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klecser

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Everything posted by klecser

  1. It seems pretty clear to me that while the mechanical effect of the damage are the same, the potential consequences of an impale and a slash are very different. Hence, the different subheadings. Runequest seems to be a game of combat nuance, and these rules are reflecting that. If combat nuance isn't someone's thing, I'm concerned that Runequest will just be an exercise in frustration for them. What frustrates some doesn't frustrate others and vice versa. There are games that have no nuance and games that have nuance. If you don't like nuance... Now that said, I do have some editing stretches for the core book, as a new player. Most importantly, I think the book needed more cross-referencing. Most of the rules I've struggled with as a new player have been ones that are linked together, but not obviously elucidated to me in the text. Like why the connection between Runes and Weapons matters. I think it is IN there, but it wasn't obvious to me. It had to be pointed out by experienced players. (i.e. that you use Runes to augment specific weapon attacks.)
  2. I sometimes lift names from the H.P. Lovecraft's Dreamlands book or just make up my own. Given that the Dreamlands seems to be crafted and influenced by Dream, I think that gives the Keeper total freedom to make whatever names they like. I really think you would benefit from picking up H. P. Lovecraft's Dreamlands. It seems to be a bit more difficult to find now, but there is the PDF of 4th edition still available.
  3. I wrote this from the perspective of Call of Cthulhu and investigative role-playing, but I think that it applies equally to the advanced social structures of Glorantha and Runequest, so posting here too.
  4. I've had the recent fortune of having a few Keeping Conversations with new Keepers. They always want advice, and I am normally happy to provide some, so long as the advice can actually do some good. Most advice given in the world is wrong. Not in of itself, but given with poor timing and without considering someone's improvement needs. Human experience is too varied for advice to do what it is intended to do. It isn't about "what worked for me." It is about what will work for the other person. I've been mentoring colleagues as an educator for many years, and the way we address this problem is by giving less advice and instead asking more questions that can help someone find what they need to be successful. I do believe that there is some baseline advice that can be safely given to new Keepers. 1. MGF (Maximum Game Fun) 2. Work towards balanced involvement at the table. (Quieter people may want to stay quiet, and that's ok. But also, some people need to be invited to participate. You shut down a table hog by inviting others to be involved and using the phrase: "Great idea, I'll come back to you" for people who Bogart time.) 3. Communicate with players early and often. (topics that are off the table, are we at MGF? etc) I think that is pretty safe advice and gives new Keepers actionable things to practice. Anybody can practice asking questions around a table so all are involved. Each of those has their own specific skills that need to develop, but it doesn't hurt to have them as axioms to aspire towards. But what about advice that most Keepers wouldn't immediately think of? What is deeper advice that could make a big difference? I'm specifically thinking about scenario execution. This leads me to the title of this post. I also just want to give a disclaimer here that I am not a scenario designer, nor am I trying to unfairly criticize scenario designers. I don't have those skills, but at the same time, I know what I most frequently change about scenarios. I think there is a generalized fallacy that is assumed in role-playing games that I'll call the "perfect timing fallacy." The idea is that many encounters are designed such that player characters are expected to be in the right place at exactly the right time. This classically manifests itself in a variety of ways. Dungeons are all stocked full of monsters that, for some reason, stick to within the boundaries of their room despite their being open corridors between them. They are always awake. Investigators stumble upon a ritual exactly as it is being completed, or right before they can have an impact. The cop who saw something is on duty when the investigator's ask for them. Monsters in a room are always prepared to fight, or willing to fight. There is nothing inherently wrong with any of those examples, so long as it is fun for the participants. Scenario designers frequently do a great job of proposing "alternatives outside the norm." And sometimes "the norm" is what produces MGF. And that's great. Perfect timing is arguably critical from a narrative standpoint. It moves the narrative along when it needs to move. That isn't lost on me. Managing the ebb and flow of the story at a table is another critical skill for Keepers to develop. But what advantages can be gained by breaking with perfect timing? I think that it is also worth considering the potential benefits of imperfect timing for investigative horror role-playing (or role-playing in general). I think Jaws is a perfect example of using imperfect timing as a narrative tool. Brodie, Quint, and Hooper spend most of the movie too late to do something. And the shark is only barely on screen for the majority of the movie. Them always being late produces a frustration that drives the narrative because it just makes them work harder to engage the threat. Now, imperfect timing works until perfect timing is needed. The movie has a time cap and they gotta ramp it up, so the shark shows up. And when it does show up, the payoff for the audience is huge. They had to work to get the payoff, rather than the payoff just appearing immediately for all to see. So how does this translate as a tool for gaming? Here are some examples: 1) Curating existential dread. Fear of the unknown is one of the greatest and most primal human emotions. This is why horror movies that work are those that don't show the threat ever or until as late as possible in the narrative. In the Jaws example above, the dread is created by the heroes arriving after the shark attacks and seeing the grisly aftermath. And the shark promptly sinks back into the waves and out of actionable distance. It is often better for the Investigators to arrive late to something happening, especially if violence is involved. The pendulum can swing the other way too. Don't underestimate the power of investigators arriving early and then having no idea how to prevent or engage with an issue. Being early and being late is often far more frightening to people than being "right on time." This also has the advantage of really selling the idea that "shooting your gun" or "swinging your club" isn't going to fix this situation. Taking that off the table forces investigators to use other means to address a threat. As always, know your group and what they like. 2) Eliciting healthy struggle. If your players always arrive on time, there may not be as much brain work that they have to do to work out a situation. Speaking for myself, when I play, I love not knowing what is happening with a situation because it encourages me to turn the wheels in the head. This can be particularly useful when players arrive really early and the number of clues present in a location, right at that moment, is minimal. Or, they may stumble upon a total orgy of evidence but have no idea how it all relates to the current time at the current location! That in of itsekf can be frightening. Or, maybe they arrive early or late and what could have been a critical narrative location has now become a red herring. This last one is particularly useful when running games in which the players know the scenario and are struggling not to metagame it! 3) Keeping investigators alive in campaigns. If you play mostly one-offs at conventions, it is understood that the gloves are pretty much off for lethality. People who play CoC at Cons know that their characters aren't likely to live, even if they make a string of good decisions. There is also the "Sandy Petersen killed me" dream of a lot of gamers. But when you do campaign play, it is a completely different ball game. This is an area where communication is key. And while some players are perfectly ok with their character getting slaughtered or going insane at any turn, many players get attached to their characters. If we could criticize one aspect of early (1970s) scenario design, it is that a lot of early scenario work featured "gotcha" deaths that were nearly impossible to avoid if ran as written. That does not contribute to a positive table feel unless it is known in advance to expect that. People often ask me how I am able to Keep (capitalization intended, he he) characters alive when playing campaigns with a reputation for lethality. The answer to that question is that players often arrive early or late to situations that would just end the narrative unnecessarily prematurely. in thinking about MGF for my group, they are very attached to their characters. I think it is incumbent upon CoC Keepers to consider that scoffing at that attitude in players isn't the most productive way to get to MGF, even if you think that "frequent character death and insanity is how CoC should work." This is less about how a game works, and more about how your table works. If you play a game the way it "should work" and your players aren't into that, then you've failed. You can have your cake and eat it too in campaign play. It just takes considering having characters arriving early or late to encounters that are designed to be "right on time." These techniques are not new to horror role-playing. Many published works emphasize rigid or flexible timelines for events. The key is simply to consider the possibility that "right on time" may not be the best decision for maintaining a slow descent into madness. I'm prepared to venture that going extended periods being alive and sane is far more frightening than just dying and going insane instantaneously. Your game will vary, of course. There is a sprawling continuum of what different people find fun. The key is to consider: How can you avoid being trapped by perfect timing as a Keeper?
  5. Along these lines, you know what would be great? A table that gives options for how it is DETECTED by Spot Hidden and Listen. Given that description is key to evoking a good table feel on this, the table becomes a resource for Keepers to help them describe...
  6. I'm a "more options and we reach more gamers" style of person, so I say both 1 and 2! Personally, I find #2 to be most useful. But I wouldn't begrudge someone wanting a good table.
  7. In the old version of Masks, she actually WAS a werewolf. The designers realized (I think rightly so) that having the werewolf angle be a attractive red herring made for a more interesting scenario than foreshadowing a werewolf and then getting a werewolf. Breaking the Full Moon "rule" should really emphasize this. The less players know about "how things work" the better the dramatic horror.
  8. Hey CJ, "Missile weapons" are a separate category than firearms. On that page it gives Bows as an example of a "Missile weapon." I think the intent here is that the time that it takes to knock and draw an arrow allows extra time to fight back that is not included when facing pulling the trigger of a firearm. Hence, why readied firearms get the DEX+50 Initiative bonus and gun fire cannot be dodged. Only seeking cover. My reading of the rules is that "fighting back" when using a firearm is essentially using the gun as an improvised club/and/or using your free hand. Which would use Fighting (brawl). I also wanted to echo what Hector said and thank you for making these videos. Call of Cthulhu will gain a broader audience when we do the work to get a broader audience. Your'e helping with that mission!
  9. Depending on how it goes and how much engagement they have with Lawrence or Arthur, one of them could be firm that they can't go through another transformation again, encouraging players to act before a full moon. You can also throw a complete curve ball at them. Eloise has gone through enough "full moon transformations" to no longer "require" a fool moon. The "Fool Moon" has now turned into a red herring...
  10. I think you mean "rules-g33ky." You missed a big opportunity there. I'm honor-bound to point it out.
  11. Last video is up (see first post)! Thanks to all of you for your feedback!
  12. I use a generic 50 for skills that I need for Call of Cthulhu so those options make total sense to me.
  13. Is RAW, "read as written?" MGF = Maximum Game Fun?
  14. Last night was my first time GMing Runequest. As a veteran GM of DND (all versions since 2) and Call of Cthulhu, the challenge for me was making sure that I effectively communicated just enough Glorantha lore, system feel, and fun all in one evening. I think it went well. I did a lot of prep for this game, with most it focusing on making sure I had blocks of text to introduce lore, and that my players had the resources to engage with the combat system. Example: https://docs.google.com/document/d/10uZrm72-Sd6_CAA0L8tWetBnomVZqw9Bw2QHuetI2zA/edit?usp=sharing I recognize that there are probably errors in that document. Feedback is appreciated. Try to see all the newness through a new player's lens! Cattle Raid spoilers to follow. My players chose from among a pre-selected sub set of the starters. I included the complete rules text of every one of their spirit and rune spells, including the stat for the rune they were associated with next to it. The goal being to not have to flip through a book or packet in order to know what they could do. I began by reading the "blurb" at the start of the QuickStart and added in some specific information about the Dragonrise. My players were really interested in the in media res aspect of starting with a cataclysmic event. I began by just having them walking through Apple Lane and seeing a sign advertising the need for a group of heroquesters to protect local cattle. This was a good opportunity to emphasize some culture of Glorantha and I had them make some culture and homeland rolls. The fruits of these rolls were gaining some reasons as to why their characters would want to take risks to protect cows. I tied these reasons to their passions as well, particularly loyalty and devotion to temples. This provided a further opportunity to talk about passions and augmentation. I introduced Brightflower, who served as a strong intro NPC to give them further reasons to help. I also used this as an opportunity for them to introduce their characters using the italic text on the sheets. Brightflower played off of each one after they gave their little speech and I used her as a vehicle to give the players some insights into the motivations of their characters, given how new everything was. The big challenge of the first adventure of a brand new game is that players really don't even know what questions to ask. So, as GM, my job becomes finding creative ways to feed them information from the adventure text questions, without it seeming canned. I think I did a good job of bringing up some things to get them thinking. They took the job and suggesting bothering after Brightflower offered the 50 Lunar. They lead with room and board as an add-on, but Brightflower was so impressed with their Critical success roll on Bargain that she upped the sakkar fee to 100 Lunar. She fetched Heotarl (who I nickname Tarl, because I find Heortarl awkward to pronounce) and they set off for the Gejay Hills! I portrayed Heortarl as written in the text, being a bit overeager towards heroquesting. I went and had him express marriage interest in one of the Adventurers as a way to introduce the "forwardness" of Glorantha social custom. My players did a great job of playing off of what I was doing. I was able to include in the information that Heortarl is designed to give the players about ignorance of the ruins, as well as setting up the Orlevings as an antagonist. Upon arrival at the herd, I used Jareena as a counterpoint to Heortarl, with her chiding him for his "frequent proposals" to young women. One of my player's played Nathem and asked if she could send her Shadowcat on a scouting mission. I wasn't sure how to play this, given that I don't know the extent to which trained Shadowcat's "follow orders" like familiars in DND. So, I had her roll Nathem's Beast Rune. She got a regular success, which I deemed as not good enough for the Cat to go wandering off away from the safety of the fire. I wasn't trying to say "no," so much as do what I thought was realistic. I also wasn't interested in her losing her shadowcat by it just being eaten by sakkars, although maybe that was the most exciting play. Let me know what you think about that? The group followed the cattle the next day, as written. My players made judicious use of Scan and Search to find some sakkar scat. One of my players rolled Critical on Scan and noted a significant rustling in the grass right before the sakkars attacked. Cattle Raid suggests that the sakkars don't want to fight humans. While I totally understand that from a Runequest flavor perspective, I was getting the impression that my group was ready for action, and it was starting to get late anyway. So, I elected to have them fight to the death. Here is the map I prepared for the encounter. Solid lines are increasing elevation and dashed lines are decreasing. The X is where the sakkar attack occurred, and the circled letters refer to the herders. T is HeorTarl. I asked the players how they planned to move with the herd and they elected to spread out. I deliberately made the scale large to increase the tension. I also made a point to emphasize with them that the down slope towards the upper left of the diagram leads to Orleving farm lands. My players did discover that the Varmandi had been grazing within Orleving boarder stone boundaries prior to this. This close proximity made them appropriately nervous. The sakkars attacked! My plan was to keep them near the kills and to feed on them, until anyone chose to intervene. With my players being spread our over the whole map, the challenge was getting them involved with combat and not be sidelined just because of positioning. Vostor was the only one close to the attack, and he elected to use his javelin as a melee weapon. A big part of this first combat was players figuring out "how this works" and I think they did a fine job given the newness and circumstances. They did a good job of attempting augments with skills like bargain, homeland, culture, etc, but really struggled with the idea of augmenting weapon attacks. This is my fault because I could have done a better job of emphasizing that weapons could be augmented too! The "it is whatever it says on my character sheet" mentality is potentially a barrier for people coming over from other games, because skill augmentation is pretty novel for most role-players. Mobility was the most commonly used Spirit Magic and the player playing Yanioth was absolutely dead set on making the biggest Earth Elemental possible to deal with the threat of the sakkars and I couldn't blame them. The beginning of the combat was a brief introduction to how Strike Rank works and the logic of it was well-received by my players. The first few rounds were largely positioning rounds and getting out of the way of cattle. I had the cattle split into three main groups, and having the map really helped here. Players really had a lot of positioning choice and many of them were adept at "finding the gaps" between the three groups to avoid being trampled. Everyone had to make at least one DEX roll and nobody was trampled! But the THREAT of the trample played out really well and definitely influenced the sense of threat. Vostor immediately took a savage gut swipe to his abdomen from the big male sakkar. 17 points to that one location! I basically was fudgy on the movement rules during this section. I recognized that the scale I provided for the map was perhaps a little too much on the harsh side for the combat, as some players were starting hundreds of meters away from the battle. They used Mobility and full moves to get there as quickly as possible. On the other side of the coin, I recognized immediately that I had set it up risking a lot of players just being straight up irrelevant in the battle. Which is not a good thing. So, that resulted in some generous movement responses to player decisions. I didn't play it perfectly by the numbers, because if I did, it really would have punished some players who basically made the logical choice to protect on all sides. That said, Harmast was close enough to Vostor to be able to get to him with a healing potion. We did the Strike Ranks accurately (Dropped weapon, 5 SR take out potion, 5 SR administer) but I did fudge the movement a little. With mobility, Vasana and Yanioth were able to cross the field and get to the threat by the fourth round. Yanioth dropped all four of her Rune points to make a medium elemental and used it to engulf the female sakkar. Vasana trampled it's head with her Bison, killing it. Harmast made a special success sword attack against a failed parry of the male sakkar and it went to the head! It didn't quite do triple damage to the head, but given that it was at less than zero main hit points, I called it a beheading. Where was Nameth this whole time? Nameth ran after Heortarl to guard against any shenanigans with the Orlevings. I had Nameth see two riders in the distance. She (the player) grappled Heortarl to prevent him from doing anything stupid. She wasn't able to wrestle him to the ground. Deseros and Erlanda approached and I played out the expected threats between them and Heortarl. Kari did a great job of rune and passion augments to bargain with them. With a great speech, a logical augment, and a good roll, she talked them into only taking half of the cattle from this sub herd! So, all told, the group only lost 18 cattle and managed to eliminate the sakkar threat. Yes, I know that cuts across the "sakkar run" tactic of the scenario, but based upon the combination of time, table feel, and this being their first adventure, I felt that it was appropriate to have a longer fight. Even if that cuts against the "monsters and people flee" rule of Runequest. We did get the cultural thing in at the end with Nameth and the Orlevings and the negotiation. Most importantly, they want to play again. So, the current plan is to play Defending Apple Lane for our next session! Questions: 1) What do you think about the Shadowcat situation above? Do Shadowcats "follow orders" like familiars? Whether they can or not, how would you have avoided an effective "no" under that situation? 2) Is an elemental's damage physical or magical damage? In other words, does Armor apply? I wasn't sure in the moment, so I made it physical, with the hope being that Yanioth would roll a 4, 5, or 6 on its damage to overcome armor. She rolled a five, and it was appropriately epic, but I'm wondering if I played it correctly. It just seems odd to me that you'd drop four rune points to control an elemental, roll a two for damage result when it engulfs, and have the elemental do no damage to a foe with armor. Seems a potentially huge waste of a large rune point investment. 3) I wasn't sure how creatures with natural weapons "parry," so I just used their claw statistic. Correct? 4) Any skill not in any NPCs list happens at base value, correct? The biggest aide that was missing was a list of skill base values, and I will have that for the next session. Thanks for reading!
  15. Written by @EpicureanDM: https://www.dropbox.com/s/sqmq88ratu5s6go/Newcomer's Guide to Runequest's Strike Rank Combat v0.5.pdf?dl=0 And @g33k, I always appreciate your critical analysis! I'll be doing a short write-up on how it went (spoiler: very well), but when we got to combat I ended up allowing move and attack. The decision was more a table-management one and I think when I explain what happened you'll see why I did it that way. Stay tuned. And here's my report!
  16. Hey everyone, Tonight is my rescheduled first Runequest game as GM. I'll be running Cattle Raid for players experienced with 5E and Call of Cthulhu, but completely new to Runequest. This will be my first time running Runequest too. I have lots of handout resources to make things run smoothly, and all character Spirit and Rune magic printed out for them so we can focus on fun and decision-making. I'll post a report with some photos and then get to making my last "I Make A Runequest Glorantha Character!" video! @Bill the barbarian Quick question: Quickstart says "Those moving up to half of their usual movement allowance may also participate in melee, cast a spell, etc." If my move is 8, and I move 5 (5 SR), why can't I use my readied 6 SR weapon and attack on SR 11? Update: Reading the ridiculously detailed Strike Rank master document, it is clear that the answer is: "because that's the rule."
  17. I know what you're referring to. In DND, for example, AC boosts. I've always viewed damage reduction to have a very clear implication that is fairly universally applied across many games. Damage reduction subtracted from damage. And in that case, stacking DR for armor worn on completely separate parts of the body seems completely strange to me.
  18. I also did not mean to imply that you aren't proud of all your work. My apologies if I unintentionally implied that. I was just trying to suss out in my brain reasons why there is "suddenly" a leatherette for a setting book.
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