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smiorgan

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Everything posted by smiorgan

  1. Indeed conditions are very cleverly designed and look very fun to role-play.
  2. The Dragonbane Kickstarter is here: They have free Quickstart rules to download. But, beware, I pledged after skimming the rules! https://www.dropbox.com/s/0m7zabjz8jvvynn/DB_Quickstart_220829.pdf?dl=0 Frist impressions. - BRP ancestry still evident everywhere - Influence of D&D 5 also quite clear (possibly with a hint of earlier editions D&D4 / 3.5) - Advantage/ Disadvantage (boon, bane) and Pushing Rolls are the main "modern" rolling tricks. -Combat has some tactical depth - Monster attacks work differently from PC/ NPC, use a random table similar to Jackals' attack range. -You can still ruin/break your weapon parrying. - No hit locations
  3. I've gamemastered quite a bit of Lankhmar - pure and pastiche - mostly with AD&D and a little bit with MRQ ( 😱). While I think Lankhmar is a very good fit for "generic" RQ or BRP, I do not see it meshing with Gloranthan magic and religion at all. So, I might imagine adapting a few tombs, crypts from various Gloranthan adventures and possibly Raus' house from Pavis for an heist, but that's about it. Mongoose RQ material for Lankhmar, while not outstanding, is decent enough to be usable, especially the RQII version. If I were to run a Lankhmar game now that's what I would most probably use, rather than RQG. And for the adventures I'd rather convert old AD&D modules set in Lankhmar, or the Savage Worlds scenarios (probably not DCC RPG Lankhmar, whose "tone" and interpretation of the setting irritates me mightily). Gloranthan material is about the last thing I would consider adapting.
  4. 🤣 This is hilarious and perfect. As far as I'm concerned, close the thread. No disrespect to the other posters, but I declare this is exactly how things went in my Glorantha.
  5. Griffin Mountain and Borderlands encounter tables were already like that to some extent.
  6. Exactly. For me it's like that. Either random encounters are an important part of an emerging story (in a sandbox play style) or they become a burden. Random encounters on top of an adventure with a tightly knit web of planned encounters become a distraction.
  7. I once ran a Griffin Mountain mini-campaign entirely based on rolling encounters and improvising from there. It was huge fun until the allosaurs ate the whole party (and Gondo's bisons).
  8. I think the cover design of the Swedish version gives us the answer to the d20 vs. d100 question.
  9. First edition DoD had a d100. Also, the retro edition recently done by Riotminds was d100. Did Free League say anything about the system of the upcoming version?
  10. You never know, but Chaosium has said multiple times that they are not keen to publishing a new generic BRP game/ a successor to Magic World. The would do a new edition of Stormbringer if they got the license back, though. And they are doing two new BRP games: 'Lords of the Middle Sea', a post-apocalyptic dieselpunk, which looks like an evolution of the BGB rules, with influences from RQG and urban fantasy 'Rivers of London' - evolved from CoC7. They will also publish at some point a new edition of 'Mythic Iceland' - influenced by RQG. Finally, they might even reprint the old Worlds of Wonders box as a classic reprint.
  11. For me, "Six Seasons in Sartar" is the unofficial GM's guide for RQG. There's so much stuff for the GM in that book: Heroquests, NPCs, episodes to drop in a campaign. A lot.
  12. Actually, I must say I am surprised that Chaosium is investing so much in RuneQuest, given that arguably CoC gives a better return on investment, at least in the short term. It's really a sign that they are committed to a longer term vision of the company.
  13. And now we have the character sheet: https://www.chaosium.com/bloglords-of-the-middle-sea-update-draft-voyager-sheet-and-some-favourite-interior-art/#.YqC8HSEhQco.facebook I love how we will have new games from two BRP lineages. Rivers of London based on CoC7 and LoMS based more on a BGB/ RQG lineage. That's all very cool.
  14. A few months ago Moorcock was saying on social media that he was talking with people about things and it *seemed* this included with Chaosium about Stormbringer. But what he said was actually very vague and a bit confusing. There's a thread in the Stormbringer forum about that.
  15. As old adventures go "Stealer of Souls" is a pretty simple and brutal story of vengeance in Bakshaan and ties directly with the events in the Elric saga. It is low on supernatural elements (but the few that appear are scary enough) and can be played like a bit like a Western. Think Clint Eastwood's "Unforgiven". Character motivation has to be carefully addressed by the GM. It works best if the characters are amoral thugs who are in for the money, are in love with Freyda Nikorn, have a debt of gratitude with the deceased Nikorn, or their own grudge with their targets. It is short enought to be squeezed into a long session. It can be expanded into a campaign using its sequel "Black Sword" - but the sequel needs work. Another great adventure is "Stolen Moments" from Perils of the Young Kingdoms. But it's a bit on the longish/ complex side to be played in one go. I rather expanded it into a mini-campaign (using Old Hrolmar's sourcebook), when I ran it. All the adventures in Perils of the Young Kingdoms are very good.
  16. Personally, while I'm all for more BRP content I don't think I need a new generic corebook. I'd rather prefer to see Lords of the Middle Sea materialize soon and hopefully Mythic Iceland 2. And Stormbringer 6th edition if I am allowed to dream.
  17. Yes. You are entirely right. It's the "downgrade" thing that makes the table necessary. When I run RQG for newbies coming from D&D5 - something I might be doing soon - I might go for RQ3's no downgrade approach, which seems simpler to handle.
  18. I've noticed that the Starter Set combat table wording is different from (some versions of?) the rulebook, but I never managed to memorize the differences! If anything, I'd be interested in understanding what happens if you *ignore the table altogether* and you just apply what's in the main rules text. I.e. If something is written only in the table it does not exist. Is this going to speed up combat?
  19. This is a thread for collecting ideas and best practices for planning and running combat scenes in RQG. Some games such as 13th Age or, in a different way, Mythras are more explicit about building good combat scenes. RQ is a bit less focused but certainly has a lot of tools at its disposal. Guidance for the thread: don't post complex house rules. Tips about creative use of existing mechanics or about "forgetting" rules for the sake of pace are ok though. Let's start with something: 1. Roll Passions for enemy morale.
  20. Should I run a campaign where horror and chaos are very prominent and madness plays a major role, I'd use Passions and possession by Madness spirits. In the end I think RQG and CoC style Sanity rules aren't a good match and that the game already has plenty of subsystems that can be explored. Note also that in an ancient world the self is tied with the social and with the divine and horror should not be purely individual and mental: lost honor, tainted reputations, ruined or estranged families, ostracism from cult or tribe, spirits of reprisal. I'd think more of Greek tragedies such as Aeschylus' Oresteia trilogy, or Sophocles' Ajax or Euripides' Medea, rather than modern forms of psychological horror.
  21. @Jason D do you have any additional tantalizing anticipations about Lords of the Middle Sea?
  22. Short update. In the meantime I got the book from another online retailer. It's a beautiful book with meaty content. It's basically a full campaign arc.
  23. I try to play RQG by the rules. But I don't sweat the details, in order not to get bogged down in minutiae.
  24. @Jason D can you tell us something about airship combat? One of my fondest memories of my Hawkmoon games was epic and hilarious ornithopter combats. So, this a part I look forward to. I don't remember exactly which rules we used - the ones in Shattered Island or the French version- but they weren't very sophisticated, quite simple, in fact . And this is a bit what I expect from Lords of the Middle Sea: simple, quick, a bit deadly.
  25. Jason Durall talks about Lords of the Middle Sea:
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