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About Greville

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    Junior Member


  • RPG Biography
    I started roleplaying in '93, the first game I played was a year long Runequest III campaign. We played a lot of systems then, changing with each campaign. We played Rolemaster, Call of Cthulhu, Gurps, Hero, Mythus, Traveller (TNE), Spacemaster, Chivalry & Sorcery 3rd Ed and various flavours of D&D.
  • Current games
    Running a RuneQuest: Roleplaying in Gloranatha campaign with ducks!
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    New Zealand
  • Blurb
    I'm from New Zealand

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  1. Sorry for the late reply - I've been mulling this one over. To start off with I wouldn't make a character for each life unless you were going to play out that time and that could cause issues if you had people with different past lives. I guess one option is to play the past life stuff separate from your normal game sessions, but that could cause a disconnect between the past life and how it impacts on the present. Here's a slapdash run down of what I would try. I have all the Nephilim books so your mileage may vary. I really like the idea of having a mechanic to cover recall, I think a modified version of the allegiance system could work for that. You could generate the past lives in a similar way to Nephilim to see what significant events the person was involved in, and give each an past life score. The score for each past life would be independent. Then when confronted with something that relates to the past life roll on the allegiance score with modifiers to see if it triggers a flashback. Relay the memory and give a past life check. As the past life score progresses you get more of the relevant skills. E.G Past Life score at 25% could give you the language skills at full levels, the rest at 50% percent of their values. Vague control over the memories, and still difficulty recalling specific events. They don't feel like you yet. Once the score gets to 50% you have all the skills and broad memories. You know this was a past life and these things happened to you. You remember a lot of your day to day life, but still have difficulty (must roll) to recall significant or traumatic events. In terms of the occult skills you have them as latent knowledge that come to the fore when triggered. Once they have a reason to research occult techniques the knowledge starts bubbling up. Sorry this isn't more polished - I'd need to work on it a bit more to get it playable. I'd also want to clean up aspects of the past life system: Get rid of the variable number of skill points - a set number of skill points mean that each past life in equally valuable in terms of skills. Flesh out the events more and make then relevant to the campaign at had. Have reputational effects from the past lives. Other people who know who you were could react more (or less) favourably because of what you did. Cheers, Grev
  2. Thanks for this free adventure. I'll have fun inserting it into my campaign as the player characters are all ducks
  3. I ran into the same problem, until I picked up the rest of the books. We found the GM's book to give a lot of insight (I remember reading that half of it was supposed to be in the main book, but cut due to size issues).
  4. I really like this idea, I think there are a lot of possibilities, especially if someone strays into the hero plane accidentally.
  5. I'm currently running a Mythic Iceland campaign and think it'll work just fine with Cthulhu Dark Ages. Mythic Iceland does refer to the BRP Big Gold Book, but after character generation it's mostly the combat and advancement rules you need, which you can just replace with the one in Cthulhu Dark Ages.
  6. To be honest I like the ambiguity. It lets me try out different ideas...
  7. Hi, I'm pretty new to Glorantha and have a couple of questions about how people see Gloranthan dragons. I love the difference between true dragons and dream dragons, although it took me a while to get my head around. What kind of dragon does a dragonnewt turn into? The book mentions ancestral dragons, but isn't clear if they are like dream dragons or not. Either way it's a good thing that they are rare. I'm planning on them being like dream dragons for now, but am open to any interesting ideas. Secondly, if dream dragons spring from the subconscious of a true dragon does that mean there can only be one at a time per true dragon? I like the idea of dream dragons being born of errant thoughts and desires, but then be their own beings out in the world. Do a dragon's dreams always form into dragons? What other creatures are spawned by the sleeping dragon? To be honest it feels like there are no right or wrong answers here, I'll go away and ponder a bit. What are your thoughts?
  8. Thanks for posting this. I love it. There's enough to spark idea's, while still being bare-bones enough to avoid being prescriptive.
  9. I ran a fantasy campaign for two years using the Big Gold Book and didn't have any major issues. Here is a brief list of the challenges faced by my players from a typically DnD background: Characters felt vulnerable due to fixed hit points and no leveling. They got over this very quickly once they made it through a few fights and realized how capable their PCs were. Treasure, just treasure. They came from a game that expected a certain gear level; where PC power is as much about the gear you walk around in as any innate abilities they have. Balancing encounters can be a challenge: it's pretty easy when the party is not outnumbered, just think about skill levels damage etc. But things can go sideways pretty quickly when people start running out of reliable dodges/parries. Most of this was because the game feels so different, but once they started playing the players got used to it very quickly. My best advice is to just start playing and tweak things as you go. Especially if you let people change their characters as they get used to the game. One issue I had was making magical items, I wanted them to be rare, and a big deal, but didn't really like the flavour of the example s in the book. So I went digging online, Pete Maranci's web page has lots of examples that I used, or modified, for the game. http://www.maranci.net/rq.htm You can also lift a lot of stuff, as others have said, from other BRP based games. I have Elric and RQ3, so had plenty of stuff to mine from.
  10. I agree with Madrona in terms of a straight point total, especially as the rules (on page 53) say: The average would be 13.5. The only issue with point buys is that players can get carried away min-maxing, but given that Runequest is pretty unforgiving, the in-game consequences of having some very low stats would prove educational for all.
  11. I have a fan-made character sheet, made by Dan Pettersson in 1995, that I downloaded from a public ftp site in the late '90s. Probably ftp.cs.pdx.edu (the rpg section was taken down a long time ago), UMich, or Berkeley. Could one of the site mods let me know if I can upload the character sheet here? Cheers, Greville
  12. I voted for the fixed armour values. Mainly because I don't want to slow down every combat by adding another roll. As it stands combat can take quite a while once characters are moderately skilled and have semi decent armour. If you are using Elric/BGB default style combat you're extending any combat round, which connects, by 25% (20% if you have to roll a major wound). If you are using the hit location rules then the player can choose to target an unarmoured location by making a difficult attack roll. There are also rules for aiming on pages 212-213 of the BGB that I would let people use for melee attacks as well as ranged.
  13. Hello, I'm prepping for a Mythic Iceland campaign and would like to know what font is used for the special characters. Google is not being my friend. Names are important to me and I don't want to use transliteration and type out the english equivalents. Thanks, Grev
  14. I'm currently playing in a Nephilim campaign set in Victorian London, using the Chaosium version of the rules. I'm not running anything right now, but am preparing a Mythic Iceland campaign using Mythic Iceland and the BGB.
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