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About daskindt

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    Advanced Member


  • RPG Biography
    RuneQuest, Hero Wars, HeroQuest, World of Darkness, GURPS
  • Current games
    RuneQuest: Glorantha
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    I'm not a robot

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  1. Sartar: Kingdom of Heroes and Voices are excellent intros. Voices is one of my earliest memories of being introduced to Glorantha and understanding the importance of a character’s religious cult. Building on those two sources, the character creation chapter of The Coming Storm is an excellent intro to a Sartarite campaign for players. It’s for HeroQuest, but mostly system agnostic information that is easily applied to a RQ campaign. The Coming Storm can give you a richly detailed Sartarite clan to use as the foundation of a campaign, although the book is set in 1618. King of Dragon Pass is also an excellent introduction to Orlanthi culture in Dragon Pass. If you can get your players to play a few hours of that, they’ll have a focused and richly detailed intro to the Orlanthi and the weirdness of Glorantha. I find the Glorantha Sourcebook (and the GtG) to be a very poor introduction to Glorantha for someone that hasn’t already committed to taking the plunge.
  2. The new Glorantha calendar lists Waterday / MOVEMENT week / Sea Season Is this an error? Waterday of Illusion week seems to better match the overall pattern.
  3. Communities. One of the best systems in HeroQuest Glorantha is the system for codifying and interacting with communities. I really hope a similar system is planned for RQG to help cement the importance of your Loyalty (Clan) passion.
  4. I wasn’t ever attempting to compare apples to apples. I’m comparing the HeroQuest line, which is seemingly being sidelined and de-prioritized, with the new RuneQuest: Glorantha line, which is cannibalizing the resources and materials that might have gone into new HQ products. HeroQuest releases have always been slow, but as focus has shifted to RuneQuest it is becoming even slower. Because we’ve gotten products like RQG, the Bestiary, and the GM Screen, other HeroQuest materials have been delayed or cancelled. Further, projects planned for HeroQuest are being diverted and repurposed for RuneQuest. This is why there is a comparison. Because we’re going to get a 1625 version of Whitewall for RuneQuest, we’ll never see the planned version of Whitewall for 1618 HeroQuest. Further, before we get richly detailed sourcebooks, we’re getting general purpose RuneQuest products. Even the general view in RQG fails to match the standards of HeroQuest. Compare the details of the cults of Ernalda and Orlanth in HeroQuest Glorantha with the same cults in RQG. It isn’t even close. These products lack and focus and depth of the HeroQuest products that we were receiving and likely mean the repurposed content for RuneQuest will lack the depth that we would have gotten for HeroQuest. Products we were ready to receive for the HeroQuest line are being delayed to make room for much more generalist products to be produced for RuneQuest. I could go deep into the details that are included in the sources, but I’d rather move this back toward the positive affirmation of the HeroQuest product line it was intended to be initially. The material for HeroQuest has been excellent and provides all the basis I need for a game set in Glorantha, even if we’re using the RuneQuest system. There’s a streamlining of RuneQuest and a regressive retcon in favor of RQ2 that I find deeply regrettable as the excellent material developed for Hero Wars and HeroQuest was much stronger and more culturally and mythologically complex and satisfying.
  5. daskindt

    Clan Chief

    Most Red Cow approach Orlanth through the guise of their ancestor Ulanin the Rider. He grants them a different focus on their magic than the typical Orlanth Adventurous cultist.
  6. I recognize that it’s not a fair comparison as I’m looking at RQG, the Bestiary, and the GM pack and comparing them to products like Sartar: Kingdom of Heroes, Pavis: GtA, The Coming Storm, and the Eleven Lights. I want a deep dive into the cultures of Glorantha and to see how their mythologies affect their cultures. RQG does a great job of weaving Glorantha into the fabric of the game and is far and away the absolutely best visual depiction of Glorantha in the history of the world, but it gives a very generalized portrayal of the cultures. I like the Family History idea, but I miss the deep dive into Clan creation and the use of the Orlanthi Clan as a character in the campaign, as examples. We created a customized Family History for our Red Cow saga using all the details in the Coming Storm to create events, but all the great detail is coming from the HQ sources. The Sartarites, for example, fare very poorly in their treatment in the various RQG products thus far when compared with S:KoH and the Red Cow Saga. And I say that also having access to the GenCon draft of the Gods of Glorantha. Even the enhanced Colymar details in the Gamemaster Screen don’t really feel like they add a ton to the existing material on the Colymar in S:KoH (other than art and lots of mechanical system bits for characters). Again, the art is the most notable exception. Where they do differ, the RQG material seems to conflict with and contradict the HQ details for no good reason. RQG has gone very broad in its view of Dragon Pass and lots of the the interesting details and nuance are getting erased or obliterated. The write ups in the RQ Gods book pale in comparison to the cult write ups in the various HeroQuest sources, primarily because the HQ sources take a narrow cultural focus and are trying to cover all the important gods of all the major pantheons. I’m enjoying seeing the new RQG products and plan on continuing to buy everything as it is released, but I also plan to continue to draw upon the HQ sources to fill in the cultural details of the world because I don’t expect RQG to release comparable products for a very long time. This year, we’re expecting to see a Starter Box, a couple books of adventures, and a GM book. Nothing like Sartar: KoH or Pavis at least until 2020. I want a deep dive source book into the Lunar Empire. Something like Sartar: Kingdom of Heroes, but for the Lunars. Or a new Troll sourcebook(s). It just doesn’t seem like we’ll see anything like that for quite a long time. In the meantime, as exhaustive and broad as the new RQG books have been, they don’t come close to touching the deep immersion that was offered by the HeroQuest line for the last decade+.
  7. I really, really hope we continue to see HeroQuest sourcebooks set in Glorantha. I was excited about the return of RuneQuest, as it was the game system that introduced me to Glorantha, but the more I interface with the new RuneQuest the more I yearn for the rich mythological and cultural detail of HeroQuest. I debated between HeroQuest and RuneQuest for my new campaign and we ultimately decided on RuneQuest, but I can’t tell you how often I wish I had pushed harder for HeroQuest. Even so, we’re playing 11 Lights and almost all my prep and research time is spent with HeroQuest materials. Sartar: Kingdom of Heroes is better than anything ever published for any edition of RuneQuest, imo. The only place where the new RuneQuest material surpasses the HeroQuest sources is in the art and production budget. I would love to see the HeroQuest books with the art budgets of the new RuneQuest line. Still, I prefer the setting as described in HeroQuest and we can apply the updated visuals to the world from the RuneQuest materials. Thanks again for all the lovely work put into HeroQuest Glorantha. I look forward to any additional books you’re able to produce, even if we have to wait a long time in between.
  8. One of the players in my Eleven Lights campaign is a Humakti. We made her a Red Cow redsmith that had looked up to Jordarn the Clash as a mentor. When he was killed by Rostakus Twice-Outlawed, and Broddi accepted compensation, she swore herself over to Humakt and swore that she would avenge Jordarn and achieve justice. She quickly got the chance to face Rostakus in a duel, but was defeated when he critically struck her sword arm (nearly destroying her sword in the process). Now she has to figure out how she will honor the vows she has made to avenge Jordarn. We play her functioning under the ritual of sheathing under most circumstances so she can continue to function alongside her clan members.
  9. It bugs me that armor doesn’t have any effect on Movement. Maybe I’m mistaken, but it seems like some types of troops historically went less armored to improve their speed and mobility. peltasts for example are famed for being lightly armored and highly mobile. That mobility helps them outmaneuver heavier troop types like hoplites. From what I can see in RQG, there isn’t any really penalty to wearing armor and carrying a bunch until you entirely exceed your ENC limits.
  10. This is another awesome system for HeroQuest. The Family History in RQG is very cool, but it misses out on the whole create the clan because your clan itself is an important character in the story.
  11. I’m missing the rules for Clan Support and Resource Crises from HeroQuest. Is there an equivalent in RQG? I’m running the 11 Lights in RQG, but I haven’t found a satisfying way to depict the fluctuations to the clans resources in RQG. HQ has a great system for that.
  12. Sartar Companion has some great material, but there’s a lot I also skip over. I consider Sartar: Kingdom of Heroes far more essential and valuable to a campaign based in Dragon Pass. Definitely more valuable background information than the Glorantha Sourcebook. The art in the Glorantha Sourcebook is beautiful though and far more illustrative of the current aesthetic for the world of Glorantha.
  13. I would love to see Game Aids, although they were not my first choice. Minis and spell decks and other physical accessories would be lovely.
  14. That might be the intent, but that is clearly not “twice the damage it would take normally.” I understood that the chart was the intent, but it confused my players reading the incorrect text version. It needs to be corrected.
  15. Sorry to necro this thread, but the inconsistency in still present in the rules and came up in our session today while trying to get a group of players new to RQ familiar with the combat rules. There are two very different rules describing how much damage is done when a Critical Attack meets a regular Parry. Chart on Pg. 199 Pg. 200 Since a weapon normally takes 1 HP against an attack that overwhelms its HP, this would mean a Critical Hit just does 2 HP. That is clearly not the intent of the chart on pg. 199. The chart seems to be the intended rule, but the inconsistencies between the chart and the fuller rules descriptions is extremely frustrating. Our Humakti successfully parried against a critical attack from a battle axe doing 22 damage ((1d8+2)x2 + 1d6). His broadsword has 12 HP. One version has his broadsword being almost completely destroyed, dropping to -10 HP. The other version has it dropping by 2 HP down to 10 HP. Quite a discrepancy.
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