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Runeblogger

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Everything posted by Runeblogger

  1. I wrote a review here... in Spanish, but you can use the automatic translation gadget on the right margin (choose your language) to make it at least understandable if you don't happen to read Spanish. πŸ™‚
  2. Does anybody know who created the Wind Children (Stafford or Perrin) and what was the main inspiration for them? πŸ€” The same goes for the other three species. Wind Children and Newtlings first appeared in RQ1 and RQ2, but where did the Waertagi and Triolini first appear?
  3. I ran a similar campaign, some years ago. πŸ™‚ We had a great time. As for your campaign, if you want lots of ronin, I think it is best to start around mid 16th to mid 17th c. Oh that reminds me, Pete Nash once told me about the Bushido campaign he played for 26 years (!). Read about it here! πŸ‘ˆ
  4. Land of Ninja uses the Divine/Spirit/Sorcery rules from RQ3 that can also be found in The Magic Book. You could either get a copy of that supplement or just use the magic in Land of Ninja with little effort. Divine magic always works, but you need to sacrifice POW in exchange for learning the spells. Spirit magic works with POWx5. Sorcery is a bit more complicated to explain. πŸ˜„ What kind of campaign do you have in mind?
  5. Some of you might find this comparison useful: two of the greatest D100 multi-genre systems out there right now. How do they compare? https://elruneblog.blogspot.com/2024/03/mythras-vs-basic-roleplaying.html πŸ€”
  6. I'm also looking forward to running it, but now I'm not sure whether to try it with the Comae Engine rules instead.
  7. Hi, some might find useful this comparison between Mythras and Basic Roleplaying, two of the biggest D100, multi-genre systems: https://elruneblog.blogspot.com/2024/03/mythras-vs-basic-roleplaying.html πŸ™‚
  8. RQG says their main gods aside from Yu-Kargzant are Arandayla Horse Mother, Hyalor the Rider, and La-Ungariant (the Grazelander Ernalda). I imagine Arandayla as a sort of Eiritha for horses, and Hyalor as providing lots of riding-enhancing magic. The old free-to-download HeroQuest Voices PDF document included a section about the Grazelanders and their gods/spirit traditions. Really nice to roleplay a Grazelander character. Aside from the gods already mentioned, it briefly describes Folorene, the Wanderlore Spirit, Tamar, Lord of Wild Beasts, Tara, Lady of the Wild, and some subcults of La-Ungariant. Interestingly, the 4 subcults of Yu-Kargzant vary a bit from the ones in RQG: Dastal the Hunter is YG's youngest son (corresponds to Dostal in the videogame Six Ages), Jardan the Warrior is "the god of fathers, stallions, flutes and lancers", and he "rides across the sky every night", which might mean he is associated with Lightfore/Antirius/Yelmalio. Henird the leader is the patron of leaders, and Josad the Elder is YG's first son and the one who has accumulated the most knowledge through experience. In HeroQuest Voices, Golden Bow is a warrior society within the Jardan subcult. In Six Ages: Ride Like the Wind you play as a clan of Hyalorings, the common ancestors of the Grazelanders, Pentans, and others. They mainly worship Elmal, (Yelm's noblest son) an old version of Yelmalio who at the time still hadn't lost his fire powers, and also Hyalor (the cultural hero), Osara the Flame Sister (Elmal's sister who is a bit like Vinga), Inilla, the goddess of foraging, and Zarlen, the Bright-Tailed Wanderer, god of explorers, among others.
  9. Cool! I'd love to do that someday as well. Have you checked this guide? πŸ˜‡ https://elruneblog.blogspot.com/2020/03/converting-pirates-of-drinax-to-m-space.html
  10. OK, this is a spoiler for the Six Ages video game: (Art by Simon Roy)
  11. Here's my review of Cults of RuneQuest: Mythology ! Review of Cults of RuneQuest: Mythology Do you agree with me? πŸ€”
  12. There’s this thread right now on RPGNet: https://forum.rpg.net/index.php?threads/is-heroquest-rpg-really-so-great.917975/page-3
  13. I think the biggest challenge is how to accommodate the different duties of a varied group of PCs when all of them achieve Runelord/Shaman/Priest status. Greg Stafford solved the issue by running a campaign where all PCs where humakti or initiates of related deities, so all their motivations where aligned. In the White Bull series on YouTube by Jeff Richard, all PCs are following Argrath's orders, so Argrath's army becomes their "Community". For example, an Orlanthi runelord can keep doing what Orlanthi runelords do, because their motivation is 100% aligned with Argrath's goal: "destroying the Red Goddess". If the humakti in that party became a Sword of Humakt, he could take command of a unit of humaktis in Argrath's army, and so on. The trick is to think about this beforehand and tell your players about it. I didn't, so I'm not sure what is going to happen in my campaign and my group of PCs adventuring in Pavis, Prax and the Big Rubble in 1620 when they all become runelords. I guess the Vingan and the Humakti could decide to liberate Pavis from the Lunars, but the Veskarthan/Lodril initiate, the Aldryami, and the Agimori shaman who is looking for the members of his clan who were sold into slavery all over Prax... πŸ€” I guess we'll need to figure it out! 😜 (Any suggestions are welcome!)
  14. That sounds like a cool campaign! Just remember to introduce topics to your players little by little. So f.ex.: - You can start with the PCs as kids nearing their initiation, having low-scale adventures, learning about their society and the lay of the land and their immediate neighbours. They could be from the Dundealos tribe. You can introduce them to several adults who work as examples to look up to. These can sometimes introduce neighboring lands. F.ex. the clan's champion returns from a successful adventure in Prax. This has your players perhaps interested in exploring that land when they grow up. Or maybe they want to go to Esrolia because a friend was sent to Nochet's Great Library to be trained? Let them choose what hook to follow. This "season" ends when they become adults. - Now they're adults. They have to prove their worth. Maybe they have some adventures in which they help their clan. Then later maybe they are attracted by something in Prax or Esrolia and they travel to that place and spent some time there. At some point they return and their clan is no longer there. It has been wiped out by the Lunars and now someone else is living in their lands, and their relatives... Wait, is this starting to look like Paul Atreides'/Argrath's own story? At any rate, don't force it into your players! Just feed them hooks they can decide to pursue or ignore.
  15. If you have an old-school urge, just go ahead! πŸ™‚ Here's my review if it helps.
  16. I think you may have misunderstood the rule, yes. IMO, the sword in this case blocks 12 damage but takes 6 (the excess) reducing its HP to 6. Yes, I’d rule that too. However in the case of shields it does make sense that the location hit is always the arm holding the shield. I know, shields can also deflect as well as absorb blows, but this makes parrying with shields a tad better than parrying with another weapon, as parrying with a weapon might mean you get hit on the head anyway. πŸ™‚ Exactly. Of course it is better than taking all 18! But the sword is only down to 6HP. Well, they changed the name from RQ3’s AP to HP, but they work mostly like they did in RQ3.
  17. I would have said no, since the parrying shield or weapon is acting as armor. 😳
  18. Yes, I had always assumed that Waha fighting Pavis and the Statue was actually a Praxian khan posessed by Waha, effectively an avatar of the god, similar to how Jar-Eel is an avatar of Sedenya.
  19. Reading your preferences, I suggest you set your campaign in one of the Orlanthi clans settled in Pavis County, in Prax. They’ll be surrounded by nomads and plains, Pavis city is right there and there are loads of fun adventures to have. They can even have some Praxian mounts to ride.
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