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Pentallion

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Posts posted by Pentallion

  1. I played it all the way through over Halloween.  It was the perfect Halloween game to play.  This game rocks.  I have some criticism but overall I give it an A.  Great story, incredibly immersive.  Fun to play.  If you loved Amnesia, you will be ecstatic with Call of Cthulu.  I'm not a big gamer, I'm a rpger, but I could not sit this game down. 

    Set your light waaaayy down. When the game asks you to set it so the symbol on the left is barely visible, DO IT.  I've seen Youtube vids (for when I gave up on some sections of the game and needed help) and having too much light really detracts from this game.  This game is meant to be DARK.  It's creepy, it's scary, it is a dark tale and it has a dark atmosphere.

    Turn of the lights in your room when you play.  I mean DARK.

    The graphics are really good.  There are some glitches, and anyone who has played the game knows what specifically I'm talking about, but I still give this game a B+ on graphics.  The art gallery is especially beautiful to behold

    Speaking of the art gallery, the cut scenes are really well done and the art gallery cut scene is - IMHO - a classic video game moment.  Like the shower scene from Psycho or Jack Nicholson's "Here's Johnny!" moment in The Shining.  That should go down as one of the great cut scenes in gaming history.  If you want a friend to buy this game, show them that cut scene.  But don't, because you won't want to spoil it for them.

    There are, however, some nits I'd like to pick with it:

    It's supposedly using Chaosiums game system.  This can't possibly be true.  I never failed a roll.  I can only assume that the skill %'s constituted level of success because there was never once a failure to succeed to some degree.  Only Spot Hidden seemed to have a fail option and that must have been much less than the actual chance to fail because I sank no experience into Spot Hidden and still found most things.  That did not detract from the game one bit whatsoever and I would bet money that if they DID base the system on Chaosiums rpg, with only your personal PC, you couldn't complete the story, which would have detracted from the game.  So I'm glad they lied, but they shouldn't falsely advertise to begin with.

    My other nit to pick was a bit more substantial.  The game had many strategies you needed to employ at different times throughout the adventure and sometimes knowing when to abandon the usual strategy for another was critical to finishing a task.  But there were a couple of times where there was no strategy and you simply had to memorize a set pattern of moves to get through that section.   Both of those times, you felt like you were playing "Dragons Lair" that old video game that sucked up quarters from the early 80's.  I would suggest the game designers avoid that like the plague next time as those were definitely contributed to game fatigue.

    Also, either I didn't find the command or they didn't have one, but sitting through a cut scene every time you happen to restart right after one is a bit annoying - except for the art gallery cut scene which just never gets old.  They should have allowed you to skip cut scenes in those cases. 

    And my final nit is that there weren't more story paths.   There are basically two.  I wish the choices I made in the game had lead to more variable outcomes down the road.  

    EDIT:  Having played it all the way through twice now in less than a week, I discovered that there is a third ending possible.  That leaves the door open to possibly even more endings that I have yet to unlock.  So my final nit just got unpicked.

    But the Number One reason you need to buy this game is you get to hear them say:  "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn".

     

     

    Cthulu.jpg

    • Like 3
  2. I was reading some of Gregs work and thinking there are Seven Lightbringers and 7 hit locations.  The heart is obviously the passionate Orlanth, leading by following his heart.  the abdomen obviously Flesh Man.  The two travelling gods being Issaries and Lhankor Mhy are the runes Movement and Truth upon the right and left legs respectively.  Discord in the right hand and Harmony in the left are Eurmal and Chalana Arroy.  That leaves Ginna Jar, aka Gaia the head of the Celestial Court as the head.

    Then I wondered, if you had those runes in those locations what avatar would you be?

    Moments later I stumbled across this and had my answer:

    https://lostcoastoutpost.com/2018/oct/29/obituary-francis-gregory-stafford-1948-2018/

    • Like 2
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  3. 15 hours ago, jeffjerwin said:

    It's interesting that in the end the saga is quite equivocal on whether he helps the Red Goddess turn into the White, or he destroys the Moon. I think the chief impediment to his mystic path is his pursuit of the Moon's destruction. In the end, he seems to 'help' the Moon transform, thus fulfilling his vow without being consumed by its original purpose and youthful rage. This may already be forming in his mind/destiny - after all he weds a descendant of Sedenya and the Emperor and allies with aspects of the Red Goddess against Sheng Seleris.

    Not to mention he allies with the dragons and the whole Red Moon destruction/White Moon birth is one giant Ouroboros moment.

    I don't think his long term goal is the destruction of the Red Moon.  I think it was always bigger than that.  I think he was always going to destroy ALL the gods and rebuild the world into a new age.

    • Like 1
  4. 13 hours ago, metcalph said:

    The better Black Moon is Black Dendara, the White Planet turned Black during the Great Darkness.  Identified by the Doraddi as one of the Three Sky Witches (the other two were Lokarnos and Annilla) and by the Heortlings as the Unholy Trio.

    Dendara is innocent sheep girl turned goddess of rape?  That makes Lokarnos the mad god Ragnaglar and Annilla become Malia.  Pretty extreme changes.  Are you sure of those connections?

  5. 7 hours ago, Psullie said:

    I'm inclined to agree that MP's needed to punch through Countermagic are in addition to any desired effect. So to cast Heal Wound to cure 6HP against CM 4 would need 4MP's to Boost (Rune Magic for 2 plus 4) plus 6MP to heal for a total of 10MP's and would go off on SR 11. 

    If the 6 hit points healed are an effect of the spell, then the 6 mps converted into hit points won't count against casting time.  The mps used to boost the spell are a separate issue, but the spell converts the healers magic points into the recipients hit points and that has nothing to do with casting time, that's the spell effect.

  6. 10 hours ago, Atgxtg said:

    Yes, the is the RuneQuest forum, not the Glorantha forum.

     

    QuestWorld was a supplement for RuneQuest 2, which is RuneQuest, not BRP.

    RuneQuest  Vikings and Land of the Ninja were both  supplements for RQ3, which is RuneQuest, not BRP.

     

    Now months ago I inquired if people wanted to split off the older RQ games and make this forum exclusive to RQG, but the overwhelming consensus was: "No, it all still RuneQuest."

     

     

     

    Sorry, that don't cut it.  This thread is about the new RQ roleplaying in Glorantha rules.  We're not discussing critical damage in RQ3 or BRP or Stormbringer.

    YOu're muddling the rules discussion.  Please take your complaints about the survivability in Stormbringer without demon armor to the appropriate forum.

  7. 23 minutes ago, Atgxtg said:

     RQG is in Glorantha, but not all RuneQuest is in Glorantha (i.e. QuestWorld, Thieves World, RQ Vikings and Land of the Ninja, etc). and not all RQ related games have easy ways to come back from the dead (Stormbringer, ElfQuest, Ringworld). 

    And yes you did "houserule" something. You mentioned that you " make sure early on they get access to a magic item that gives them resurrection." So your houseruling that the PCs get a Ressurection item, and they get it early. And items that can raise the dead, aren't all that common to begin with.

     

    This is the Runequest forum.  Not the BRP forum.  Not Questworld or Stormbringer.

    • Like 1
  8. 10 hours ago, Atgxtg said:

    That  the reason why PC deaths haven't derailed your campaign is because of things you've houseruled as a GM, not because it doesn't exist. You've already taken steps to mitigate it. Also not every RQ/BRP game has that as an option, so GMs should be aware that the more dice rolling that goes on the more PCs will die.

    Runequest is in Glorantha.  I didnt houserule anything.  All those factors are hardwired in the game.  Magic is evetywhere.  Resurrection is not only available but there are plenty of alternatives available to heroes as well.

    • Like 1
  9. 21 minutes ago, Atgxtg said:

    Actually the risk factor is rather small in most fights but it's still there, and that's usually enough to keep things exciting (it's really perceived risk that's import not actual risk, but thats another subject).  It's just the inherent risk factor in dice rolls. Something that has very low percentage of occurring will eventually happen with enough attempts. A GM should keep that in mind. Too much rolling can lead to accidental PC fatalities.

    Ironically, it had lead me to atheroy that run counter to conventional wisdom. Namely that as PCs get better the game can get more lethal, not less-becuase the PCs have to face better skilled adversaries.  

     

    Yes, that can be true, depending on circumstances and setting. In Glorantha theres enough magic to bring people back from the dead.

    Depends on who they are. Either way their death doesn't risk derailing a campaign the way a PC death can. My point was that is can be difficult to maintain a campaign if PCs die frequently, which will happen with a lot of combat rolls. 

     

    PCs do die frequently and they always have for the 35 years I've been gaming at least.  Hasn't derailed any of my campaigns.  I make sure early on they get access to a magic item that gives them resurrection and that the Chalana Arroy charge them out of their loot for the ones the PCs can't resurrect themselves.  Between that, DI and the ability to stop death by casting Treat Wounds quickly, it's not campaign crushing.

  10. 16 hours ago, PhilHibbs said:

    Also, if my reading is correct, this and Neutralize Spirit Magic are the only spells that provide ongoing protection against incoming spells, and there is no spell that will provide ongoing protection against incoming sorcery spells.

    Feel free to post your thoughts on other specific sorcery spells in this thread.

    Cast Back

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  11. The chaos rune can be gotten rid of and it's not impossible.  the Cleansed One Quest is but one example.  Other cults have other ways.  In my campaign, Humakt can sever chaos if one of their members gets tainted.  Naturally, it requires a Heroquest, whether on the mundane plane, like Cleansed One, or on the Hero Plane like Sever Chaos for Humakt, is up to the GM.

  12. Each should do whatever they're comfortable with.  You'd hate my way.  I make the characters roll occupations randomly for every grandparent.  Parents can only be an occupation of one of their parents who still lives when they reach 15.  The PCs occupation is set when they become 15 and is either one of the surviving parents occupation or, if neither survived, one of the surviving grandparents occupations. 

    But then, I'm from the Stormbringer school of roll the dice and see if you're a Melnibonean sorcerer or a beggar from Nadsokar.

    I've seen game systems where you assign points to get your stats.  I don't spend money on those games.

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