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Everything posted by styopa

  1. This was something I'd set myself to back in the 1990s, all loaded up with Access programming skills. And then I thought, well, I need to develop a rutter that covers the Gloranthan coastline so I can figure out what ports/stops are available and what they sell. So then of course one would need to know sailing speeds to figure out trade routes...and to do that OF COURSE one would need to write a program that would reasonably simulate Gloranthan weather (at least in Genertela) and voila! 25 years have passed and I've completed precisely..none.
  2. Oh absolutely traveller does.
  3. Iirc rune-wise, I believe water has an advantage over fire, I'd probably have the water elemental do +1 dmg vs fire, and take -1 from fire.
  4. "Bother," thought Broo Bear. "I think I'm stuck." "Well, if it isn't Pooh Bear?" "Oh hallo Owl." "Splendid day... to be up and about one's business... Oh, I say, are you stuck?" "No, no, just resting and thinking and humming to myself." "You, sir, are stuck. A wedged bear in a great tightness. In a word, irremovable. Now obviously this situation calls for an expert."
  5. Not sure how you got that from what I said? There was the burst of creativity that birthed RQ1/2. Then a big gap (chronologically), a slight creative bump from RQ3...a span of nothing...then a HUGE bump (comparable to the first) of latter RQ3 (whence we get the vast bulk of explanation of non Dragon-Pass stuff, sorcery, etc) then nothing for while, etc. My point being that the root (many) of the inconsistencies that have cropped up over 50 years or lore are the result of people still playing the game through these official interregnums and having to creatively try to fill the lore-g
  6. Or, it could be that Greg was a fantastically creative stoner when he started making this shit up, and remembering the details of Harmast's left elbow years later when he drifted past it again was neither easy, nor much of a priority, setting a standard of incoherence emulated if not outright celebrated by the legions of people forced (by lack of any alternative) trying themselves to fill the gaps however made sense to them. Or put otherwise: "Consistency," as they say, "is the hobgoblin of little minds." You choose.
  7. Of course, he's even more impressive when you give him some Dead Captains of Blood, Plague, or Frost to ...engage... players who feel that The Swamp is someplace to ply their adventuring trade.
  8. Version 1.0.0


    Liberally copied from World of Warcraft Death Knights, I've employed these as abilities available to Delecti's Dead Captains, powerful undead leaders of his forces. IMG there were 4: one Captain each of Blood, Frost, and Plague, and a General with all of them. Each logically had access to their 'school' of abilities as well as general ones. They each had a handful of Lieutenants whoe were mostly generalists with maybe one or two category abilities. Note to GMs: there's a fair amount of 'tracking stuff going on' with a lot of their abilities that happen over ticks of time, or happen
  9. Well yes, but whatever is presented in the rules as "the way" is going to have heavy weight in a new GM's mind as the "right" way, even if there's flubbly-wubbly 'you can always make up your own' text buried in there somewhere. Rather than force the body of players to abandon the rules that early in the process, I'd agree with Crel that a point buy would make more sense (and would reflect the desires of most of the players today anyway). The 'roll 'em straight up' is a relic of the 1970s and 1980s that we didn't even REALLY use much back then in reality EITHER. I can't be arsed
  10. I don't disagree that good Sorcery requires good INT. But let's remember, if you don't have the strength to use that great sword YOU CAN STILL USE IT, just badly. Sometimes you don't have a choice. They don't just say "whups, you have a STR 8, can't use it at all."
  11. Not to mention the brutalist breakpoint of the 13 INT. Very retro? 13 INT you can learn this stuff, 12 = nope, sorry, you're too stupid to even grasp the basics. Far better to have INT either cap your manipulation, or even better, something like a memory check (d20 vs INT or an INTx5 roll if you're wedded to d100s) to 'remember' how to cast that spell. That's not a bad fantasy trope, the brilliant greyhair wizard absent-mindedly trying to recall the spell while the party is desperately holding back the beasties. "Oh, what was that spell again?"
  12. Actually, a Russian. I thought at this point it's pretty much soot. In re the point of the thread is that RQ Sorcery is at the very least troubled. There were NO Sorcery mechanics in RQ2, leaving our 'impressions' of what sorcery should be in Glorantha at best anecdotal "I remember Greg saying...". That said, it was obviously fundamental to Greg's imagining of the world; after all the story of Prince Snodal & Zzabur was IIRC the very first story he wrote down long before the idea of it ever being a game was even a twinkle in his eye. RQ3 posit
  13. Oh. Ick. Never been fond of the "show the players how awesome they aren't" style of story. (cf Guild Wars 2). Damn I hope that's stickied somewhere here or on the Chaosium pages for the majority of non forum-lurking players to find. Thanks
  14. I wish I could upvote this more. Well put. I haven't read TSR so I don't know about the items this particular Rokari has, but I think one of the first lessons a GM learns is: "never give an NPC magic items that would be unbalancing in in the hands of characters". Simultaneously, I've always found the "this magic item can only be used by this bad guy and nobody else"* to be a cheesy way to essentially cheat players of rewards. Particularly when the game has a penchant for magic items that are otherwise essentially rule-breaking or there's no conceivable way to make them given the ga
  15. Any idea when this will be out as a published dead tree edition?
  16. And Harrek. Really remarkable talent on display, amazing. Edit: Love the use of lego as mold-form. My absolute favorite is Jar-eel vs Harrek, her pose vs his pose says everything about each of them.
  17. That'll certainly sell more copies in Des Moines.
  18. RQG has IMO funky initiative/movement changes based on "if you're in combat" unless that's been errata'd out now. Oh, and re fatigue I tried one out the last session that was fairly successful in my opinion. As my players were slogging through a vast swamp with literally no solid surface to sleep...as the day turned around 4am they all got a 'fatigue' roll: roll a d10. Keep that die atop your character sheet at the number you rolled while we play. Whenever you roll that number on ANY die, roll that die again and take the worse result of the two. (ie if your number is a 4, and y
  19. To be clear, it was 2 separate hit location tables for each creature-type in the game, one for melee attacks (which we also used for falling damage) and the other for missile AND THRUSTING weapons. The latter point might seem nitpicky, but it provides players with an interesting tactical choice when choosing a weapon. A thrusting weapon might do less damage (I never really understood / accepted why longer spears INTRINSICALLY did more damage...nonsensical) BUT got to use the latter table where 11-15 was chest...5x the chance to hit a 'one shot kill' location could be an attractive choice.
  20. Some people dig constant retcons and reimaginings. Some people don't. I will say that if you have any familiarity with Glorantha, none of this should be surprising. Not the SPECIFICS, but that things change constantly. (shrug)
  21. https://acidcow.com/pics/113869-just-try-to-draw-a-duck-32-pics.html Acidcow showed the results of a contest where people were given just the beak and the feet to fill in with a duck drawing (this person added just an eye) But there were a few that were actually fairly interesting inspirational material for Gloranthan ducks, depending on your silliness level: For example: Quisarian now called Dracofriend: a quiet, odd duck who has said for years to his neighbors that he is in fact merely the current form of a Dragonewt soul experimenting with this cycle as a duc
  22. Well that's the conundrum, isn't it? Just going by what (I think it was Jeff) said, HQ's narrative-mechanics were commercially unappealing and RQ was more successful. Yet ... here we have RQG (and TBH, Glorantha) in which the round peg of narrativism is being shoved incredibly hard through the square hole of a simulationist set of rules. Some might say painfully. Thank the flippin' Lord. Knowing the game and (the) personality involved, yeah, there were some quite good ideas there but that would have been a marriage made directly in hell.
  23. Yes, absolutely. To put it bluntly, what I've found is that whenever there's substantial downtime my players want to train more obsessively than some steroid-crazed 'builders on instagram. The "oh they still have to have real jobs to support themselves and their lives" becomes meaningless the first time they manage to find even a rather trivial treasure...not that they can necessarily live like kings forever (unless you mistakenly give them some of the piles of loot from RQ2 scenarios without first seriously editing them...sheesh!) but 'daily bread' really ain't their concern any l
  24. It does. I don't think playing "spell recovery" should be more elaborate or game-focus consuming than casting them. 😕
  25. I'm not sure about that comparison. RQ3 selling in the mid 1980s at the PEAK of D&D's early apogee, vs RQ2 in a totally different market environment? AH's utter bungling of well, everything having to do with marketing, pricing, boxing, product values, target buyers, I'm not sure I can list all the places AH failed. In simple raw numbers? D&D did better than RQ3 OR RQ2...I don't think anyone wants to go there.
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