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Psullie

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Posts posted by Psullie

  1. In most games the CA is delegated to field medic which is boring and unoriginal. So ask your player how they envision their character. Why are they adventuring? What are their personal goals? Then include those own your campaign (you should really do this for all your PC's). There are equally exciting 'games' to be had with contests of charm, stealth, or battles against the elements. Make use of all the other skills and passions on the character sheet. Finally, what is that players personality? Does he/she regularly take the lead and drive the session? 

    • Like 4
  2. I think writing and performing are two separate talents. We have both playwrights and actors for that reason. To write a poem or play (the ancient world saw little difference between the two) is a Knowledge skill such as language and augmented by a lore skill or even Insight. (Craft skills are Manipulation based so I wouldn't think they'd apply). To preform a play is a Communication skill: Act, Orate but also modified by Insight (reading the room). 

    Cultural knowledge would also be required, so perhaps either using the Homeland Lore skill as an augment or cap would make sense. 

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  3. I think that this would have to be played out. The character would need to embody the desired element, perhaps seeking guidance from a priest/shaman about a quest or activity that could start the process. For example to gain the Water Rune may require a journey to the Sea and give an offering to a water diety

  4. Page 108 - Outnumbered covers this. "Once a character has fought back or dodged in a the present round, all subsequent attacks are made with one bonus dice."

    I view it that an investigator fighting a ghoul is Outnumbered as the ghoul has three attacks to the investigators one.

    And to add - I don't think there is a limit bar common sense by the Keeper on how many attacks are actually feasible.

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  5. Three  ratings and the first review:

    "Just bought this and I am reading through it, it has a nice investigative feel, like a Gloranthan CoC scenario, very combat light so I might have to put an a extra skirmish in to keep the meatheads happy but has a great feel and nice writing, fits perfectly in to my campaign which started with the Adventures in the Screen, the VTT maps are great as well at the moment as we are playing on Roll20!"

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  6. Hi Everyone

    As you may have seen from Nick getting the scoop on this (true journalism there) I've release an expanded and revised edition of the popular convention scenario Remembering Caroman to the Jonstone Compendium. The original is still filling convention slots with the next one I believe is PAX Online next month.

    https://www.drivethrurpg.com/product/324716/Remembering-Caroman

    The blurb:

    Remembering Caroman
    The first Sea Season out from under the yoke of Lunar oppression is late in coming. Early crops are slow to germinate, lambs are few and small. The clan’s ancestors are uneasy. A disquiet within the Spirit World, simmering since the Lunar invasion twenty-four years ago is now bleeding into the Middle World.

    The land is weak because the bond between the living and the dead is strained. An encounter with a melancholy soul sets the adventurers off on a quest to find one soul among the countless lost. 

    Can they find what has been forgotten? Will they have the courage, honour and loyalty to appease the ancestors and stave off a season of hunger and uncertainty? 

    This adventure explores some of the complex relationships the inhabitants of Glorantha have with the Spirit World. Whether from the guidance offered by a clan’s ancestors, support from cult elementals or as a font of magical power, the Spirit World’s influence cannot be underestimated.

    About this edition
    An abridged version of this scenario was originally released in 2019 under Chaosium’s Cult of Chaos banner for use as a convention scenario. This revised edition has been expanded to include additional encounters, new maps including VTT verions for online play, new non-player characters and more detailed background information for new and existing antagonists. The start of the adventure has also been rewritten to better facilitate campaign play and remove the need for Vasana and her companions.

    The original version is still available from the Cult of Chaos.

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  7. these spells can also be used on willing and knowing subjects, 'once more on to the breach' and all that, sometimes people want to be inspired or charmed as they are in need of a morale boost. Social spell are all about context, unlike combat in RPG's which IMO all too often lacks consequence. First impression do last. Sworn oaths are binding. Other long lasting consequences are also possible: Uther seducing Igrayne for example (according to the Boorman film)

    Also magic is so ubiquitous in Glorantha that the act of casting Spirit magic is in itself nothing suspicious. Rune Magic would raise an eyebrow though and as I doubt many would recognise Sorcery, most believe it to be some odd form of spirit magic. 

    • Like 1
  8. 11 hours ago, Manimati said:

    Slings are really terrible.

    I raised this way back and Jason felt that giving slings Damage bonus seemed odd, and that 1d8 damage makes up for it. Given that few people wear plate and just how ridiculously cheap slings are, I feel that they work well as a primitive weapon. 

  9. 36 minutes ago, PhilHibbs said:

    You can play RuneQuest that way. Perhaps you should play it that way. But you don't have to play it that way. If murder-hobo is your group's idea of fun, then it isn't wrongfun to be forbidden.

    True, but I find there are other rulesets out there better suited for that style of play

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