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Snork

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Posts posted by Snork

  1. 2 hours ago, PhilHibbs said:

    Feel free to tell us about your best (or worst) ever trickster!

    For me, it's like walking a tightrope. Fall off in one direction, and you disrupt the game, alienate the other players, and people don't have fun. Or even worse, everyone has fun except for one player who is deeply upset about something, sometimes something trivial like their character being eaten. Fall off in the other direction, and the character becomes a harmless jester, an occasional source of amusement, but without the frisson of danger.

    The trick is to walk that line between being a dangerous sociopath and a fun character to have in the game. 

    Wouldn't a trickster bounce between the extremes. Dangerous sociopath, fun character and character that disrupts game all in one

  2. 19 minutes ago, PhilHibbs said:

    Yeah, tricksters are... tricky. Difficult to play, difficult to GM, and difficult for other players to cope with. I've only really done it once satisfactorily, and he ended up being beheaded for serial murder. Oh how we laughed!

    Not sure what it says about me but I could easily play one and wouldn't expect them to last very long

    • Thanks 1
  3. 3 hours ago, Pentallion said:

    The Eurmal spell Strike gives players coming from D&D the most thief/Assassin like feel.  If that's what they're looking for, that's the best way to go.  Trickster assassin.

    I considered Eurmal but outlaw and most players not grasping the oddness made me reconsider

  4. 4 hours ago, g33k said:

    hopefully you can throw an extra "encounter" their way with a wandering healer.!  :-)

    The Initiate of Chalana Arroy was too far away to save the Humakt and had awful dice luck

     

  5. 7 minutes ago, g33k said:

    Do you attribute this to just some unlucky dice?  Or with their unfamiliarity with the system's deadliness?  Or ... ?

    More of the latter. He was a bit unlucky but the group played it too much like a DnD encounter. I'm hoping they've learnt. I'm running the Adventure Book Scenario's. 

  6. 2 hours ago, styopa said:

    Which, to be clear, it's going to perform in combat *nothing* like a d&d thief, in case that's what they were expecting.

    (I just think that d&d has artificially/mechanically enhanced the viability of thieves to fill a dps role unjustified in real life; RQ has never done this.)

    I'm aware of the difficulty in managing their expectations 

    They've experienced one combat which ended badly for their Humakt Warrior 

    • Sad 1
  7. 10 hours ago, g33k said:

    I think some of the queries in this thread are useful.  "An assassin" is maybe too broad for a useful answer...  Are you envisioning a "lone wolf" outsider?  Or a loyal servant or a Great House?  Devoted Cultist (of an assassin's cult)?  Or ... ?

    They don't know enough of the world to know. They're coming from other RPGs so they want a sneaky, backstabbing thief

    Think Esrolian Orlanthi follower with thief background 

    Exiled or escaped to Sartar

  8. 12 hours ago, VonKatzen said:

    The inspiration for this comes from a post over on Facebook about real ostrich riders, where someone mentioned that the Praxian ostrichriders are in fact very small people. I can see where the idea comes from - jockeys - but this is in fact a terrible idea. In fact, very small people in melee combat is almost always a terrible idea, unless they have superhuman powers to offset their obvious size, reach, mass, leverage and power disadvantages.

    I suspect the original poster has never ridden an animal 

    The ability to stay on is related to come strength not being able to bench press.

    Being small can help, your centre of gravity is nearer the centre of gravity of the mount

  9. 10 hours ago, VonKatzen said:

    Giants would also have better eyesight, because of their large eyes.

     

    The expression better sight due to large eyes is incorrect. First you need to define better e.g. 

    Prey animals have very good long distance vision but can't focus under their nose

    Flies are very good at detecting movement 

    Raptors have great visual acuity, some have two fovea

  10. 27 minutes ago, Joerg said:

    Acting as Eurmal - in that case mythically quite appropriate to do the unthinkable. This might work to have been his iniitiation... and he had better find a shrine for "remove body part" quickly.

    Did your player read up on Eurmal? It is fairly easy to be cast into that role, but it is nearly impossible to get out of it again.

    Why did your group go into the Lawstaff Quest as the Lightbringers? Normally, Orlanth is an NPC in this quest, with the Quester following the steps of Heort. Coming as the Lightbringers here doesn't really bring any advantage.

    I guess the group is saddled with this incarnation of Eurmal for the rest of their quest, and much higher resistance.

    The player didn't read up just made a guess. He's acquired the bloodlust flaw for his comments in previous combats. 

    They are representing the lightbringers as they are a good fit (Orlanth-initiate, Chalana Arroy-initiate, Lhankor Myr-initiate, Issaries-high communication and air runes, Eurmal-odd Kolating, Fleshman-strong magic rune) and read the part of those questers travelling to Arrowmound

  11. 1 hour ago, Joerg said:

    Thanks Joerg

    I suppose that the players including the spirit talker are Sartarite Orlanthi rather than Praxian allies to the tribe.  Correct

    How did the player(s) end up in power over the two geldees? Did they accept their surrender in the battle against Gagarth's horde, or did they overwhelm them in a non-lethal way that did not involve any consent by the two? Just outside Quackford, he beat them and used parting shot in heroquest

    Accepting a surrender is a variant of hospitality vows, really. Whover accepts the surrender is the host of the people who vow to submit to his captivity. Usually for a promise of ransom - if that promise isn't kept, all bets are open.

    The Lawstaff quest is all about honoring vows. If this action goes againt the vows of the captor, the entire benefit of the quest may be forfeited, and possibly this quest may be polluted for generations. They are travelling as the lightbringers. He is representing Eurmal

    Does the spirit talker have a specific spirit contact that might incite him to follow this course? A vengeful ghost? No reason 

    And why go for the crown jewels. What kind of history do the heroes or their dependents have with Darsten's bullies? This was the groups third encounter with Darsten and company

    I had planned for Darsten and the Taraling clan to try and get the group outlawed. However I'm thinking of using a group of Duck Huamkti mercenaries against the mutilator when (if) they return to Quackford

    The rest of the heroes and players were shocked. The leader of the group has said he wont protect him for this action

     

     

  12. I'm running the law staff quest to complete Ghosts on the ridge with a group who are new to the system and world 

    One player who is a spirit talker decided to geld two members of Darsten's warrant after winning his contest

    I have some ideas on repercussions but thought input from others may be interesting 

  13. 31 minutes ago, Ian Cooper said:

    @Steve A couple of questions (1) Would you expect these edited to be HQG instead of HQ1e? (2) Would you be willing to pay for them? I ask this mainly because (1) it would only make sense for Chaosium to upload it, if it was not going to confuse customers and (2) that implies editing time etc. which means Chaosium needs to get a return on the costs of doing that. Not saying it can't happen, but just trying to get a feel for the appetite for what we might have to do to make this happen.

     

    IMO don't need to be converted to HQG. Yes to payment

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