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weasel fierce

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Posts posted by weasel fierce

  1. 11 hours ago, Puckohue said:

     

    I will say though, that reading this thread it's apparent to me that I have a very different perspective on the game than some. For example, I don't really care about the details in the combat system. We ran one combat and there's no way I was following RAW. I simply don't know the rules that well, the players are new to the game, and my main priority was MGF. I'll learn the rules as we go, and ignore the parts that I don't think make sense (or are, in my opinion, too crunchy).

    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 🙂

     

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    • Thanks 1
  2. 1 hour ago, BWP said:

    You've touched on the really good bits of RQG (and I'd also add the new character generation stuff), but have not mentioned the horrors of, well, nearly everything else.  Fortunately, those good bits are really, really easy to incorporate back into RQ3.

    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. 

    • Like 1
  3. 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. 

    • Like 2
  4. 11 minutes ago, Bill the barbarian said:

    Now we are getting to the nut of the situation and a tough nut it is. A fair sized group with a diverse cult membership could keep the holy days hopping off the calendar pages. I like the idea of the strategy of keeping track of the calendar days on paper but the reality could entail much more book keeping than I thought. Definitely granular, but all those holy days and associated cult holy days times adventurers. Wow!

    "Break out the spread sheet app, Martha! This one’s goin’ ta be a bear!"

    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)

  5. 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.

    • Like 1
  6. 9 minutes ago, styopa said:

    We allow the return of divine magic to rune levels with the conduct of a worship service (points) number of days after casting.  So lightning 3 could be re castable in a worship service conducted at least 3 days after casting.  Of course you have to have the worship service which can be challenging in some contexts.

    For severing we use 3x the limb up in damage, after armor.

     

     

    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. 

  7. 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.

    • Like 1
  8. 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? 

     

    • Like 1
  9. 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

  10. 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.

  11. 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

  12. 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 ?

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