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Runeblogger

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Everything posted by Runeblogger

  1. Hi, I've written a review of this book: You can read it here
  2. Perhaps an adventurer party composed of Elder Races and a human could secretly be a God Plane manifestation of the I Fought We Won Battle. Maybe that's why, unbeknowst to every party member, they all get along so nicely. Even when their comrades who don't belong to the group disreard them as loonies. Maybe their secret wyter is an entity of that event before Time. That or the Green Age. Pavis himself was after some harmony-related magic like that. Perhaps that city god has secretly masterminded the group coming together...
  3. Perhaps a random dragonewt power, the ability to talk Old Wyrmish at 50%, or reincarnate as a crested dragonewt.
  4. That sounds like a fun/risky adventure, so yes. šŸ˜€
  5. I loved listening to those songs, Albinoboo. The "uz song" is particularly surprising. Keep them coming if you find more, please. As for Dara-Happan/Lunar music, you could use some Roman music. I once attended a small concert by Lvdi Scaenici. This is a group of Italian researchers focused on music in ancient Rome. They first researched instruments and then learned to play them. They assured the public no one has ever found any notes on Roman songs yet, so the songs they play are made up. Still, I think they sound great. There are a bunch of videos on Youtube:
  6. I'm tempted to buy the rulebook just to have that extra scenario and look at the new art. :-)
  7. I ran Gloranthan games for ages without knowing that. I didn't even stop to think about it, and neither did any of my players. It may only become a problem if a player ever asks you: So why do rivers flow to the ocean? And it is very unlikely they will ever ask you that. But if they do, then you can reply: Well, you should ask your priest or priestess or some Lhankhor Mhy initiate. If they find one, either make something up, or look for the info between sessions. If what that priest said wasn't canon, it can be in your campaign, or it can be that that priest just made it up! What I mean is, relax. It's no big deal.
  8. If you know anyone who needs any convincing to buy this game, I wrote a review you can send them to. ā—€ļø
  9. I have written a review of Mythras Companion. It's only in Spanish (so far), but you may use the widget on the right column to trans... to make the txt understandable in your language. For example, the word "chases" is translated as "persecutions" because in Spanish, chase=persecuciĆ³n. And "rules" is translated as "regulations" for some reason. Anyway, here it is: Read my review of Mythras Companion
  10. One the one hand, I love the fact that Joann Sfar is involved in this, since I love his Dungeon! comic series and his cartoonish art. However, I think he would make a much better comic artist for Glorantha as opposed to just a mere book illustrator. If there is the slighest chance that he might do even a short Gloranthan comic strip, that would be great!
  11. They are better, but don't buy the book for this alone. You could just watch some videos about these rules on Youtube to get some ideas. For Dorastor, I would expect: - Having to make difficult decisions and unthinkable alliances, like: "There is a huge swarm of Scorpion Men coming this way, Do we ally with the giant spiders or with Ralzakark's broos in order to stop them?" - Being slowly appealed by Chaos, just to survive the bigger horrors. "Yes, we are friends with the Scorpion Queen now. Yes, that's normal in these parts. No, please don't tell my cousin the Storm Khan...!!! He wouldn't understand...". - The need to have an easy way to introduce new player characters into the story, like you're all part of the Renekoti clan. This way, you can replace dead characters easily. - Throwing different hooks to the players before the session, and see which ones they like to bite, like rumors and interesting/worrying news. - The need for the PCs to have a very good reason to stay in Dorastor. - Establish motivations and plans for all the different factions, so things go on in the background. - Horror: for example, one day a group of Stormbull and Orlanthi runelords arrive to Dorastor. They meet the PCs and share some drinks and incredible stories. They are sooo powerful. They go deep into Dorastor on some dangerous mission. And they never come back. Only much later, a strange figure comes to the place where the PCs are living. It is a thing, resembling the Orlanthi runelord, but seemingly made of gorp. He smiles strangely, then laughs maniacally, then dissolves into acid or becomes 5 different extra-quick gorps the players need to deal with. Where is the rest of the party? Is it worth organising an expedition to go find them (or their expensive magical items?) Things like that.
  12. I would suggest using the chase rules in Call of Cthulhu 7th edition, (only if you happen to have it), since the chase rules in the basic RQG rulebook aren't that great (a human can run faster than a horse if the human gets a critical or a special success).
  13. What kind of cultural differences exist among Genertelan trolls, for instance? I don't remember any right now.
  14. Tattoos on their neck and chest, then! šŸ˜†
  15. Hi, I recently got this epic board game by Petersen Games and I wonder if it will have a section in this forum to discuss houserules, battle reports, etc.
  16. Just my two cents: When players learn the focuses of their spells can be tattoos, they'll only want tattoos as focuses, because they are very rarely lost! Never let Chalana Arroy initiates or priestesses teach Sleep to initiates from other cults. It should be exclusively for Chalana Arroy initiates/priests/esses.
  17. In the scenario included in Tales of the Reaching Moon #15 there is a fire-breathing beast together with the only rules for firebreath I have ever seen for RQ3.
  18. I just wanted to say this friend of mine I mentioned was running a Ludoch campaign just ended it (sadly way before the intended conclusion). You may want to read his chronicles (using Google Translate, perhaps, since it's written in Spanish): The Saga of the Yotojoro (1st chapter) Final chapter Musings about breathing underwater
  19. An interesting read, thanks for sharing it! For Glorantha, as long as you can apply this multifaceted truth that George Martin applied: "The hero of my group may be the villain of the enemy group (and viceversa)", you're on the right track. But I guess a lot depends on to what extent you can identify with the self-rationalized goals and justifications of every Gloranthan culture. For example, can we really see the good part of the Kingdom of War? The Ompalam priests? The Kralorelan exarchs? Even if we could understand them, which I'm sure we do, would we really enjoy playing those characters in a game?
  20. A friend of mine is running a Ludoch campaign next to the Edrenlin Islands. He started with all the PCs as children.
  21. Very cool. Thanks a lot! An idea would be to make it possible for users to filter what kind of NPCs you want to get. For example, show me only Sartarites, show me only Assistant Shamans, show me only Waha initiates, and show me only two of them. I have no idea of how feasible that is, though. šŸ˜Š
  22. No, but maybe something else. Jeff Richard talked about an interesting way to help GMs create heroquests more easily during the last day at THE KRAKEN 2018.
  23. I copied it from Jason Durall when he posted it either on Facebook or on this very forum last year (I can't remember now). Thanks from translating it back into English from my post here. I've recently read somewhere that they are going to probably change the title of the book into Campaign Guide, as it may contain an index year-per-year of the events of the Dragon Pass Campaign (on top of all the other sections). See a piece of art depicting three of the famous heroes here. Perhaps the HeroQuesting section will have its own book, as Jeff keeps expanding it.
  24. Yes, I read somewhere that most Orlanthi clans reenact in some way or another the Lightbringer Quest during Sacred Time. As I understand it from the book Sartar: Kingdom of Heroes, there are different levels of heroquesting-depth and risk. Most of the time, for cult ritual purposes, the reenactment is done "in this world", meaning the participants don't physically go to the God plane, but rather they invoke the Hero plane onto the Middle World. However, all initiated participants still see the guys in costume during the ritual as if they were really were their gods and goddesses, since the power of the God plane is present. So the deities are present. "This world" heroquests are relatively easy and are usually successful. I guess deeper heroquesting during Sacred Time only happens when there is an urgent magical need on top of the annual "repairing the world" heroquest that is the Lightbringer Quest, which is vital in itself and no trivial thing, no matter what level of depth the clan reenacts it with. That involves lots of preparation like cooking, building, sewing costumes, purifications, organising the people to do different tasks, ensuring no Chaos enemies wander into the ceremony, and a big etc.
  25. I've been thinking something very similar to what's been mentioned, but maybe making a special be 1/3 or 1/2 of your skill.
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