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About Dissolv

  • Rank
    Senior Member


  • RPG Biography
    Long term RPG'er, RQ2, 3, Questworld, Stormbringer, CoC, and too many others to mention
  • Current games
    Glorantha RQ
  • Location
    Shadows Dance
  • Blurb
    I heart Glorantha

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  1. Unfortunately they need both. Dragon Pass and even Prax still have a lot of highly unusual places and cultures compared to the usual LoTR derived RPG's. It helps tremendously to detail out these things so that people realize just how rich the world is. Remember when trolls were just bad guys? Then you gamed pre-Trollpak. That supplement changed forever the concept of Trolls as just mindless opponents, and really elevated Runequest in terms of gaming maturity. Similarly, Heroquesting is frequently mentioned, but (still) lacks guidelines. That could be seen as a "level-extention" of the core rules. That said, I totally agree that there are huge areas that could use a "campaign setting" style work. Something high level, but official. The magic systems and gods of those regions might be coming with the Gods of Glorantha, which would make it much easier for a GM to hack out. I find that one can always invent a king, his disloyal family, and some fun political events, but getting the stats of the local guards and their Rune Lord leader right requires that I know about their magic system and who and how they expect to fight.
  2. It will need an alternate coverage to showcase any such thing. If it is the only publication covering those areas/topics, then it is is de facto canonical.
  3. This is good news. Frankly the production rate of Chaosium is sometimes........on the slower side. However with this many items in the pipeline, it will be fantastic to see areas never before detailed finally getting a close up treatment. I'm curious to see how the official vision matches up with what I have been GMing all these years on.
  4. This has been our solution. Dark Trolls are devastating with a sling, which feels just right Wow, I never thought to change the rules to go that way. My Gloranthas see Trolls as a major combative challenge, largely because: 1) Swarms of trollkin, undead, and shades are used to soften up the PC's 2) Magic is used in copious amounts in place of missile weapons (by Dark Trolls). Fear, demoralize, and above all -- lots of Darkness. My trolls are MUCH more magically powerful than default humans, as befits an Elder Race. I tend to design them like PC's -- full load of spirit magic, some stored power (generally spirits), and in RQ:G, I am thinking 5-6 points of Rune Magic. This is a for a normal troll, mind you. 3) The combination of 16 point shields, 1d6 damage bonus and 5-6 point armor, and also lots of spirit magic (protection, generally) makes club and clobber Dark trolls really hard to put down. Great Trolls are there to swing for the fences with two handers, doing outrageous damage should they connect. Similarly Berserk Rune Lords of Zorak Zoran few wish to tangle with. 4) Exceptional stealth skills, so Trolls frequently have the drop on the PC's, preventing time to "pre-buff" on the PC's part, yet giving the trolls plenty of time to spell up when the initial waves start crashing in on the night guard. So it literally never came up that trolls should or should not be better in a missile exchange. It seemed like they were busy the whole time doing magic and melee things, and the nuisance trollkin in the bushes were slinging mainly for a lucky critical -- which certainly happens. Missile combat just wasn't how I had envisioned trolls being effective, and it was really their magic and stealth that put them over the top in the player's minds. The extra large and strong aspect they could handle -- they were used to that. Getting bushwhacked and blinded, swarmed with shades and spearkin, they never enjoyed at all.
  5. Great post. I"m glad someone took the time to actually do the math and read the data. The Battle axe is well represented in RQ, imo. It hits a hair harder than a sword, but is a worse defensive choice. Works great with a shield, while a broadsword is basically a second medium shield. It is also 2 ENC, which matters to many beginning characters. 1H Longspear is also a Yelmalian cult weapon, and is likely what they are using while out adventuring or in small groups (not on military campaign). I would argue that the Yelmalian adventurer really needs this skill over Pike, so is even more handicapped until such a time as he can master both.
  6. Heh. Some of us have been saying that as a joke for decades.
  7. I need more time with the current boost to crushing weapons to add another. My current campaign hasn't even had a fight against trolls yet, so I don't have a feel for +2d6 with the 2 handers just yet. Great trolls are a thing, after all.
  8. That's not a source. That's an interpretation. And it isn't a bad one.......just.......... Me agreeing or disagreeing with it with it is not the point. The point is that one can't state canonically "he is not a Broo" without struggling to cancel out that he is straight up called "the regal broo" in the Guide. p. 343. IIRC in Dorastor Land of Doom too. He is additionally described as such in Secrets of Dorastor as well. "Sitting on the throne is a Broo wearing golden armor and a large necklace that covers most of his chest. This is Ralzakark...." So not only is Ralzakark a broo in everything that I own that describes him......which is everything published......we also learn that he likes Flava Flav style necklaces, a sure sign of Chaos.
  9. This is one of those "TGMV" things, imo. He IS a broo. But he is other things besides. I'm not sure if the concept of "actual body" or "original body" applies to him anymore. Dorastor is fascinating in many ways, and Ralzakark is one of the main draws. Simply defined, he is not.
  10. mmm. I recall a thread where Jeff mentioned that the PC's have 3. Average types have 1. I could be mis-remembering, but that's how I have based my current campaign. Sartar farmer: 1 RP, 1-2 useful spirit magic spells and 70% weapon skills. War clans have 80% skills, half CHA spirit magic, generally in larger variable spells like Bladesharp 4, Protection 4, etc., but still 1 RP unless their clan is magically powerful, or they are special individuals. Generic Lunar solider: roughly the same, possibly only 60% skills. Normally has better armor than the Orlanthi, but in my current go around, just being a Lunar Solider doesn't make you a Roman legionnaire. The rough and tumble hillmen are a match for them, one on one. "Named unit" Lunar (like Granite Phalanx) 1-3 RP's, possibly full CHA spirit magic, 70-80% skill minimum. May possibly be a specialist, like the "heal 6 guy", or "dispel magic 6" guy. Chaos filth varies greatly, but that means that the bottom feeders are truly pathetic creatures. 0 RP, possibly A spirit magic spell, but normally nothing, 50% skills. The crummy Scorpion men the players have encountered so far are a result of facing only the scrubs, and they just aren't the threat that they once were. Of course they have already lost a matrix'ed Broadsword to acid blood, and been caught by an exploding Broo. The Chaotic features can sometimes really even things up. Next time though -- I'll beef up the Scorpion men options some.
  11. You know what? I'm still in that old paradigm where Rune Magic is rare. Scorpion men, and most chaotic creatures, I can very much see not having enough of a social structure to really be common in the "lower ranks". A point or two sure, but not PC levels. On the other hand, why the heck not? Adding a single Rune point to the soldier types could indicate a particular nasty spawn, and would stress the players a ton more than a basic "50% attack/parry skill, 3 points of armor everywhere" scorpion man. Time to bring back the terror!
  12. Well again, this edition is EXTREMELY generous to the PC's. When I started RQ your weapon parry was a wholly difference percentage than your attack, and many characters weren't nearly as good with their weapon parry compared to their shield parry -- because they got lots of experience with parrying with their shield, and it took time and Lunars to train backup skills that were really a bit of a luxury. And of course Rune magic was for Priests only, for the most part. This really is a case where Scorpion men literally were much more difficult opponents "back in the day".
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