Jump to content

Trotsky

Member
  • Posts

    169
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Trotsky

  1. Hi everyone – going to be running Pendragon for my first ever time on Friday and have a question about melee distance. It all generally makes sense but I am a little confused about closing and opening ranges. 

    Do you only declare the distance when initially engaging – the rules ‘imply’ it happens at the start of each combat round?

    ‘A character wishing to move to a closer distance must first win their opposed Combat Action, at which point they close during Step Five: Combat Movement.’

    I am presuming that range could also be extended in the same manner, or do they need to Dodge/Evade or spend a turn on moving?

    Thank you

  2. Running Six Seasons in Sartar has been one of the best RPG experiences I have had - thanks to the Andrew and great players. Company of the Dragon looks like it is going to continue that trend. The content is excellent and just as Six Seasons plotted a path from adulthood to... well no spoilers here, this book has a similar engaging arc. 
     

    I really like the ‘episodes’ model for scenarios - it gives me, as a GM, guidance so I don’t have to be continually inventing new stuff each week - but the flexibility to individualise each encounter to suit our play. They sit somewhere between scenario hooks and full blown adventures. In Six Seasons we used all the suggested episodes from the back of that book and will be using all the new ones from this.

    In Six Seasons we did not use the community rules, our focus was more on the development of the young characters but it makes perfect sense to use them to develop the Dragon warband in this book.

    Andrew’s ability to incorporate mythos into interesting and engaging situations to role play is excellent and there are several included that will help introduce great ‘Glorantha feel’ to your game. I am not steeped in all things Glorantha and find this practical help invaluable and has given me the confidence to write my own HeroQuests and religious ceremonies and events.

    As in the previous story arc - this one builds into something that will live long in the GM and players’ memory.

    • Like 2
  3. I agree this doesn’t need codifying (although everyone is free to do what they want – it is a game after all). I am increasingly coming around to allowing characters the opportunity to expend a magic point for a petty/folk magic effect. This is below the level that has a mechanical effect but does enhance the narrative.

    Say for instance Drenharl wants to impress Helet, a woman in the village he likes. He might pick a bunch of flowers for her and cast a ‘folk’ spell to make their scent sweeter. This would have no game effect but could add something to a narrative…

    • Like 2
  4. I think of the adventurers sheets as just a summary of the characters - there is a lot more to them. I allow characters to add narrative to a game with ‘folk magic’ mainly linked to their profession more than cult. A 1mp cost is reasonable. I also don’t think you need a list of such spells, it is all about flavour and immersion.

    • Like 2
×
×
  • Create New...