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Everything posted by Psullie

  1. Keep it simple. At the beginning have all your players play Orlanthi, preferably from the same clan. This will give them a solid reason to hang around and not do the DnD thing of wandering off looking for orcs to rob. Only allow 2 or 3 starting cults, perhaps Orlanth, Ernalda and Issaries. There is an awful lot of Glorantha to get to know and that can put off many players. Then slowly introduce the world as you play.
  2. Psullie

    Spell Matrix

    I wouldn't say so, that is one of the functions of Detect Magic and Identity Spell. Though you may suspect the item is enchanted not all enchanted objects are obvious.
  3. There is a 'Seapolis pack' on the list which I suspect may include the islands...
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  5. I really like this explanation of Sorcery - Cheers!
  6. I get the feeling that having multiple masteries is a requirement for Zzaburi - regardless of the inefficiency from a rules POV, from a world view mastering as many Runes as possible is the mark of a magi. Also I imagine that playing a sorcerer in RQ is akin to playing the librarian in CoC
  7. Psullie


    I'd say its illustrative but covers most cases. Remember these are Passions, so the emotion or bond must be strong, so if its not already covered is it a strong emotion?
  8. Time does not exist in the Spirit World in the same way it does in the mundane. Some spirit combats could take days, rolling one opposed roll per night during a dream or the opposite, where the combat is over in a perceived instant - by the time you realise what's going on its too late sort of thing.
  9. which is why the shaman is a necessary member of you community. Spirits are inscrutable, many are bound by tradition or myth but rarely logic
  10. It was the latter. For now I'll go with the 'parry doesn't necessarily mean contact' and creatures with natural weapons don't take damage when a successful attack is parried. Any reference on the A&P table to the Attackers Weapon takes damage will mean the receive body part. I'd allow armour for non-special parries as the parry don't have to be against the business end of the claw/fist etc. thanks for all the replies
  11. cheers Bill I did go back to 2 & 3 and didn't see anything, doesn't mean its not there though. I like to keep it simple and just say the parking natural weapons just keeps the attacker from connecting
  12. this makes a lot of sense and easy to play, the Special parries would be those rare occurrences where your were able to turn a parry into an attack.
  13. So my hero is attacked by a ghoul, three attacks all on the same SR, two claws and a bite. My hero decides to parry all three with his sword. On a successful strike and successful parry the Attacker (ghoul) rolls damage and the Defender only takes damage if the attacking damage exceeds the weapons HP. But the attackers weapon is not damaged - this this case the ghouls claw or head. The ghoul could take damage in a failed attack versus a successful parry, but only 1 HP if the parry damage rolled exceeds the claws HP. More if its a special parry etc, Does this seem right to you? Should the ghoul take more damage from parried attacks? How do you handle these types of combats?
  14. HeroQuest: https://www.chaosium.com/men-of-the-sea-pdf/
  15. Forests were farmed, coppicing and pollarding were common techniques to produce materials as wide ranging as animal feed to boat building. Parklands were also maintained to promote deer, boar and fowl for hunting. Mass deforestation only began in the gunpowder age - ships and charcoal In my view most temperate landscapes will have substantial tree cover even if labelled farmland. Forests with an F would also have communities living within so the distinction between farm and forest gets very vague.
  16. some of you may find this interesting: https://gizmodo.com/social-inequality-marriage-habits-and-other-clues-to-1838943080
  17. RQG laid down a promise campaign play in the same vein as Pendragon; one game per season, focusing on parentage in char gen and off season rolls. Even if you don't play the big campaign, have it as a framework to guide GMs in playing in different eras would be essential. Dynasty was such a core part of Pendragon and I believe should be for RQ too. The Hero Wars are about fighting for future generations with the aid of your ancestors.
  18. I feel that using appropriate terminology really helps set the tone for players. Though I use the common terms I often preface them for my players with the advice that these are 'nearest equivalent translations' and not to be taken literally. Unless we create a whole new lexicon we are going to mislead some people, but that can work too, by using Earth terms but presenting them in a unique way we highlight that this isn't Kansas.
  19. I hope the Gods book contains more insights like this, really useful for GM's and player to grasp the essence of an ideology - not just worship this god and you get these spells...
  20. I can't speak directly to the Adventures book, but transplanting the NPC's should be straight forward. One word of caution though, start with some very simple encounters - 3 or 4 NPC's v the PC's just to everyone gets a chance to learn the system,.
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