JonL

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JonL last won the day on April 12

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About JonL

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  • RPG Biography
    Not all the way back, but pretty far.
  • Current games
    Starcraft using d6 Space
  • Location
    United States
  • Blurb
    I play in a group that sets Tolkien's song lyrics to string band music, The lonely Mountain String Band http://lmsb.me
  1. You know what, I wish I'd thought of it before, but my (free, and thus worth what you're paying for it) advice to @Ian Cooper and @Jeff is to hire Chris Chin (Bankuei) to do a Kralorela book. He has deep knowledge of both Glorantha & HeroQuest He has run Kralori campaigns. He has shown the ability to critique problematic racial aspects about Kralorela that most of us may not otherwise notice while remaining constructively engaged with it. His output is good and conduct professional. The Blood Monsoon is rad. Much as I'm itching for a Ralios book, Chris's critique that the further away from Dragon Pass you go the more shallow and stereotypical the cultural presentations become is on-point. That's not to point fingers, there's a ton of practical and historical reasons why it ended up that way, but the opportunity to do better is there. Hopefully it can be seized.
  2. It would be legal. It would only be just is he deserved it.
  3. It strikes me that this is part of the point of breaking from the RQ6 branch and making RQG stat-block-compatable with the RQ2 classics. They don't need to publish RQG versions of those supplements, since they're largely usable as they are.
  4. This kind of got lost in all the edition warring earlier. I'd like to not only reiterate but broaden it further. For those of you who played it, are some things about the Second Age as a setting made for particularly good game experiences for you? Somebody mentioned enjoying Blood of Orlanth, that's a very Second Agey concept from what I read about it. What are some things that the Second Age brought to your table that you wouldn't have experienced otherwise?
  5. Lots of interesting concepts there. I'm imagining using it for something like John Carpenter's The Thing, or maybe a murder mystery playing out on a space ship falling towards the event horizon of a black hole. WRT Glorantha, it might be a neat way to play out a Heroquest where you're supposed to "lose." Hill of Gold is an obvious one, but even something like the Lightbringers' Quest involves everyone failing at what their best at one by one. The recording feature wouldn't be appropriate in all contexts, though letters left to be found, notes drawn in blood on cave walls and such could fill a similar role.
  6. After a while I internalized most of the charts.
  7. Something I would love to see would be an adventure where the Mostali from the Dwarf Mine find out that a cadre of elite Lunars are preparing to heroquest to the Siege of Zistorwal, which thanks to Orlanth's intervention within Time is accessible through the Other Side. The Lunars plan to take on the role of Zistorites and allied God Learners in an effort to to tip the scales such that Orlanth was defeated, and thus gain a powerful anti-Orlanth(i) blessing for their faction in the here & now. The Mostali want no part of Zistor's power to re-erupt in the current era, and so recruit Orlanthi allies to counter-quest to the Siege as EWF Orlanthi to stop the Lunars. It would be an opportunity to have some meaty playable Second Age lore put together without having together an entire world-book, and an opportunity to play with some of those toys in the Third Age if characters bring back a touch of forbidden mojo. The setup could also support PCs as the Lunars or Mostali, with all the forbidden and dangerous powers flying around being an excellent opportunity for intra-faction conflict as well. I mean really, how can that Illuminated (Occluded?) Irippi Ontor (N?)PC not try to bring home the Secret of the God Learners from such an expedition?
  8. I really like how this myth has evolved in the telling, actually, with the lessons that while playing against type is possible at need the drawbacks reinforce why the different groups best serve in the roles that they have. A contest where gods switch jobs, do each others jobs in a funky way that sort of works, yet realize that the community is better off with people sticking to what their best at and respecting one another's contributions to the community is a good story and an instructive myth. I could even see Humakti using it when an army in the field is foraging for supplies or constructing fortifications. I also love the complimentary version helping a fyrd of Barntari break apart an enemy phalanx like a plow cutting the earth into rows, having found a bit of Separation of their own (and perhaps later getting Maran Gor's blessing of fertility on ground where blood has been spilled like in KoDP.). To elaborate from before, if somebody brings something of that quality out, they're fulfilling the spirit of the rule you don't like and entertaining the rest of the group. They don't get to just add their PC's hellacious Death Rune rating to the default "No Applicable Ability 6," but rolling it as augment could reasonably boost that 6 up to a 12 or 15 where it's on par with a starting character's lesser abilities. A mediocre myth OTOH, would at best get to roll the augment attempt as a Stretch (cuz really, Death for this?), meaning the best bonus achievable is only +6, while a shameless/boring/uncreative attempt to use one's best rated ability all the time when inappropriate gets told "No." and reminded that augments are supposed to do some or all of: elicit an excited or emotional response, further illuminate (small 'i' )the character, create suspense, and further define Glorantha. One person's "fast-talk the GM" is another's "collaborative world-building." Not everyone's cup of tea, sure, but with the right group in the right frame of mind it can make for a grand time. Looping to the SA material, has anyone played a game where you were God Learners exploring/exploiting the Other Side? Did the MRQ materials give you any helpful tools for that sort of game? If so, are the ideas helpful for other sorts of experimental Heroquesting?
  9. I think it might be fun to do something like icons for saints of a semi-lost religion, or maybe Espers/Materia from Final Fantasy.
  10. Did you ever hear how the idea of the rune tokens came about? It's so out of left field like, "The game is called 'RuneQuest,' so let's make it so people go on quests to get runes!" Yet clearly somebody thought there was something of value to it or it wouldn't have been there. What was the perceived benefit to the game from that in the mind of its originators?
  11. I'll say this for Mongoose, they had the balls to put out an entire Ducks book. It's a mixed bag like most of their stuff, but still, that's some serious commitment.
  12. There may be an echo of Waha's net in Derik's use the Black Net.
  13. I think that sentence is being misread here, and misapplied outside its intended context of Catch-Ups. It's really saying two different things whose only business being in the same sentence is that they both pertain to Catch-Ups and Keywords interacting. As I read this, the first phrase, "You can’t raise abilities under a keyword," ...forbids raising breakout abilities with the three improvement points you get from a Catch-up. The second phrase, "nor gain a catch-up when the effective value of a subability reaches a mastery (since it’s the keyword, not the abilities under it, which has a rating)." ...tells you that a breakout crossing a Mastery break doesn't trigger a Catch-up, only the Keyword's actual rating reaching 21/41/etc. does that. To rewrite it more to more clearly state what it's saying there: The three points from a Catch-up may not be spent on breakout sub-abilities under a Keyword, nor does raising a Keyword to a rating such that a breakout sub-ability's net rating crosses a mastery break trigger a Catch-Up - since in both cases it is the Keyword, not the breakouts under it, which has a rating. Soooo.... You can raise Archery as much as you want via spending Hero Points towards improvement. The "maximum value" is a mis-reading of the rule. However, you can't raise Archery by itself with points from a Catch-Up. That's what the first part of the rule is actually forbidding. It would not, as you are raising the Keyword's rating rather than the breakout. However, you would not gain a Catch-up when Hunter+Archery totals 21. Only stand-alone Abilities and Keyword ratings trigger a Catch-Up If my read is correct, sub-abilities can go as high as you like, you just can't raise them with points from a Catch-Up. If again my reading is correct, while it is never possible to raise Archery with points from a Catch-up the net value of the Keyword+breakout rating has no bearing whatsoever on raising Archery with Hero Points. The bit about crossing Mastery breaks only means that breakouts don't trigger a Catch-Up. tl;dr The whole thing is two rules: 1) Points from a Catch-Up may not be spent on breakout sub-abilities under a Keyword. 2) The net value of a Keyword + breakout sub-ability crossing a Mastery break does not trigger a Catch-up. The first point is probably because Catch-Ups are supposed to broaden you, not make you more specialized, but wouldn't really hurt anything apart from that if you dropped it. The second point is more important, because it means that raising a Keyword with four +1 breakouts underneath it from 19 to 20 must by no means suddenly give you four Catch-Ups worth of improvements from all those breakouts hitting 1w. Rather, you would get a single Catch-Up the next time you raise that Keyword and its rating goes from 20 to 1w.
  14. 13th Age is one of the better fruits of the d20 tree, IMO. It sort of takes some of the more fun parts of D&D4 and mixes them with some more traditional D&D-isms, but also with some cool qualitative things like you'd see in HQ or FATE. For people who find RQ too elaborately fiddly and HQ too vague and mechanically samey-samey, 13A might well represent a fine "Goldylocks" approach to Glorantha.