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styopa last won the day on June 30 2017

styopa had the most liked content!

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About styopa

  • Rank
    Senior Member


  • RPG Biography
    Been playing RPGs since 1979, incl RQ since about 1980.
  • Current games
    RQ(3), BRP, D&D5e
  • Location
    Mpls, MN
  • Blurb

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  1. Are we there?

  2. Are we there?

    "Chaosium: It's called the Second LAW of Thermodynamics for a reason" You're not kidding. Bad layout, frex the lack of an index, can KILL an otherwise solid game. It seem unfair, but usability is part & parcel of your game; if people can't FIND your clever mechanics when they need them, they won't keep trying forever.
  3. Are we there?

    I'd guess they were struggling mightily to get it out the door in time for Gen Con but as g33k observed there are perhaps some unanticipated roadblocks. My understanding is that the rules are done, and the last step they were in was layout which involves commissioning art...which can always be a tricky process, as artists have a famous disregard for mundanities like schedules and deadlines. Not blaming artists, btw, just commenting that phase very often takes longer than schedulers would like to allow.
  4. Entirely agree. Don't get me wrong; D&D is a great game, and deserves its place as the 'default' RPG in the constellation of alternatives. But RuneQuest/Glorantha brought so *many* novel ideas, concepts, approaches to the RPG table it's fundamental in its own right: - organic character development (vs. classes) - a world that wasn't a pastische of Medieval Europe - damage reduced by armor - location hit points - skills based on stats (or modified by them, anyway) - MP based magic (vs Vancian) (etc.) When someone says "I play Runequest" what does that mean to you? To me, it means in so many words "I want to have a more realistic system" and "I want a gameworld that feels thought-through; something other then Europe-with-magic-bolted-on".
  5. So....

  6. Gloranthan Battles & Warfare

    I don't entirely disagree with you; my conclusion to your recitative is that is probably why we DON'T have many mechanics connecting large scale warfare to the RPG scale.* As I mentioned before, it belongs more in the realm of narrative than mechanics and thus is hardly a "game". *with the obvious contrary example of Dragon Pass and WB&RM (board wargames). Those clearly ARE military wargames but my point is there is really NO connection to individuals and roleplaying possible (except for masochists, who want to see treasured long-played characters impotent and wiped from the game because someone happened to roll a '6')
  7. Aldryami vs uz

    I personally believe that Aldryami aren't constrained to the vegetable realm when it comes to ... culling ... pestilential or inconvenient animal species. They have a special connection to the realm of Life and can employ tools that might be extremely dangerous for life forms other than them with little or no fear personally: let's remember that cancer is simply life flourishing aggressively. (IMG Aldryami are immune to most of the normal sorts of diseases that plague other species in the sames sense that humans have utterly nothing to fear from Dutch Elm Disease or Leaf Rot.)
  8. Gloranthan Battles & Warfare

    Which to me leaves the resolution of Gloranthan battles more to the realm of a dramatic narrative than mechanics. Some people might find that more fulfilling in a mythopoeic, Campbellian sense; I find it so subjective as to be actually rather dull. A game is a thing where people play according to codified structures in which the outcome isn't subjective but instead the result of choices made and risks taken, often calculating against impersonal chance. Gloranthan battles of dueling deux-ex-machinas aren't really that.
  9. Gloranthan Battles & Warfare

    Name checks out by the way. I think the question boils down to relatability. Gloranthan army-scale combat is either: - more or less like some historical IRL example, with the magic from each side roughly canceling each other out like mega-artillery until it doesn't, at which point the remaining side with it in good order wipes the other side off the field (this magical mega-artillery could be personified in heroes, or legions of mages, or spirits, or any combination), or - something totally unlike anything IRL in which case the utter lack of specifics in terms of mechanics or rules make 'how it plays out' a complete guessing game and almost entirely pointless to talk about. To me it's obvious that people tend to gravitate toward the former, if only because we're here to natter and the latter gives us nothing to natter about.
  10. Weapon Penetration Ratings

    I was toying with an approach used by some MMOs, which regularizes damage types into categories which then are a little simpler to balance (makes sense for a computer game to quantize these things, but also possibly for a PnP game to simplify the potentially radically complicated variables of combat).* It is the avenue D&D5e has gone down for magical effects only, I believe. For example, damage and effects would always be accompanied by one or more 'flavors', ie X points of FIRE damage; Y points of BLUNT, ICE damage, Z points SPIRIT damage. Befuddle might count as a 2 point SPIRIT attack, which if it affects the target has (effect). This would then simplify and make consistent the various magical effects and relationships: so for example physical armor would count against anything but SPIRIT damage; rigid armor might count as 2x against any physical damage type EXCEPT piercing (or whatever. Spirit Shield would block only SPIRIT damage, and so forth. *this really depends on your tastes, of course; some people might be fine with very, very simplified/rationalized combat in which all this stuff is hand-waved in favor of story - I roll my "combat" skill vs your "combat" skill and we determine who won and by how much, and then just narrate the battle to that result.
  11. Perpetual Spirit Magic

    Lol "the rules do not cover". Every adventure my players go on, if it was originally a D&D one, when they find loot I just have them log it as "ring, DD3 &4" (meaning module DD3, room Y4) so when they finally get somewhere and can have it identified I can find the damned thing again and figure out in RQ terms how it works. I think we generate 30+ completely new magic items from the trivial to the interesting for RQ every single adventure. Yes, essentially we're playing D&D-style game in Glorantha with RQ rules. Honestly, the biggest challenge is spell-equipping enemies appropriately with RQ magics, and including spirits appropriately. Oh, and WAY less dragons generally than in the printed adventures.
  12. RQ:G character sheets - too much art?

    Spell cards. /facepalm. Don't get me wrong, I get their utility. It's just so... foreign.
  13. RQ:G character sheets - too much art?

    People buy them? Seriously?
  14. RQG- Wish list

    Anything in particular that you want to see is going to have to be house-ruled at this point. If your house rules are overwhelmingly (I mean, more than just this little forum) popular, then you might see them include it in a later edition as something optional.
  15. RQ:G character sheets - too much art?

    I did about 14 months in a print shop in the 1980s myself, and was much beloved for my access to tools that could do so as well. I made myself a lovely black and white 'poster' of the 2-page Dragon Pass/Prax map in the back of RQ2.