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StephenMcG

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Everything posted by StephenMcG

  1. I used to have a conditional bonus to magical items, they enhanced the skill of the user but only advanced at half the usual rate (until the enhancement was paid for.
  2. Oof! This is a serious upgrade to what I was suggesting but one that I might consider for an upgraded villain, or upgraded item. 🙂 What I value is the pointer to the enchantment rules and then see if I can find a similarly powered spell. That should give me an idea of how powerful the effect is. Thank you. Stephen
  3. Well, if we are talking straight decapitation then I agree. If we are talking just a neck hit, then I don't. 🙂 Especially if it is simply a normal hit rather than special damage. In the hands of a high skill swordsman, doing an aimed blow, has a 31% of doing a special inside 4 rounds. I am essentially not even doubling the chance of that special and, in this case, that special would get special damage (slash in the case of a broadsword). I was thinking that a parry would indeed be possible. The spec you are talking about is David's not mine. I like David's suggestion but I think it us indeed a step up in power. Am going to look at Bless Thunderstone to see what I think about judging something on that level. I had neglected thinking about enchantments, which folk are right to point me towards. The point of my mail however was trying to gauge the relative power of a sword that gives an auto head hit rather than special damage. I now have several idwas on building vorpal swords of varying power but no idea of what the relative power is. Also, you have no idea of the abilities of the opponent, nor those abilities in relation to the players. I have managed to have this campaign running for three or four years and only killed one character so far. I think I am doing OK.
  4. I am thinking of throwing in a magic item in the next game I run. The villain has made a vorpal sword using Thanatari magic. I am conflicted about how to make it work. I know that it holds magic, POW was poured into it, the swordsman choose to activate using a native point which uses up some if the stored POW and it remains active for 15 minutes, like a rune spell. What happens then? My first inclination was to say that, when activated, special successes gain an automatic head location rather than a slash effect. But really that is just the equivalent of waiting until SR12 and taking a hit chance penalty. Should it be on top of the slash damage? Should there be two POW costs, they may not know they both also inflict INT damage that automatically is dedicated to Thanatar... Essentially I want them to think hard about tackling this guy. I want them to explore combat options like disarm etc. or using other tactics. I also hope they get the sword with some magic left in it, which they can use (risking chaos taint) and potentially being tempted to deal with devil if they want it recharged. This will be their first potential compromise, chais until now has been the foul side of gorp and broo. Thoughts? Stephen
  5. I am inclined, when not interested in investing more time in the contest that has similar result outcomes, to adjudicate who wins a contest by either who succeeded by most, or failed by least. In all cases, the lower the roll the better. I do like the advice on making a tie a feature rather than a bug though. 🙂 After all, contests are often at the heart of a game and the more interesting these can be, the better.
  6. I reckon these chat menus could quite easily provide a character sheet on the screen for play purposes, especially if the macros were built to call out elements of the character sheet which would be used to maintain all of the detail and when you want to go look at the character as a whole instead of playing it at the table... Of course, my menus are horrid to look at but I think a bit of CSS magic for those with that knowledge would make a huge difference....
  7. Been working on my idea of banks of macros. I can now create sets of buttons in the chat menu. So a macro that pushes buttons for all the characteristics into the chat bar which can be clicked to make a roll. Only made it happen for INT and POW, but the principle is there. You can make two characteristics appear per row.
  8. I loved the idea of this rule but it failed hard in my group due to the admin burden of tracking it round by round...I still pander to the idea that I will try it with them again.
  9. Hmm. The most significant change in my game is imported from Heroquest rather than Runequest. I organise each players character sheet to reflect three keywords. So one character is defined simply as: Initiate of Lankhor Mhy, Clerk to the Ingizzi Family and New Pavis, born and bred. Each of these has a word descriptor (poor, good, skilled, master, heroic) which relates to a skill level (15%, 30%, 50%, 70%, 90%). Players can use those keywords as very broad skills. For example, he can follow someone through the streets unnoticed as he us "pavis born and bred". In that circumstance, I adjust the keyword ability based on the stealth modifier and if he is successful, the player writes "Shadowing" under the relevant keyword and gives it a tick. Ticks are resolved as usual and, if the skill increases, Shadowing has a +% written on the sheet. If a keyword has the Good descriptor, any skill/action attributed to the keyword gets 30% chance (plus or minus modifiers) of success. Once five skills within a keyword labelled Good have been raised to 50% or above, the descriptor is changed to skilled. All skills within the keyword are now base 50%. I allow some free-floating skills that cannot be accommodated within the keywords and these are administered as regular RQG. I allow for some drift in keywords. Sometimes play has made a keyword redundant. some free-floating skills can become important and a keyword less so. The "Clerk to the Ingizzi Family" is spending more time as a "Member of the Grey Company" and so we re-arrange things to find out what descriptor best fits that based on known skills. I would be open, after re-arrangement" to leave Clerk to the Ingizzi Family as a free-floating skill that cannot spin off sub-skills or be advanced through experience to retain that historical element to the character. My players, I think, appreciate the slightly greater flexibility this provides. It gives the characters a bit more narrative colour and means they are never short of a skill (at a relevant skill level) that their history suggests they should have. The keyword progression also means that minor colour skills (my mind always drifts to "walk in snowshoes" from Hero Wars) keep pace with the character, reflecting the offscreen time doing cult and community action. Stephen
  10. Never shy in thanking folk with the technical expertise to make my life easier! 👏👏👏
  11. All this talk made me fire up KoDP again and now my 16 year old is hooked....
  12. My friends and I have been playing Dark Alliance for the past month. It is a bit of a hot mess but there is a four star game struggling to show itself in there. I love going online with my friends and playing Wulfgar to help Bruenor reclaim his home. The acquisition of moves, feats etc kind of works as progression. I would play a Glorantha game in a short second. I would be happy starting slow, stuck in Pavis, or Prax, or Sartar, or Dorastor, or Griffin Mountain. Provision for fan mods would give it legs for the future, allowing folk to use resources to create scenarios. To be honest, I would take anything that allowed me to live in a Glorantha setting, even limited and for a short time. Stephen
  13. I was thinking that the character sheet might simply be a series of macros, not sure whether the sheet might provide macros. For example, an attack button on the main screen which would give you a drop down containing your weapons. A battle magic drop down for your spells. I reckon allowing certain skills or actions to come with customised quotes would be cool, that might mean putting editable text boxes on the sheet that get called when the skill is used. It might be cool to have an option to have spells with a cool down (though possibly more useful in games like D&D which gave a more traditional round system. There are probably dozens of features that would enhance play, leveraging the electronic environment. You make a good point with regard to the different skills and non-portability of the work. But I think I said that I thought a lot of this might come down to paid work either than labour's of love. 🙂 I do appreciate the work that has gone in and, I have said in other threads, that I would be content to buy access to enhanced character sheets. I think creators should be able to monetise things just as much as Roll20 does. I think the sheet creators are short-changed compared to asset creators.
  14. The interesting thing (to me anyway) is that all the Roll20 character sheets I have seen (admittedly not a huge selection) tend to be simulating the pen and paper character sheets. There seems to have been little evolution to take advantage of the medium. Now, obviously, there are benefits, making rolls appear in the chat bar in some beautiful packaging and combining rolls (hit AND location) and determining specials and critical in places. There seems to be little innovation beyond those quality of life improvements. I was wondering whether my observation here is a non-technical dream that has no practical basis or simply that it is so much work just to convert that actual design innovation is too much to expect outside a paid environment (I do realise the majority of these are unpaid labours of love and hugely appreciate those efforts). Stephen
  15. 1. Started with RQ2 but kind of moved it to RQG. 2. This one is barely a year or two in. 3. 1616 was the start, each adventure takes place in a season, so time moves quickly and I provide players with training and background advancement each season. 4. It is a Pavis campaign that roles up and down the Zoka Fel Valley. 5. Pavis, the Big Rubble and Prax 6. I gave used bits from so many but I heavily draw on Pavis and the Big Rubble, Sun County, and all the Ian Thompson companion books for Pavis. 7. It is heavily scripted by me, things happen but the order is pretty much determined by the players actions. I am instilling a mythic feel the players feel they are part of an overall storyline which they influence. 8. I am heavily invested in the campaign, as supplemented by Ian Thompson. 9. Highly individualised. I am looking for the focus to be on how the characters interact with the mythology of Glorantha, potentially becoming a part of it. I use Heroquest versions of the characters to play in the hero plane. 10. Relax. You won't know close to 1% of the existing material but you know 100% more than the players. Stay a page ahead and you will be a master. Learn what you want, along with the players. Have a blast.
  16. I have lived in Pavis and Sun County for so many gaming years. This stuff is great, my current game is rushing toward the Cradle, this could not come at a more opportune time and evokes my 1980's RQ memories quite strongly. Much appreciated.
  17. I cannot imagine this being massively active but it should be useful for spreading useful work. I have a similar set up for HERO game and I promise to copy over a number of macros I have been using online. Much less fancy than what David produces but I think useful...
  18. Must have been a great idea then! 🙂 Is there a link to that?
  19. Is it worth having a game set up where folk can create macros and other people can see them work and copy them for their own games. A sandbox? It would need some to create the games it folk and make them GMs so that they can see behind the scenes... Would this be valuable, or a waste of time? It might also be a place for @dvdmacateer to test things out, should he want? Stephen
  20. I was thinking you were talking about Fog of War. With dynamic lighting it should be fine. Just leave some space above (or to the side of) the map, put the chart and tokens there, drop in some light on the GM layer so everyone can see that, you can mark it off so the light there does not interfere with the map. As I said, the easy thing I'd to do it on paper in front of you and let the players trust you but thus gives everyone the information to manipulate and p,an against.
  21. I have played a few times on Roll20 and I never had any issues with doing it like I did when we were all at the table, sorted out the strike ranks, wrote it down on paper and called folk as they were due. Of course, with bright shiny VTT you want to use it. 🙂 I created a token for each character, first time just a box with character name in it. I had the strike rank box at the top of the map and allowed players to move their tokens onto the strike ranks they were acting. If you are using fog of war, then you can pre-explore that bit of the map. I found fog of war a pain to use most of the time. Stephen
  22. I have been using HeroQuest to run Heroquest for my RuneQuest players. Each character has a dual character sheet, one for his physical self and one for the Hero Plane.... It has worked pretty well and the change in mechanics really brings home the different dynamic.
  23. I have always (since RQ3) shied away from sorcery. It has never sat comfortably in my brain. I am determined that, in my current game, I am going to make it work. We are transition from a game that hybridised RQ2 and Heroquest into a hybrid of RQG and Heroquest. I have a Lankhor Mhy and a Flintnail cultist in the group and so the opportunity and motivation are there. My first question is the presentation of sorcerors as less emotional and not driven by their runes (like most rune cultists). Does this mean they do not access passions to give them augments, or seek to gain runic inspiration, or does it mean they simply log more cerebral passions and the runic inspiration is less driven by the "emotion" of the rune and more an inspiration of the logical elegance in utilising a rune in this way? Obviously the LM character will be easier than the Flintnail as LM guidance exists in the book right now, there is nothing Flintnail (I plan to see what inspiration I can take from Ian Thompson's "Hidden Measure" stuff) but I would welcome any insights, hints and tips that folk might be kind enough to share. Stephen
  24. My group caught onto "Violence is ways an option" and "There is always another way" as the dynamic tension within Sartarite society. They treat these as the cult catchphrases if Orlanth and Ernalda respectively. What would be the catchphrases of the other major cults in Glorantha?
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