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Richard S.

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Everything posted by Richard S.

  1. Email? What's that? I only use instant messenger
  2. I doubt it would be wise and/or feasible for Chaosium to do this, but you can always homebrew a BRP Dune game if you want.
  3. Does this apply to something like MRQ1's SRD?
  4. Technically Nyaslor himself possessed the chaos rune to a degree.
  5. Hm. What about Earthsea? Or Prydain?
  6. IIRC Jeff has said that for Runequest: Fantasy Earth and Runequest: Mythic Iceland that they will be using the RQ:G rules MINUS Glorantha-specific material (e.g. runes and magic). As this is essentially just BRP, I assume the Runequest brand is just so that it will be more recognizable to larger audiences.
  7. I think I read a few of those books. It would be interesting for sure.
  8. To clarify, this is because Daniel's developing a BRP hack for it already.
  9. I was refering more to stuff like the Glorantha Tumblr or this message board here but okay, I get what you're saying.
  10. Oh, that's a shame. From the little bits you've posted it sure sounds interesting.
  11. How exactly does it breach copyright? If it's because of setting information most of that is probably available somewhere on the web already.
  12. Runequest: Fantasy Earth has been announced to be in the pipeline.
  13. I would second this. BRP would be excellent for Dune. A good system for melee combat, lots of flexibility for making all sorts of weird characters, and Dune's supernatural powers and stuff could easily be handled like normal skills. If I wasn't already working on both a Wheel of Time and a Fire Emblem hack for BRP I'd be trying to make this.
  14. Yep. Handy to have hundreds of magic points available at a time. Now that I think about it, I wonder if I could play a shaman-sorcerer...
  15. Yes. Shamans can bind far more spirits than normal adventures due to their presence in the spirit world.
  16. Non-channelers resisting the effects of weaves can probably be handled by POW against PER (personality, replacing CHA and including willpower as well). For dream walking and the like, we haven't thought about it much, but possibly it could be run like going into the spirit world in RQG. And btw Daniel is writing a response to your previous comment that he'll post tomorrow when he gets Wi-Fi back.
  17. Hi, Daniel talking (I don't have access to my phone.) Thanks for your suggestion. I thought about that, but I think strength in the Power really has to be independent of other characteristics. The closest thing to divine favor/innate luck in WoT is being ta'veren, but that really has nothing to do with the Power, and I would rather not collude the two. The only thing that I can think of for keeping POW relevant for all characters is that it increases your chances of something special happening to you (becoming minor ta'veren, discovering you are able to channel, becoming a wolfbrother, etc.) while channeling ability is a seperate stat, but that also means altering the definition of POW.
  18. Sooo... Do we have any more news on this?
  19. That's exactly what we were planning, we just have to get access to a computer so we can type it up first.
  20. I should've done that. I accidentally uploaded it to drive while on the road and it ate most of my data for the month.
  21. Hm. We were going to use sanity, making it equal to your PERx5 (personality, replacing CHA and representing willpower and force of personality). We had discussed just using POW for that as per the norm, but I didn't think it was really supported in the books that a higher connection to the One Power made you more resistant to insanity. Sanity was also going to be a stat for everyone, with losses being caused by encounters with powerful beings and places of the shadow, and also by excessive channeling for Asha'men and other male channelers. I haven't finished the books, but are there any examples of non-channelers actually doing anything that requires power?
  22. Go to the site, go to your orders, download the PDF.
  23. Hykim and Mikyh are widely considered to be the progenitors of all beasts and the original holders/creators of the beast rune. Them and other greater beings such as Umath, Flamal, and other original gods of the Element and Form runes, while encompassing everything about that rune, are more limited in what they can actually do and thus in the magic they can provide as they exist as primordial forces and ancestors rather than active participants in cultural myths and legends. Since what rune magic a god provides is based on their own actions before time, those who do little give less magic. This is probably better explained in the Xeotam Dialogues though, which are a series of passages by a Ralian sorcerer on the nature of gods, the runes, and ancestry, and is easily found with a Google search.
  24. I think that nowadays considering that there's no notes on limitations in the rules it's just treated as a normal spell, not limited to those you mentioned in CoP. If, however, you feel it's too powerful you could easily tell your players that you're making it a restricted/rare spell. In short, you can play it as written but as always the gamemaster can do what he wills to keep the campaign running smoothly. I doubt newcomers to Glorantha would care either way (unless they're complete munchkins, in which case they should be looking to the sorcery chapter anyways).
  25. Now that I understand Glorantha better the wiki is easier to use, but when I first got into the setting it was frustrating when I was trying to get information for my gaming group. However, I would like to see either a rework of the current wiki or a new wiki that's formatted better than just being a bunch of bullet points so that my players can use it. And no, before anyone asks, I can't just direct them to the guide, it being a tad pricey for me and my jobless high school friends.
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