Jump to content

Paid a bod yn dwp

  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by Paid a bod yn dwp

  1. Jeff, Could you give a quick snap shot of western culture in Glorantha? Since RQ3 Boxed Glorantha set I’ve found it difficult to visualise the culture in terms of an ancient bronze age world. I presume it’s not a medieval world of knights in shinning armour as was hinted at in the RQ3 boxed Glorantha set? How similar or different are they from the look of the Sartarites we’ve seen so well conceptualised in RQG? Are there any real earth analogies that can help explain their look?
  2. Crush damage is quite significant. There’s a little ambiguity over the critical result in the core rules, but it’s been clarified here as being: Full Weapon damage + full damage bonus + full damage bonus, ignoring armour. That said it is very damage bonus dependant. With subdue and crush weapons, I might be inclined to just add +5% or plus 10% to the resistance roll to give a little bonus for subduing. That subduing roll could be applied to other body parts too for dead leg and winded effects. However the standard rules for damage to hit locations already includes incapacitation to hit locations so may be a bit of unnecessary cross over there.
  3. Hi Jeff, Curious about the depiction of Miskanders Tower in Pegasus Plateau. It looks very much like something from a medieval keep, and not in keeping with what we've seen of dragon Pass culture so far. I'm guessing this is intentional. Culturally how does the style of Miskander's Tower fit into Glorantha? Is this a representation of architecture from the west? If so how would you describe the look of the west?
  4. This is part of the point. The myth also very likely has a historical basis in a reality, without which there wouldn’t be the later medieval writings. It’s not Middle Earth. It comes from Brythonic Briton, and the struggle against the Anglo Saxon invaders. We can all play the game how we want to, and I’m not trying force everyone into playing an historically correct dark age Briton game. But I am proposing that there is a degree of sensitivity given to the historical origins of the subject through giving options in the new edition to use the old Welsh/Brythoinc names. This could be notes in the back of the book. Love to see two versions of the map of Prydain for instance. One with the familiar Pendragon naming conventions, and the other a truer representation of the Cymric. To not do anything to acknowledge the Welsh/Brythoinc origins of the myths and the significance of the language in the story would be amiss in these enlightened times. Particularly when you have the living breathing descendant language of Arthur to enrich your game.
  5. Yes. The thing is Arthur & the myth still resonates today, certainly for people in Wales, Cornwall, Scotland and Brittany. In some very real ways the Arthurian struggle still continues. The Welsh language is a signifier of this struggle to have the right to retain a cultural identity and way of life. The struggle didn’t end at the end of the dark ages. It’s the hear & now. It’s not just a fanciful Norman story of knights In shinning armour doing deeds of great valour. It’s represents a continuing story to people from those countries. Cofiwch Dryweryn
  6. Really? I mean it's not like Cymric naming conventions come up in many other RPGs. All place names tend to get shifted for langage anyway. Most English speaking places use Rome, not Roma, and so on. It's not like you could use older names with your players, assuming you knew them. Yes really. If you’re brought up in Cymru/Wales, and use or are familar with the language and it’s history, your perspective on these things is understandably different. At its heart the myth and subject of Arthur is Brythonic. One of the interesting things about the Welsh (and Cornish and Breton) language is that it’s hasn’t changed as much as other languages such as English over the centuries. It’s a living language of the here and now, but also a window onto Britain’s past. Place names come alive and take on different meanings, it opens old Brythonic Britain to modern eyes. Shame not to use that in a game like Pendragon. To be clear I’m not proposing a whole sale name change to Brythonic/Welsh as I realise that the majority may find that an obstacle to play. Instead I propose optional names perhaps in parenthesis next to the Anglicised names, or as reference at the back of the book. That way it does a bit more justice to the subject. It opens peoples eyes to Brythonic culture but also keeps gamers happy who prefer to carry on with the Anglicised names they’re familiar with. There’s definitely a middle ground to be found. I think to do nothing would be a real shame.
  7. Appreciate that the majority of Pendragon players could find a change to Welsh/Brythonic too disruptive, but I think Chaosium have a golden opportunity to do the setting and game justice. From a Welsh speakers point of view, it’s equally jarring to see a subject matter like Arthur treated with what comes across as cultural ignorance. Wales and the language has often been a cultural black spot for others. Be nice to see Chaosium addressing that in some way. I think a bilingual approach could build a bridge, and help introduce those with little or no knowledge of modern (and old Welsh), and the closely related Cornish and Breton languages. I think a bilingual map ( or extra alternative Brythonic map) , and alternative characters names as an *option* where appropriate, would be a nice gesture and recognition of the stories cultural origins. That way it would it would allow those who wish to use the anglicised names to continue, but also say actually there’s important cultural distinction here - Here’s a more authentic view of how the Britons would have envisioned things through their own language. Welsh is a living language, shame not to utilise it for a game like Pendragon. Kind of misses the point IMO.
  8. @Jeff Caught the tail end of the Chaosium discussion on twitch last night. Really interesting, I shall catch up with the rest on YouTube. Jeff talking about Pendragon & a possible new edition got me interested. I’ve never played Pendragon but by all accounts it’s a great game. It got me thinking why I haven’t made the jump. As a Welsh speaker (it’s my families first language), the Anglicisation of the place names is a real off putter. It seems ironic from a cultural point of view that the language that is used to imagine Brythonic Briton is that of the decedent of the invading Anglo Saxons. Aware that this game has a history, and a basis in Malory’s writing, but considering Chaosiums sensitivity to mythic,cultural/linguistic differences, it’d be really nice to see this recognised somehow in a future editions of Pendragon , perhaps the use of bilingual place names/characters names, alternative maps, etc? Diolch
  9. @Jeff any thoughts on this? Hoping that the so far excellent ancient Bronze Age depiction of Glorantha in RQG isn't about to slip back to RQ3 pre renaissance standards, with ducks in full medieval plate armour to “save the hamlet from scurrilous scoundrels”? I’m sure it’s not, but I’m just aware of the fine line that keeps continuity in a Bronze Age setting like Glorantha. Feels like it’s slipped a bit with that illustration.
  10. I know “Your Glorantha may vary” , but I’m getting a distinctive medieval Norman keep vibe from the illustration of Miskanders Tower. I only bring It up because the art direction for RQG has so far been brilliant at getting that ancient bronze age vibe. Is it just me or does that illustration feel more like something you’d see in a medieval keep?
  11. I've never used extras like spell cards in game, but looking at the D&D 5e merchandise it struck me that something similar for RunQuest could be helpful. I think the spells are the most fiddly part to RQG characters and NPC's, something like this could make it less intimidating to new players, and the game run more smoothly at the table.
  12. Occurred to me that the “other“ game has spell cards decks to aid playing at the table. Think that could be helpful for RQG too?
  13. Have to say I’ve been bowled over by the interpretation of the Orlanthi in RQG. Its everything I hoped they were. Boldhome is draw dropping as are the other Orlanthi settlements. There’s a strong culture identity which feels in line with the vibe of RQ2. Just what was needed.
  14. Lovely to see how far we’ve come with the new RuneQuest Glorantha depictions of Sartarites. Some excellent maps and representations of Orlanthi Steads.
  15. Just to tie up this thread I started with Chaosiums official answers in the Q&A regarding One Use Rune spells and rune points: And regarding multiple castings of one use spells: And finally just confirmation on how the rune points pool work for standard non One Use spells:
  16. Thanks - Has the name pharaoh been completely replaced with God-king In the Holy Country, or is it still used in game?
  17. How does the lunar sultan fit into this? Is it still used?
  18. Always enjoy the gritty RuneQuest Gloranthan combat experience, which for me helps ground the higher fantasy aspects of the game. Breaking weapons/shields and loosing limbs is big part of that. In RQG there have been a few tweaks to the way weapons and shields receive damage, as well as a slight change to the point at which limbs are severed. Instead of directly copying RQ2 or RQ3 you have found another all be it similar expression of this in the rules. What was the reasoning for this?
  19. Iirc the main conceptual difference in strike ranks between RQ2/RQG and RQ3, is that with RQ2/RQG movement is something that is figured in before engaging in combat, it’s purely there to establish the initiative order. In RQ3 it stretches the concept of movement to continue on to when the characters are engaged in combat as well. So in RQ3 it becomes more of a literal measure of time in the melee round by default as it’s not not just an abstract measure of movement before engagement (as in RQ2/RQG) to determine who goes first, but also through the whole combat engagement itself - RQ3 tries to measure/model tactical advantages of movement whilst engaged in melee combat.
  20. Thanks all for your replies - that’s confirmed my understanding of the attack/parry chart results
  21. Ah that’s a good point - thanks I think that answers the final question - Why parry with a weapon with negative hp’s? @Bill the barbarian The quest is now complete, we have now reached RQG combat enlightenment!...I can feel myself ascending to the hallowed halls of Humakt!
  22. We’re nearly there Bill! If it wasn’t for weapons going into negative hps this would be all over by now 🤪
  23. What I understand is that the weapon can act as a limb, ie. take (and absorb) damage that goes beyond 0. Reading through RQG p200 it says that the weapon is considered “unusable” when it reaches 0 hit points. But it then contradicts by going on to say that you can continue to use the weapon at 1/2 skill. My interpretation would be that a weapon only blocks up to its positive hp’s when parrying. If it goes into negative hp you can try and attack with it at 1/2 skill but it will be ineffective at parrying any damage. But you’re right the text is not 100% clear on this, and that’s purely my interpretation there. Edit: The example on p 204 shows that a shield only blocks damage up to it’s HP’s of 16. It doesn’t block damage below 0 or negative hit points. Edit: As a house rule I might be inclined to let a weapon with 0 or less hp’s make an attack at 1/2 skill, but that the damage it deals is also applied to itself.
  • Create New...