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About Greville

  • Rank
    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!
  • Location
    New Zealand
  • Blurb
    I'm from New Zealand

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  1. I just had a quick look in my Rolemaster FRP rules. The Creatures and Treasures book doesn't give perception skills to basic monsters. For humanoid/sentient creatures you create them like Human NPCs, apply the racial stat modifiers, and give them Observation and Alertness skills under the Awareness category. If the party is in the wilderness then they roll avoidance rolls to see if they encounter creatures rather than rolling to see if a creature spots them so no skill is used. It's not very clear. When I ran Rolemaster I'd take the BRP approach and give the creatures the appropriate
  2. I like the Rune Magic system in Mythic Iceland. People know runes, that have certain effects (both physical and narrative), and combine them to build whichever spells they want. The runes could be easily reskinned just by referring to them by the effect and calling them powers/talents/spells etc. It will be the magic system I'd use in any non-Runequest BRP game I run. https://www.chaosium.com/mythic-iceland-2/
  3. 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
  4. Thanks for this free adventure. I'll have fun inserting it into my campaign as the player characters are all ducks
  5. 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).
  6. I really like this idea, I think there are a lot of possibilities, especially if someone strays into the hero plane accidentally.
  7. 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.
  8. To be honest I like the ambiguity. It lets me try out different ideas...
  9. 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 th
  10. Thanks for posting this. I love it. There's enough to spark idea's, while still being bare-bones enough to avoid being prescriptive.
  11. 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
  12. 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.
  13. 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
  14. 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 peop
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