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Narl

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  1. Narl

    Crimson Bat

    Just how dead is the Crimson Bat in 1625? Would it be a surprise if it returned? Or is it pretty much expected to return? I'm reading all the RQG stuff and was curious. Thanks!
  2. Thanks David, much appreciated!
  3. Not having any Glorantha specific miniatures I have started using paper miniatures. In my search I ran across references to a CD-ROM called "Paper Wars - Dragon Pass at War". Does anyone know if the files are available online? For sale or otherwise? Thanks!
  4. Through the use of the Detect Magic spell an adventurer finds an item with a spell matrix. How can they tell what spell matrix it contains? Do they just "know" or does it require casting Analyze Magic? Just wondering how most GMs play this sort of thing out. Thanks!
  5. Around the middle of September we scheduled our first session for character generation. I was a little apprehensive about how things would go down due to complexity, but optimistic that everyone would enjoy the history creation aspects. Character generation is significantly more involved than D&D of course, and I have a couple of players who have never played anything but D&D. For character sheets I went with the standard one. Though the artistic character sheet that came with the screen is beautiful, without any white space on it doesn't leave room for extra little notations and such. I also provided a folder that had the character sheet, a printed Colymar Tribes map, the one page calendar, and a journal booklet for notes and such. I had a printed Dragon Pass map on the table as well. Having the maps on the table helped get everyone excited for the potential adventures ahead. The Colymar Tribes map especially has tons of interesting sounding locations on it. We did have one challenge and that is that we had only one copy of the rulebook since it was not available in print except for the copy I got at Gen Con. I did print the occupation and cult pages as references. I was still concerned about the background portion, but it actually worked out really well. Having only one copy forced everyone to go through each year together with me, so shared points in their histories became immediately apparent. Character generation actually ended up taking two sessions. We play on weeknights for so we don't generally go very late, but with a new group I think you can plan on taking four or five hours to generate characters. That is assuming there is some discussion going on, questions about Glorantha, and such. Alone I can make a character in an hour or so, but with a group I feel there is no reason to rush this important part of the game. For rolling statistics, I had everyone reroll all 1's and let them roll three sets, in order, and choose one of the sets. We also used the add 3 if you are under 93. It worked out well. We ended up with an interesting group: Mardor, initiate of Orlanth Adventurous and heavy infantryman of the Ernaldori Clan Stron, initiate of Storm Bull, heavy cavalryman of the Bison Tribe Iverne, initiate of Chalana Arroy and healer of the Ernaldori Clan Kyros, initiate of Yelmalio, heavy infantryman of the Sun Dome Temple Kirasa, initiate of Lhankor Why, scribe and sorceress from Nochet Endar, initiate of Yelm, apprentice shaman of the Pure Horse People I did consider not offering sorcery or shamanism as options to keep thinks simpler, but in the end I figure why not explore all the different options and we will learn as we go. I did emphasize to the player playing Kirasa the Sorceress that it would be up to him to learn and understand the sorcery rules so I wouldn't have to be looking things up. If the group is lacking in anything it is stealth and subterfuge, but I didn't want to push anyone into a role they didn't want to play. For the Sun Dome Templar, we did have to come up with appropriate starting Cultural Skills on the fly, which really wasn't a problem. Here is what we came up with: Cultural Skills Bargain +5% Dance +5% Intrigue +5% Sing +10% Speak Own Language (Old Pavic) (50) Speak Other Language (Tradetalk) +20% Customs (Sun County) (25) Farm +25% First Aid +5% Spirit Combat +15% Cultural Weapons 2H Spear +15% 1H Spear +15% Self Bow +10% Javelin +10% Short Sword +10% Small Shield +10% Large Shield +15% I'm not actually sure Old Pavic is the correct own language for Sun County, but I went with it because I do want to take the campaign to Pavis at some point. Next session, the adventurers meet at the Tin Inn!
  6. Hello Adventurers! I thought I would start a thread to report on the progress of my RuneQuest: Roleplaying in Glorantha campaign. I figure that some of what I share may prove useful to others starting campaigns. I'll also mention what resources I've found helpful to prepare and run the game. I welcome any comments, suggestions, or criticisms. First some background on my experience. I have been gamemastering for nearly forty years now. I started, like many, with D&D, but I quickly became interested in checking out every RPG I could get my hands on, and Chaosium games and the BRP system proved to be my favorites, then and now. I ran lots of Stormbringer in particular. I did run some of the early RuneQuest 2nd adventures, but I never quite got Glorantha, probably due to the limited funds and access I had to what I realize now were essential supplements like Cults of Prax. I did get into RuneQuest 3rd, but that was in Mythic Europe. So, long story short, Glorantha is still new to to me and this campaign is a journey of discovery! After moving a few years ago I worked on putting together a new gaming group. By fate, what came together was a large group of interested adults and their kids, including my own three kids. At the high water mark I had twelve players! For more than two years, we had a great time playing through many classic D&D adventures. D&D was really the only system I felt could handle that many players, it worked well and we had loads of fun, but I was always looking forward to getting back to some BRP gaming and deeper roleplaying. Over time, some of the kids in the group went off to college, other players had schedule changes, and I found myself down to a weekly game with a much more manageable table of six players, consisting of two fathers, their three kids, and my youngest son. The kids range in age from 13-16. It was a great time to switch to something new! I returned from Gen Con with my copy of new RuneQuest and lots of enthusiasm after playing and running half a dozen games of the new RuneQuest at the convention. Preparing for the campaign was not too strenuous. Aside from covering the rules, the new rulebook gives enough information on Glorantha that I felt I knew enough to feel good about running games in the setting. I've played through King of Dragon Pass a few times, which I think really helps get a feel for the setting. The Prince of Sartar web comic was also a great fun source to learn more. I was really pleased when I saw that the Gamemaster Screen Pack would have adventures. Though I do prefer to do homebrew adventures, when starting off with a new game and a new setting having something ready to go takes a lot of burden off. Plus I was really excited to revisit Apple Lane, as I had run and enjoyed the classic Apple Lane and Rainbow Mounds adventures a number of times in the distant past. I settled on running the adventures in the Gamemaster Screen Pack first and see where it goes from there. The real boon from the Gamemaster Screen Pack is the screen itself. I have been through the rulebook a couple of times but I still didn't feel great about remembering all the details. The GM screen solves this. It has virtually every single rule and table on it you need to run the game. It is worth spending some time poring over the four pages of the screen to get familiar with the full contents of it. Knowing what is on there and where it is made my first session go incredibly smoothly -- aside from looking up spells, I didn't have to reference the rulebook once. Set to go, I scheduled a character creation session, which actually turned into two sessions. More on that next time!
  7. I'm running the tusk rider attack Monday night. The adventurers did not fall for the feint and are in position at the Tin Inn. My anticipated outcome is that any tusk riders that survive carry on to be long-term villains and nuisances!
  8. I have a Lhankor Mhy Scribe in my Apple Lane game who started with a few of the Sorcery spells the cult offers. I know this sorcerer would like to go beyond the spells offered in the Torvald Fragments. As GM should I have them finding or obtaining books or scrolls on occasion to provide new spells? Does that fit with Gloranthan lore? Are there other ways, or more appropriate ways, I should be thinking about so this adventurer and diversify their spell selection a bit? Thanks for any advice!
  9. This is on page 73 and seems to be the way RQG is intended, based on every NPC in the GM screen adventures being initiates: "Nearly every adult is initiated into the cult of a specific deity."
  10. Have you guys checked out Binky? https://www.binky.rocks
  11. Thanks for the clarification, that is how it reads it is just spread across two separate sections of the book. I really like the Rune Fix format by the way. It is great having the updates and additions with full artistic layout in a single document, so I hope you guys continue that practice.
  12. My group spent two sessions making characters and chatting about RuneQuest and Glorantha, and now we have had two sessions of play, and are having a great time with it. I can't say we have found anything that has really given us any trouble as far as contradictions or errors go. Previously I played and ran games at Gen Con and no issues came up. I did make my own summary of the rules around augments using skills, Passions, and Runes so I could clearly convey those to my players. The GM screen is excellent. It has nearly every single thing you need to run the game on it, as both player and GM. Like I said, no rules problems so far (and I even have an adventurer using Sorcery!) and RQG has really hit the sweet spot for me as far as BRP rules complexity goes. I like hit locations, multiple magic systems, interesting choices for weapons and armor, and other details, but it doesn't bog down with some of the other things that have been added to BRP over various iterations. Augmenting is a great addition, especially coupled with the Passions and Runes.
  13. I'm probably going to have a lot of Spirit World questions, but I'll start with the ones that focus on interacting with spirits from the Middle World. I really appreciate any help with this as I have a player with an Assistant Shaman adventurer and I need to have adequate answers. The sprit spell Second Sight says "This spell does not allow the user to view the Spirit World." Later, in the spirit combat section on page 336 the rules say, "If a spirit wishes to attack a corporeal being, the spirit makes itself visible in the Middle World the melee round prior to its first attack. Shamans can see the spirits at all times using Second Sight, and they would normally be aware of the spirit’s malign intention to attack before it becomes visible." So does Second Sight allow a shaman to see spirits without looking into the Spirit World? Are they able to see all spirit or just ones associated to beings with a presence in the Middle World?
  14. Awesome! Just the kind of thing I was hoping you would make available. These two maps overlap at the corners. Are they not part of a larger single map that covers an even bigger area? Or are these two all that there is in this style? Thanks!
  15. The Mihalas Principle: Combat should be fast-paced and exhilarating! Briefly describe the situation at the start of each round. Encourage players to make swift statements of intent. Have players learn to calculate their own strike ranks with appropriate modifiers. As you count up through the strike ranks, they can call out when they act. When resolving attacks, have everyone roll all the necessary dice at once, including percentiles, hit location, weapon damage, and damage bonus.
  16. I just kicked off my Apple Lane campaign earlier this evening! The adventurers are still at the Tin Inn getting acquainted. I'm looking forward to all the scenarios in the GM Screen Pack but I can't help but wonder what else there is to look forward to from Chaosium. I see the Rainbow Mounds are on the Colymar Tribes map. Will we see a revised Rainbow Mounds for the new edition? I also noted some art and a lot of references to Snakepipe Hollow in the rule book. Maybe there are plans for a new Snakepipe Hollow? Just wondering what direction I should be thinking about taking the campaign.
  17. Page 18, Enjossi clan description, top left paragraph, 4th line has a fragment: the king of the Colymar supported Enjossi, and he succeeded. the base Since then there have been many salmon in it each year, and Enjossi’s clan has thrived.
  18. Here is what I just worked up: It is the Esrolian table, modified heavily on the Weapons side and some on the Cultural side. 1H and 2H spear are obvious. Sun County has most of the other weapons for various types of Templars and militia. I went with the small shield for sort of a peltast type skirmish training with the javelin, maybe as a youth. With only five minutes to spare I am going to go with it. 🙂
  19. Ah! I just found this thread: I am going to work something up from that, but any other comments are appreciated.
  20. In about an hour my group will be here to finish characters. One wants to be a Sun Dome Templar. In RQG it looks like most of the pieces are there to generate a Sun Dome Templar but one thing I am not sure about are the Homeland Cultural Skill Bonuses. He wants to be from Sun County. It doesn't seem like it would make sense to choose any of the options listed. Their culture is listed is Old Pavic but that isn't an option on any of the tables. Any suggestions?
  21. Regarding kids viewing the book. As a parent, I am always surprised at other parents who have no problem with their kids seeing copious amounts of violence on TV, in movies, and in video games -- yet anything sexual is completely off limits -- no bare breasts allowed! It is completely backwards -- do I want my kids to ever have violence be part of their lives? Of course not. I would never want them to have to commit and be subject to a violent act. Do I want sex to be a part of their lives eventually? Of course I do, as I'd like to be a grandparent someday! It must be awfully confusing for some kids....
  22. I'm thinking I might change the MP bonus to 1% to encourage pursuing other bonuses, such as offerings, traveling to more sacred places, and seeing the substantial benefit of sacred times. I think Worship should be an iffy sort of thing at a roadside shrine with no offerings on an unpropitious day. I'm going with MGF and assured success isn't always the most fun or interesting, and offerings, travel, and sacred times are more interesting than just crossing off a few MPs.
  23. Adventure Book, page 16, Clans of the Colymar. Replace Triarty with Triaty.
  24. Colymar Tribes Map. Alebard's Tower is misspelled as Abelard's Tower.
  25. Dragon Pass Map. Creek-Stream River is misspelled as Creak-Stream River.
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