Richard S.

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About Richard S.

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  • RPG Biography
    Got interested in RPGs sometime in 2014, then my dad gave me his old copy of Runequest 2 so I wouldn't kill my wallet buying D&D.
  • Current games
    A 4 player RQ2/Classic campaign in Glorantha (3rd age Dragon Pass).
    A solo campaign for my brother using D&D 5E in a non-specified generic fantasy setting.
    A TfT game run by my brother with two other players, set in a generic fantasy world again.
    A Hero Wars game for 3 people in the 2nd age Empire of the Wyrm's Friends in Glorantha.
  • Blurb
    A bit of a geek, amateur writer, enthusiastic gamer and Gloranthaphile.
  1. Each point of Bladesharp adds +5% and +1 damage to attacks, at least in RQ2, I can't speak for 3. For the SR example you've presented, it looks like our hero attacks at SR 3 (1+0+3), so that means that by splitting attacks they can attack 4 times in 12 SRs (3, 6, 9, & 12), but their skill with each attack would be only 75% (300/4). I don't recall if this would have any effects on their parry or not. They are incapable of doing 6 attacks in a round, as that would require SR 2.
  2. So each cult has a separate pool? That's interesting. Also, are associate cults available for joining by anyone, or only Rune Priests like in RQ2.
  3. It was probably a way to actually make runes a part of Gameplay, and they were probably designed without Glorantha at the forefront (do keep in mind that MQ was a generic system). I think that the increased difficulty of getting magic was also so they could make spells a bit more powerful and make up for the lack of divine magic in the core rulebook. Personally, I like the integrated runes idea, though the balance between what spells can be cast through which runes is a bit off to me. All-in-all, it was an interesting concept that unfortunately did not fit with Glorantha. Another theory was that they took RQ2's "focus" idea and ran a bit to far with it.
  4. Does this mean that the book is at least mostly canon? I gotta say that it's probably one of my favourite of the mongoose books (mainly because I hate explanations like: "It's just too weird for you to play, 'nuff said," and appreciated the effort that went into explaining how you could theoretically play a Dragonewt). As a whole, I think the mongoose books were a bit rushed and maybe not the highest quality, but they did introduce a lot of people to Glorantha and, despite veering from canon quite a bit, made it easier for newbies like me to digest. Also, even if it is quite uncanonical, YGMV. In fact, YG Will V, a lot.
  5. I would guess this was an early reference to "lunar elves", who I think were said to live on the moon and in Glamour. Many Aldryami probably think that these elves are corrupted by Lunar magic and separated from Aldrya, thus they need to be "freed" and returned to Aldrya's song.
  6. It sounds Gloranthan, but HQ already has charms, which are only useful for augments by most people unless they temporarily release the spirit (AKA they make the charm unusable for the rest of the session), in which case they can describe it as having supernatural effects. Charms are usable by anyone, and most people have picked up one or two in their lifetime. Dedicated spirit-worshippers are the only ones capable of making new charms, as they must convince a generally weak spirit to inhabit the charm.
  7. How would Belintar's cult before his death (I assume he has one) work in game? From various conversations I've picked up that there's a "Book of Belintar", which I guess is probably a grimoire with spells relating to the Holy Country and would be the main source of magic for his worshippers (like with Pavis), but I also know that Belintar is called the Master of Luck and Death, which to me says that he has rune affinities with luck and death. I'm confused as to how those affinities would work and what powers worshippers would have, as I don't see how they are related to any of his pre-apotheosis actions (maybe granting "good luck" and "bad luck"?). Overall, I think that his cult would probably be very much like Pavis', just on a larger scale.
  8. He could rework his runes and take Truth, then become a wild sage like davecake said, or he could take Full Moon for his element and initiate to Irripi Ontor, who also uses sorcery, but is a bit more active of a cult. A final option is that he could be from a sorcery school from Heortland or God Forgot, in which case the rules for them aren't explained in HQ:G but are in the HQ2 core book. Basically it's like a cult but your status is based off of your rating in the school's central grimoire rather than a rune affinity. Also, for pure sorcery schools, it's more common for grimoires to be either stand-alone abilities or breakouts from a relationship like "Apprentice/Adept/Mage of [school]." Advancement for sorcery schools goes Apprentice -> Adept -> Mage, which is functionally similar to Lay Worshipper -> Initiate -> Devotee, except apprentices spend all their time studying their school's central grimoire and have no time for adventuring unless accompanying their master.
  9. Well the green age was when there was an abundance of such unusual plants because all the gods were getting in on this idea of a "plant" form. The air was probably born later, after the plant rune was "out of fashion."
  10. Could this help? http://ruleonemagazine.com/Iss6/Myth_GreatTemple.php
  11. I'm gonna be rebooting my scout troop campaign, setting it in the Holy Country. Ralios and the farther west would be fun settings too, but I sadly don't have enough time to run a structured game, though I may try to do some PbFs sometime.
  12. I want it to be soon, but a small part of me is hoping for October so I can get it for my birthday.
  13. Well played, well played indeed.
  14. I believe players are only allowed to use one augment/contest, at least for non-automatic augments. For your problem, I would say that you should ask your player to use their warrior keyword for combat, augmented by enchant with fire, as enchant with fire doesn't read as a combat-specific ability and could quite possible be used for something like a small light or way to do some impromptu cooking. I personally go with whatever ability seems most specific to the task at hand for my contesting ability, and then augment with something a little broader.
  15. For me, the roleplaying path began with an article on D&D. Inspired and intrigued by the concept of "role-playing", I made plans to buy the entire game, until, of course, I saw the price tag. But all was not lost, for four years ago today, in a dusty old closet, on the very top shelf, sat two things that would set my heart on the hobby which has brought me here. The first item was a beaten old folder with three books: The Fantasy Trip, Advanced Melee, and Advanced Wizardry, which caught my Tolkien-fed mind first, yet farther back, behind that was a battered and beaten copy of what I can still say is my favourite game: RuneQuest 2nd Edition, by the Chaosium. It wasn't long before I gathered some friends and started off on a wild trollkin-slaying adventure with more than a bit of confusion, dismay, and general mishap. But what really intrigued me was this "Glorantha" which we adventured in, a world so unlike the high fantasy of Tolkien, a world which I wanted, no, needed to learn more about (especially the dragonewts, cuz I love me some dragons). I became obsessed, fanatic, devoted to this alien, fictional reality. All day I would debate on the matter of gods, sorcery, the Moon, the EWF, the dawn. At all of our RQ sessions I would strive to make it as canonically accurate as possible, much to my players' dismay. Then one day I discovered, on my daily hunt for Glorantha goodness, a new game, one tailored specifically for this fantasy, a new type of quest: Heroquest. I read the rules, once, twice, thrice! I made cults and characters, I delved into the depths of the Otherside and met the Spider, I summoned Dragons and filled the sky with storms, I learned a new way to game and GM. I played a few test games within my troop, others I ran on my friends' birthdays, sometimes we just did them because we were bored. Heroquest was simple, quick, direct. It gave us a freedom of narration and storytelling that the strike ranks and percentiles of Runequest simply stifled. Soon, we began to meld elements of both games, crafting epic (and oftentimes hilarious) tales of sword-swinging, spell-slinging, god-talking Gloranthan adventure. Heroquest taught me to have fun in games, to be creative and explore. It taught me that there is always another way, and that your Glorantha will vary, and shouldn't stifle your fun just for correctness. It gave me some of the best games of my life, from jail breaking and hundred-foot-tall glowing godly avatars in the 2nd Age to a high-flying steampunk adventure with a Swedish engineer, a Victorian Gentleman with nothing to do, and an impeccably-dressed anti-Frenchmen aristocrat. Though Runequest will always hold the highest seat at the table in my heart, Heroquest is seated at its right hand forevermore in recognition of all the fun times and new ideas it brought to me.