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Rick Meints

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Everything posted by Rick Meints

  1. We don't have the Pendragon 1st edition original painting in our archives.
  2. Chaosium has a long and storied history of announcing 'forthcoming" products that never end up making it into print.
  3. It's always available in Michigan because I always have copies at my house. 🙂
  4. By HQ stats, I mean coming up with the simplified feats, abilities and such, some of which could involve picking a level of mastery, like 2W5.
  5. Perhaps you should start a "What would you like to see Chaosium reprint?" thread.
  6. A few years ago we focused on HQ because we did not have the license to produce RQ material. We still like HQ. Whether you love it or hate it, HQ has always struggled to have profitable sales numbers. Most of the wonderful HQ books in the works were largely being done by devoted fans writing them for the love of the game. They were/are writing them in their spare time, which is often scarce. RQ books outsell HQ books at least 4-1. While we do not have exact numbers, we know a large portion of the audience for HQ books bought them because they wanted Gloranthan material, even if HQ was not their system of choice. Publishing the same supplement for HQ and also for RQ isn't economically viable. Let's say we sold 1000 copies of the Sartar Companion, which was only available as an HQ book. If we sold it as an RQ book we would have certainly sold much more of it. If we had sold it as an RQ book, and as an HQ book too, the HQ version would have maybe sold 500 copies. The best we can do economically is to publish RQ books (mostly) and provide HQ stats for them in a separate document. That said, if someone only wants to write an awesome HQG book for us, we won't automatically say no to them.
  7. We are trying to save and migrate them. We have no further specific news on that at this time. We want to preserve that content.
  8. I overstated the "revision" statement. The Cult Compendium took the best and most complete version of each cult (circa 2002) and put it into a single volume. As the sole guy who scanned, cleaned up, and organized the content, I can guarantee I did not revising of material beyond fixing typos. The only editing done was maybe a teeny bit of grammar and such. Sometimes the original author of some of the material would post some errata in an article, and sometimes put that in if it was related to an error. The revision statement is the same in each book because I probably cut and pasted that from volume to volume and updated the overall preface. Other than the additional art in each book, I basically did all of the work needed to complete the last three volumes of the Gloranthan Classics. In the first volume, Colin Phillips and I both did the layout. Strictly speaking from a content perspective, if you have all four classics, you basically have everything from the original Pavis, Big Rubble, Griffin Mountain, Borderlands, Plunder, Cults of Prax, and Cults of Terror. You will not have: most of TrollPak (other than the cults), most of the RQ2 rulebook, about half of Rune Masters, most of the RQ Companion, all 3 SoloQuests, Apple Lane, Snakepipe Hollow, or Foes. I included some text from the Nomad Gods war-game, but only a fraction of it. What I really need to do is bite the bullet and release the Meints Index to Glorantha II as a PDF. It's been out of print for almost 20 years. Here's one sample entry if you want to know what it is like (as written in 1999): 4011 - Plunder, Rudy Kraft, 48 pages, August 1980. This book has two sections, the 24+ pages of treasure tables (for that quick monty haul) and the 43 detailed magical treasures rich in history and cult specifics. I’ve already said more about the tables than they deserve, so I’ll focus the rest of the write-up on the treasures. Most are extremely rare or unique, but a few classics like Rhino Fat and Chaos Slime are more accessible. Greg has said the Inhuman King version of the dragonewt skin 25 point armor doesn’t exist, but YGMV. A variety of obscure heroes like Barjora (Humakt’s pal), Hortaga Dash (mistress race troll), Gazhmen (belt of fire giant strength), Zackhorn, Mazta (air spirit), Mazoo (vampire),Tora, Scala (rhino rider), Wantoo, Nosmas (wigmaker), and Minanen could be great fodder for writers. Of all the items herein, pity the Lunars, they get sweaters. Some Lunar nobles are lucky enough to have one for every day of the week. Once again Rick Becker did a few pictures, which help. If you like Plunder items, Rudy wrote more in Pegasus magazine. Only a few of the items have been reprinted in Borderlands and Tales. The anorexic woman in a skimpy outfit on the cover harkens back to the early days of the hobby. 4023 - RuneQuest Companion, GS, et al, 72 pages, 1983. The last RQ2 item by Chaosium. The introduction explains it was meant to replace the type of source material no longer available via Wyrm’s Footnotes. As such, many of its entries are reprints. Loads of artwork make it a rich addition. Contents are: Expanded cult compatibility chartala Cults of Prax. The most complete listing for RQ2. Index of RQ cults, Sherman Khan. A list of all the RQ2 cults in supplements, Wyrm’s Footnotes, and Different Worlds. Jonstown Compendium, GS. This is sprinkled throughout. It contains a variety of obscure background information. The Harlot of Alone, Ron Nance. WF#2 reprint. Why? The Maze of Sharxy Oborok, Alan LaVergne. A short solo with a chance for illumination. Walktapus Cooking, Bill Johnson. WF #2 reprint. Being a big fan of Beatpot Aelwrin, Serves enough for two RQ cons. Holy Country, GS. Detailed geography information and maps. The most info printed until the RQ3 Genertela box set. Still, this deserves a reprint. Probably the most missed piece for RQ3 fans. Species Spotlight: Unicorns, Sandy Petersen. Gateway Bestiary. The Dispatch of Fadabius, Jim McCormick. WF #3 reprint. Illusion Magic, GS. Trickster spell info. Better defined later. Skullbush, Sandy Petersen. Useful plant. Prince Argrath’s Entry into Boldhome, Ron Nance. The Smell of a Rat, Alan LaVergne. Hard boiled detective fiction. More on Trolls, Sandy Petersen. TrollPak leftover. A History of My Black Horse Troop, GS. WF #1 reprint with Hungry Jack, Sir Ethilrist, and Keener Than. The Ivory Plinth, GS. WF #3 reprint. RQ2 Changes and Additions, WF #10 reprint also included in the boxed rules. The book also has EXTENSIVE lists of where to find stuff like Spells, Creatures, Cults, and similar. Here's a small sample for Cults: Cult List Cults may be listed as gateway (G) or partial (P). Multiple listings are in rough order of completeness. Cult Source Aeolus (G) (P) Griffin Island Agados (P) Drastic Darkness Aldrya Cults of Prax Aldrya Elder Secrets Aldrya Gods of Glorantha Amanstan (P) Troll Gods Amaterasu (G) Land of Ninja Amida (G) Land of Ninja Ancestor Worship Gods of Glorantha Annilla Troll Gods Apollo (G) DW #5 Aranea Troll Gods Aranea TrollPak2 Argan Argar TrollPak2 Argan Argar Troll Gods Argan Argar Gods of Glorantha Arkat Troll Gods Armanstan (P) Cults of Prax Arran (P) River of Cradles Arroin (P) Cults of Prax Arroin (P) River of Cradles Artmal (P) Troll Gods Asrelia Gods of Glorantha Asrelia (P) Troll Gods Atyar Shadows otB Bagog Cults of Terror Bagog Lords of Terror Bagog White Wolf #22 Bagog Gods of Glorantha Bagog (P) Drastic Chaos Balazar (P) Griffin Mountain Baldr (G) (P) Vikings Basmol Drastic Prax Basmoli Berserkers (P) GoG Belorkal (P) Drastic Darkness B’stard Gee’Em (G) Pavic Tales #9 Black Fang RQ2 Rules Black Fang (P) Gods of Glorantha Blackfinger (P) Gods of Glorantha The Black Sun Troll Gods Blood Sun (P) Troll Gods Bloody Tusk Elder Secrets Bloody Tusk Pavic Tales #3 Bluegloom (P) Big Rubble Blue Star (G) Thieves’ World Comp. Borists (P) Gods of Glorantha Borukug (P) Drastic Darkness Boztakang Chaos-fighter (P) Troll Gods Brithini (P) Gods of Glorantha Brother Dog (P) Griffin Mountain
  9. All the places where Call of Cthulhu is discussed are fine, and we hope they all flourish. One advantage to posting on these forums is that this is where the various folks from the Chaosium hang out and post the most.
  10. I don't know where you live, so I can't comment on local availability. Every distributor we work with has been ordering the RQG core books from us, along with full slipcase sets. Alliance, ACD, and several others distribute it in the US. Golden and Lion Rampant distribute in Canada, Asmodee covers all of Europe and Aetherworks distributes it in Australia and New Zealand. All of those distributors order it on a very regular basis, some order from us every few weeks. To say more I would have to know where your local store is located.
  11. If the original creature/NPC has blade venom, acid, whatever, the conversion to RQG effort should just try to produce the best RQG equivalent. Many older scenarios have blade venom in them. RQG has rules for handling poison, so it shouldn't be too hard to come up with a basic way to handle the conversion. The alternative would just be to drop blade venom from the converted NPCs, but I am unsure how that would affect the lethality of the NPCs, other than generally saying their lethality would decrease.
  12. Please do not take my comments as criticism. Clarity is always preferable when talking about things, often to avoid confusion. The thing is, some things are a bit hard to define and provide full clarity for without extensive descriptions and notes. The product list at the start of this thread is meant to be short and elegant, and descriptions would add a lot to the page. I believe that is why links are included to other pages where much more descriptive detail is found. As for details: Gloranthan Classics Griffin Mountain wasn't meant to be a second edition. Yes, it has some new art and some designers notes. I see it more of a director's cut than a second edition. The Cult Compendium collates material but does not really revise anything. It mainly collects a lot of cults together in one place. I'm not sure why you list Rune Masters as being a part of that book, since I can't think of anything from it in this book. The only thing from the RQ Companion is the Illusion magic article. Borderlands & Beyond doesn't include all of the material found in the original Rune Masters book. I didn't include all the treasure charts and such. Once again, this book doesn't really revise anything. None of the Classics are meant to revise anything other than fixing simple typos. I'm one of those guys who very much wants to know about every edition and printing for every RuneQuest and Gloranthan publication out there. That's why I wrote a 100+ page book on what's in all the gloranthan/runequest publications I could track down that were published between 1975 and 1999. That book, the Meints Index to Glorantha is currently out of print. I'm toying with updating it, but including all of the publications from 2000-date is a bigger task than I first thought.
  13. Distributors and game shops can order them since the middle of the month. We have no control over whether a game shop orders the books, or when they will order them.
  14. Q-Workshop processed replacements for the Hot Location D20 earlier this year. If you are having trouble contacting Q-Workshop please PM me. I can assist. It would be helpful to know what email you used to contact them.
  15. One thing to remember: Eleven Lights was written a few years AFTER the Guide to Glorantha.
  16. pm me at rick@chaosium.com and I'll see what i can do for the GC50 GoG book.

    1. Job

      Job

      Thank you. I’ll do that. 

  17. Thus far it has not affected our products. Hasbro has not responded to any of our emails.
  18. Hasbro UK filed for the HeroQuest Trademark in the UK in 1988, and it was registered in 1991 or 1992 (depending on the class of goods). It isn't up for renewal until 2025.
  19. We are working a "community content" store on DTRPG for all things RQ and Glorantha. More on this soon.
  20. You are most welcome to have the spell work that way in your game, although it is not written that way in the rules. As we say, YGWV.
  21. Our first priority is fulfilling the remaining rewards on the two 7th Sea related Kickstarters. There is no change to the 7th Sea rules system currently in the works.
  22. As for me, in my game I would try to potentially weave some personal connection for the person(s) involved into the story. Perhaps they are subject to the covenant in a way they did not know they had. Family histories run deep. Myths and legends have a way of intertwining. Years ago I posted a few snippets about a small group of outer atomic explorers returning to Glorantha after being away for hundreds of years (since the second age). Hurtling down from the sky dome their ship crash lands into a small lake in the wastes, and they seek to find out where they are. They encounter humans who cannot speak, herded and hunted by inhuman masters. One of their party is killed, and is put on display in the khan's great tent. Another has his INT fixed and becomes a simple herd-man, unable to recognize his friend or speak of their past, including their journeys to the great darkness, where they swore oaths they did not understand, but ones that yielded them powers they sought. Only after escaping and finding his way down to the coast does Talar find answers to where he is and what happened to him. As he and his companion ride along the desolate shore they look up upon the crumbled and blasted remains of the crudely reconstructed watchdog of Corflu. Talar, who did not recognize the red moon in the sky, nor the fate of this blasted world, realizes he was home....
  23. Everything David Scott has mentioned is true. Here's a bit more info for those who are interested: In 1979 Chaosium announced in the back of the RQ2 rulebook that they were working on a version of RuneQuest called HeroQuest: An FRP game wherein the mighty of Glorantha may enter into the lands of legend and myth, penetrating the immortal stories to participate in the Gods War, fight against chaos in the Great Darkness, or aid in the trials of the Lightbringers or the Protectors. A revolutionary concept and approach to myth, magic, and role-playing. By the Chaosium. Over the next few years the game would inevitably be listed in various issues of Wyrms Footnotes as a "Next Year" publication in their "In the Works" column. In Wyrms Footnotes 10 (Fall 1980) it appeared in the "rumored" section with the following description: As the next major step beyond the Rune Levels, Heroquest adventures take place on the Hero Plane. Game mechanics are slowly being tested as written. The feeling here though, is that we could get it out soon, or we could get it out right. Right now, we're shooting for a 1981 release. The general notion of what the game would do never fundamentally changed from being a high-powered version of RQ, but the descriptions in Wyrms Footnotes kept evolving. In WF11 it was in the "planned" section with: A game where honor, truth, courage, and respect all come into play when the brave attempt the paths of the Hero plane in this game of myth and legend. Riddle with the Trickster, duel with the gods of war, and discourse with the winds. Gain gifts greater than treasure and explore the mysteries of the universe. In WF 14 it shifts again to: This is a game of adventure in the realm of the gods and heroes of Glorantha. A Heroquest is a journey made by mortals to establish themselves in the pantheons of the gods. Travel along established routes or forge a trail of your own, but the farther you get from known ways the more dangerous the adventure. However, fabulous treasure and superhuman skills are the rewards of success; death and a loss of free will are the costs. Rules linking this game to RuneQuest will also be included as well as a HeroQuest character sheet, sample journeys, encounter charts, monsters, and an assortment of stats on gods and other heroes. The game never came out. Greg kept working on it. Fast forward to 1989. Milton Bradley and Games Workshop jointly published HeroQuest, a boxed adventure board game with miniatures. The generic fantasy game had nothing to do with Glorantha or RuneQuest. I interviewed Greg about this a few years ago and he was surprised they had used the name, but there was nothing Chaosium could do about it. You can't copyright a totally unpublished manuscript. Copyright is not the same as trademark, and you can't easily trademark an unpublished game, especially one that kept getting delayed. Games Workshop applied for the Trademark in 1989, and it was granted in 1992. The boardgame went out of print by 1997 and the Trademark lapsed in 1999 when it was not renewed. When Greg found out the trademark had lapsed he applied for it in 2001, was granted it in 2002, and started using in in 2003. Moon Design Publications is the current holder of the HeroQuest Trademark, having purchased all of Greg's Glorantha/RuneQuest/HeroQuest IP a few years ago. Most Trademarks have a 10 year life span, although they can be renewed easily if the trademark is still in active use. When Greg first published Hero Wars in 2000 he had already spent quite some time working on it and had already decided on its name. That early on he never thought the HeroQuest Trademark would ever be available again. The Milton Bradley HeroQuest boardgame series had be very popular and successful. Suffice it to say that HeroQuest the RPG and HeroQuest the boardgame have been the subject of confusion for many. Every now and then we get emails from enthusiastic fans of the boardgame that ask us about our HeroQuest game, ultimately to get an answer that disappoints them. The technical term the US Patent and Trademark office uses for this situation is "brand confusion".
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