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mikuel

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Posts posted by mikuel

  1. The Found Child cult has no holy places in Balazar.  

    "As a nomadic cult, there is no true center of power, but the strongest foci of this cult are among nonherding tribes. The only important holy place is the site where Foundchild was discovered, in the Dog Hills."

    Does this mean that a cultist could only replenish their magic points at that one spot?

     

  2. In Sartar Kingdom of Heroes, players start with 3 runes, one automatically being the storm(?) rune.  I'm starting a Balazar campaign.  Would I do the same with giving my players the storm rune, or would it be a different rune?

     

  3. I've been researching some beginning adventures to start a Glorantha campaign and have come across Steve Marsh's Regular Folks Campaign.  I've noticed he has a house rule dealing with traits.  This might come from a Pendragon rule.  Here is a quote.

    Wild animal herds still migrate through this area in midwinter just as the caribou do in Valind (or Alaska). The PCs are asked to go on a hunt. (The participation is voluntary, but failure to participate will give each character who refuses a -1 on their acceptance check and a +1 on the selfish trait.

    Is anyone familiar with this?  

  4. 13 hours ago, Mankcam said:

    So you could get the Passion bonus with any action relevant to the traits associated with that Rune, as well as any Rune Magic that uses that Rune as a trapping.

    What do you mean when you say "Rune Magic that uses that Rune as a trapping."  Please explain.  

  5. 11 hours ago, hkokko said:

    There used to be floating around the progressive spells (folk magic spells) variety which we used prior to AiG. We thought the float around variety was a bit too effective compared to rune magic - you might want to tune that to be die roll based or just stay with the bog standard folk magic. 

    I don't understand what your talking about here.  Could you explain?  

  6. I want to run a Glorantha campaign with RQ6/Mythras rule set without too much effort.  I downloaded the Cult one-pagers.  I know about the encounter generator and plan to use it.  I've thought about trying to somehow convert the rule in Heroquest about being born with 3 runes into the game somehow, but that might be too much work.  I thought I would just use the Folk magic rules as is.  Is there any other quick fixes that would be easy to implement?  

     

  7. I've always wanted to run some of the classic higher level modules, such as Tomb of Horrors and White Plume Mountain, but did not know how to do it due to power levels and magic items.  AD&D assumed that higher level characters would have magic items equal to their power level in order to survive the dungeon.  Will Classic Fantasy have suggestions on how to make higher level guys?  

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  8. I've been wanting to use RQ 6 for a Dark Sun campaign.  When Classic Fantasy was announced, I thought I would wait for it's release and try it.  I'm figuring there will be more D&D type spells to use.  What about converting the other unique aspects of Dark Sun?  Will this supplement help?

  9. I read somewhere that classical Fantasy was coming out at the beginning of the year.  In one of threedeesix posts, he said he was finishing up the last couple of chapters so I was assuming it was almost done.  I know nothing of publishing a rpg.  Don't worry, I won't ask about it again.

  10. Through the narration and through the action.

    Mythic Russia uses Chained Contests, which are far easier to use than Extended Contests. So, in a complex situation, we break it down to a series of contests, each of which is augmented by the PCs and each of which has an effect on the whole contest. That is quick, easy, more exciting and saves messing about with APs, bids, changing tactics and so on.

    It seems to me that Extended Contests in HQ1 were a way of bringing crunchy tactics back into a game that doesn't need crunchy tactics. It felt wrong to me, didn't play well in any of the games that I played in or Narrated and just bogged the game down too much.

    Obviously, these are my opinions and shouldn't be treated as a critique of HQ1 or HQ2. Other people love Extended Contests and love HQ2 in general.

    I just read the "chained contests" and I like it. I also read the extended contests with the point bid system. That reads really interesting. I wonder why it doesn't work well in your gaming sessions?

    I know these are just your opinions but having only played one session of HQ2, it's nice to hear someones experience.

    Thanks,

    Mikuel

  11. The magic section in HQ1 was butchered to make it "realistic Glorantha", which made it quite complex.

    I use Affinities as scores or augments, Feats to cause effects or augments, Wizardry to cause effects/augments, Animism to cause effects/augments and that's about it. I'd also use Mysticism in the same way. For all of them, if you have a relevant spell/feat/ability and a skill then you can use it to augment or to have an effect, no matter what is being used. I also don't differentiate between magic types in terms of power - so, common magic is as powerful as feats or wizardry.

    I really don't like the idea behind HQ2 magic, for several reasons:

    1. Using Runes as the basis of magic doesn't work for me, because Zorak Zoran's Death Magic is vastly different to Humakt's or Hunter's Death Magic.

    2. Feats are too high level - sure, have HeroQuesting abilities, but call them something else and keep feats as powers

    3. Deities are not differentiated enough for my tastes (I really liked the idea of each Deity having its own powers and abilities)

    I have trouble with using Runes as magic but for different reasons. I'm relatively new to Glorantha so I don't differences probaly as much as you do. What scares me is using your magical Rune as more of a catch-all for everything. I can see players doing that. I'm also an old-school gamer and I'm not used to story telling games. I like gritty combat, hit points, and magic spells. It's hard for me to think outside-the-box.

    I'm at the Magic section of Mythic Russia now. I'm curious to see how it differs from HQ2.

    Michael

  12. I never use Extended Contests. They don't work, in my opinion. They slow down combat to the extent that it becomes slower than RQ3 combat. Where I need something similar then I use the Chained Contests from Mythic Russia.

    What I don't like/understand about HQ2:

    • Relative not absolute skills
    • Pass/Fail
    • Lingering Benefits
    • Extended Contests
    • Targets dependent on the dramatic value of the scene

    However, these are reasons why many people prefer HQ2 to HQ1, so it's all a matter of taste.

    I'm interested in why you like HQ1 vs. HQ2. I've just finished reading HQ2 and am thinking of giving it a try. I've read some on HQ1 but couldn't get past the magic section.

    Relative not absolute skills? What do you mean by this?

    I like the Pass/Fail cycle. What about it do you not like?

    The same with lingering benefits.

    If you don't use extended contests, how do you keep dramatic events being dramatic?

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