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Psullie

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Everything posted by Psullie

  1. lovely and atmospheric - even with Princess Leia having a look in
  2. looks great! I'd be happy with b&w sketches to start with - if it works for me then aspire to that level of visuals
  3. Thanks Gryphara for taking the time to respond with some excellent advice - I started looking at setting up the scenario and realised how the Character sheets work, but as I'm not yet committed to a paid subscription I'll have to fudge them for the first game as you suggest. I'll keep you posted, and of course send an invite when I'm ready Cheers
  4. Hi All Recently I've been tempted by Roll20 as a way to play. I've never tried it before and rather than join an established group with the risk of not liking the technology I'd consider running my own game for 2 -3 sessions by means of a trail. Anybody open to giving it a spin? I'm looking at Sundays 2 - 6 UK time. Cheers
  5. there was much in the past I hadn't touched on, Kralorela for example because I couldn't draw connections with the bronze age Prax that I cut my teeth on, however reading the Guide has started to open up the multiculturalism of Glorantha and while I may never run a game in say Pamaltela, knowing it's influence has really deepened the world for me. As for pet peeves, flying Orlanthi and other powerful magic that's too common.
  6. seems like the trolls got the rotten end of that bargain as they'd drown along with their 'food'
  7. never mind the Wastelands, the destruction to the Holy Country and I'm guessing Frontal is phenomenal. if this is gradual then we'd see a tide of refugees heading north up through Dragon Pass and other breaks in the mountains, why are the trolls doing this?
  8. POW is listed as being 'spiritual presence' while CHA is 'force of personality' so it makes sense that controlling spirits requires POW
  9. but can spirits be killed? They lack physical properties and as RQ2 states, 'the separation of spirit from the body is known as death', I'd be inclined to rule that a huamkti's impact on the spirit plane is no greater than any others and that the death rune is fine to send spirits to the spirit plane but once there they are under the Spirit Rune...
  10. Now while RQG might prohibit such heresy, but I don't see a conflict with LM having access to both Sorcery & Divine magic (and spirit magic for that matter), as the grey sages see knowledge and communication as divine gifts. This type of religious/science was common if not indivisible in many cultures so why not LM
  11. Boldhome is less defensible than Whitewall and has three times the population. Whitewall (from the guide): An impregnable fortress built atop solid rock, it is surrounded by high gleaming white stone walls some 50 feet high and 30 feet thick, and the city is well-provided with granaries and wells. I think even with magic the basic rules apply. Sieges are massively expensive undertakings, far more than seasonal warfare. I recall someplace that an advantage of 4:1 is required for a successful siege (although that related to the Italian Wars). As the attacker your job is to cut off the food supply and hope their morale breaks before help arrives or you run out of money and have to leave.Laying siege to an ancillary fort is slightly different in that all you need to do is keep them occupied until the main job (Whitewall) is accomplished. Who's to say that Sanuel overstepped his mark by pillaging the fort. As the defender your main job is keeping the water clean (hunting and destroying disease spirits), managing food reserves, preventing fires (water elementals), shoring up defences (earth elements), keeping up morale (both with fort elders and commoners) and maintaining communication with the outside (knowing the state for play with Whitewall is key for keeping morale). And there is the occasional sortie to harass the attackers vulnerable spots. Lots to keep enterprising players happy. Remember too that the fate of the fort is determined, so the most the PC's can hope for is minimising casualties.
  12. powerful spirits could generate proto-spirts, rather than possess the host themselves they seed the host with a new spirit. this is how I imagine plague might spread...
  13. I disagree, I think the Wardings were placed there to effect any craft attempting to sail past, and the Cradle in sailing over them sets them off, as the target is trying (intention) to cross the warding. Remember that as per the Detect Enemies spell, setting the ward means that the cater must who constitutes an enemy or else it defaults to enemies of the caster. The scenario also states that much of the magic in that battle are beyond the scope or standard RuneQuest, so it's not a clear example. I would say, if your players want a hullahoop-O-death then they must create a new Rune Spell based on Warding
  14. you got to hand it to your players for seeing that loophole. However I would argue that the Warding spell is based on keeping unwanted visitors out and is therefore defensive magic. The spell uses Detect Enemies to trigger, therefore intention to gain access to the protected area for ill is a requirement of spell. Forcing a warded loop onto a victim does not have this intention This way you could place it on a wagon or ship and it would work to keep people out but would not work if you were to push the cart on to the victim.
  15. ubiquitous though it may be, it is still just another valuable resource - education for example may be ubiquitous here on earth but access in many places is controlled or the privilege of the wealthy. I see magic in Glorantha as the same, just because someone can cast Heal 2 doesn't mean they will. Gloratha has a substantial barter economy which is based more on need than value and this applies to services (magic is a service industry) too.
  16. If you can get a copy River of Cradles makes for a great primer and with a little fudging would work well for a one on one campaign as it assumes that the PC's have little knowledge of the region. btw 15 and running D&D and Traveller, sounds like a great kid.
  17. trigonometry + algebra = sorcery was when I was in school I agree, the 'big magic' wether divine or sorcery is on a scale usually outside the scope of the players. It's usually forms the plot (stop the evil priest from summoning X) or part of the hoot (find the sacred hen's tooth to complete the ritual)
  18. an airborne one! the Zola Fel would require a very different vessel from one that hugs the coast. You'd need two ships, one for the Rozgali part of the route, the trade off at Corflu for a river barge. the Pacific is a much calmer body of water than the Atlantic hence the koa-koa were able to island hop. Another reason why ancient vessels hugged the coasts was the unpredictability of the weather, if you see a storm coming you might make it to a safe harbour or cove rather than risk being swamped at sea. navigation loses were significant up until longitude and reliable clocks! Glorantha doesn't have that equivalent
  19. Psullie

    Cost of Iron

    very interesting, but the value of amour is far more than it's weight. Finding blacksmiths of sufficient skill in Glorantha would be a real challenge
  20. Page 2 relates to using a Rune, skill or Passion to augment another, usually a once off roll, for example using Dance to augment a Ritual roll. Page 8 refers to Runic Inspiration to effect a whole scene, using your Movement Rune to augment a night of Dancing
  21. Hi Scout With HQG you have all you need to start exploring Glorantha with your players in terms of background and cults etc. It covers the core area of Dragon Pass and Prax and gives you enough material to play regardless of which rules you decide on. In fact when I ran the QuickStart for RPG day I used HQG's maps and cult write ups to introduce new players. From your opening post I get the feeling that RQ is more your thing, a recent post on the community link explains very well the core concept of HQ particularly how keywords relate to solving problems rather than objective values. The new version of RQ will have so much of it's RQ Classic DNA that transitioning will be easy. If you like games with wargaming like skills and abilities and can wait until November hold off and buy the new edition, if you really can't wait then RQC will get you going. In this case I recommend Apple Lane and Snake Pipe Hollow as the two introductory scenarios, while very dated now by today's standards they are great to get you and your players started.
  22. without fermentation we would not exist, it goes beyond chocolate, cheese and beer. that said, while the process may not be understood save perhaps by the God Learners, it does require careful management to get the desired results least you end up with a glass of meths. This is where ritual and divine guidance pays off, follow tradition and respect the gods and your bread will rise, p*** off Eurmal and you may end up with ergot in your wheat!
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