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Psullie

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Posts posted by Psullie

  1. 2 hours ago, jajagappa said:

    Spirit magic is still there, and the spell selections have not particularly changed.  These pre-gens each have 5 points of spirit magic (except Vishi Dun who is training to be a shaman).

    In RQ2, if you used previous experience, you got 1d6 spirit magic spells if a barbarian, roughly 5 spells if a cavalry mercenary, and up to 8 potentially if an infantry mercenary.  So think that falls right in line.

    I get that, ( and as stypoa mentions we don't know what level the pre-gens represent) but I was just commenting on the balance. With RQ2 most only had Battle Magic, so the your choice was very tactical and learning new magic or boosting existing spells an active part of play. Now PC also have a Rune 'well' to tap into which will impact on the relevance or importance of battle magic.

    1 hour ago, jajagappa said:

    The advantage is that if you happen to run into some nasty ghost, you don't have to curse yourself for not selecting Spirit Block.  Or if you did select Spirit Block, and run into some bandits instead, wish you had a couple uses of Lightning to blast them with.  The limitation is your rune points, and far less your choice of rune spells.

    So far this is a much bigger game changer than Passions. And I think I rather like it, it gives cult affiliated real clout (assuming that ignorant heathens get none) and as you point out can make the rather dangerous world of Glorantha survivable. But it works both ways, all sentient beings with affiliation will have some access to Rune Magics with powerful characters drawing on considerable RP reserves. 

  2. Elementals are costly, 1 RP to summon & 2 RP to Command so not something done lightly. 

    I think shifting the balance to Rune magic from Spirit Magic is fine - wait and see how character generation works, and as a GM you could control use through management of recovering lost RP. But I always liked the tactical element of Spirit Magic and converting old RQ2 & 3 scenarios may become a little more complex as you will need to reconfigure the spell selections. 

  3. Just enjoying the preview of RQG and the treatment of the example heroes and noticed the relative weakness of their Spirit Magic arsenal. No Bladesharp or Protection which was near ubiquitous with RQ2 - Sorala has none but does give us a first glimpse at Sorcery. However all characters seem to have ample recourse to Rune Magic with the line 'All common Rune spells' for each plus 3 or so specialised ones. But as most only have 3 or 4 rune points variety doesn't mean plenty. 

     

  4. A pack of dogs, even mini ones can be very dangerous - I imagine the victim was quite terrified and quickly became disoriented. Sounds like that the dogs in question had been allowed to become feral and very hungry. 

  5. 2 hours ago, soltakss said:

    Demigods are normally born from a god and a mortal, or are minor gods.

    Pavis was a demigod, as he was a Hero who became a god.

    In my Glorantha, demigods and gods/goddesses are such because they are worshipped. You might get a very minor Hero who goes on a HeroQuest and comes back with a new skill or spell that is then taught to others, that makes the Hero a demigod. The Hero probably gets worshipped as a subcult in a main cult, perhaps even at a single shrine.

    A demigod, rather than a Hero, may get worshipped at several locations, so Pavis is worshipped in and around the city of Pavis, but has several temples.shrines.

    In terms of the Compromise, I think that Demigods are bound by the Compromise, but Heroes and SuperHeroes are not. So, a Hero who binds himself/herself to the Compromise by weaving a place and accepting the place of others becomes a Demigod. Normally, such a Demogod cannot act in the world, or actions are severly limited, so Cragspider is a Demigoddess and her actions are now limited, so she is not the HeroQuester that she was. However, in the Hero Wars, the Compromise has been broken and Demigods, Demigoddess, Gods and Goddesses are free to act again.

     

    This smells of God Learnerism 😉

    I think the terms are regional and interchangeable, one community's hero is another's god who could be a demon to someone else...

  6. 3 hours ago, David Scott said:

    Don’t forget the Guide covers much of this in the trade route section starting on page 468. It lists imports and exports by region.

    Why do you think that the shipbuilding industry is rapidly expanding and in what time period?

    The Wolf pirates sink the Holy country fleet, so I would suggest a decline in shipping due to the increased Hero Wars activities.

    Trade. It's only been 50 years since the opening and since then, according to the Guide, international sea trade as established - this would require a MASSIVE shift in production and supply chains - even in a magically enhanced world. I'd hazard a guess too that this has yet to peak and that in many areas supply of materials is what's hampering shipbuilding not fear of pirates. Timber, not under Aldryami control, and textiles (sails, rope and cladding) are your main materials. 

    The guide info is great but is really just a very brief overview but does highlight the importance of trade and states that heavy shipping lanes see daily traffic - even with an optimistic 60 ships Harrek's fleet would be hard pressed to completely shut down all trade, excepting within the confines of the Mirrorsea. With the loss of the Holy fleet, Esrolia in particular would be very keen to maintain sea routes (as demonstrated by Samastina's ransom payment) as the over land routes are contested - Lunars to the north, Graymane to the west. Nochet would not remain the cosmopolitan metropolis for long with out ships.

    As for need: the Wolf Pirates themselves, the Quinpolic League, Pasos Navy ... keeping ships afloat require constant maintenance, repair and replacement of timbers, rigging and sail. 

  7. I was only this past week looking at textiles in Glorantha and figured it would be a major trade item. Cotton for example grows best in hot dry climates, but it's easer to spin into cloth in cool damp climates. I would imagine a massive trade in wool, flax, jute, sisal, canvas (hemp & cotton), both in raw materials and processed fabrics. Not to mention the rapidly expanding shipbuilding industry putting pressure on both cloth and rope makers. Not to mention any native Gloranthan fibres with unique properties. 

    • Like 1
  8. 1 hour ago, Richard S. said:

    I hope prices are more reasonable in RQG. Now don't get me wrong, I love RQ2, but when it gets to a point where my character literally cannot carry all of his money needed to buy just a few 5% increases and a spell and still walk properly, we got a problem. And then there was the time when we sold my dragonnewt character's skin for a grand total of enough Lunars to learn healing 2.

    I think that banking this is one of the unwritten uses of cults, someone also needs to hold ransoms in reserve and act as middlemen (for a fee obviously) for non-cult transactions. 

  9. 4 hours ago, styopa said:

    Hopefully there's a note about this in the previously mentioned rq2/3 conversion notes.  Some poor new dm is going to run the Sea Cave or Skrypens without editing and wreck their games economy if they don't throttle the loot severely.

    How many of us as newbies didn't Monty Haul our first few games :D it's tradition 

  10. 53 minutes ago, Dutchy said:

    Thanks everyone, I am just preparing a new campaign with new players to Runequest. I am planning to start them as Balazaring hunter gatherers. As they will be learning the game mechanics, whilst they are also finding out about the world - well that's the plan anyway!!!!!!

    AFAIK the new RQ will focus on Dragon Pass, Lunar Empire & Esrolia. So for your Balazaring campaign you'll be dipping heavily into older materials anyway, but the big change will be how Runic and Clan passions will/can impact on play. 

  11. 1 hour ago, jajagappa said:

    Permanent discorporation.

     

    46 minutes ago, Jeff said:

    Encountering things on the Spirit World that you have no training or aptitude in dealing with.

    ah it goes a bit Philip K Dick then...

    • Like 1
  12. 23 hours ago, Jeff said:

    And it is addictive as hell.

    That being said, we have one character who routinely abuses hazia in order to discorporate, deal with spiritual entities, and even engage in Spirit Combat.

    but are there any side effects (in game terms) either from withdrawal or engaging spirits while tripping the light fantastic? If your NPC it taking the short cut to the spirit world what are the long term risks?

  13. 19 minutes ago, Iskallor said:

    So would priests and shamans be addicted then? If average folk are using it then it could lead to possessions and ....

     

    Ghost busters!

    Nochet Vice Squad 

    • Haha 1
  14. 5 hours ago, Jeff said:

    Hazia, as described in the RuneQuest rules, is far more potent that marijuana. When smoked or inhaled, it allows the soul to discorporate from the body, just like the Rune spell or shamanic ability. Worryingly, this effect lasts 1D6 hours! This is Glorantha, so it REALLY does that. And it is addictive as hell.

    That being said, we have one character who routinely abuses hazia in order to discorporate, deal with spiritual entities, and even engage in Spirit Combat.

    So it's more like opium? (chasing the dragon with serious consequences) Just wondering if there is a social aspect or is it primarily a shamanistic totem. The plantations in River of Cradles suggest a thriving blackmarket economy which would only be supported by recreational use... Are Hazia dens a thing?

  15. For my games, Portomekan pipe weed and Kafl = tobacco. Hazia = marijuana

    9 hours ago, MOB said:

    The intent is yes to all of the above. Hazia can ingested in a variety of ways. If you take enough, under the right circumstances the effects are the same as the Discorporate spell. 

    however for the uninitiated the effects are the lesser known Discombobulate spell

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