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About Marc

  • Rank
    Advanced Member


  • RPG Biography
    Started playing RPG's in the early 80's. A friend ran an Original D&D campaign, I started 2nd Edition RuneQuest, and another friend ran Traveller. When the 3rd edition of RuneQuest came out, I started a campaign in the Harn universe. Things sat for many years after that. Just recently started a 3rd edition game set in Dragon Pass.
  • Current games
    I've been running a 3rd edition Runequest game, we're planning on switching to the new version when it comes out. Looking for the PDF's to start with
  • Location
    North Central Missouri, USA
  • Blurb
    Not much else I want to share

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  1. I'd LOVE to join the Cult of Chaos and offer to run a game at my local store, if I HAD a local store.
  2. I should spend more time thinking about posts. Yeah, I wouldn't make a player pay the SR penalty if the focus was tattooed. Basically, it depends on how hard it would be to get to the focus. Actually, this thread has reminded me of something I should tell the players in my current game. When I was running an RQ2 game, I required players to write down where they had the focus for each spell. So we would be able to tell if the focus was damaged, destroyed, or unavailable for some other reason.
  3. They are working on a Gamemaster Sourcebook. I've actually been hoping that the reason Justin hasn't been responding on the core rules thread is that he's been busily working away on the GM book.😊
  4. I've always played that if the focus you need to cast the spell is on the weapon, then you don't have to pay the 5 SR penalty. If it's not, then usually you have to pay the penalty.
  5. Hey, I've got a player that has asked to run a Centaur, which I agreed to once I saw there was a "Creating an Adventurer" section for Centaurs. Then, I read further down and found that they all worship Arachne Solara. And there is little info on her(?) anywhere in the rules. Not sure what I should allow for Rune and Spirit spells, and cult skills. Is there some resouce I can look in? I've got the Glorantha Sourcebook, but that didn't seem to have much that would help with this. I've thought about invoking YGMV, and saying they worship some other god(s), but haven't gotten as far as deciding which one(s).
  6. Marc

    Movement Rate

    I wouldn't say it's an error from an older edition. My copy of RQ2 indicates that movement in melee was 3m/MOV unit( 24 meters for humans ), and running( actual term used was Flight/Chase/Unhampered movement ) was double that. It may be that they considered the melee rate to be running, but I never did. I can say that, back when I was young and foolish, I was a fighter in the SCA, and fought in a few tournaments wearing armor, with sword and shield. I never ran during those fights! In any case, I'm going with the 24 meters in melee, 48 for running, and leave it at that.
  7. Marc

    Movement Rate

    That's exactly what I have always done. I also interpret the "Movement of non-engaged characters" to mean those characters not currently in any combat(missile or melee ), and not targeted for any combat by the current statements of intent. So, if a character is moving, but someone has said they're going to shoot him with a composite bow on SR x, we figure out how far the target could move by SR x, and determine if the shot is still possible.
  8. Marc

    Movement Rate

    Jason has recently posted some answers on the Core Rules thread that confused me. Rather than pollute that thread, which is supposed to be where we get official Chaosium answers to rules questions, with a discussion on this, I thought I'd start a new thread. The first post I noticed from Jason was this one: I replied to that, saying that I'd always thought the text on page 54 was a mistake, and the the word "meters" should be "MOV units", and referenced the text on page 82: Movement is rated in movement units (MOV), each unit equaling 3 meters. All human adventurer can move 8 movement units in a melee round (up to 24 meters), unless stated otherwise. Jason quickly replied to that: Which really surprised me( the answer, not that he replied quickly ). When I played RQ2, I had always gone with 8 MOV meant you could move 24 meters in a melee round, and RQ2 also explictly stated that the running speed for bipeds was MOVx2, which implies to me that the melee move of 24 meters was walking. So, I'm curious how others have interpreted this.
  9. I have to agree. Given the possibility of the negative consequences of a failed( or fumbled! ) augment attempt, there is no way the GM should require a player to attempt an augment.
  10. Marc

    Training time

    Well, as I said, I'm not sure what I would do for a house rule. I would like to see training time be dependent, somehow, on current skill level. It seems to me that taking a full season, doing nothing else is a bit extreme to be able to improve a skill that is currently at 25%. As I said, I've got ideas, but with a lot of holes. One is how any how rule should interact with the other rules for skill improvement from the "Between Adventures" chapter. I'm sure, if I continue with this, I'll find more. That's the problem with house rules, making sure there are a minimal number of unintended consequences!
  11. Marc

    Training time

    I've never really been happy with how training is handled in RQ:G. Needing to spend an entire season to train a skill seems a bit much. Particularly when it seems to me the amount of time you spend should be dependent, at least in part, on how good you are to begin with. In both RQ2 and RQ3, the time you spent was dependent on your current skill level. In RQ2, you had to pay more for training at the higher skill levels, and you could only spend 100L/week on training a skill. RQ3 was simpler yet, you needed to spend a number of hours equal to your current skill to get a chance for it to increase. So, I'm curious what other people think. Does it make sense to have to spend a whole season to get to add 1d6-1 to your 23% Track skill? Should the time it takes to earn the roll be based in part on how good you are to start with? Right now, not sure what I would do for a house rule to change this. I've got ideas, but they have a bunch of holes in them. Would love to hear what ideas, if any, others have on this.
  12. I asked if Rune or Spirit spells could be cast on a Protective Circle in the Core Rules Questions thread. Jason responded that he thought so, but would check with Jeff. That was about a month ago, haven't noticed anything else since
  13. I agree, don't apologize. In fact, I've been thinking recently tha TOO many people have been answering questions on the core rules questions thread. I thought it was intended for official Chaosium answers. With people other than Jason, Jeff, and Rick answering, it becomes harder to figure out the "official" answer. Having a separate thread for a rule discussion is a Good Thing.
  14. Really enjoying reading this. I'm about to run that scenario myself, and reading this is very helpful. One question, where did you get the paper miniatures?
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