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Jon Hunter

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Posts posted by Jon Hunter

  1. 3 hours ago, Mechashef said:

    RQ3.

    I started with RQ2 and it was good.  Then I got RQ3 and it was so much better.

    Sure it wasn't so closely tied to Glorantha and wasn't well supported with quality supplements, but that isn't a flaw in the game system. 

    Sure it's encumbrance and fatigue systems are clunky and seemed to demonstrate a lack of play testing but on the other hand:

    It is a true D100 system, not a pseudo one like RQ2.

    Hit locations in RQ2 were cool.  But RQ3 with different tables for melee vs missile/magic makes so much more sense.

    The formal distinction between Pow and MP is great and makes the rules easier to understand.

    Siz and Int of 2D6+6 instead of 3D6 for humans is a good change (Siz more so than Int perhaps).

    Creatures having a Con of more than 3D6 is good.

    The skills bonus calculations is harder to do than RQ2 but is much more logical (and less D&D like).

    I never had a problem with it but I have talked with people who complained that the RQ2 Defence concept could get broken very easily.  RQ3 Dodge is not perfect but I think is better than Defence.

    Sorcery is not well suited for Glorantha, but for those of us who played in other worlds, and with a bit of tweaking, it can be an awesome magic system, great for players who like to number crunch and plan ahead.

    Renaming Battle and Rune Magic to Spirit and Divine is in my opinion good.

     

    RQ2 is good.  RQ3 is better. I hope RQG is the best.

     

    Thats detail you don't get into but id agree with virtually all your points bar sorcery which i don't have that experience of.

  2. OK mine at the time was RQII, I really didn't like RQ3 when it came out.

    In hindsight I think RQ3 was a better system,.

    Reasons for not liking RQ3 at that start were,  

    • Not being glorantha based - especially bloody awful games workshop version
    • Bloody awful scenarios and supplements - Compared to Borderlands, Griffin Mountain, Pavis & Big Rubble & Trollpack, Cults of Terror and Cults of Prax
    • No blade venom rules
    • Spirit magic not always working
    • No decent cult write ups
    • Medievil west

    Reason I converted over time

    • RQ3 Renaissance stuff was excellent
    • The systems more subtle 
    • The system seems more logically consistent
    • RQ2 mechanics started to date and seem clunky
    • It gave a wider sense of Glorantha
    • Like 1
  3. 6 hours ago, Bohemond said:

    The current approach to Babeester Gor makes them almost unplayable. They're all deranged psychopaths. I've toned down their maniacal bloodlust for my PCs 

    But aren't also stormbullsites, and even my humahkti are scary people.

     

  4. 20 minutes ago, David Scott said:

    A war on drugs would make an excellent adventure. With the heroes taking on the role of crime busters against organised hazia growing with Krasht cultists at the centre of it. Illegal fields guarded by cultists with shadowy overlords selling it cheap to stupefy the masses of Pavis, Sun county, kids on field corners. The heroes in the pay of the Lunars, Yelmalions, or other crime lords, burn fields, root out evil and then sell the captured goods to the highest bidder. Of course it's a war on drugs.

     

    Could make a nice in empire campaign actually.

    • Like 1
  5. 1 hour ago, Aprewett said:

    Hi, how canon is this product? I understand I can play my own version, but just interested. If I use info from it will I have a problem later. I am looking to use it as a possible soft opening for our first foray into Glorantha.  Namely starting the pc as a member of Garhound and running the contest. Moving Rabbit Hat Farm to near Garhound and conected to that clan.

    Is Hazia a canon drug and the Krarsht cultist?

    Where do I find out more about it and them?

    I have not read all the book, so maybe more info is in it.

    Thanks

    OK i'm pretty sure anything from  the RQ3 Renaissance era (which sun country is ) will see very minor changes if any  when RQG comes out, they are generally held up there as some of the best RQ supplements to date.  

    You may see some very minor rule tweaks between RQ3 and RQG but nothing that would make playing the published RQ3 material difficult.

    As regards Krarsht  either RQ2 cults of terror or the RQ3 reworking called lords of terror.   The first is now part of this supplement https://www.chaosium.com/cult-compendium-pdf/ which is well worth it if you don't have originals documents.

    As rehards Hazia i think sun country is the most detailed as it gets in publishes supplements, so feel free to free form. I use it as a dope like drug and haven't added anything else to it terms of game effects. I don't think its chaotic in nature, just chaos cultists tend to be drawn to illict and illegal activities.

  6. 2 hours ago, boztakang said:

    I'm not even certain that a human MUST have an elemental rune. I'd be just fine with a player taking for example Truth/Life/Change as their runes if they wanted to, and had a good justification. After all, everyone "has" ALL the runes really. The ones recorded on their char sheet are just those that are sufficiently strong to produce magical effects. Not having a strong elemental affinity is weird, but certainly not impossible in my glorantha.

    fair points well made

  7. 1 hour ago, Joerg said:

    Basically, I am trying to make an argument when spirits _can_ have an elemental connection, rather than claiming that they must have one.

    Its the position id come to.

    I see the need to have a elemental rune comes with a physical body, spirits can and some should have elemental runes. Others it would be wrong for.

    I'd actually argue that all physical beings have an elemental rune association, but only appears on sentient creatures stats as its irrelevant to non sentient creatures.

    • Like 1
  8. I'm trying top get my head round this for WOD:Glorantha , specifically for allied spirits, but it does then roll out to all other spirits and thinking about it all other creatures.

    Stats wise runes will only need to be in the stats of creatures who can access there runic associations via the ability to do magic, so usually only intelligent creatures.

    I am planning to giver spirits runic associations as magic without them in the system is pretty weak.

    So is OK for an allied spirit of Humakt only to have associations with death and truth and no elemental rule?

    Would that be OK for ancestors and spirits of the dead?

    My current thoughts is the elemental part of a beings runes is associated with the physical body, upon death they are feed from the need to associate with elemental runes, and that part of the spirit usually(not absolutely) breaks away.

    Thus spirits , ghosts and other no corporal entities can have runic associations without the needs for elemental runes.

    Does that work and seem consistent with your understanding of Glorantha?

  9. 3 minutes ago, jajagappa said:

    I like this set.  Very reminiscent of the encounters in original GM.  

    The Lost Child reminds of an old scenario starter I wrote years ago for some RQ/Glorantha contest (titled "What Child is This?").

    I like the runners high in the Giant Redwood.  The petrified hunter is probably my favorite.  The Mammoth Corpse has a nice air of mystery - why were its bones not picked clean by scavengers, whether birds or trollkin?  

    Hopefully alot leave questions which are loose threads, which when pulled on give a ref plot and story easily.

    My favourite is the abandoned campsite, and it leaves all of these questions open.

    • Who was the missing lunar?
    • Why was he in Balazar on his won?
    • Who was the Newtlings tail for?
    • What did for him?
    • Had he not heard that newtlings tail is not be taken literally?
  10. Are there part of Glorantha that you never use as either you don't like them or you don't understand?

    With me ducks never get a mention in games, i have not un-invented them and don't deny them. They just don't appear.

    Also Mostali never get used, just because i cant work our how to play them well or involve them in a campaign. 

    anyone else?

    • Like 1
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