fang would be Friendly, Krarsht would be Hostile not Enemy as Eurmal feels some affinity for Krarsht thievery. Ernalda is in both Storm and Earth Pantheons, so would be Associate to many Earth cults, Friendly to all Lightbringers and Solar cults and Enemy to Darkness and Chaos. Orlanth becomes an Asociate cult, all the other Husband Protectors become Associate cults, any daughter of Ernalda becomes Associate, many Earth cults become Associate, the others become Friendly, Darkness cults are Enemy (Earth) and Hostile (Storm), so I would allocate these on a case by case basis. The problem is, with a matrix of 100 cults you get a very complex set of relationships.
  16. RQ2 restricted battle magic spells to the INT of the PC, which means that PCs are very restricted in the number of spells they can learn. Binding spirits helps, as the Spirits' INT can alsoi be used, but you are restricted to CHA/3 in Spirits and the Spirits are unbound if you die, even if you are resurrected. So, Spell Matrices are very useful as they provide access to spells without having to use spirits. We found that having access to a lot of spells did not unbalance a game at all. It just made PCs more versatile. RQ2 restricts many Battle Magic Spells to 4 points, which means that having a Bladesharp 4 Matrix is not particularly game-changing. RQ3 removed the limit, so a Bladesharp 4 with a Spell Enhancing Crystal produces Bladesharp 8, which can be game-changing, especially when combined with other spells. Spells such as Countermagic or Healing are also not restricted, so combining these with Crystals can produce very large Countermagic spells and very effective Healing spells. The Healing spell is potentially game-changing as a PC's limb can be restored completely with a large Healing, but that is probably a good thing. A large Countermagic (Soltak Stormspear had a Power Enhancing 9 Crystal and Countermagic 9, so could cast Countermagic 18, which became Countermagic 26 when combined with Shield 4) means that few NPCs can affect the PC with spells, but is that game-changing? Where it does become potentially unbalanced is if you allow Spell Matrices to become the base for a spell that can be manipulated, in RQ3. Worshippers of the Red Moon can enhance Battle Magic spells, so starting off with Bladesharp 4 and adding 4 points makes it a Bladesharp 8, put it with a Spell Enhancer and you can get Bladesharp 12 (or 16 depending how you count). Sorcerers in RQ3 can take a Sorcery Matrix and manipulate it, potentially achieving a large and powerful spell. However, these are RQ3 considerations, not RQ2.
  17. You've got nomadic bands who come along and raid the struggling settlements, ancient ruins from long ago, a ruined city full of looters, a place where nothing can live, other places so blasted that only the desperate can live there and monsters beyond imagination coming from the wastelands. What's post-apocalyptic about that?
  18. Sounds great, but I probably can't stop until midnight, the trains back to Brum are patchy around then.
  19. The thing about Dyson Spheres and the like that I really hate is that they have no sense of realistic scale. Something that has the equivalent of 44,153 earths? Why would someone need something that big? How much of the earth's surface does it take to support 6 billion people? Are we saying that a civilisation needs to support, what, 200 trillion people?
  20. I always wait and buy all the supplements.
  21. One of the players in our campaign is an Architect in real life. Whenever I draw plans for buildings, he takes a sharp breath and tries not to point out the many places the buildings would fall down or the rooms don't get enough light, or the staurcases that don't work. I rarely bother with floorplans now.
  22. It was surprising how easily the RD100 rules for resolving contests worked for this kind of contests. Four? Bard, Minstrel, Troubadour, Trouvere and Wayte off the top of my head, makes five. You can never have enough minstrelly people in a medieval supplement, otherwise Alan -a-Dale would feel lonely.
  23. So, basically a Worldhouse, a dome that covers the planet. That would work in theory, but is an awful lot of work. The effort to cover a whole planet inside a single dome, or strucutre, is enormous. I'd create smaller domes, to provide places for habitation/farming/whatever, then perhaps encase several domes under a larger one and repeat if required.
  24. A lot of Campaign Information describing the land around Sherwood Forest and major NPCs. New rules for Guardians, if you want a Herne the Hunter spirit as in Robin of Sherwood. New rules for contests of various kinds. Lots and lots of scenarios hooks. Adventurer Creation is now Revolution D100 style. The Land and the People, Nobles, Knights and the Crown, Trading and Adventuring and Religion and Magic are pretty much the same as Age of Chivalry and Age of Eleanor. Alchemy has been dropped, mainly because Wierd Science does a lot of alchemy, I might redo it in terms of Wierd Science in a Companion, if we do one. Astrology/Divination/Demonology/Enchanting/Medicine have been dropped, for similar reasons and would be better in a Companion or Arcane Arts supplement. Further Afield has been dropped, as we wanted to focus on England and Sherwood Forest. The Crusades have been dropped, as I want to include them in some other Supplement. The Afterlife has been dropped, as I want to include Heaven/Hell/Demons in another supplement, as above. The Whitlingthorpe Campaign has been dropped, as I wanted a Sherwood sandbox with a lot of scenario hooks rather than a series of scnearios, Now, that might sound a lot of things to be dropped, but Merrie England:Robyn Hode has 40 pages of the Sherwod Campaign, which is over 20% of the supplement. Rather than squeezing things in just because they were there in previous versions, I would like to revisit them properly for Revolution D100, amending and expanding where possible.
  25. or the NPC who ties up so incompetently that it is easy to escape. That's what failures are for. On the other hand, a critical might make it harder to escape.
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