Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

8 Neutral

About Dissolv

  • Rank


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

    [RQG] How do you do mass battles?

    I run each battle differently. Depending on the mood you want or the story you are trying to convey. The players can be part of a larger army unit, and just trying to do well in the eyes of their clan and survive. Worms eye point of view here, and they should only be told what is happening in their little corner. Always great POV to surprise them with a sudden disintegration of their army as a whole, so they can have to run and hide, Miyamoto Mushashi style. The players can be part of a ritual or heroquest that impacts the outcome. This is *very* Glorantha, but also a bit over done. It is generally best when the players are moderately powerful, and have a plot hook or two from past adventures (like their evil arch nemesis is helping the opposing army in some magical way.) Going to get allies and relieving besieged friendlies I would put in this category. Leadership positions. There a couple of Conan stories where he is leading an army, even one where he is given one due to a prophesy, despite being a stranger. When the players are in command I bust out To The Strongest! and we play a game right then and there. Simon has a history of supporting Glorantha games, and his mass battle game is about an hour to resolve, so it fits within a gaming session. The players are various types of modifiers depending on what they can do. Final option: The players have become so powerful that you can straight up play it out as a massive RQ combat. Generally for advanced parties with extremely powerful PC's, they can act like a Hero counter from Dragon Pass and break phalanxes, challenge enemy champions, or just beat down literally dozens of ordinary soldiers. Sometimes this is great as a way to demonstrate to the players just how far they have come. It happens a lot of times that the player's opponents grow in power to provide a challenge, so sometimes it creeps up on the players just how far they have come since the start of a campaign. Keeping the basic solider's static in power is a way to re-ground the players and let them feel like hot sh!t for a while. Also the reason why they get asked to clear out the Vampire Regiment rumored to be training in the mountains two days after the battle. 🙂
  2. Dissolv

    Gloranthan 'Adventure Paths'

    I started my most recent campaign in 1555. This has proven to be a surprisingly good choice. The very dawn of the Hero Wars age just allows a lot of game time for the characters to develop in different ways. Without the omni-present Lunar occupation of most campaigns rushing things, and a generally lower power level of the pre-Hero Wars time, the players have a ton of options left wide open. Similarly, if you want to showcase the Telmori or Dwarves, or Golden Horse People as the main antagonists, this is an easy period to do so. There is natural tension between the "business as usual" and the "The Lunars are a coming threat" Orlanthi that drives role playing options, especially if the players must work against existing feuds to combat a future problem. You get to see more day to day life in Sartar/Dragon Pass, much like the King of Dragon Pass computer game. Phargentes is like a Tarshite Darth Vader. Fanatic Lunar, expansionist, kills enemy Kings left and right (including two from Sartar!), nearly unstoppable physically by the unprepared Orlanthi. He is an excellent villain, and easy to present as someone who can be foiled, but not killed. The whole Elmal worshipers convert to Yelmalio happens in this time frame. Having my players encounter this situation in progress really was something new and unexpected for them. One player was an Elmal worshipper for added bonus. In the Hill of Gold Heroquest he wound up on "team Sunshine" with a bunch of Yelmalians. Good times (for the GM). You retain, with few modifications, a lot of classic settings. Prax is still Prax. Pavis has just opened up -- so significant post apocalypse type potential there. Snakepipe Hollow is the same pit it ever was, and so on. Enough time is allowed to have generational play, as in Pendragon. Dissolv
  3. Okay, had to save the photos from Photobucket. Generic Barbarians are easy to sub in, and there are many, many types of dress, etc. Orlanthi are easy. The other things take some work. Dissolv
  4. I have a tremendous interest in metal figures, and buy in quantity. Ah, pics got photobucket'ed. Looking for work around. So I sent DishDash an email months and months ago with a notation of what I'd like to see first, but mostly to express interest. No reply. While it is cool that they are now a possible avenue for figures, it is not so great that any future output will be with an extended timeline. And honestly Barbarians can be had from historical figures so easily that Orlanthi are the least needed figures in general (although I would to see, and would certainly buy well scuplted ones). I'm just not getting a vibe of "take my money" from DishDash, which is a real shame. Dissolv
  5. I assume we should regard this partnership as dead then? Dissolv
  6. Dissolv


    It all depends. New players (and new characters) certainly belong in the shield wall, or as skirmishers when they are just starting out. If they take a spear in the eye at least their friends can pull them to safety and get them healing. In this case the battlefield heroics of the champions and leaders are described, and it is a couple harsh rounds of combat and then all over pretty quickly to give everyone an idea what battle is all about in your culture. Later, when they have proven themselves and have enough power/wisdom to handle the roles, they can step up and participate in other ways. But I like to set up the ground rules first, so that they have something to aspire to, or avoid. Your Glorantha may vary, but I always try to foreshadow roles that players may want to pick up. Sometimes it goes over like a wet duck, and they'd just rather do something else. Other times they adventure for a bit, then it comes back around and they have clearly grown into a leadership position, and it rocks. But to show the progression, they have to be a scrub for a least one short narrative event, unless you are starting out playing heroes and leaders. Dissolv
  7. Dissolv


    I am speaking from personal experience on this one. My gaming group uses and loves Simon's rules. They were designed for (potentially) very large scale, multiplayer, streamlined play. They do that in spades, plus have the critical virtue of feeling very "period" while stripping out all of the fiddling bits that slow the games down. We have done a simple 2 player game in 1 hour, and mega 8 player games with hundreds of figures on each side in under 3 hours. Obviously this would not be an every session kind of thing, but if the players wind up being generals of an army sometime, have completed the pre-battle drama and narrative actions, they may enjoy a diversion from the normal RPG treatment of mass battles. You don't even strictly need figures. In this set of rules rectangular print outs would work just fine, as demonstrated by Simon in the rules! I have played quite a few Ancient miniatures rules in the past, but this is the only one I would bring to an RPG session. And of course, not for every battle, just the one's where the players have a role as commanders, as opposed to grunts, or heroic figures. But it is a tool for consideration. Dissolv
  8. Dissolv


    I plan to use a combination of scripted sequences (much like Pendragon), and a modification of Simon Miller's excellent To The Strongest! It plays very quickly -- quickly enough to easily wrap up within a game session, and the author is a known Gloranthan lover. Obviously such events would be relatively rare in most campaigns, but there is no denying the military struggles that go on in Dragon Pass. Dissolv
  9. Dissolv

    Any news on the launch of the new RQ?

    All too true. But you know... a PDF release is very under their control. I'd go for something like The Coming Storm in a heartbeat. :-) PDF first, discount on hardback later. Dissolv
  10. Dissolv

    Any news on the launch of the new RQ?

    The Tales of Mythic Adventure Podcast was quite timely. It had been so long since the last one that I had thought it abandoned and was going to delete the feed! No need to give a blow by blow, but the updates have been quite excellent. Ultimately my main question is when I can buy the thing, but hey...its been 20 years, what's six more months? Dissolv
  11. Dissolv

    The Coming Storm (hardback)

    Got my copy, very pleased. This is the sort of core support that I wish was around 20 years ago! The basic narrative of Runequest is generally seen as the struggle between the Orlanthi barbarians and the Lunar Empire. What do we get support for? PRAX! My view of the Dragon Pass region changed quite a bit with the video game King of Dragon Pass. Instead of just a place to rebel against the Lunars, it is a place of wonder in its own right. I am running a campaign now, and have set is well before the Lunar occupation, to give the players time to learn the world, its charm, and to actually have something to care about when the Lunars move in and wreck their ways of life. Dissolv
  12. Dissolv

    New RQ - Designer Notes Part Three

    Hey all, just popped in to say how much I appreciate the designers notes series, and the fact that Runequest/Glorantha is getting it's "ultimate format" after all these years! Unlike a lot of people it seems, I like it all. Special Effects from RQ6 needed to be limited in some way to be interesting, otherwise the players did just pick the same one's over and over. May as well just use the old Impale/Critical format in that case. A critical/special chart would also be highly welcome, as the Fumble table was always, always, always good for a laugh. I'd like the RQ3 back straight up, honestly. Over the years I had a number of player's characters battered to their heroic death via total hit point loss, so yeah, I am in for that too. Add the Pendragon passions -- great! Not sure I want them THAT powerful though. Think about it -- Hate Chaos at 20, err 100%. Storm Bull characters would be locked on rails to fight/suicide against every chaos horror that they came across, while at the same time trivializing every encounter of feral broos or such. How about Hate Law or Hate Life from the bad guys -- it would get nasty very quickly. My solution: cap the possible impact of hatreds unless aligned at a Rune level. Yes this could take away from the clan on clan feuds, but the pure Pendragon mechanic was too powerful when applied to combat. For some reason no one ever minded the passions from being able to allow a love poem to be written though.... Big swings of combat power I'd rather see coming from Rune manipulations. Last long standing personal bugaboo -- Two Handed weapons vs. one handed weapons. Two handers just seem the choice of the standard monster hunting hero, while the classic Broadsword + Shields seems anemic by comparison. RQ6 got around this with passive blocking (although can't you just SE to not the shield every time???) but while in Pendragon most characters wouldn't part with the 1H + shield, most of my RQ players gravitated to 2 handers as they were simply vastly better at penetrating armor and getting an incapacitation. I'd also love a statement somewhere about the rarity of armor, mainly to make it clear that the players don't start born with mail -- unless they are, of course ;-) Dissolv