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Jeff

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Everything posted by Jeff

  1. Here is the current Rune Fix: https://www.chaosium.com/blogrune-fixes-1-clarifications-and-play-examples/
  2. As we have done before we will do Rune Fixes when Jason and I have enough material to make it worthwhile. For example, I'll be doing a short explanation of Second Sight (yes it lets you see nearby spirits that have not manifested in our world, no it does not let you peer into the Spirit World and see its geography).. Jeff
  3. Here's a nicer invite page: https://mewe.com/join/runequest_glorantha
  4. My experience with players playing long-term games is that they tend to minimax in ways utterly strange and unexpected. Self-resurrection is a popular one in my circles.
  5. Some of my players love crunch, some of them ignore it completely and happily just say "this is what I am doing - make the rules work so I can do it". Part of the job of a GM as I see it, is to facilitate several types of play styles and not insist that players care about mastering the rules (unless that is where they get their fun). But I have never seen "grown men angry and tearful" about the math in RQ or other BRP games. I HAVE seen it happen with the abstractions associated with some notable other games.
  6. The RQG MeWe group already has over 150 members. https://mewe.com/group/5bbc5d52a5f4e532eb4d44d5/members
  7. If you use a lot of "magic traps" that have POW (remember it is not a detect magic spell, but essentially it is a See POW spell), then give them lots of false positives. There are lots of spirits everywhere, lurking near our world.
  8. We've barely touched upon spirit cults in the core rules. But Daka Fal in RQG gets all your shamanic powers, plus some Rune Magic and an assembly of friendly spirits. So does Waha for that matter.
  9. No idea what kind of actual transparency there is with MeWe. But as a platform it is pretty nice.
  10. That's generally how I play spirits that are not manifest in the world (either through spirit combat or by existing in both worlds, like elementals, wraiths, ghosts, etc.). So when I run Second Sight, I tend to treat it like a strange ultra-violet torch that shows off invisible spirits near this world. They appear in strange places, and are beautiful, ghastly, terrifying, whatever. Cast Second Sight within a temple, and there is a swarming host of spirits of the cult.
  11. That's the plan. So far there really hasn't needed to be much so the Rune Fix format is really easy.
  12. This is pretty much the feedback we get. The handful of grognards grumbling about a few slight discrepancies seem to be looking for something to grumble about. Then again, it could just be a case of "not really my kind of game" - which is just fine. No game is going to work for everyone. I got a long laundry list of popular games that don't work for me. Jeff
  13. When I wrote those rules I thought the distinction was pretty obvious, but it is now clear that clarification is needed.
  14. Reviews are interesting, but like movie review, RPG reviews reflect the interests of a subset. The most valuable feedback I get is from our various convention game organisers, particularly from Todd Gardiner, but also from some very active newbies. Needless to say, the combat mechanics are a perhaps surprisingly big draw.
  15. That is something I am planning to clarify in a forthcoming Rune Fix. Basically Second Sight does not let you see the Spirit World, but it does let you see spirits. So you see the mundane world plus nearby spirits. What you don't see is the geography of the Spirit World behind/beneath/above/within our world.
  16. I'm not sure I would present Kolat for RQG at all like I did for Sartar Companion. Kolat is the source of Air Elementals. He's more of a name or title than anything else - Orlanth cultists just ask Orlanth to summon up an Air Elemental and use him to command them or dismiss them. Now there are a variety of shamanic traditions around in Dragon Pass. Despite what has been said, probably the most common is through ancestor worship aka Daka Fal or through another cult with a strong shamanic element like Waha or the Golden Bow. There's also those rare individuals who don't get chosen by a god during their initiation rites and need to find another, more arduous path to the Great Mystery - the path of the apprentice shaman. The specific path is handed down from shaman to apprentice, and all these paths collectively get called Kolati in Dragon Pass.
  17. I don't think that statement is supported at all by sales and play information! I think it is safer to say that "many Gloranthaphiles that have been active on the various discussions forums and conventions over the past decade or so are more into rules light systems" - but I suspect there are currently more RQG games being run than every other Glorantha game system put together and the Gloranthan community as a whole has been far more active in the past three months than in the past decade. Now there is nothing wrong with treating RQG as a toolkit. Let me repeat and emphasize: there is nothing at all wrong with treating RQG as a toolkit. But the rules complexity has certainly not been a barrier for new players or new customers (nor has any inevitable but slight discrepancies in rules descriptions).
  18. You sacrifice to Ernalda and the local Grain Goddess. Maybe the local cabbage patch has a spirit that can be talked to, but I'd put my time with Earth goddesses. Sure they have a favoured cereal, but they can do cabbages if you ask nicely.
  19. I believe I incorporated this into the description of the Brithini in the Guide to Glorantha.
  20. Absolutely. The Agimori of Prax are the Men-and-a-Half and not Doraddi or any other human race. They are called Agimori because that is what they call themselves. The Doraddi and other Pamaltelans get called Agimori by Genertelan scholars because that's what Genertelan scholars call them.
  21. In my own House campaign (upon which the Adventures book is based), Selelmal died during the upheavals of 1621 to 1622.
  22. Boldhome has water supply and drainage of remarkable sophistication: Water and Drainage Boldhome has an inexhaustible supply of fresh running water from the mountains. The valley has several hot springs, which dwarf ingenuity and engineering have tapped for hot water and baths. Even during the coldest Boldhome winter, there are plentiful sources of hot water in the city. There are several public baths in the city. The dwarfs not only tapped the hot springs, but also built an underground water and drainage and sewer system throughout the pockets and Sartar’s Palace. All of the dwarf-built residences have a private toilet that connects to the sewer system and is expelled through the 40-Spear Conduit.
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