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soltakss

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Everything posted by soltakss

  1. Ransoms are in many ways sacrosanct. People honour ransoms and do not capture people asking for ransoms. In any case, the Herald subcult of Issaries can be used to facilitate ransoms. In fact, in my Glorantha, the trading cults (Issaries, Etyries, Argan Argar, and Lokarnos) are the ones who allow ransoms to be paid. If ransoming is made too difficult, or too dangerous, then it won't happen and the alternatives are either execution, prolonged imprisonment or being set free, none of which are as acceptable as ransoms.
  2. I have been officially told not to use the "Next Year" joke on RQ forums any more, so I am immensely pleased that you can still use it. 🙂
  3. Of course there is danger, and I welcome that. I would be happy for Chaosium to copy my Dorastor material and use it for "official" Dorastor, but I very much doubt if they will. However, it can be used alongside official Dorastor material. Personally, I have never understood the prioritisation of "official" or "canon" material over unofficial material. In the Dark Days, when there wasn't much official RQ or Glorantha material around, we used what we found on the Internet and incorporated it into our games. When official material came out it sometimes wasn't as good as the unofficial material so we used a hybrid of the two.
  4. Not of Trilus - no pigs allowed in the citadel proper (any more). But there is a reason why these citadels were built on rocks overlooking the surrounding lands, allowing flow-off to leave the citadels, agreed. A friend of ours used to go backpacking around the world every winter in the 80s and 90s. He went to rural Thailand and Vietnam, and spent a couple of nights in a mud hut village on stilts. The local pigs used to root around the houses, looking for goodies. The toilets were just holes in a small room in the hut, with the waste falling on the ground below the huts. Sometimes, the pigs got a bit eager. "What is the weirdest sexual experience you have ever had?" "Well, I was having a crap and this big, long tongue comes through the hole and ..." After hearing that story, the Player of the King of Balazar banned all pigs from Dykene, Elkoi and Trilus.
  5. You're only supposed to blow the bloody door off!
  6. The Dara Happan Tripolis was created in God Time and survived the Lesser Darkness, Age of Ice, Greater Darkness, and Grey Age before emerging into Time. It then survived the Pentians/Horse Riders, Carmanians, Arkat, Empire of the Wyrms Friends and the Carmanians. Sure, other people had temporary power but those were only blips. The Dara Happan culture and the Empire lasted for all of this time. So, they were temporarily conquered, or the surrounding lands were, but the cities themselves, the Tripolis, remained intact and unconquered. Also, it's about culture. The Dara Happan Yelmites are similar to how they were at the Dawn, maybe a bit more polished but essentially the same. Can we say that of the Orlanthi? So, in that way, they are very successful. Also, in Glorantha, Empires rise and fall with each Age. So, the fact that the Tripolis has survived through three Ages of Time and several Ages in God Time shows how successful they are.
  7. Those all make sense, thanks for sharing.
  8. Thanks for the mention! Land of Ice and Stone is set pretty much in the Earth's Children/Clan of the Cave Bear period of the Upper Palaeolithic, or Old Stone Age. I was intending to write a setting based around the Mesolithic, or Middle Stone Age, set in Doggerland, and the Neolithic, or New Stone Age, set somewhere in the Fertile Crescent, but time slipped away from me so it is unlikely that I'll do that. Although for Legend, I generally write Alternate Earth stuff as though it is for a pseudo-BRP that is a bit like BRP, a bit like RQ and a bit like Legend, so it should be easily useable with BRP.
  9. My Land of Ice and Stone setting for Legend should be compatible enough for BRP.
  10. I think it's both. She has a headdress of feathers but could well ride horses with feathers on their feet/hooves, instead of having long hair there.
  11. That is a good start, as the Adventurers can make a connection with Argrath by helping him to escape from Hell, if he has become trapped.
  12. soltakss

    Andins

    I just assumed that Andins were trolls or demons.
  13. The issue of Weapon Types vs individual weapons has always been a mess. What I would do would be use generic Weapon Types, so 1H Sword, 2H Sword, 1H Axe, 2H Axe and so on. Just give each type a single base chance and don't bother splitting the Base Chance from the eventual skill. I would do the opposite, personally. So, I would have 1H Sword as a weapon type, with a Base chance of, maybe 15. Then I would have a Speciality of Shortsword then using a Shortsword should be better than using a Longsword, Broadsword, Bastard Sword, Scimitar or whatever other 1H Swords you have in your setting. The rules are unclear, or poor, in this respect, but I'd give a +20 for having a Speciality but would have that Speciality as an individual weapon, as you specialise in Shortsword. Just use Boomerang as a Weapon Class and the issue goes away. I would have Thrown Weapon as a Weapon Class which works the same for knives, shuriken, darts, axes and so on. Keep Throw for lobbing bricks, grenades and Molotov cocktails. Similarly, have Artillery as a Weapon Class and have the weapons under that, with Specialities if required. The rules seem a bit backwards here, so it is a matter of interpretation.
  14. By the way, when I get around to writing up the Mad Sultan for Dorastor the writeup will contain various stages of madness, for the Mad Sultan's followers go to the First Battle of Chaos as part of their initiation and have the immense privilege of getting to see the Red Goddess, Beloved be her Name, emerging from the God World atop the Crimson Bat, Her holiest steed, and become insane as a result. It also covers the descendants of the Clown Army, who took the Mad Sultanate into Dorastor. Insane Eurmali Clowns, what's not to love?
  15. It didn't happen, though. Neither Dorastor Land of Doom nor Lords of Terror had Sanity rules for RuneQuest. Most of Dorastor is so terrifying that it is a case of Oh, look, it's just another monst-aaagh!"
  16. Yes, if they are non-magical. I play that there is an intermediate form that Telmori can choose, like a humanoid wolf, the classic werewolf. Not all Telmori can choose that form. I also play that Transform Self allows Telmori to transform into a wolf and that the other Telmori spells enhance that form, otherwise it takes 8 points to turn into a wolf, which is rubbish. Yes, that's what I play. Maybe, I would say that they could match Instinct against Intellect to see which form wins (Maybe match Beast vs Man Runes).
  17. https://www.kickstarter.com/projects/exaltedfuneral/abyss-of-hallucinations-collected-edition Courtesy of a Drew Montgomery Facebook post. I have no idea how compatible MÖRK BORG is to Call of Cthulhu, but it should give some useful ideas.
  18. Thanks! It was based on RQ5, as that had an OGL Licence. RQ5 is very similar to Legend or fairly similar to Mythras.
  19. In our River Voice/Arganauts Campaign the Adventurers went to the Dead Place in search of a lost piece of Genert. All was going well until their copper limbs stopped working. As many of them had two copper arms, or two copper legs, they had to drag themselves out, or move without use of their arms. The Adventurer who had become a Copper Warrior, made completely of copper, effectively became a statue for their stay there. He was most irritated but accepted that it was perfectly fair, especially as the decision to go there was theirs alone. They did find a piece of Genert there, so the trip was not wasted.
  20. Assuming you are right and Luck is the lower half of Fate, what is the upper half of Fate called? It is still Luck, just upside down, maybe Bad Luck.
  21. Sure, Story Points work well for Doctor Who, as the characters do things that normally would not work.
  22. In that case, I would suggest having minor modifications to standard weapons, so you could have a larger battery for a blaster, or stabilisers, or even give brand little benefits, for example + 10 to hit, or no recoil.
  23. I would say Maybe and Yes. A Lhankor Mhy cultist at a Buserian Temple could sacrifice for those spells that are common to the Cults as well as any spells available to Buserian but not to Lhankor Mhy. As for Associate Cult spells, they probably can get them. A Buserian cultist at a Lhankor Mhy temple might not be able to sacrifice for Buserian-specific spells unless the temple had a Buserian shrine. It's like a Praxian follower of Little Brother through a Spirit Cult entering an Orlanth Temple for the first time. They might be overwhelmed by the magic available through the myths being recounted at the Temple.
  24. Personally, I am a big fan of a shotgun being a shotgun, with them all being the same. The alternative is to have numerous tiny variants for no real reason other than to show off the author's knowledge of real-life firearms. That approach just bores me. For SciFi, I tend to go for different categories, so Blaster, Plasma Gun and so on. Have a look at my RQSciFi take, as it contains several categories of weapons with RQ-style damage that should be pretty much compatible with BRP.
  25. My take was that Jeff thought that they are too similar to be interestingly different, so they are the same. You can rationalise it as Buserian being Lhankor Mhy at the Court of Yelm and "normal" Lhankor Mhy being Lhankor Mhy at the Court of Orlanth. The two sets of myths are different as they deal with different deities. This is similar to how I see Elmal as Yelmalio at the Court of Orlanth. Yes, of course. There is nothing wrong with a Deity having different spells in different places. It can be explained by the myths being remembered differently, or by different myths having prominence.
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