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Steve

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Everything posted by Steve

  1. My buyer pulled out - I don't blame him, because the shipping costs to send this from the UK to North America are pretty large (actually due to the size rather than the weight). So this is available again. I've got it here now and checked it all over, and it's all fine with nothing broken or missing. Edit - now sold.
  2. For more on heroquesting from Greg, then check out Arcane Lore from the Stafford Library. Beware though, this might make your head spin, because as the subtitle says, it's "A collection of speculative and explorative texts". It doesn't have anything HQG-specific, and it's pretty confusing, but does have the seeds for a lot of potential heroquests, as well as other ideas of how to handle the process.
  3. @soltakss is too modest to promote his own site, but I'll gladly do it for him. He has a ton of great material on heroquesting on his site at http://www.soltakss.com/indexheroquesting.html
  4. I think you might have missed this post from Rick in your other thread -
  5. Great thread! Apologies if I've missed it above, but there's also The Fall of Delta Green (as distinct from Delta Green).
  6. Yes, they're playing Paper Chase from the new Starter set. I think this may have been published elsewhere in the past too, though I'm not sure too (and might be wrong on that).
  7. You may well have seen this already, but if not then check out the tasty morsels that Lynne Hardy tossed out at https://elruneblog.blogspot.com/2019/01/the-kraken-2018-con-with-chaosium-part-2.html
  8. Edit - now sold. I hope that I'm not breaking any rules here (I saw a selling post in Alastor's Skull Inn but figured it would reach the target audience a lot more effectively here). The Kickstarter for Sandy Petesen's The Gods War board game is starting to deliver in some parts of the world, and will soon be starting to ship out in the EU (I'm in the UK). I ordered two copies of the game, with the idea of keeping one and selling another. This was to help support the Kickstarter meet its stretch goals, not because I wanted to try and make a quick profit off it. So I will (hopefully) imminently have a spare copy to sell, and I'm only looking to recoup what I paid for it. It's a Hero level set (so the base game plus all expansions, plus dice, plus translucent Orlanth) plus Arachne Solara and extra dice too. Considering that if you missed the Kickstarter there's no other way to obtain this at the moment (Petersen Games are hoping to sell it at retail later though), it's not a bad deal. I'm hoping to offload it here at cost to another Glorantha fan who will make the most of it. Otherwise it'll be going onto eBay. Please help me otherwise my wife is going to kill me when she sees two sets of this arrive! Contact me via PM if interested - thanks. I'll give preference to selling it to someone in the UK, because this is a *big* set of boxes and so will be a nightmare (and very expensive) to ship abroad.
  9. You'd probably be better off posting your question in the MU boardgame forum - https://basicroleplaying.org/forum/67-miskatonic-university/
  10. Wow, these are lovely, Martin.
  11. This is interesting, and something I'd never thought about. I guess a "normal" D10 that reads 1-10 (used for damage etc) should have opposite sides adding up to 11, just like a D6 where opposite sides add up to 7, and so forth. I'd never really thought about the fact that a "percentile" D10 is different, and it has 0-9 (rolling two zeroes is a special case, but otherwise the 0 is always treated as a 0), so opposite sides should really add up to 9 and not 11. My non-Cthulhu percentile dice have opposites that do indeed add up to 9. The Cthulhu Q-Workshop dice set appears to include a regular D10, with the Elder Sign representing 10, and opposite sides adding to 11. As said by @jps. So that's all the issue is, it's not strictly a percentile dice in the set, it's a regular D10. Though of course you can still use it as percentile. It's of course not a big deal, but an interesting point nonetheless.
  12. Partly answering my own question here. I bought the Dead Light PDF and can see that it already uses the latest publication template. So it's just a reprint that we need. Hopefully it'll happen at some point.
  13. You've got an introductory scenario at the back of the HQ:G rulebook. Also check out Newt Newport's Gloranthan Adventures 1: New Beginnings, which is an introductory mini-campaign - https://www.drivethrurpg.com/m/product/83270
  14. Sorry to be pedantic, but does (more or less) according to the Oxford English Dictionary:
  15. I seem to remember that there is a kind of horizon effect in Glorantha, even though of course it's nothing to do with curvature of the lozenge. There isn't unlimited visibllity just because the earth/sea is flat.
  16. Thank you, I was focusing on the p.120 explanation and had forgotten that p.65 says that First Aid can be continued each round on a Dying subject. But I still think that the wording on p.120 needs amending slightly, because it appears to contradict p.65 (specifically saying that it can only be used once). When I was referring to a pushed roll, I meant that in the example on p.121 Harvey's companion failed his First Aid roll on his first attempt and presumably elected not to push the roll (in case a failure meant severe consequences), instead waiting till the next round to try again with a new roll. So that's what I meant about him "not wanting to risk it". So yes, I understand that his second attempt was in a new round and wasn't a pushed roll. I'd play it like that too since as you say it makes total sense. Just that the wording on p.120 is a bit confusing. Rather than my initial suggestion, I think it would be clearer if the exception wording on p.120, at the start of the second column, was updated along the lines of "An exception is allowed when treating a dying character (see Dying, below), wherein the best that can be achieved with First Aid is to temporarily stabilize the patient, and where a First Aid attempt may be made each round until stabilization or death."
  17. The exception on p.120 doesn't say anything about attempting First Aid more than once though. It says the exception is that the best First Aid can do on a Dying subject is to stablise them :"An exception is allowed when treating a dying character (see Dying, below), wherein the best that can be achieved with First Aid is to temporarily stabilize the patient". The First Aid rules appear to be contradicted by the example at the top of p.121, where Harvey's companion attempts First Aid a second time in a subsequent round (he presumably didn't want to risk Pushing the roll in the first unsuccessful attempt). It seems to me that an exception needs also writing in to allow one attempt per round on a Dying subject.
  18. On p.120 and p.65 of the 7e Keeper Rulebook, it says of First Aid that "It may be attempted once, with subsequent attempts constituting a Pushed roll". Shouldn't it be "It may be attempted once per round, with subsequent attempts constituting a Pushed roll"? That would be consistent with the first example box on p.121 and also the flowchart on p.122.
  19. Back in April 2018, Chaosium found a few more copies after they thought they'd sold out, and MOB addressed this question then: So I guess that they'd ideally want to re-do it in the latest sumptuous Chaosium style, and that would be quite a big project in itself. They probably don't have the appetite for that at the moment after having had to do so much work (with no income, considering that it was the old Chaosium that had received, and spent, all the Kickstarter funds) to get HotOE shipped out to backers.
  20. Is it feasible to run HotOE with just two players? Would they need to run more than one character each and or me supply helpful NPCs?
  21. I ran my first ever game of CoC last night. It's over 30 years since I last ran any tabletop RPG, so I was a little - ahem - rusty. I had two players, both of whom were new to tabletop RPGs as well. I thought I'd do a little report on it - it was a lot of fun. MAJOR SPOILERS FOR PAPER CHASE AHEAD! YOU HAVE BEEN WARNED! We used a couple of the pre-gens. Both my players were female so were happy to have a good selection of female characters to choose from. We decided to use the pre-gens just to save a bit of time, and because they didn't understand the game system anyway, so it seemed simpler just to dive in and start playing rather than explain what the stats and skills were for up-front. I was pretty (extremely rusty) on running a game, but I'd read the scenario several times and of course Paper Chase is pretty simple so there wasn't anything complex I had to try and remember. Just really my skills for improvising answers to my players' questions that need more practice. They did pretty well. They grilled Thomas Kimball with a lot of questions that weren't very relevant, but they homed in straight away on the books and one of my players wondered if Douglas Kimball had a journal, without my having to suggest that or hope that they found it. After a slight struggle to understand the whole concept of the game, one of my players quickly got into the idea of investigating, in the right sort of way, and it probably helped that they didn't have dungeon-crawling RPG experience to skew their ideas of what to do. They didn't check absolutely everything out they could have (they didn't go to the newspaper offices), but they did get virtually all the key information and quickly got the idea that the graveyard was important and did a lot of investigating in there. With two players it made it easier for them to succeed in their rolls, e.g. with them both doing a Spot Hidden, or whoever had the highest Persuade/Charm/etc doing the talking. For a first game that helped make it go easily, for both players and keeper alike, without the need to worry about things grinding to a halt because of missing something important. They decided to force their way into the mausoleum and both ended up passing out and finding Douglas Kimball in the graveyard. They sensibly didn't just try to randomly attack him, and soon saw that he wasn't hostile. They chatted with him and figured out what was going on, so all was good. However, it all started going downhill from there. Douglas Kimball went back into the mausoleum and sealed it up. Instead of calling it a day, my players (well, one of them mainly) decided they wanted to investigate the tunnels. They seemed to have become a bit overconfident about Douglas seeming benign, even though they'd heard all about his friends. They investigated a few ways to break into the mausoleum, and asked if they could dig. I was going to say no, but then I decided that since what they were doing was unwise (and one of the players already thought it was a bad idea), I'd let them do it just for educational purposes for future scenarios (and of course because I wanted to "push the horror"). So I let them dig their way into the mausoleum at night, enter the tunnels and then meet up with some ghouls. Just when they both started to agree this was a bad idea and retreat, when they turned around then of course there was another ghoul blocking the way, and that was it, they were never seen again! So the "I told you this was a bad idea!" from the other player reinforced the fact that they lost their caution, and hopefully was a useful lesson for future scenarios. Overall, it was a lot of fun and I think we all learned a lot. I had initially wondered if the scenario was a bit "too simple" and a bit boring, but not at all - it seemed liked a good learning exercise and introduction to the idea of investigating as thoroughly as possible so as to be prepared as possible for what comes next. And not taking unnecessary risks because death or insanity is just around the corner. Oh, and before we started the game we did a quick search on Spotify for "creepy music" and that worked an absolute treat! Really helped with the atmosphere. I can't wait to start preparing the next scenario now, and get into a slightly more involved plot. And I've already got the Keeper Rulebook, Investigator Handbook and Keeper Screen Pack, the Quick-Start Rules (for The Haunting) and have Doors to Darkness on order. And have downloaded the free one-shots on the Chaosium site. So I don't think I'm going to run out of what to play anytime soon! Great work on the Starter Set, guys, it's certainly got me started and wanting more!
  22. Steve

    Novels

    I've seen Ben telling Gilgamesh too. Amazing. If you ever get the chance, snap up tickets to see a masterful storyteller in action. I like to think that this is how stories used to be passed on many years ago, and I don't see why it wouldn't be similar in Glorantha.
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