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klecser

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Everything posted by klecser

  1. Ok, this is a nuance that was not clear to me on first read, but hearing you explain it this way, in this context, made a difference.
  2. When moving, number of MOVs replace SIZ strike rank modifier (SRM) in figuring weapon SR pages 193 and 194 RQ RiG Thanks, as always, for your support Bill! I'm struggling to find the book text on those two pages that corroborates this statement and it may be that I'm just missing your point. 194: "..Movement: Any time two fighters meet in melee, no matter how long they’ve traveled to get to that meeting, strike rank should be figured out normally for them [emphasis mine]. However, the gamemaster should consider the time taken to get from point A to point B when an adventurer joins an ongoing melee or charges across a distance at a foe using a spell or missile against them." An example that illustrates my confusion: I'm in melee with someone and I have SIZ SR 3 and DEX SR 3: My tentative SR is 6 (until weapon added). I move 3 meters to engage an opponent. My tentative SR is (1 for the move + DEX SR 3) = 4? (until weapon added). "Number of MOVs REPLACES SIZ SR" This doesn't compute. Why does moving nullify my SIZ? Shouldn't it be: SIZ 3 + DEX 3 + MOV 1 = 7? (until weapon added) Not trying to be difficult. I need to GM this in less than a week! 😜
  3. Spirit Magic record-keeping and use questions: Spirit Magic spells are often listed as "Spell X" 1) This number represents the maximum number of effect gained by that character and it may have come from a combination of character creation or a character later doing favors for temples/cults that grants them boosts to magic, correct? I might start with Heal 2, but do a thing for the Cult and they give me one more "Spirit Magic spell point," essentially? 2) Let's say I have Heal 3. This means that I can cast Heal with 3 MP. Can I also Cast it with just 1 or 2 MP if I so desire? 3) If I have Dullblade 3, that caps the effectiveness of my Dullblade, but it doesn't stop me from spending MP to get past magical defenses, correct? So if I cast Dullblade 3 at 6 MP, it would only have the "strength" of the 3, but the rest is to overcome a raised magical defense, correct? 4) Spirit Magic "spell ranks" are ultimately capped (CHA), but rarely do you see starting characters with Spirit Magic spell rank totals approaching the cap. Would it be fair to say that one of the many, many goals of adventuring is for some characters to do quests and other duties that allow them to gain more access to magic from their Cult? 5) Unlike Rune Magic, where any character can cast from the General list, Spirit Magic is entirely dependent upon what a temple or cult teaches you, correct? Most players start the game with only about 1-3 spells, depending upon rank but they potentially gain more as they quest? I know these questions likely seem obvious to veterans. But they are not necessarily obvious to new players, especially as we code switch from other games. I'm trying to build my logical consistency within the game right now so I can effectively GM it.
  4. 1. Melee strike rank is always DEX SR+SIZ SR+Wpn SR ? (assume readied) 2. Missile weapons are DEX SR ? (assume readied) 3. Spell is DEX SR + 1 per MP beyond the first? (assume readied) 4. SR appears to be pre-calculated for Pre-Gens/Scenario Adversary Stat Blocks? But assume a readied weapon?
  5. Thanks Phil. That is one of several changes I'm going to make based on feedback. Someone in the comments also pointed out that my STR doesn't support a large shield and weapon. So, honestly, I'm just going to increase her STR to 12. That will help me keep the character concept.
  6. You did not. And that has been clarified, so it's all good anyway! @g33k and @Bill the barbarian, you are pillars of the BRP community. Thank you!
  7. Thanks for all the advice. Some more questions: 1) Do you feel giving players the text of the history of the Colymar Tribe from the Screen Pack is overkill? 2) Would pages 12-16 be a better "basic" introduction to the Tribe lands? (Population, Climate, Temples, Politics) I have decided to run Cattle Raid for this first adventure.
  8. I hear you, but I also feel like I'm receiving mixed messages. Either in this thread or another one, multiple people said that Rune magic should not be used in intro games because it encourages players to erroneously use what is a very finite resource. Since Rune points only regenerate at festivals/certain times of year. I'm trying to balance this advice because my players aren't fools. If I encourage them to try it out, but remind them that points don't come back potentially for months, they'll understand that. On the other side of the coin, I see the point that blowing all your Rune points all at once is not how the game is played. Spirit magic makes total sense to use since it is largely based off Magic points, right?
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  10. You do not need to run a game publically to join. You can run a game with your group of friends and report on that. You just don't get Chaosium.com credit perks for running among your friends. I just joined and there was no blood test or DNA sample required.
  11. This is one of the things I like about this game. The rules don't need to get any more complex from the start. It isn't an "expansionist" RPG. Rules lawyers love Pathfinder and DND 3.5 because you just keep heaping on more and more complexity. I'm not saying this game can't get complex, because it obviously can. That is why I started this thread. As I explained in my first post (which some people apparently didn't read very thoroughly), I'm an experienced GM with a solid General knowledge of teaching games and helping people feel fun right from the gate. But there does need to be PARSING of content at the start so that knowledge can be gradually released so players don't feel overwhelmed at the start, ruining the fun (I think I also mentioned in my first post that I'm a professional teacher, so I don't need to be lectured on what learning is and isn't). Bill, I appreciate your insight in what needs to be parsed in RQ, because that is what I posted for in the first place. And I hear you all loud and clear: magic comes later, and that totally makes sense. Thanks everyone who contributed on topic!
  12. It actually begs the larger question: Whose responsibility is it to please fans? I don't view it as the designer's responsibility. If someone follows anything so intensely that they have a perceived "gospel" for it, it isn't another person's responsibility to curate unreasonable expectations. There is room for all at tables, so long as they are fun-first for all, not just themselves. People will be dissatisfied no matter what someone chooses to do or not do. I'm not interested in sitting at a table where a GM feels "obligated" to play a certain way because they are trying to please people with the least healthy perspective. I find that more enabling than empathetic.This is the exact reason my friend group stopped attending Cons. We were sick of other people telling us how we "should" feel. I don't think a lot of gamers understand how much "canonism" contributes to death of games and anxiety at Cons. It is often wielded like a hammer to exclude/discourage variant perspectives and styles at tables. That said, I started this thread because I want to give my group a great experience running RQ the first time, and I know my players. That means finding a good balance of factors based upon where they are, not where I wish they were. Any new GM should ask the question: What are my player's approaches to fun and how can I craft a reasonable balance that will be fun for everyone? If one player's canon-focus is wrecking it for everyone else? No thanks.
  13. They may be added to the Cult of Chaos at some point?
  14. As a Call of Cthulhu player, I had no intention of purchasing Runequest until the slipcase released. And then the production values, art, richness of the world, and my trust in Chaosium completely converted me. Not surprised.
  15. I really appreciate the love that Chaosium is giving to this particular Mythos threat.
  16. I really enjoy the breadth of NPC portraits on the cover. It screams "lots of people/things to meet and stuff to do." That sounds more crass than I intended. LOL
  17. Your responses pretty much sum up what attracts me to this game and why I would rather play Runequest than any other heroic game right now. What good is hero-ing if there is nothing wholesome at stake?
  18. Is it allowed/wise to pick a cult that is unaffiliated with your occupation? Earlier in character creation I picked Ernalda as my Cult. But, I want my character to be heavy infantry and Ernalda is not listed as a typical cult. I've been role-playing for a long time and I don't believe in limiting character creation options. But at the same time, I don't know Glorantha, or this game very well yet and I'm just wondering if there is some game-ruining reason that makes picking a cult occupation outside of the listed a dumb idea. I also have an "optimization" mentality that has been pounded into my head, and BRP is slowly breaking me of that. Or, let me ask this in another way, because I have "DND Mindset" Disease right now. Do Farmers go on adventures in this game? And that causes me to look at "Farmer" occupation and equate that with "boring." I know that isn't fair. DND teaches me that Farmers are not adventurers. Should I broaden my mindset as to who QUESTS in this world?
  19. As others have said, I'm thinking that Defending Apple Lane, as much as I love it as a scenario, may be a bit much for a one shot game. I really like the idea of "escorting the cattle to market." Thanks Jeff. I don't take it for granted that designers respond!
  20. Thanks to everyone for this amazing response! I got swamped at work, so I'll try to digest this over the next couple days!
  21. My Call of Cthulhu group has been seeing my videos for "How To Build A Runequest Character" and they naturally want in, at least for a one-shot to try it. I would likely run Defending Apple Lane and use the Pre-Gens. My players are open-minded, but their experience is rooted almost exclusively in DND and Call of Cthulhu. Given the rarity of combat in our CoC campaign and the differences between this game and DND, I anticipate a steep learning curve for them. I will have a learning curve as well, as this will be my first time running RQ. Yet, I have 20+ years as a GM under my belt and I know how to anticipate a lot of the general challenges. I'm also a teacher by profession, so helping people understand and choosing the best questions comes naturally to me. I'm expecting that we are going to actually do this in a minimum of two sessions: One to learn the rules basics and one to start play. I know that really doesn't happen for FLGS-based one shots, so I'm curious as to how you all teach the Basics as efficiently as possible. My biggest fear right now is attempting to explain the three tiers of the Magic system and players having a character that they feel is ineffective because of this. Some of the slipcase characters seem fairly complex to my untrained eye and specialize in calling Spirits and casting magic and I'm not sure how to "pitch" that to whoever plays one. Combat will obviously be a huge part of DAL. Another challenge is that we will only have one rulebook, so I anticipate printing full spell text from the PDF for players to use (for personal use only! ) How do you teach Runequest efficiently to one-shot groups? Which pre-gens are the obvious choices for new players? Do you feel like a "pre" session is unnecessary with specific in-session choices to support understanding? As always, thanks in advance.
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