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Trotsky

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Everything posted by Trotsky

  1. Hi Dave, I know there is one set at the Pairing Stones in Pegasus Plateau. There might be some Prax adventures in the Jonstown Compendium, others who drop by will know more...
  2. Interesting how styles differ... I wouldn't say, 'You are entering a wood,' I would always be more descriptive than that, trying to make locations more interesting and/or unique, even if it is familiar. I feel it makes a location more dynamic, especially if it is a regular location. I haven't played RPG's for decades until recently and maybe my play style is stuck in the early 1980s. I would do the same with a Lunar Patrol, I would not be generic even if it was just a passing encounter but give a few details, one is taller than the rest, one has a damaged spear, the officer looks disinterested, etc. to bring them to life. I haven't played many other RPGs and have no experience of Vampire the Masquerade but I understand your point
  3. As Glorantha is a magically rich world we know that everyone would use magic in their daily lives. I wonder how other GMs and players incorporate this in their games. I realise it is not a central feature but do any of you out there use it to create colour? Such as: entering a stead and seeing colours flickering around the wash tubs of those cleaning the clothes, the magical tinkle of a loom being worked by a weaver. The sparkle of seeds as they are planted. A magical haze from a pot of stew being served. I know the intent of RQ:G is epic in its scale but I do like to have the everyday mundane magic make an appearance. Please share any ways you do this…
  4. Sure the rules could be a little clearer in places - I asked a few questions regarding combat when I started running RQG - but we have had no significant issues during play. The group consists of myself, who had not played since 1982, two who had played RQ3 a while back and two new to the system. Those of us that have played before sometimes momentarily confuse ourselves between the different versions! We all agree the flavour and lore is presented very well in the core rules and it is that that is compelling in the game. I quite enjoy some of the esoteric discussions on this forum - but most of it is details I do not need to know. I have noticed there is a relatively small group of regular posters and so it is hard to extrapolate from that how the rules are generally viewed. I very much appreciate the practical help everyone here gives - for example responding to my recent post about Alebard's Tower - that is invaluable.
  5. Thanks everyone - that gives me enough to go on.
  6. Thank you, so in 1620 the denizens of the tower would be loyal to the Colymar King?
  7. Hi everyone, I hope some of you knowledgable players out there might be able to help me. Our game is set in 1620, and the adventurers are interested in maybe visiting Alebard's Tower. I only have the information from the Gamemaster Adventures book, which has a brief entry c1625. Can anyone tell me what the situation was at the tower in 1620? I would be most grateful
  8. Interesting read, thanks for posting.
  9. Hi soltakss, thanks, I made them up from elements by 2 minute tabletop (https://2minutetabletop.com)
  10. Combat is fun but is only a small part of the game.
  11. Here is the final instalment of Season 2 - the rescue of Gordanger - starts from page 27. Link to Google Drive file Here is the Thunder Tower map we used in its entirety...
  12. When I first heard of this, I first thought - that will be useful, but not really that exciting. I was anticipating it being a rather basic book, something to keep us going until the gods' book arrived. However, this is clearly going to be something far more impressive than I originally imagined. My wife is going to buy me it for Christmas so hopefully I will be reading the pdf in 10 days!
  13. Still trying to catch up... The heroes arrive in Clearwine - new stuff from page 25. Google Drive Link
  14. Behind on writing this campaign log - here we see the adventurers' leave Ungbar's Bite to head to Clearwine to rescue Sarooth's Father... Google Drive Link
  15. Thanks David - that will give me lots of scope
  16. Hi everyone, I am trying to find out some more information about the Red Sword that Dangmet (Colymar King) took from the Lunars. Does anyone know what was special about the sword? It is possible that the players in our game are going to seek out and talk to Dangmet's spirit and I am wondering if there is an interesting angle here...
  17. Thanks everyone - all very helpful . I think the players would love to leave Kangharl trapped in Hell!
  18. That’s great - I will check them out. Has any of you run an ‘interrupt HeroQuest’ HeroQuest? I am wondering whether it would be a multi-station quest, or just to run the station where they would try to counter the original quest?
  19. Thanks Runeblogger - which publication would I find that information?
  20. Hi everyone - in our campaign there is a powerful NPC (King Kangharl of the Colymar - we are playing in 1620) who wants to bring back his lover a Seven Mother Priestess from the Underworld. She was beheaded and it has been long enough for her to now to be beyond resurrection. So, Kangharl (Initiate of the Seven Mothers) wants to undertake a HeroQuest to bring her back. What myth could he use for that? The adventurer's will probably want to stop Kangharl's HeroQuest, they were the ones who cut the head of his lover in the first place! They could try to disrupt the ceremony itself but that is unlikely to happen. They could counter-HeroQuest (not sure of the right term there) - has anyone done anything like this? We have played a few HeroQuests so far but this one digs deeper into the lore than we have done so far... Thanks in advance.
  21. The becoming visible is interesting, the spirit is still in the Spirit World, just visible in the Middle World. This is different from becoming embodied in which all the regular combat rules would work. How you want to work that your game is up to the players and GM.
  22. I imagine the Horned Man would just not turn up in the first place, it is a very sacred ceremony, and they would not get a chance to become a shaman at all
  23. Hi Dread, the whole section from page 366-371 is about combating spirits. On page 366 it states, 'Spirit Combat can only be initiated by a discorporate spirit.' I think that is pretty clear - using weapons during spirit combat are resolved using the spirit combat rules not the regular combat rules. I might be misunderstanding this but it seems pretty clear to me.
  24. Oh, one last thing - lordabdul makes a good point about the strike rank - spirit combat may be resolved on SR12 but that is just the resolution point for a struggle that has been going on all round. That is a key feature when we narrate spirit combat.
  25. I see it in a very similar way to lordabdul - I want spirits not to just be another monster you attack. I want them to be otherworldly and strange. Things difficult to comprehend and to act in unusual ways. But our games can all vary so I don’t see an issue in others seeing it another way. It is not like any of this is real.
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