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Jeff last won the day on May 9

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About Jeff

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    Senior Member


  • RPG Biography
    Creative Director, Chaosium Inc.
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    HeroQuest, RuneQuest. Call of Cthulhu, 13th Age, Pendragon
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    I'm an international man of mystery

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  1. May I suggest that you start a new thread? This seems to have very little to do with the fate of BRP.
  2. Glorantha itself yes. But the Orlanthi tend to have kings (or queens) who serve as the high priest of Orlanth (or sometimes Ernalda) for the associated kinship groups (clans, tribes, etc.). That being said, there's a lot of variation in that from a tribal priest-king in Clearwine or The Hold to the sacred Prince in Boldhome or the Queen in Nochet, the Ruling Ring of Dragon Pass, or the King of Dragon Pass.
  3. Exactly. This opens the setting up in a way that having everything conquered by the Lunar Empire does not.
  4. The Glorantha Sourcebook contains the updated, expanded, and annotated Redline History of the Lunar Empire, and together with the Guide is THE resource for the Lunar Empire.
  5. From our perspective there are far more upsides to resetting the default setting date than staying another 30 years in 1618-1621: 1. It gets rid of the "Lunar Occupation" straightjacket for adventures set in Sartar, New Pavis, or the Holy Country. 2. It introduces moral ambiguity while allowing mixed parties (Sartarites and Lunars in the same party - yeah!). 3. It opens up events to alternate paths. The events of 1621 to 1625 are well documented. Between King of Sartar, the Guide to Glorantha, the 11 Lights, and the Glorantha Sourcebook, that period is as described as 1613 to 1621, if not more so. 4. it makes the setting more accessible to newbies who don't have to deal with 30+ years of speculation of the same 3 year period. Finally, and perhaps most important, you are more likely to get far more scenarios and campaigns as a result.
  6. We are "resetting" the default starting date for RuneQuest to be post-Dragonrise. I think after 40 years of it playing under the Lunar Occupation, it is ok to skip ahead.
  7. One faction has allied itself with Agrath and embraces the Sun Dragon. The other faction opposes all such "God Learnerism".
  8. By the end of 1625, Pavis has changed pretty dramatically. There is a King of Pavis, the Pavis Survivors have replaced Hargran the Dirty and now run the Pavis Royal Guard - the King is also the White Bull and the dominant Praxian warlord. That being said, he has bigger fish to fry than Pavis, and his focus is on his return to Dragon Pass (with an army of Praxians and adventurers). Praxians are permitted with the walls of New Pavis, but those residents of the city who have sworn loyalty to the new king are under the White Bull's protection. The Lunars and their allies were killed or exiled following the capture of the city. The Orlanth cult is dominant within the city (the King is the Rex priest and claims kinship with the founder), Storm Bull's temple re-opened, and Yelmalio cult is in turmoil between a reactionary faction and an experimental faction. The Elder Races still rule their sections of the Old Rubble and the trolls are biding their time for when the White Bull and his army leave.
  9. We haven't finished those Guidelines yet.
  10. We will be doing Rune spell cards, as for many players it makes it very easy to know what Rune spells they can cast can do. Cuts down on the amount of memorization a player needs to do - and helps at the last minute realizing that Wind Words is exactly the right spell for the situation at hand.
  11. For what it is worth, that's how most of Team Chaosium sees it as well. BRP is the genus that ties together RQ, Call of Cthulhu, Ringworld, Elric, etc.
  12. Let's not use words like "modern" about any of these changes, as there are surprisingly few features in any game system that haven't appeared in one form or another in the first ten years or so of RPG game design. I'm not interested in critiquing MRQ2, but as a general rule, I'm of the "if it ain't broke, don't fix it" school. I don't consider the experience or skills system of RQ2/3 to be broke, so we didn't make many changes beyond presentation and explanation (except to clarify when experience rolls are to be made and to tie things into a seasonal model of campaign play). Character generation has changed of course from RQ2/3 to RQG. Between Runes, family background, and the method used for tailoring character skills, this process has changed pretty dramatically from RQ2/3 (RQ2/3 both had very cumbersome previous experience systems). Luck points to me seem quite inapposite to the ethos of RuneQuest - and to me felt like an effort to "fix" what IMO is a feature not a bug. But if you like luck points, by all means house rule them back in. None of that is to say MRQ2 was not well-made - it certainly was and Loz and Pete did an excellent job. However, its changes often "fixed" things we wanted to preserve (and there is an awful lot worth preserving in RQ2) or took the rules in a different direction from what we want.
  13. I disagree with both points - first that MRQ2/Mythras is a "modern game" (whatever that means) and second that RQG is somehow going to be an anachronism.
  14. Copyright doesn't protect ideas or method of playing it. But it is an open question what that means in the context of an RPG rules system.
  15. The Mongoose books will not get another chance.