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Everything posted by jrutila

  1. We finished our King of Sartar trilogy in Dayzatarin tähtien alla podcast by discussing about Argrath. There was lot of new stuff for me and I think I now know a little bit more about this hero. In next episodes we will pick something lighter for a change, though. This was also our 10th episode, yay! Our first episodes have also reached the one hundred plays per episode. That is, in my opinion, quite nice taking into account our language area and the topic. We also released a six minute bonus episode that is a small story about Argrath written by @af Granskär 20 years ago and now rec
  2. 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?
  3. Ask, and you shall receive. I sent my questions via email.
  4. 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/
  5. 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.
  6. 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.
  7. 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?
  8. 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
  9. 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.
  10. 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
  11. 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
  12. 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?
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. I present one idea to decide the degree of victory in chained contest here: https://worldsofqw.wordpress.com/2020/05/04/long-contests-resolve-the-important-contests/
  18. Can you tell me a little more about this book? I can't seem to find correct google search words to find something like this.
  19. Well, that would leave the final conclusion in to the hands of the heroes. Jarana enchants (or something) a magic item for them as Queen Ivartha does not let her leave Red Cow. It could include a spirit (the Raven?) that requires the wielders to do some crazy stuff. Succeeding in this could be the final contest. You don't have to follow the magic rules from the book when doing this. This isn't an ability of a character but a story device. And then follows the (very trickstery) instructions how to use the magic item. Coming up with funny trickster stuff might be challenging. You could (if
  20. What is the characters role here? I am just enforcing the idea that the characters (in rpg stories) should be those who resolve the obstacles. Is the obstacle just about getting Janara there? Or should there be another complication at the Frithan? Maybe Janara comes up with some other scheme running the grander vision against Lunars where the fake illness does not match? Or does she need some kind of equipment to fool them. Equipment that isn't actually needed in the end. Maybe someone in Frithan resists using a trickster to solve this and the characters have to deal with it first.
  21. I have been using draw.io for tracking the feelings and relationships. I add NPCs as they become present and how they feel about each other or (specifically) towards the PCs. The feeling against PCs is the color of the NPC name (Green to Red). Here is a snapshot attached. Unfortunately it is in Finnish but you can recognize familiar names. PCs are on green background and Stravul is a non-canon NPC that they have connection with. Okay, I tell the back story quickly. Hendstaval is barefooted Red Cow. His brother was Stravul, great cow raider. Hendrillo is Stravul's son who has lived in Esro
  22. Isn't this right job for the clan trickster? Or someone with a strong Illusion rune. Of course the ingredients would be one part of the act. Prepare yourself for the awful setback in the case of a failure. Maybe the disease becomes real...
  23. We had a 30 minutes analysis about the experiment in the end of the episode. We didn't try to find "best" system or anything like that. It was more of a discussion and interesting findings. In RuneQuest we tried to bring the new mechanics to the table (augments, inspirations, runes) and the use of Rune Magic for grand magical effects. Achieving cool rune magic was incidentally something that only the NPC (Wothkarl) did. But hey, that's how RQ works, right? We discussed briefly about escalation dice and rune narration mechanics from 13G. Rune narration mechanic could be implemented in RQ a
  24. As requested: 13G characters: https://docs.google.com/document/d/15Pp27HwPCGQ6-2eZYDl6Oy9vCTSM-V6ulnCvve85Otw/edit?usp=sharing HQG characters: https://docs.google.com/document/d/1o1rvoM0TzYUFGrFYudD434n66o0czGv4KO4aPNVIMUw/edit?usp=sharing Warning, these were created "good enough" for our needs to make the recording so they may lack stuff and look ugly. We also had the idea of sharing these at some point and JC would be interesting place to re-create all the characters from RQG in other systems.
  25. Podcast news from the Finnish speaking world (and a challenge/idea for the English speaking podcasters out there). We recorder a bonus episode where we played the same session (same characters, same setup, almost the same story) in three different roleplaying systems: RuneQuest - Roleplaying in Glorantha, 13th Age Glorantha and HeroQuest Glorantha. We took the three characters from RQ: Vasana, Harmast and Sorala (we recreated them for 13G and HQG). They entered to Notchet to find this local no-good Dark Wothkarl. Wothkarl was rumored to have access to the nobel leader of Esrolia's rebel f
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