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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. Keeping the flame up we released our 9th episode of Dayzatarin tähtien alla. It was about Orlanth mythology from King of Sartar. We spoke about the myths and discussed about them. We also went through Jalk's Book briefly. Very interesting stuff. This was also our longest episode so far: 1h 55min. Hopefully this does not become a trend... By my calculations the next episode of Wind Words should be out already. Everything ok?
  2. Ask, and you shall receive. I sent my questions via email.
  3. I took the player types from Robin's Laws of Good Gamemastering and wrote a blog post on how these player types fit to QuestWorlds. https://worldsofqw.wordpress.com/2020/11/09/different-player-types-in-questworlds/
  4. Well, we didn't get that deep into the history. Maybe we can address this as a footnote on our next episode as we continue tearing the King of Sartar apart.
  5. In the Finnish Glorantha podcast world we released our eighth episode. We started to go through, none other than, King of Sartar book. It will span to multiple episodes, so this first one was about the Composite History of Dragon Pass.
  6. There is only one game of HQG available and that is on Friday (during my work). Do you know if there will be more HQG games coming?
  7. RuneQuest is a d100 based task resolution system with combat rules and specific rules for, for example, chases. It is representing, what you would call, old school play style. It is based on BRP. Or actually, BRP is based on it. HeroQuest is a d20 based narrative story obstacle resolution system. It abstracts all dice rolling to important points in story and doesn't have special rulings for, for example, combat. It has nothing to do with BRP nor the boardgame with the same name. The HeroQuest next edition is called QuestWorlds. Both are set in Glorantha and explore it with different
  8. You could of course ignore all the augments and bonuses and penalties and just make single opposed rolls. That way you are not too far off from something like Freeform Universal (isn't it single d6 roll?) but you still have some say which way you would like the story obstacle to go. Of course reading the value from the d6 is easier than comparing the two rolls. Have you looked at the HeroQuest dice help table? You can print it and put the dice to correct row and column to read the outcome.
  9. jrutila


    Thank you everyone for interesting pointers. The Divine Intervention (rule in some version of RQ, at least) where the god does something direct for the worshipper really steers to the direction that people tend to ask things from the gods and they can grant it. Would a god in Glorantha send the boat to the man on his roof plagued with flood? But still I would like to think this other way around to make a distinction to a "normal" way of praying. Maybe we could say that in Glorantha the worshipper "works" for the god and not the god working for them. And as they do the "work" (praying
  10. jrutila


    How do you feel day-to-day praying looks/feels like in Glorantha? I've been reading Songs of Ice and Fire and in that world there is the (pretty familiar) idea that humans ask/hope/pray gods do some good deeds for them. They assume gods play tricks on them or cause certain things to happen etc. Of course I mirror this to Glorantha and I feel the premise is a little different in Glorantha. In Glorantha the world keeps on going forward (or doing it's cycle) because the Middle World folk (humans, trolls, everyone) do their deeds and strengthen the gods. So, in a prayer, they wouldn't be aski
  11. I wrote a blog post about Genre emulation in QuestWorlds inspired by Panda's Talking Games podcast episode. How much do you feel that you can bend the QW basic core system for some specific genre? It will be interesting to see what kind of extra rules and ideas the upcoming QuestWorlds based games will introduce. Any spoilers from the designers?
  12. Long contests (either scored or extended, not sure about chained) should be framed just like simple contests. So there is a prize for the whole encounter. The "I use a spell to slow him" is just a tactic for a single exchange. After you know the outcome of the round you should look at the overall point situation (Is anyone close losing? Are there clear gap between the points?), previous narration, the tactic for this round and the outcome of this round and base your narration to those. Overall I would defer telling what happens in a single exchange until the outcome is clear. Usually
  13. I wrote a review about Valley of Plenty: https://worldsofqw.wordpress.com/2020/06/10/valley-of-plenty-review/ I would appreciate constructive feedback about the review as this was my first time writing a longer review of, well, about anything. So, please be gentle.
  14. I hope I get enough motivation to fix it some day soon (especially now that I know about the AnyDice implementation). I think the outcomes are quite close in the excel sheet already so you get at least correct ballpark numbers. This was more of a mathematics (probability) practice for me and now that I have slept over the problem for a while I get that there is a way more easier way to calculate the outcome by just going through all the 400 (20*20) cases. But that would require doing that programmatically and result in "uglier" excel sheet. I think I know where the problem lies in the she
  15. Has there been discussion about the mathematics behind the QW/HQ dice mechanics? I made an excel sheet to do some calculations and noted one interesting tidbit. The closer the target numbers are to ten, the more possible it is to get Minor outcomes over Marginal outcomes. I wrote about this to my blog https://worldsofqw.wordpress.com/2020/06/08/mathematics-of-questworlds/ You can find the excel from the blog site, too.
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