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weasel fierce

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Everything posted by weasel fierce

  1. BRP based systems can run just fine with surprisingly little of the rules in play. Roll to hit, roll to parry, roll for damage. The rest is gravy 🙂
  2. Given that the passions came from Pendragon, it'd be rather easy to port them to anything BRP, including RQ2 if so desired Personally, I feel like the Rune stuff is a bit too too much, but I;'ll admit that I prefer the somewhat grittier early views of Glorantha, so that's 100% just me being difficult. The Pendragon style background generation is very cool, though it's pretty campaign specific. Then again, given Pendragon 5, it seems that's the way Chaosium is choosing to take its games and I think it has its own advantages and disadvantages. 3 was "broad but shallow" in a lot of ways. Doing the opposite this time can turn out interesting.
  3. Thanks Bill. That and some fries would be great Seeing how people do things is always helpful.
  4. I don't think it's a problem that temple maintenance is a strain on the community (if a modest one): After all the temple is the core of the community's survival in many cases. It would also help explain why "adventurers"tend to be tolerated, because despite their tendency to cause trouble and draw in enemies, they also tend to acquire large amounts of loot and potential sacrifice animals (if they win a victory over a rival clan f.x.). Of course being Glorantha, there's no doubt ways to make a cow grow faster or something. As far as the repeated upselling of RQG - Thanks guys, I get it. Lets just pretend that I have seen the light and is totally for sure running RQG but I had questions about reducing the amount of rune magic and converting money from old scenarios.
  5. Yeah, we'll have 5 players and with my luck, nobody will want to play the same deity We just finished a Harn campaign and it was a bear to track there, and that was just for regaining a few points of piety, not for actually recuperating spells. I do like the idea of using the calendar and having them struggle with decisions based on it, but I can already feel a headache coming on, and I have a one drink maximum when I GM (okay 2.. maybe 3 but you know)
  6. You could probably just assign a single attribute to each category and make the bonus equal to that. I like the category bonuses, but in playing Stormbringer f.x. we never missed them.
  7. Assume average stats for their species. If they are generic soldiers, guards or whatever, I just give them HP, a weapon /armor set and a single skill. So a squad of average soldiers get "Soldier 60%". They have a 60% chance of doing any soldier-thing. If they do something a soldier might know but not be great at, roll at a suitable reduction (-20 is usually fine). If its really unusual, give them the base chance.
  8. I like that solution too. Keeps it from being too easy but doesn't require tracking a calendar either. Hm. I'll do a bit more musing on the topic.
  9. Appreciate the feedback mates. I already own RQG, so I'll switch to that when I feel the advantages for a specific campaign outweigh the advantages of 3.
  10. Being able to cast at double cost without sacrificing does make a lot of sense. There's a lot of handy spells that players might not be inclined to take, because there's usually something else that's more important.
  11. Thanks mate. I'll have a look at your site. I think what I am after is a middle ground for divine/rune magic really: A bit more available than it used to be, but not quite as commonplace as RQG either. I want it to be something they work towards, rather than already starting deep in the cult, if that makes sense? Regaining spells seasonally does make a lot of sense. I think the unfinished "Adventures in Glorantha" was going to go down that path too.
  12. Greetings gang. I am looking at running Borderlands for a group that is quite new to Glorantha (with the exception of one player) and got to pondering. * I am leaning towards Runequest 3 since I feel it fits the best balance of things I want (robust rules without too many options to overwhelm the group, multiple character creation options, rules for a ton of critters and gods etc.). It's also the one I am the most comfortable with, and since I'll be running it for a fairly large group, that's going to be important. Though as most people no doubt do, I am of course intending on borrowing from here and there. * Divine magic bugs me a bit though. I feel that it's too limited in 2 and 3, but I also feel like RQG gives too much, too soon. Have anyone adopted a middle ground? I was pondering making it easier to regain spells for initiates (something that both the never-released Adventures in Glorantha and Roleplaying in Glorantha does) but I don't want to undermine what makes priests special either. * 2nd edition scenarios give out a LOT of coin, but prices are all over the place across editions. Even from 2 to RQG, it seems you'd run into some challenges. Is there a reasonable rule of thumb out there to convert money amounts or do people just not worry about it? * To avoid quite as many limbs flying off, the rule will be that limbs are severed if you take double hit location damage in a single blow, not from accumulative damage. * Spirit magic will probably work as in 2e (it just works, unless there's a resistance roll). Last time I ran RQ, we adopted that for spell casting outside combat and honestly, nobody found the dice rolls to be adding much to the game. * A long term goal is to run through several of the campaigns. I know Borderlands leads to Griffin Mountain fairly naturally. Its also not too hard to end up in Pavis. Assuming the players dont get their hearts set on something specific, is there an ideal progression if we start in Borderlands?
  13. sweet, everything arrived in good shape then? I was worried about the books shuffling around in transit..
  14. Some BRP and some not. I got a bunch of RPG books I am looking to get rid of Here's the list of what I have for offer: I'll be happy to ship things to you, but you'll need to pay the shipping costs. Otherwise we can arrange pickup if you happen to be in Portland, Oregon Paypal is preferred for payments. Vor Into The Maelstrom from FASA Core rulebook, plus the force books for Neo soviet, shard, growler, pharon and zykhee. The only one missing, to my knowledge, is the Union one. All books are in good condition. Figure 30 bucks for all 6 books, or 8 dollars for individuals. Pendragon Box set of the original game. Shelf worn but books are very good condition. 30 dollars. Reign Red hardcover. Virtually untouched. 45 dollars Stormbringer box set Not sure exactly which edition but its prior to 4th. Missing map, otherwise complete. Shelf worn 25 dollars. Rogue Mistress Module for Stormbringer. Its for 4th, but its compatible with the older versions. You'd need a bit of conversion work for other BRP games. 10 dollars Original Advanced Dungeons and Dragons 2 copies of the players handbook (original and alternate cover) Monster manual II (cover damaged some) Fiend Folio Oriental adventures Greyhawk adventures Dragonlance adventures (2 copies) Wilderness survival guide Dungeoneers survival guide Dragonlance modules 1-3 Module D1 Best of dragon volume 3 and 4 Figure 10 dollars for any of the above. 5 dollars for monster manual II D1 15 dollars The two "best of dragon" for 15 dollars together 20 for the three Dragonlance modules Advanced Dungeons and Dragons 2nd edition Monstrous manual 20 dollars Complete series (Fighter, priest, thief, bard, paladin) 15 dollars for the lot Forgotten realms adventures 5 dollars Mongoose Runequest 1 Rulebook Companion Monsters Arms&Equipment Legendary heroes Lankhmar Elfs - guide to aldryami Cults of Glorantha volume 1 Cults of Glorantha volume 2 Magic of Glorantha Players guide to Glorantha 15 dollars per book or 100 for the lot. Fading Suns lot 1st edition rulebook Technology book Byzantium Secundus 15 dollars for all 3 or 8 dollars each Dying Earth Rulebook 15 dollars Warhammer fantasy battle Rulebook very worn Armies book, hardcover and great condition 30 dollars for the pair. Castles and Crusades 2 copies of the original rulebook. 10 dollars each. Warmaster Ancients The historical version of GW's Warmaster rules 20 dollars Elric Elric rulebook (Stormbringer 4.5 basically). Plus 3 supplements: Fate of fools, sailing on the seas of fate, unknown east 30 dollars for the lot. Recon Palladium Vietnam game. The book says "deluxe revised" 5 dollars Hollow World campaign setting for BX D&D Maps are sadly absent but the books are there. 15 dollars Classic D&D Rules Cyclopedia You know this one. Cover is pretty worn, insides are good. 45 dollars Warhammer FRP 2nd edition Rulebook Realms of sorcery Sigmars Heirs Knights of the grail WFRP Companion (softcover) Old world bestiary Old world armoury 20 dollars each for any of the above or give me an offer for the lot. HARP HARP from ICE. Core rulebook. 15 dollars Hackmaster Players handbook. THis is the first one, based off AD&D 20 dollars Warzone Mutant Chronicles wargame rules 1st edition rulebook. Some pages are coming lose Casualties of war Dawn of war Dark Eden 50 dollars for all 4 Warhammer 40.000 2nd edition Rulebook - 10 dollars Sisters of Battle codex - 10 dollars Ork codex - 10 dollars Dark Millenium rulebook, strategy cards, vehicle cards, psionic cards and warp deck. 30 dollars Classic Traveller modules Adventures 1 and 2 (Kinunir and Research Station Gamma) Double adventures 1 (shadows/Annic Nova) 2 (Across the bright face/mission on mithril), 4 (marooned/marooned alone), 6 (night of conquest/divine intervention) So 6 books, 10 adventures. These are a lot for 30 dollars. Advanced Fighting Fantasy Dungeoneer, Blacksand, Titan, Out of the Pit 50 dollars for the lot of 4 Updated list to include items already sold, and add prices for everything. Email at runequester@gmail.com or PM me for questions or whatnot
  15. Well, all of this depends on the stats in question. Using RQ as a base, elves were slighter and not as strong as humans, while dwarves lack size and dexterity. So their edges were balanced out well enough against humans. It also depends greatly on your game. If we are talking about a dungeon-hack, then combat strength is the balancing factor.. if we're talking about something else, then it gets more nebulous.
  16. Whats the firearms section like ? Any future guns ?
  17. maybe its not the most popular thing around here, but Mongoose's "Magic of Glorantha" has a pretty good chapter on heroquesting, though again, not a lot of rules mechanics to work with
  18. Elric/SB5 is a good incarnation of a more high powered and heroic BRP game, while still being gritty and grim. But a shas been said, with the BRP book, you can "build" it anyways, so I'd just get that.
  19. I like Rolemaster from reading it but havent had a chance to play it yet. Our next campaign looks like it will be GURPS Traveller
  20. yeah, for some reason we never did have much spirit stuff. Not sure why, come to think of it. But I'll definately do the "resist" option. Seems to make perfect sense, as evidenced by you good people
  21. I'd just grab a copy of 2300 AD or Traveller for planet generation if you want that kinda stuff. Im very keen on BRP scifi too, and has been working on a military scifi campaign, but world generation wont be terribly usefull to me, so I havent put any thoughts towards that
  22. I never liked the main method of gaining POW in RQ3 too much. Its easy for a new player to end up with a character with no offensive spells (or a character that wouldnt really use them), and end up having any divine magic be a loss. I guess an easy option is to grant POW rolls for resisting magic, or just let it be a trainable characteristic, though Im leery of the latter. Thoughts and opinions ?
  23. well, this has been extremely interesting to follow. It did help me make up my mind for my current project. (RQ3 style skills+categories) but its nice to have some alternatives for the future. Especially since BRP is going to make a much bigger slice of my gaming when the book comes out
  24. you know, this Gwenthia deal has me kind of interested. Is there a link where we can peruse some information ?
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