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Soccercalle

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Posts posted by Soccercalle

  1. 2 hours ago, Shiningbrow said:

    That right there is the issue! It's not like Chaosium has suggested that HQ is a sideline thing that doesn't really mean much in the environment. In fact, I'd say the exact opposite - that it's something that is an intrinsic and important part of the setting (whether or not players and GMs use it).

    Without Heroquesting, would we have even 1/10th of the 'heroes' that are in the books? Even the lesser of those (Kallyr, Leika, etc) had to HQ in order to get to the positions, powers and abilitites they did.

    So, yeah, I think not including them earlier was a mis-step.

    Exactly. The Starter Set and GMs screen pack describes a lot of NPCs with powers axquired thru heroquesting. But 3 years after the GMSP there is still no rules - or even basic guidelines - for heroquests.

  2. On 6/22/2022 at 12:33 PM, albesias said:

    In a few weeks I will run a game at a local convention. The scenario is about two-bit mobsters in an unexpected situation in 1963 USA, and I put together several basic roleplaying rules for the occasion. It’s streamlined BRP, a 90% BGB. I’ve just added reputation, similar to RQG, nerve, a variation from sanityrule, and passions, to enhance the mafia setting flavour (The irishman, the godfather, a touch of Tarantino’s Jackie Brown, that kind of stuff)

    It was funny as hell putting together the caracther sheet in a italian restaurant menu fashion.

    fichacapo2.pdf 120.75 kB · 16 downloads

    It looks great. But my Italian is too bad for understanding all the skill names.

    • Like 1
  3. I think that RQG is the best setting-based fantasy RPG but I think that Mythras is the best setting-neutral system. It is also quite easy to tailor to a specific setting. You can for example decide to not use all schools of magic. You can also choose to take away more advanced fighting rules and add things like Passions from RQG.

  4. 43 minutes ago, Nick Brooke said:

    My takeaway from this is that it was a mistake to mention a hypothetical future GM's Guide in the core rulebook. But that's just me.

    That was a mistake. And I don't think that all of the content in the coming book is necessary for most GMs. But I think that official rules for heroquesting should have been more of a priority. I really like the heroquesting book in JC by Simon Phipp. I think most of us can make do without the other stuff that will be included in the guide. But if a GM started running a campaign in 2019 (set in 1625) they are probably now around 1630. At that time there is a lot of heroquesting going on if you run an "epic" campaign in Dragon Pass and uses the "King of Sartar" book as a roadmap. 

    I ran a short lightbringers quest in my current campaign. It would not have been possible without decades of Glorantha experience, good understanding of the rules for cults and runes, @Jeffs notes on Facebook, the "Sartar - Kingdom of Heroes" book, @soltakssbook and some community help. (Thanks @Ludovic aka Lordabdul). But it is not something that a new GM can do with only the official supplements and the book "King of Sartar". Not even if you are an experienced D&D or CoC gamesmaster.

    And "We have waited for 40 years and can wait some more so its perfect" its not a convincing argument for a new GM/customer.

    And this is not really a problem for me. I am one of those who has been playing RQ since the mid 80s and own nearly everything published. I am having the time of my life running a campaign based on "Six Seasons" that has now taken my characters to Prax. But most new GMs/customers dont have that knowledge or loyalty to the setting. 

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  5. I think a lot of us can help Zelmor with tips for GMs. And link to great old products from Chaosiums history and JC. But the main problem is that there is difficulties for a new GM to find products easy from the main och official product line. The Sourcebook and Guide is great. But not for helping a new GM create adventures. Bricks and mortar stores dont sell RQ2 products or products from the JC. The fact is that 2020 only gave us one book with scenarios, a coloring book and a book with spells. 2021 gave us only a (great) starter set and the pdf of Weapons & Equipment. 2022 will in a week give us a hardbound copy of W&E. You can't critisise a new or causal observer from thinking that Chaosium is abondoning the RQG product line.

    I know for certain that so is not the case. There is huge and great products coming in the not-so-distant future.

    But that is because I am active here and on the FB community. But that is not enough for beginners. You must have a product line and an output that makes new GMs players feel that this is a product line there things are happening. And now, not in 2023 or 2024. For gods sake. The core book from 2018 mentioned the GMs book. The GMs screen pack mentioned the Cults book as if it a product that is on the market.

    "I have waited for (hero questing rules) for 40 years and can wait some more" is not at good answer to a new customer. And saying that there is some unofficial rules out there on JC is probably not a satisfying answer either. (Even if I love that book written by @soltakss).

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  6. I think that Zelmor has a point. Big things takes a time. But the GMs guide Is mentioned a couple of times in the core rules and I think that most people assumed that the GMs guide would come in 6-24 months. Its not the same thing as waiting for a new book about Ralios or Pamaltela. 

    We who keeps updated here and on FB knows that there are a lot of things in the pipeline and we knows about all the good stuff in JC. But a casual consumer looking for a new TTRPG system would think that the product line is about to be abandoned if you look at what is published. 

    2020 gave us one book with scenarios, a coloring book and a book with spells. 2021 gave us a (great) starter set and the pdf of Weapons & Equipment. 2022 will in a week give us a hardbound copy of W&E. A causal observer would easily think that Chaosium is abondoning the RQG product line. I know that there are many great things in the pipeline. But we can't expect most potential customers to join forums or FB groups to be aware of that. And in the long run the system is dependent on new customers.

    • Like 7
  7. 1 hour ago, Rodney Dangerduck said:

    Max for each rune pool.  So the rules encourage powergamers to join multiple cults.  Which I agree is not a great thing.

    Power players could also consider doing enchantments, which, I think, do not count against their CHA limit.

     

    Enchantments is more ok. It costs permanent POW. 

  8. A related question. Is the CHA maximum for rune points related to your total number of rune points or the maximum for every rune pool you have access to? I think that it should be the first as you otherwise would make power players wanting to initiate to many cults (go full Arkat). I dont think that even a "cheater" like Argrath started to join other cults to get more rune magic.

  9. 26 minutes ago, David Scott said:

    If you haven't reread the Divine intervention section again, then it's a good starting point along with the examples on 273.

    It's clearly:

    A kind GM will let it will happen just before the killing blow.  So spend a permanent RP, then make the appropriate roll and hopefully there's huge wind and every one finds themselves on top of an appropriate orlanth hill temple, etc.

    You can also attempt as may DIs as you like, but it costs a permanent RP each time.

    I have read the rules and know that a DI can rescue a party. But I wanted to hear how people use DI when its cast directly after a killing blow.

  10. 6 minutes ago, Akhôrahil said:

    I would run it that DI can ”interrupt” a fatal event. So after the GM rolls that crit to the head, you can ask for Orlanth’s winds to sweep you away from danger, in which case that happens before the killing blow, so to speak (this is more mythically satisfying than a resurrection, I would say - that’s not a typical power in his repertoire).

    So I would not require two separate DIs.

    Sounds reasonable.

  11. How do you let your PCs use Divine Intervention in a battle you are losing? My question is if a DI can be used to resurrect AND teleport to safety at the same time. Its of little help if your Orlanthi Wind Lord resurrects himself with DI and find himself alone and without RP surrounded by 5 Yanafal Tarnils Scimitars. Would Orlanth in that case resurrect him but also bring him to a safe position? Or is that another DI?

  12. On 7/27/2022 at 12:16 AM, Rick Meints said:

    We absolutely know that most people if given the choice of "PDF first sooner" or "print and pdf together later" will choose PDF first. If nothing else there is basically no advantage to the second choice. Nobody who mainly wants the PDF would ever want to wait longer, and there is no down side to those who don't care about the PDF as they are just waiting for the printed book anyway. The thing is, there's a LOT more to this from the Chaosium side of the situation. In essence, doing split releases via PDF first is MORE work for us, more time consuming, and ultimately more expensive. Unless "PDF First" causes a substantial increase in sales, it is basically costing us money. We'll have more data to make that cost analysis over the next 6-12 months, and then we can decide what the dollars and cents show which is the best way forward.  

    TLDR: If we see that sales do not drop for books we release via PDF and Printed book at the same time, we are not likely to go back to PDF first.

    You could create coupons worth only half of the price of the pdf. I would love to be able to pay extra for having the content 3-8 months before the hardcopy.

  13. 11 hours ago, Jeff said:

    The White Bull had been part of Greg's Gloranthan materials since at least 1981. Argrath founded it while he was among the nomads in the Praxians. As an aside, that's the reason that Garrath Sharpsword (jostle the letters around to learn who that is) is described in Pavis as:

    "Garrath Sharpsword is a famous instructor who lives in Oldtown. He is known to worship Orlanth Adventurous, and has spent time among both the nomads of Prax and the wolf pirates of the Rozgali Ocean."

    He founds the White Bull society in 1616. Among its early members are Yazurkial Blue Llama (at the time a fellow slave of the Bison Tribe), the Skull Bat Bison Khan Narmeed Whirlvishbane (who owned Argrath and Yazurkial, and later appears in the Biturian Vorash stories), and the Sable Khan Roneer the Hue. These three Waha khans form the core of the society and are among Argrath's most loyal and devoted companions. 

    Thanks @Jeff I didnt mean that Greg didnt write about the White Bull. But there was very little written about it in the material that were available for me when I started playing RQ3 in the late 80s and continued in the early 90s. I think that I first read something was when I bought the first edition of King of Sartar. You can compare that to the new material where the White Bull Society is mentioned quite often. 

    My question is really if there is a great chance that a group of Orlanthis PCs traveling in Prax in 1620-21 will hear about the society and if there is a possibility that Garrath would try to recruit them. (Especially if the PCs helps him with the Cradle).

  14. My PCs are visiting Prax in 1620-21 and I plan to GM the scenarios in Borderlands, the Cradle and some other scenarios from RQ1, 2 and 3. 

    The old RQ products doesn't mention the White Bull society at all and the only official sources that mentions it are some parts of the Vasana Saga in the core rulebook and some sentences in King of Sartar. But I get the impression that the White Bull part of the overall campaign gets more attention from Jeff than it got from Greg.

    My question is if there is any reason to believe that the PCs will hear about the White Bull when they adventure in the area. They will meet Garrath (Argrath) in 1621 and I guess that he may have a tattoo or two with the White Bull.

    How would you GM it?

  15. Androgeus seems to be the super hero that we knows the least about. The Guide says that he/she has been around since the Greater Darkness and been reborn a lot of times.

    Someone called "Goldtooth" is mentioned as one of his/her children. Is that the same person as Jaldon Goldentooth?

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  16. I guess/hope that the Battle Skill, like Reputation will get more information in the upcoming GMs book. I have used the Battle Skill when (augmented with Scan) to let a PC evaluate the strenght of a moving enemy army. Maybe @Jeffor @Jason Dcan tell us if when we can look forward to rules for larger group combat.

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  17. 3 hours ago, soltakss said:

    The last Gloranthan Campaign I ran lasted from 2002 to 2020. We didn't wait for new material, nor did we count any years as lost years. What I did was to write my own scenarios, use published scenarios or riff off what happened in sessions.

    We started before Mongoose RQI came out, then had MRQI, MRQII, RQ6 and, finally, RuneQuest Glorantha come out. Of those, I used nothing for my scenarios, as they were either Second Age, which didn't fit, or had no scenarios. Had the Jonstown Compendium come out while I was running the campaign, I would have freely used things from it.

    So, don't treat a year without a scenario or rules from Chaosium as a lost year, instead treat every year with new Jonstown Compendium or Chaosium supplements as a good year. Treat every year that you write and run a scenario as a good year. Treat every year that you play RuneQuest as a good year.

    You are of course right. There is a lot of good content out there. At the same time my campaign moves on with appr one game year every 3-4 ”real months”. That will take us to 1627 quite soon. We are playing a quite epic and political campaign and that makes it important to have source books about whats happening with Argrath and similar stuff. We can of course run 3-4 JC scenarios every game season (if there is not to much travel in them) but that will only slow down things a bit.

  18. 22 hours ago, Jose said:

    Nothing, is only that with the new policy of release pdf at the same time that physical copy this 2022 is going to be a blank year for RQ. Of course is Chaosium's problem not ours. I have just move to another game with my group, maybe in a couple of years we will give it another try. I am not an old timer so I am fine with that. 

    Well. My group is only playing RQG. So every yeat without new stuff is a lost year.

  19. 1 hour ago, Jeff said:

    Odayla is a bear cult that is worshiped as a son of Orlanth. He's usually found as a subcult of Orlanth in Dragon Pass but a few independent minor temples (I know of one on Jerra Hill) and shrines exist. But in Dragon Pass the independent cult is a rounding error.

    In Sylila and the nearby provinces, Odayla is a bigger deal, with some 10,000 followers. In Sylila, his cult is comparable in size to Orlanth's. He's also found in Talastar, Anadiki, and Brolia. 

    At the end of the day his cult is that of a divine Bear God. His cult was more important in the First Age, when the King Bear cult was a big deal throughout the Pelorian Hill Country and even competed with the Heortling Orlanth cult for a while. But the Heortlings proved their Orlanth magic gave them mastery over the Bear God and now we have Orlanth Thunderous ruling the hill country instead of King Bear. Orlanth became a vehicle for magical exploration and quests, and his cult is broad and deep. Odayla in contrast is one of several Pelorian bear cults (although certainly the most numerous).

    Thanks. Will Odayla as a sub-cult of Orlanth be described in the upcoming Cults Book or will we “only” see a longer version of the free-standing Sylila version of the cult? I guess a Dragon Pass-based campaign are more in need of the former.

  20. I am thinking about giving some more available Rune Spells to Odayla or at least change them. The rules gives Odayla initiates Summon Small Air Elemental from Orlanth. I am thinking about switching that to Dark Walk. Seems like a more natural fit for a hunting god. Maybe with the small variation that the spell only works outdoor for Odayla initiates. Another way could be to give Odayla Air Elementals from Orlanth Thu and Dark Walk from Orlanth Adv.

    I am also thinking about giving them the spirit spell Silence. Also a spell that seems logical for a hunter.

    Any good reasons why I shouldn't? I guess that Dark Walk is something that is based on Orlanth stealing sandals from Kyger Litor (and not something that Odayla have). On the other hand, giving Odayla Air Elementals seems even more wrong. 

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