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soltakss

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Everything posted by soltakss

  1. Except that Gold Mostali are very old, very experienced and very magical so are not the kind of Mostali who would be influenced by outside influences. It might be that the Gold Caste Mostali also include the ones who are learning, progressing towards Gold Mostali status, in which case they might be ripe for new ideas.
  2. I tend to make a distinction between GodTime HeroQuests and Otherworld HeroQuests. God Time HeroQuests are where you go to the God Time/God Plane and make changes to the Myths. These are what Heroes do to make themselves Heroes and Gods do to make themselves Gods. Effectively, they imprint themselves on the God Plane, shaping it to have a place for them and a myth their cultists can follow. Otherworld HeroQuests are where you go into places that are not really of this world, magical places, sometimes places that no longer exist. You then HeroQuest in these places and interact with the denizens of those places. So, you might go to the Palace of Black Glass, which no longer exists. What you do will not make a difference to the original myths, but you can access the place as a place of power. If you are not talking a "This World" HeroQuest, then someone is making a direct attack on your clan's wyter, its mythic basis. In this case, the priests, lords and HeroQuestors of the clan will know that something is happening and will be sucked into the HeroQuest as opponents. I have never been of the opinion that you cannot be killed on a HeroQuest. I am quite happy with people being killed on a HeroQuest in the same way they can be killed normally. This idea of bouncing out of the HeroQuest when you are killed is a namby=pamby way of doing things, in my opinion, although it has its place in Dream Quests and the like. If someone HeroQuested against Zorak Zoran to take the fire powers away from Amanstan then I would expect Zorak Zorani HeroQuestors to be alerted to it and to HeroQuest against the attempt. Sure, people are very wary on holy days as other HeroQuestors use these days for attacks. Biturian was involved in a HeroQuest when a bunch of trolls raided an Earth Holy Day ceremony, for example. On Holy Days, your clan is prepared for attacks as everyone gathers in the temple. On Holy Days of enemy cults, your clan is probably prepared for an attack as well. The danger is on other days, not necessarily holy days but days with special meaning. The anniversary of a Hero's first heroQuest or the anniversary of another clan's raid on your clan, for example. The problem that we have is that people interpret HeroQuesting in different ways. The way I do it is internally consistent but is probably different to the way that someone else does it. Both versions might work well but behave differently.
  3. I am not sure about the specific scenario, but I have often changed the location and time of scenarios in the past. Generally it isn't a problem. One lunatic asylum is much the same as another. If, however, a scenario involved climbing the Empire State Building then you would have to find another tall building to climb if you moved the scenario from New York to another city.
  4. I tend to sway between dwarves being 1970s Trade Unionists to being like those of Discworld, all boring and work-oriented while in the mines but beer-swilling maniacs when outside. PC Dwarves might have an element of Working for the World Machine (Jobsworth, Working to Rule, Knowing your Place) and being out of the Mostali Realms (I can do what I want, Nobody is watching Me, What are they Doing, That Seems Like Fun).
  5. All in my opinion, of course ... In my Glorantha, an OtherWorld HeroQuest means that you go to the place in Myth to the place in question. So, you go into the Sky, into hell, onto the Red Moon, into Cragspider's Castle and so on. So, if your Orlanthi are going on an Otherworld HeroQuest then they physically go to raid Yelm's Palace and bring back something from that fantastic place. The guards met are angels and Yelmic Heroes. Killing those mean that they die permanently. If, however, your Orlanthi perform the HeroQuest in this world, they might raid the local Sun Dome Temple or a Yelmic mansion. In this case, the guards met might be Yelmalian Temple Guards or part of a Solar Count's bodyguard. I think this is the kind of thing you are looking for. In my HeroQuests, we overlay the HeroQuest in the real world, to get the benefits of the HeroQuests against real-world opponents. I think many HeroQuests are like this. The opponents on the HeroQuest are real opponents. Sometimes they are other HeroQuestors, drawn into the HeroQuest, sometimes they are just whoever is available at the time. So, in your example, you might be raiding the local Count's Mansion to get the Sun Crown that contains a clipping of Yelm's fingernail, so the guards you face will be the Count's guards. It may even be that a rival HeroQuestor is defending the Count, senses that something is happening and joins the HeroQuest as one of the guards. What I don't think happens is that some random Sundomers die because of the HeroQuest, as you fight some real opponents. Well, many of the tribes supported the Lunars, many ere neutral or didn't care and many fought the other tribes because of past conflicts. When the Lunars invaded, they were not faced by a united Sartar. However, I think some of the Thanes performed HeroQuests. There is an example where Minyarth Purple attempts a Magic Road HeroQuest from Cragspider's castle to get south in a day, but he fails to start the HeroQuest so many times that CragSpider herself comes down to him and advises that this isn't what the Gods want. I assume that some of the Orlanthi performed some HeroQuests against the Lunars. The children of the Royal Household formed the Household of Death and took on terrbile geases to fight the Lunars, this was clearly a HeroQuest. Biturian's Three Blows of Anger HeroQuest is one where the HeroQuestor needed some opponents so rounded some up. However there are many more types of "This World" HeroQuests: My HeroQuest - This is where I perform a HeroQuest, probably aided by the other PCs in my game. Accidental HeroQuest - This is where the Pcs are brought into a HeroQuest without any planning. Perhaps they are in the wrong place at the wrong time. Targeted HeroQuest - This is where someone directs a HeroQuest at the PCs Sensed HeroQuest - This is where the Pcs sense that a heroQuest is happening and choose to join it. Frog Woman has a Magic road HeroQuest where her cultists can jump to another place, they disappear and end of at the destination a day later, there is no reason why her cultists cannot jump to the same place, effectively disappearing and reappearing a day later. As a general point, you don't just go to the otherworld unless you have some kind of way to get there, so I would think it was difficult. However, if you have a heroQuest that takes you to a certain place then you could go there, wait and return.
  6. I thought the old Irish currency was based on the Slave Girl.
  7. Regarding the Elder Secrets descriptions, there is a big difference between the Clay Mostali (Dwarves) and the metal Mostali. Metal Mostali are pretty much to dwarves as Mistress Race Trolls are to trollkin. Clay Mostali are the equivalent of humans, but created to serve the World Machine. Metal Mostali were also created, but in a different way, as they were formed from vats individually, I believe. Even the different levels of Mostali are just very skilled/magical Clay Mostali, so Diamond Dwarves are Clay Mostali who have gained some of the powers of the Diamond Mostali. What does this mean in practice? Clay Mostali make good PCs, True (Metal) Mostali don't. Dwarves (Clay Mostali) can be played as cogs in the machine, but I think that isn't the best way to play them. The true cogs wouldn't go out adventuring or leave the Mostali realms. Damaged cogs, slightly imbalanced cogs, free-wheeling cogs, they are the ones who go out and interact with other races. So, PC Dwarves are the unusual ones almost by default. It makes some sense to have PC Dwarves coming from one of the heresies, Pavic Dwarves or Openhandists make sense as they are used to dealing with outsiders. However, dwarven PCs might be on a secret mission, sent out into the world to achieve some things, which would make a good basis of a campaign.
  8. A 50% fighter is likely to defeat a 25% fighter and is likely to lose to a 75% fighter. In my experience, a 50% fighter is fairly average.
  9. Your first spell is at SR 1. Your second spell has a 5 SR delay as you need to ready that spell (the fact that it is Disruption doesn't matter as it is a different instance of the spell) and you have to add your DEX SR, so this adds 6 to your original SR, so you cast at SR 1, 7, 12. I don't have the new RQ Classics rulebook to hand, but I thought you could do 2 things per round, out of attack/parry/cast spell, so you probably couldn't cast 3 Disruptions. Missiles are slightly different as they go by DEX SR, so you can shoot three arrows (Prepare/Fire, Reload/Fire, Reload/Fire).
  10. We had human, elf, dwarf, dark troll, great troll, minotaur, morocanth, centaur and duck PCs in our RQ2 campaign. The campaign before that, before I joined, had ogre, broo and vampire PCs. All the PCs worked well without any extra work.
  11. As soon as RQ3 came out, we houseruled it so that you needed a Heal that was the strength of the HPs in the limb to reattach it. So, a 6 point limb needed Heal 6, a 4 point limb needed Heal 4 and a 10 point limb needed Heal 10.
  12. Orlanthi are Orlanthi and should look like Orlanthi. Vikings are Vikings and should look like Vikings. Celts are Celts and should look like Celts. Same goes for Dark Age Germanic tribes. Orlanthi shouldn't look like Viking, Celts, Angles, Saxons, Jutes, Frisians, Franks or whatever. I appreciate that some people build up a mental image of what cultures look like, but my mental image of Orlanthi is of wild men with tattoos and trews, normally carrying a spear/sword/axe and shield.
  13. Those are good books to start off with - You have a lot of magic there and can write up cults very easily with the Magic Book. This is definitely the place to talk about House Rules. Fairly often people have tried and used/discarded many house rules, so it is worth raising things for us to say what worked for us or what utterly failed for us.
  14. Having now understood the question rather than being too literal ... Make sure the party has plenty of healing, whether healing magic, potions or whatever, BRP is quite deadly for people used to D&D or other games and it is very easy to underestimate the attrition of many minor hits, if using general hit points, or a big hit if using hit locations. Numbers count - if you are badly outnumbered then you are generally going to lose, so move around a lot to reduce any advantage the NPCs have. Missiles can be deadly - A good archer can take out your whole party in a few rounds, if they are lucky. Get missile weapons yourself and use them. Hide behind shields or run zigzag to avoid being shot at. Magic is key - forget the idea of only wizards or clerics using magic, in some settings everyone uses magic. Learn magic and you will prosper, don't and you will fade away/
  15. Any sentient creature can be playable, even the notoriously excluded dragonewts or chaos creatures. All you need are background/profession bonuses for previous experience and a culture for magic/cults, but in reality you don't even need those.
  16. If you are talking traps involving pits, there are several types: A fall onto a hard surface (standard pit) - Does falling damage A fall onto a dangerous surface (Pit with stakes or jagged rock at the bottom) - Does falling damage plus the damage of the stake, normally +1D6 or + 1D8 A fall into a pool of acid (Pit with acid or a gorp at the bottom) - Does acid damage to all locations A fall with a wailing void or something similar at the bottom - Adventurer vanishes never to be seen again They all involve a Spot Traps/Perception roll to see and a Jumping/Athletics roll to avoid. For me, they lose their interest after a few goes, as with all traps.
  17. soltakss

    Guilds

    While I agree that the local cult will dominate in a particular guild, I think that the guild structure lends itself to membership from multiple cults. So, the Merchants Guild in Sartar would be dominated by Issaries but could well have members who are worshippers of Argan Argar, Etyries, Lokarnos, Carith or other trading cults. They come along to guild meetings, pay their dues and have their say. Membership also allows them to practise their trade in the area where the guild applies.
  18. For me, a house is a house is a house. Long houses are fine, square houses are fine, houses with big spikes in are fine. Stick in a hearth, place for the animals, place for the people and that's all I need.
  19. You obviously haven't seen my art (Drawing 5%).
  20. I played a Pike-wielding Yelmalian centaur who used it to devastating effect underwater, supported by several pig-bladder floats and a Breathe Air/Water spell. Set Pike against a shark attack was particularly effective.
  21. I think the problem is using the Throw skill for throwing a halberd. Throw is fine for throwing rocks or throwing a bag over a ravine, but not for throwing weapons, that's why we have the Javelin/Thrown Dagger/Thrown Axe skill. I agree with Risen (Paolo) that you do not need a Thrown Halberd skill for a one-off attempt at throwing a halberd. However, if someone wants to throw a halberd then they should have a base chance. Have a look in the rules for Improvised Weapons, I don't have a page number as I am at work.
  22. I would be happy with Survival CON+WIL with First Aid under survival. You might want First Aid on Self under Survival and First Aid on Someone Else under Knowledge, so have First Aid under both skills.
  23. In the same way that a thrown javelin doesn't use the Throw skill, a thrown halberd would be at a reduced rate. I'd apply a penalty, maybe 20% or more, to the attempt. It's a desperation tactic at best. I seem to recall somewhere that a basic default damage for something thrown was 1D6 (or 1D8) but cannot remember which set of rules, so it might be nonsense. There is something in RQ3 regarding using improvised weapons, such as a table or chair, that might be more applicable. You haven't stated which set of rules you are looking at, so it is hard to give an exact answer. I assume BRP, but am not sure.
  24. We use the same mechanic at the moment, except the player chooses how much comes from POW and how much from their RP, so someone with POW 15 and RP 10 rolls 12 on a Divine Intervention, so he chooses to take 7 from POW and 5 from RP.
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