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Jon Hunter

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Posts posted by Jon Hunter

  1. On 2/19/2023 at 2:14 PM, General Ork said:

    180 is not a lot, compared to other major RPGs its quite a few. And using only a quarter, In 1 year of playing I have used half. Each person has there own style of play and GM style.

     

    HI General,

    Allow me politely to challenge the premises of your question , which is that more is better.

    I've always thought that RQ gloranthan world with limited numbers of widely known foes is actually beneficial for a number of reasons.

    1) it creates a much more believable game world than D&D's gaz billions of options.

    2) Its creates room and need to GM inspiration,  with new twists on old foes, new situationally unique foes

    3) foes have meaning , with expansive lists that menaiung is lots if it ever exhisted

    • Like 2
  2. On 2/16/2023 at 3:11 AM, Prince3121 said:

    Hello,

     

    I am creating a campaign from scratch and would like to create a Rune Master, well - actually l, I would like to convert an existing Rune Lord Priest, Ran-Eel, from the Rune Masters supplement into the current RuneQuest: Role-playing in Glorantha, and I did print out the conversion sheets, but I don’t really understand it. Is there a place that walks me through this very slowly and has examples, or - is there an easier way to roll up a Rune Lord Priest in the new system and then I can just make him close to Ran-Eel? Thanks for any help/suggestions.

     

     

     

     

    I get the impression he is an NPC, just make him up and give him what is justified in game world and run with it, always give a couple of blind spots and holes even if he is powerful.

    Ensue he has the minimum requirements for his positions or a good in game reason he may have lost those requirements over time

  3. Something that has not been mentioned in the discussion so far about balancing combats.

    The behavior of your adversaries, this makes a lot of difference

    Some people like to play NPC's as maxed out, on the nose, top end performers, fully rested, mentally focused, with good intel, emotionally balanced and highly logical.

    Any student of military history knows this is BS, combatants make monumental blunders ( no its not just the PC's ), and NPCs can and in my view should  be played as s such.

    Attrition, hubris, bad intel and emotional responses on the part of NPC's can all make difficult encounters very easy for the players.

    Inversely 3 well warned trollkin warriors on a choke point with missile and some magical support can become a deadly encounter.

    NPC intel, tactics, motivation, time to prepare, emotional state, the fog of war and current  attrition should be bigger factors in NPC threat level than there stats.

    • Like 1
    • Helpful 2
  4. 7 minutes ago, Jeff said:

    And given that Balazar covers about 50,000 square km, that gives it a population density of a little more than 2.5 people per square kilometer. Or about a quarter of the density of eastern Dragon Pass. That puts it well in the range for complex hunter-gatherer societies (1 to 4 people per square km). 

    To be fair I think my work was me trying to flesh out, Jeffs comments a few years ago.

    I'm not always a yes man, but I think the change was bang on in this instance

  5. 2 hours ago, Joerg said:

    That's about two hours as the griffin flies? And that nearest citadel happens to keep giant hawks if my memory doesn't lead me astray.

    The Griffins of Griffin Mountain are encountered rather close to Greatway (Harc Skybraver).

     

    If the human population experienced a tenfold increase, should we assume that the number of griffins remains unchanged, or that the group on the eponymous mountain is the only group in all of the land?

     

    The Opili nation (more famed for its cattle than its horses) managed to deal with the griffins by bringing in way more horses than the griffins could prey on, but that's a nation of horse nomads. Upkeep of a horse at a citadel is problematic, especially since no grains are grown (in any meaningful amount) anywhere in Balazar. Importing horse fodder overland is a topic we already discussed in the context of campaign logistics. If you use oxen able to live off the land to pull the carts, it might be possible, but Balazar is not a territory for sedentary cattle (or sheep) raising, either. The Opili managed to pass through Balazar either on their way to the Battle of Quintus Vale or on their way back, but I guess they left a swath of devastation behind, requiring a few years to return to normal fertility.

    Yes, there are bison in Balazar, but not quite the amounts that used to cross North America prior to the introduction of black powder. Bison apparently migrated between the Rockies and Appalachia, with no option to reverse their migration as the grazing behind them would have been mostly depleted, until they entered the forested lands of the east.

     

    But maybe trying to evaluate the sustainable levels of griffins vs. horses is a backwards argument. It is possible that there is a griffin presence here because there used to be a lot more horses than there are today, before the trolls claimed the Elder Wilds.

    There is a region with customary stork nests in the village near Schleswig, the former wetlands of the Eider, Treene and Sorge "rivers" that had occasional tidal surge incursions from the North Sea. Those wetlands are gone, and the stork population has diminished greatly, with those remaining having had to give up on a rich diet of frogs for a diet of field mice. Storks still return to their ancestral nesting grounds from their winters spent in Africa, but the sustainable number of storks has been reduced. The Elder Wilds griffins might be in a similar position, with a once sustainable amount of their favorite prey declined a lot, reducing their numbers and threatening any long term horse populations.

     

    Griffins are wide-ranging apex predators with a mythically motivated appetite for horse-meat (possibly the best source of food because of the kinship and the Fire rune?). They can and probably will hunt other prey in the same size range, but horses may answer a hunger for the Fire Rune that the sky-related creatures cannot satisfy otherwise. Eiritha's beasts may be too lean in Fire. Flying creatures might be taboo (else Dykene might have a problem for their Vrok Hawks).

    How many horses does an adult griffin need for health and magic in a week? How much of other prey?

     

    Those of Dykene are - riding Vrok Hawks. Those of Trilus are upstart Votanki hunters having dethroned the Yelmalian imported nobility, with Lightbringer allies for better magic than Foundchild. Trilus is semi-ruined, too.

    Elkoi has a small Lunar garrison, presumably including mounted troops. This citadel is the furthest from Griffin Mountain and even has enough grain to produce a local beer, so keeping up some horses seems to be more feasible.

    I've got no great desire to get side tracked into an long point for point argument on whether griffins have depopulated all of Balazar of horses to an extend the kings of the citadels cant mount warriors so this my final post against the argument. 

    First the most important is what does Griffin Mountain say;

    pg 64 tribal kings gift warriors with horses

    pg 65 a whole section called mountain patrol and a picture of 2 mounted citadel warriors.

    pg 145 citadel warrior patrol is described as light cavalry

    Guide to Glorantha
    pg 191 citadel warriors are mounted on ponies

    I think that's pretty conclusive.  YGMV but that's good enough for me

    Comments on interesting points you made;

    as regards range, most hawks can cover 1000 miles in 24 hours but hunt in range 3 to 5 miles in diameter. we don't know if Griffins are similar when looking at hunting range but it shows a pattern that would make sense looking at the size and weight of a Griffin.

    Also look where is also within 120 miles of Griffin Mountain and that's the Redlands and even the pent borderlands, much more accessible horses than those stabled safe in Balazaring citadels.

    As regards numbers of Griffins, i'm not multiplying everything in griffin mountain  by 10, there are not 10 gon ortas, festering isles, etc. The increased scale gives lots of room for other creatures, encounters and wonders, i'm looking for something better than duplication (except trolls - I want lots of trolls). 

    Your post was a nice reminder that i hadn't thought of how Griffins and horses may interact and as a result i'm probably not going to put large of herds of wild horses running across the north plain, but my hobby time is valuable, id prefer to use it writing stuff that people will enjoy and not getting bogged down in hypothetical discussions on things published materials have pretty much settled.

    Feel free to respond but its hopefully the last I say on the issue.

     

     

    • Helpful 1
  6. 1 hour ago, Ali the Helering said:

    The principle problem is that the Guide does not agree with Griffin Mountain in any way.  Once you accept that YGWV it simplifies everything.

    Their is a scaling difference between GM and the guide, that's best understood as GM showing part of the information, but the guide having a more complete view. from 10,000 meters.  

    When the guide came out Id started fan writing on Balazar and this is the best I came up with to  reconcile the two:

    http://www.backtobalazar.com/the-clans-of-balazar/

    YGMV
     

  7. 1 hour ago, Joerg said:

    Horses are hard to keep in Balazar, becoming prey for the Griffins in the long term. Probably true for mules as well, but those might be less tasty.

    I think we need to take a look at the scale of Balazar and the number of Griffins. Its 270 miles from Griffin Mountain to the nearest citadel.

    Griffin Mountain is a specific area of interest within the Elder Wilds, Griffins are not a predominate creature across Balazar.

    Plus the GM supplement clearly says citadel warriors are mounted.

  8. 11 minutes ago, g33k said:

    IIRC the conventional thinking was roughly 10:1 (though I think some of that was simple pride).

    But the Balazar tribes will mostly IIRC be neolithic, so likely a more-extreme disparity.

    So long as the mounts themselves are reasonably-armored, too, because hunters-become-soldiers will (very eagerly!) target the mounts!

     

    I think my major point that i didn't make well  is that in a tribal structure the kings power is political not directly military, a clan that gets on the wrong side of a kings ire,. will have to deal 3 or 4 neighbouring clans supported by 10 -20 professional soldiers.

    If a king loses the clans, he loses the tribe and will be gone.

  9. HI Lots of you will probably have seen that Rubble Runners 2 is now out. But for those that haven't.

    https://www.drivethrurpg.com/product/418286/Rubble-Runners-Volume-2--Another-Volume-of-Pavis-Personalities?affiliate_id=1427871

    Another collection 15 highly detailed character descriptions for Runequest Glorantha. Set in the locations of New Pavis, the Big rubble and the Zola Fel valley. These Characters are designed to add depth, realism, their own cadance and a maybe a hint of whismy to a beloved and classic setting.

    Written for the years 1625 -1627. Each character is written with a detailed description, full stats, a character illustration, a short summary of supporting characters and character specific encounters/plot hooks.

    • 15 Characters
    • 85 Supporting Characters
    • 78 Encounters & Scenario Hooks
    • 37 pages

    Go on Buy, it make it Copper before Christmas and make this old fart happy. 🙂

     

    • Like 4
  10. On 6/28/2022 at 3:56 PM, GMKen said:

    My assumption is that the hearths are gathering places not settlements, a place for meetings and festivals not mundane living.  But you’re still going to run into the issue of clans wanting to exercise a “superior” claim over a holy site versus other nearby clans.

    I had also forgotten about the massive increase in population.  Now I need to rethink the military capabilities of the citadels, currently shown as:

    Elkoi - 30 warriors/50 hunters

    Trilus - 160 warriors/100 hunters

    Dykene - 30 warriors/100 hunters

    Kind of anemic given the new population figures.

    When no one else has professional soldiers 50 mounted, metal armoured warriors is a lot of power to project.

    However if a tribe muster for war the bulk of the troops will be hunters in the clans.

    • Like 1
  11. 6 hours ago, Darius West said:

      I do note that you include the word ambitious twice, and it is true to a certain degree that any of these  people might be ambitious, but really everyone is always ambitious until they reach the limit of their competence aren't they? by.

    Don't read to much into things like that....   maybe a mistake

    • Like 1
  12. 4 minutes ago, PhilHibbs said:

    Remember, when you take into account the effects of Bless Crops, that there is equally potent bad magic out there that can wreck your crops. Dinosaurs, Aldryami, pestillence spirits, Gorakkiki swarms, some years you're lucky if Bless Crops keeps up with the relentless assault.

    Well your a happy chap :)

  13. 2 minutes ago, Glorion said:

    As has been pointed out, it's the richer tribe that will win, not necessarily the one with more initiates. The richer tribe will have better weaponry, and can buy more magic, spirit matrices etc., and quite simply will be larger, with more spear carrying farmers. And even more importantly, more capable of having large numbers of warriors and nobles living off the farmers and herders. Now, Ernaldan crops magic is the exception, as the tribe with the most casters of Bless Crops will automatically be richer. And as for marriage, you have it backwards. Which women consistently attract and can keep the most desirable males, i.e. the ones with the most cows? The most prosperous ones, who can bring the most and best land into the marriage.

    I think there are more more variables than that, but number of initiates will influence power per warrior and the wealth and prosperity per head of the tribe, that will affect its status, ability to grow and to find allies.

    In glorantha magical power affects every aspect of life.

  14. On 2/26/2020 at 3:14 PM, David Scott said:

    Imagine an average Farmer (Orlanth initiate). He's married (Ernalda initiate) with 2 children. Together they farm their land near Apple Lane.

    Regardless of their rune points,  Orlanth initiates get to renew their magic twice per season (hopefully the floating days are evenly spread out RQG p300) and during sacred time. RQG p300. Ernaldans, ignoring the minor holy days get 5 seasonal holy days, sacred time and 2 others RQG p293.

    Initiation on page 275 says you get 1 special rune spell, so what does an Orlanthi farmer choose for rune magic? Pick well as to get more you need to pay 100L per point (page 275) 100L is 5 cows. Look at what's available for farmers, Orlanth is rubbish. Personally I believe flight is the best, it lets you fly to the holy peaks on holy days. but really they are all Weather or Air based or only useful in a fight. Thunderbolt is likely the best otherwise.

    Ernalda initiates? Bless crops wins every time.

    So what about the common rune magic?

    Divination - what are farmers going to ask about? causes of sick animals, crop blight, where is my lost brother, will the harvest go well, should I buy Bert's spare bull...

    Warding - what are you going to ward - likely the cows, but that's fine, that's what it's for. You don't get the RP back until it expires. So that puts you down points. Likely you only do it when treble is expected.

    Heal Wound is the single most important spell, it's what reduces overall mortality from simple problems (no one normal bleeds to death, through normal accident or childbirth issues). This an important thing for Glorantha as a setting I believe.

    The only other one that i believe is of any import is Multispell, as it lets you loose off multiple healing and disruption.

    The rest are very specialist.

    Overall your family can benefit from rune magic every few weeks but I don't think they use it very often. Most save it up for an emergency. should I cast divination or save it just in case of an accident.

    so

    I don't think they do, unless they are specialists. The farmers above use thunderbolt. Most farmers rarely fight. 

    Divination is still unreliable and people will likely put off using it except in emergency.

    Yes, it's now a fantasy world where accidents don't kill you, but combat still can and is why no one squanders their rune points.

    If you have the rune points and choose well.

    Adventurers on the other hand are entirely different.

     

    Hey Dave was with you on this kinda of approach which i thought was very interesting, until we start to look at initiates regained RP on weekly minor holy days.

    Then i think it unravels.

  15. 13 hours ago, GAZZA said:

    Those look like entirely reasonable "house rules" to me, which I will likely adopt. The advantage of requiring initiates to buy access to specific common Rune spells is that it will avoid analysis paralysis for new RQ players; they won't have as many options to start with, which means that their introduction to the options can be gentle. And we know it isn't crippling, because RQ2/3 initiates had it even worse.

    I'd probably open up all the common spells once you hit Rune level and, if I was in a nice mood, might even allow a former Humakt initiate that had sacrificed for access to Heal Wound to trade it for a Humakt special Rune spell upon becoming a Sword.

    That's a fair variation on it, but may limit the number of standard spells bought by initiates.

  16. 13 hours ago, Glorion said:

    Only among Mormons, and not all of them, does anyone tithe 10% of their income these days.

    You would be suprised.

    I object to OT legalism of the tithe, but when was active in church gave significantly to the church, and in the future will happily do so again.

  17. Anyway my view from a world building perspective the RQG RP rules would be outstanding and completely workable without affecting the longstanding nature of Glorantha if;

    • Initiates regained rune magic twice a year (sacred time , High holy day ) as originally intended
    • Allow initiates access to a number of specific or general spell for each rune point. ( ie buy access to heal wound, divination, extension )

    imho this creates a situation

    • Where we don't change the number of initiates in the world to justify the system. 
    • The great aspects of the RP change are kept ( i am a great fan conceptually )
    • Characters power gain arcs are much smoother and longer
    • We get lots of NPC's with interesting magic, but they have to use sparingly and with thought
    • We don't have a further power imbalance towards the large cults with many minor holy days & large temples ( there are already the most with most and powerful spells. )
    • Like 1
  18. 7 minutes ago, Akhôrahil said:

    The Rattling Wind, at least, maintains the pattern. The villagers described (fairly regular apart from a particular event in the past) have 3-5 Rune Points in different cults. Teens have 1-2 Rune Points. Another village leader has 3 Rune Points, and an Ernalda priestess has 8. A Rune-Lord has 10.  

    This is all on the expected curve.

    Its also consistent with the Glorantha we know form Heroquest , RQ2(could be argued), RQ3 and the guide.

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