Jump to content

Runeblogger

Member
  • Posts

    987
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Runeblogger

  1. Great idea, I would probably offer a range of possibilities, f.ex.: - During the spirit combat (shaped as the shaman trying to convince the animal spirit to stay), if Vishi gets a critical success and wins the combat, he convinces the animal spirit to go back to its body (provided Vishi has healed the animal’s head back to its body with either Heal-6 or Heal Wounds) so the animal comes back to life! - With a special success and winning the combat, the animal spirit is moved by Vishi’s plea, and decides to stay in crystal or fetish (matrix), but before that it summons a nearby living High Llama to go and find Vishi so it can be his new mount. - By just winning the combat, he convinces the spirit to stay in a crystal or fetish. - If Vishi loses the combat, the animal spirit is not convinced and goes on to its afterlife. - If Vishi loses the combat and gets a fumble in the process, the animal is outraged by Vishi’s proposal, and now all High Llama spirits see Vishi as a transgressor for a year or until he somehow attunes for that.
  2. I love Bridgett’s energy, that was an enjoyable interview to listen to. And she ended up interviewing you both as well! 😆
  3. I would say that, if priests can ask cult spirits to teach spells to initiates, zzaburi can coerce/force spirits to teach spirit magic to their fellow citizens (although perhaps they hate doing that because sorcery is always the only worthy source of magic in their eyes).
  4. On the contrary, I think everything on the RQG character sheet can be used as a wager: skills, characteristics, passions and even runes. In the HQ Glorantha rulebook there is a myth in which the hero wagers his skill with the javelin that he can catch Asrelia’s Dancing Jar, for example. If you lose the challenge, you lose that skill and it is reduced to its basic %. Of course, I’d rule you can only wager skills and such that you have a high % in.
  5. Love the concept. It reminds me a little of a Grazelander character I created. 🙂 BTW, Six Ages rocks. I had a lot of fun playing it.
  6. Does Arcane Lore include these Hero Wars/HeroQuest stats? I have the book, but I can’t check it now.
  7. I prefer option 2. 🙂 I think it is the fairest one.
  8. So what is likely to come out next? Arkham unveiled or Cthulhu by Gaslight? Or something else? 🤔😳
  9. I would say the increased HP last well beyond the duration of the spell, otherwise casting Berserk equals certain death most of the time.
  10. What do you mean with “heroic abilities”? In what book can I find them?
  11. The Glorantha booklet in the Starter Set is what you are looking for: https://elruneblog.blogspot.com/2022/01/review-of-runequest-starter-set.html/
  12. This example may also help: https://elruneblog.blogspot.com/2020/09/playing-runequest-glorantha-den-of.html?m=1
  13. A helpful one-sheet guide can be downloaded in this other thread.
  14. What difference is there between Seshnelans and Aeolians in this regard?
  15. The Norican Giant was described in issue 3 of the fanzine Hearts in Glorantha.
  16. I would use the lines and veils system. 👈 That way, players won't know what exactly you have in store for them. BTW, I think this is one of the best scenarios ever published for RQ3, together with Melisande's Hand, and probably the Cradle. It's almost like a Call of Cthulhu scenario in Glorantha. On the other hand, I think it plays best in your head than when you actually run it. But I had fun with it nonetheless. As for running the scenario, when I ran it years ago, I feared that
  17. Thanks for putting this together. Now I would like to know how your first game went. 🙂
  18. Did you make the duck with Titancraft??? Tell me how, please! 😳 (it looks great!)
  19. Is it common for Ernalda temples to be outside the walls of a city like the Colymar Earth temple? Or is that only the case for areas where everybody knows the temple won’t be attacked by inhuman forces?
  20. More art for the Cults Book that has been posted on Facebook. This time the art is by Katrim Dirim:
  21. What can you tell us about Arkat's Playground? 🙂
  22. Is the Spanish edition of Revolution d100 no longer part of the plan? 😨
  23. The Jonstown Compendium recent publication Pirates of the East Isles Vol. 1 includes the sailor occupation. But it shouldn't be hard to make it up yourself.
  24. I haven't started a campaign yet, but I have one in hiatus with RQ3 that I plan keep running with RQG. I have played and run some RQG one-shots for beginners, though. I think your pitch is good enough, and very similar to what I do. I would only add what cool things the PCs are going to be able to do like cast lightning from their swords, summon earth elementals, etc. I think at a good session 0 you'll tell your players what kind of campaign you have in mind (in case you have one) and more or less what charaters you expect them to create. Like, for example if your campaign is going to start in New Pavis (in Prax) you can tell them about the different cultures that live there and what is the current situation. Then it's good to find a good reason for the players to stick together, like "We are all from the same clan/neighbors in the city/street gang/mercenary band/temple" or whatever they come up with. Preferrably a long-term common goal on top of their individual goals. If they have crazy ideas, try your best to accommodate them (if possible). I think "the full experience" is a fallacy, it does not exist. Whatever you play at your table is going to be "the full experience". But if you are looking for ideas on how to get started, I recommend you reading: 👉 my 5 cents. 👈😉 As for the following cases: I would: 1. Run them the Quickstart scenario with the pregens. Tell them they can create their own characters after they play the scenario, which will work as a way to get the feel of the system and its lethality. Explain them how easy is for a sword attack to disable an arm, a leg, or an abdomen. Optionally, just run a sample one-to-one combat with slightly superior adversaries. Tell them RQ places more importance on the PCs' communities they work to defend. 2. Looking for information before facing the problem is always a good idea, as you'll probably end up better prepared. I think most people ask their priestesses and priests or shamans for information though. Libraries exist in some cities, but are by no means common. As for the fear, send some minor minions agains them first, so they can get a feel for how combat works. If they prepare well and ambush their enemies, it should be much easier and they will feel more confident. 3. Tell them no one knows ALL the lore before setting foot in Glorantha. Players only need to pay attention to what the GM tells, and that does not need to be much. It is far better to learn the setting as you play, little by little. Every scenario can focus on a particular topic. This works specially well for adventurers who have never left the borders of their clan/city, as that narrows down what they need to know to their immediate surroundings and some important NPC. Also, the character background generation in the rulebook can be daunting, but just tell your players they can ask questions about anything that strikes their fancy, and the rest is not important (yet).
×
×
  • Create New...