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Ian Cooper

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Ian Cooper last won the day on July 6 2017

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About Ian Cooper

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    Senior Member

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  • RPG Biography
    30 year veteran of BRP games including Call of Cthulhu & Runequest. More than 10 year veteran of HeroQuest (Hero Wars etc.). Published Gloranthan author. Active gamer with the Monday Nighters.
  • Current games
    HeroQuest: Glorantha, Call of Cthulhu, Fiasco, Puppetland, Numenera, The Clay that Woke, Microscope, Risus, Questlandia, 13th Age, The One Ring
  • Location
    London, England, UK
  • Blurb
    Software Developer in London, conference speaker, tabletop gamer, geek. Tattooed, pierced, and bearded.
  1. A trio of HQG titles now available at DTRPG

    The Heroquest books would continue to focus on the Sartar Rising era. As described in HQG we focus on two eras. RQG is only going to focus on the one.
  2. I would do one of the following in the subsequent exchange, depending on the stated intent of the contestants: Force an unrelated action: If the person who lost their weapon decides to recover it it is an unrelated action for that exchange. New conditions, new resistance: If the person who lost their weapon decides on a new tactic I would figure their numbers anew. What I would not do is use a situational modifier for an exchange to reflect temporary swings in the battle 'I have the high ground Anakin'. Your RP exchage already represents that ebb-and-flow and unless you explicitly want to use the death spiral option, I would avoid applying something like a situational modfier
  3. Other Worlds RPG

    I think it was an early attempt to take the engine from HQ1e and create a generic ruleset, that took a long time, stuttered, and was then forked into something quite different. Heroquest Core also essentially replaced any Other worlds project as the generic version of the engine.
  4. Understanding the HeroQuest Core Mechanic

    You might find this helpful too:
  5. [HQ2] Basic Mechanics Questions

    It's an interesting observation about a point that may be unclear though. I always tend to explain mastery in the same way as David, think of 3W at 23, calculate the TN from modifiers etc. then figure out whether there are masteries in the conflict.
  6. Glorantha: HQG or RQ Classic?

    There is a plan, but it is some time out. There are only a few genuine rules questions, and most have been answered elsewhere. We can respond the specific inquiries.
  7. The Eleven Lights artwork

    When wanting to know how the Orlanthi look now, I would opt for the artwork in The Coming Storm, which represents discussions that Jeff and I have had about how the Orlanthi look, over the King of Dragon Pass art that represents an older perspective on how the Orlanthi looked. That said, I would offer that the Orlanthi are a composite of European cultures, both around the Mediterranean (Mycenaen, Minoan even Assyrian) and the North Sea (Celtic, Nordic Bronze Age). We draw from both. As some have pointed out, areas on the Black Sea coast may also represent that fusion.
  8. Sieging a Heortling Hill-Fort

    Although, it is possible that the Assyrians have some of the techniques above: http://www.au.af.mil/au/awc/awcgate/gabrmetz/gabr000d.htm Still magic should have similar impact to such engines
  9. Sieging a Heortling Hill-Fort

    There are two types of magic to consider: immediate and ritual. Immediate magic is the kind of personal augment that HQ has an initiate using via an affinity, and even a feat used by a devotee who has heroformed. Immediate magic makes you a more effective fighter, more accurate, more deadly, etc. and will certainly be used to augment shock troops trying to break a siege or defenders trying to hold a line. it doesn't really change the nature of conflict though. Of course if you are looking at the Trajan War as a model, you might decide that the defenders don't simply sit behind their walls, they may sally forth and fight battles of champions or massed forces. Bronze Age warfare has a lot less seige equipment availble, beyond scaling ladders or rams, and so there are fewer decisive weapons for the siege (unless dwarf made) Immediate magic is going to allow the more enhanced heroes to triumph there. The Eleven Lights has a discussion of that kind of warfare, derived from Thunder Rebels and Gathering Thunder. Ritual magic takes time, but of course in a seige both sides have time. Ritual magic can weave far greater effects than personal magic as it is priests working in concert, particularly with something like the Lunar College of Magic. Ritual Magic may well make a difference to a siege by creating area attacks that attack combatants or fortifications. One way to improvise this is to think about anachronisitc weapons from the medieval or even later period, and imagine how magic might be able to create a similar effect: siege ramps or tunnels, siege towers, battering rams, flaming oil etc. Don't make the creation to obvious, think about the effects of medieveal siege weaponry and have a ritual that achieves a similar effect, otherwise not possible for a bronze age culture. The Cradle. from the old RQ Pavis example is a great example of attackers and defenders of a 'fortification;. In The Eleven Lights we do also include details of the Liberation of Red Cow Fort, but more specifically The Freedom Battle, which will give you an idea of how Gloranthan battles can be influenced by magic.
  10. Glorantha: HQG or RQ Classic?

    It's worth noting that Core on the Hero Points in Single Contests issue
  11. Glorantha: HQG or RQ Classic?

    I've never played using the errata. I'm not sure what I am supposed to not be able to do.
  12. Dolutha

    Orlmakt is covered in the Eleven Lights. The incident where the spear was broken was an accident during a diplomatic mission, but the Dolutha don't believe that. (BTW all credit to Simon Bray and Martin Hawley who originally created many of the Dolutha characters and their backstories). He is due to return in 1623, but before that he will be fighting either as a mercenary, or later as a rebel, in Dragon Pass. If you want the PCs to track him down early, nothing in the campaign will be compromised by that. I would use the opportunity of tracking him down to either introduce the PCs to one of the rebel leaders in the campaign who he is hiding with, or to give your PCs a trip further afield in search of where he is serving a mercenary company. Jonstown? The Grazelands? Pavis? Hendrikiland...
  13. Haragalan and other East Isles people names

    I tend to go with Indonesia for Haragla (Java and Bali particularly), with Polynesia the smaller islands of the East Isles.
  14. Glorantha: HQG or RQ Classic?

    Over time the runes have been grouped differently. Doubtless, they will be again. I would think of this as closer to scholarly argument than a problem at the table. However, generally prefer the Guide as it is later, and an attempt to be definitive. As others have stated, in play this does not make a difference.
  15. Glorantha: HQG or RQ Classic?

    There is an intent to fix that, but... We only have limited manpower and it is behind some other things in the pipeline. That could mean months. In addition, there is a difference between errata - the game text is wrong - and typos (many of which are opinion based). HQG has little to no functional errata (I never play with a copy of the errata to hand). So you can wait, but I think you might regret that choice if you really want the game.
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