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About jrutila

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    RQ, Glorantha fan
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    Only solo...
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    Long time Glorantha fan

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  1. In the Helden story (https://myth-o-logic.org/glorantha/gloranthan-fiction/helden/) the main character (a Humakti) is communicating with a spirit bound to his sword.
  2. You could do that but you don't have to. HQ1 was more this way, actually. There are couple of things to take into account: Not every resistance is NPC. You still have to come up with resistance values for contests that don't involve NPCs. You probably end up still fudging the NPC stats depending on the case and the contest goal. If your PCs would be fighting the Humakti sword it would fight with its full ability. If the PCs are running away from him you would probably lower his ability for this task (or give him a penalty, rules-wise). So, the resistance depends on the framing of the contest. Multiple opponents are easier. Given you are not using Extended Contest you can just lump the three mooks the hero is beating behind one resistance and one roll. If you would stick to the NPC stats you would either roll three times (that worsens the possibilities) or calculate average effectively giving a single resistance. You have more freedom (and less prep) doing it the HQ-way. Of course "statting" the NPCs beforehand makes it easier for you to roleplay them even if not using the actual stats.
  3. I wrote a scenario for Red Cow clan (The Coming Storm) about an abandoned baby laden with positive omens. I had an illustration idea for it. The scenario begins when the characters find the baby abandoned on the stairs of Ernalda cult house or loom house (next to the Grave Hill) during a stormy night. The thing is that aggressive snakes have gathered to guard the basket where the baby is and try to fend off the characters. I can imagine that the cloth in the basket is decorated with runes. I would really like to see this kind of drawing and maybe use it when running the scenario in conventions.
  4. Here is a nice thread about thinking the different levels as "Yes, but", "Yes" and "Yes, and" etc. The overall point (I think) was that the marginal victory/defeat introduces more juice to the machine. Yes, the characters get their goal, but this other thing happens that they now have to deal with. This discussion had some good pointers about this:
  5. I remember when we played RuneQuest way back then. There was always at least one ogre character in the group that was disguising themselves from others. The way to disguise was filing your fangs so that they look like normal human teeth. Nowadays I would rule that something else would also give out their chaos taint. At least when they meet Storm Bulls, that is.
  6. And so, Jaranal remembered what Kallyr used to say: "keep always an extra dagger in your left boot". It felt like Kallyr was guiding Jaranal once more as she plunged the small dagger, her only weapon snatched from her left boot, into the bad man's eye. There, that wasn't too hard. If it can be used to resolve a problem, it is an ability. This is the beauty of HeroQuest.
  7. Just an off-note to make life easier: you could use the form HeroQuest of the rules system. And when you are writing about heroquesting you can use the lowercase form. HeroQuest is a proper noun and heroquest is just a noun.
  8. From D101 July newsletter: These are apparently the HQ news @Newt hinted on. Nice to see action in the HQG space. I hope whoever is runemastering these have read Robin's Sharper Adventures in Glorantha chapbook and take some input from there, too.
  9. Where's that gif about shutting up and taking my money when you need it?
  10. jrutila

    Robin's Book?

    Interesting! What happened that it is not in Glorantha, though? Thousands of gods and bronze age mentioned...
  11. jrutila


    Even if these are not canon and the forementioned problems these books are available as pdf for example here: https://www.drivethrurpg.com/product/50025/HeroQuest-ILH1--Imperial-Lunar-Handbook-v1 https://www.drivethrurpg.com/product/50027/HeroQuest-ILH2--Imperial-Lunar-Handbook-v2
  12. Again, I think this topic should be sticky (and now I bump it back up).
  13. I stumbled upon to this: https://blogs.scientificamerican.com/observations/the-real-reason-fans-hate-the-last-season-of-game-of-thrones/ The article (if you don't want to read it) talks about sociological (vs psychological) storytelling. I googled a little bit more and found out also this youtube video about it: https://www.youtube.com/watch?v=Z1-vPQKwXbY Now, I always mirror these theories to Glorantha and RPGs (the stories we tell) about Glorantha. In Glorantha, I think it is easy to think sociologically. My usual example is about Sartarites and Lunars. From Sartarites point of view (well, most of them) the Lunars are evil and suppressing them. The Lunars, on the other hand, are there to free and civilize the barbarians and have to do some necessary actions to save them. These sociological reasons cause the Lunars to act as they do. Other example are gods. Why did the trickster pee on the potatoes that were served at the feast. It is not that he is mean (well, he might be), but the sociological reasons in his religion and god. So, this was just my observation that I have done before and now finally found a term for it. Do you have other examples from your games about sociological storytelling? And, is the evil of Chaos sociological (so, caused by the environment and establishment) or psychological? Is there absolute evil in Glorantha in the form of chaos?
  14. It is also quite boring if the character's only action is their "main" action. Think of a TV episode. We want to find different aspects of the main characters. This is why the GM defines the resistance after the player selects the ability to use. This way (as with the penalties and such) the GM can control the up/down beats even if the players use their lower abilities by adjusting the resistance. This way you can encourage players to use their minor abilities. One exception, though. In the final climactic extended contest you could tell the resistance first and let the players then gather up their main abilities with augments and benefits to build up the tension.
  15. The beauty of HQ is that you can play without different setting rulings and modifications. On the other hand you can add them but I would start with vanilla. Do you have the HQ2 core rules (instead of HQ Glorantha)?
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