Jump to content

Mankcam

Member
  • Posts

    2,496
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by Mankcam

  1. My favourites have bee RQ2 and DM RQ6.. but the RQG Quickstart was very good, perhaps a 'rune border' at the bottom would have made it even better The new one isnt too bad, I'ld rank it as a reasonable runner up, but a quick make-over is necessary for it to get higher points. All that is really needed is to put it on a blood red backround and it will look much better, that will do the trick rather nicely. Or make it look 'bronzed', thats a cool suggestion as well This is starting to be like those sites that list the decade's top hair styles etc (groan!) Now I read that there was a short lived non-Chaosium version of RuneQuest that had nothing to do with Glorantha or even the BRP/D100 system...its logo should be up there with Runescape. etc Perhaps throw in TitanQuest and Munchkin Quest while we're at it, just to keep all this silliness going until the next big topic shows up O1/1D4 SAN loss, lol
  2. It's a tough audience in the house tonight, heh heh
  3. Nice art. Something you might see in a good quality graphic novel. I'm sure this is going to look great on a glossy page It's also so very Gloranthan, I'm really impressed!
  4. Mythic Constanople and Mythic Greece are both high on my wishlist!
  5. I dont like to criticise, but I am not overly enthusiastic regarding this new RQ logo. Perhaps if the background was blood red it might look much better, a bit like the embossed title on the RQ2 hardcover (under the dust jacket). But if it remains as is, then it looks more connected to the Legend rpg than it does to RQ2, which is not the message to send. I agree that it does feel oddly dated (a decade ago maybe), and kinda a bit 'generic fantasy' rather than 'authentic fantasy'. Hard to know why this is, but that is the impression I get. The RQG Quickstart cover is the opposite; the logo and artwork really connects RQG with RQ2. I dont see a reason why that logo has been superceeded Sorry to be a bit more critical than usual, but I feel that this logo could be a big mistake if it doesnt promote the association of RQ2 with RQG. After all, that connection is driving almost everything else. On the other hand, its really good to know that the RQG Core Rules are near completion!
  6. The logo is okay, but I think it needs some 'red' in there somewhere to get that classic RQ feel. I think the logo on the RQ Quickstart was better in some respects, it felt right to me, I'm surprised that it has been changed. Not a deal breaker however, the game mechanics are the main thing.
  7. I love it that there is another thread going on regarding whether Glorantha has gravity or not. That's the kind of things you got to love about Glorantha
  8. For example, a Feat called 'Trick Shot' might be used to decrease the difficulty modifiers with missile weapons for particular hard shots (ie trying to shoot thru cover, or trying to hit via ricochet, for example).
  9. I reckon Feats are easy, if you want a pulpy game. Firstly, as a default rule, allow any character be able to attempt almost any cool maneuver by declaring that they need to make a Special Success with a relevant skill (occasionally a Critical Success, depending upon the action). This applies to everyone. Its kind of implied in most BRP rules anyway (CoC 7E is more explicit with this) If you want to have a Feat system, you just describe whatever Feat you want (or just come up with a narrative description related to the character concept). Then any maneuvers relevant to the Feat/Concept are made at half skill% (instead of Crit or Spec%), at the cost of 1PP (representing luck or effort). Perhaps using 2PP reduces two degrees of difficulty, bringing this up to normal skill %. That's a consistent mechanic to portray feats/stunts etc. Feats should rarely provide skill bonuses, otherwise there is no reason to advance in skills. However reducing difficulty modifiers in specific circumstances does the trick well.
  10. Two moons Magic is real The Runes do not represent aspects of reality; instead reality represents the Runes Non-humans (The Elder Races) are truly alien to humankind
  11. Possibility of a new version of the BGB perhaps? Not that it is necessary, but new internal art might make it more attractive on the shelves at gaming stores. Well, as least the BRP line is supported, that's a start. From the blurb: " It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into 'Basic Roleplaying'." This never gets old. I tend to use either FATE Core and BRP BGB as my systems of choice for converting settings, depending upon flavour and tone. Both of these books are invaluable to me as a GM, and it is incredibly liberating to have generic rule sets like these. If I have to choose to keep only two rpg books in my collection, then these books are the ones for me, based on how useful they are. Love the BGB. A new version with a bit more internal consistency would do the trick nicely!
  12. Loving this comic !!! Although this is causing me to slightly rethink things... I had gotten used to the Pelorian culture being based off the Assyrians, so the Darra Happan mercenaries depicted earlier worked quite well for me. However in my mind I still retained a Roman-flavour for the actual Lunar Imperial Army. I guess this impression comes from looking at the artwork from the RQ3/HW era depictions of Lunar soldiers, which reminded me of late era Roman Republic Legionaries. This notion shifted in recent years, and I now envision Lunar military attire to be closer to an earlier Roman look, perhaps something similar to Roman soldiers from the Punic Wars period (or perhaps a hybrid look influenced by Assyrians and Punic Wars Romans). Yet the Lunar Soldiers here still look very Assyrian, which feels a bit too Solar Cult to me, pre-Lunar so to speak. Not a criticism; just getting my head around it. I either live with it, or it becomes another one of those YGMV moments. Its all good. Anyway i just love this comic. Those Lunars are pretty impressive with that massive volley of Firearrows raining down everywhere
  13. Actually HQ Whoverse would work rather well (sorry, I derailed a thread again)
  14. Before my troupe converted our campaign to Pulp Cthulhu 7E, I used to run a 1920s pulp adventure game using a mix of BGB and CoC 6E. We played a few random sessions before settling into the Masks of Nylarthotep campaign, albeit with a much less serious tone than originally written. To keep the action quite pulpy we used a version of the Fate Points option from the BGB. Power Points were essentially 'Luck Fuel' if used in this manner, and we did things a little differently, using the BGB Fate rules as a guideline. Our 'Pulp Fate' rules was as follows: Wild Luck: The first use was for random Luck rolls. If asked to make a random Luck Roll then the PCs rolled Luck as usual. However if the player initiated the roll, it cost 1PP. In this setting I also gave the option of Special and Critical Success Luck rolls having the capability for quite pulpy or cinematic outcomes in many cases. If they PC wanted to have the benefit of that success, more PP was required - 2PP for a Special Success and 3PP for a Critical Success - otherwise the effect was just 'better', rather than 'cinematic' or implausible. Lots of fun if the rolls occurred, and depending upon the situation, it was up to the PC to narrate how good the outcome was, according to success level, and I would judge whether extra PP were required to have that outcome. Lots of fun when it occurred! Second Chances: The second use was for second chances. For 1PP the PC could request to re-roll of any skill, although they needed to describe a narrative reason for it as well. Stunts: The third use was for Stunts/Feats. Every character had a few defining traits which allowed them to do better in particular situations. For 1D4 PP they could make a relevant skill roll at Easy chance (double %) or cause an opponent to be at Difficult chance (half %). Generally I wouldn't recommend a Feats/Stunts/Advantage system for a BRP game, however for Pulp Adventure it did work really well. Soaking: The fourth role was for damage mitigation, which allowed the character to ignore damage at the rate of 1 damage point per 2PP spent. This also required a narrative rationale to explain why, which further led to some enjoyable explanations Refresh: Power Points were refreshed slowly by default, basically when I thought they should have a complete refresh, usually after a significant interim between campaigns. However if the characters achieved milestones, morale boosts, or roleplayed personality traits well then they received minor boosts along the way (ie 1 -3pts). At the end of each episode any SAN rewards were granted as PP Awards, which could be used for either SAN of Power Point recharge. So they were recharged at a reasonable rate, as characters kept portraying their characters well in order to keep getting minor recharges. So all this added up to minimise the classic BRP lethality, and to keep the game pulpy and cinematic, and it did the job well. My group is now using the Pulp Cthulhu 7E rules instead, although we all think that these rules covered the same territory without the need for another tally of points (ie CoC 7E's Luck Pts). However I won't be converting back, but I can vouch that tweaking the Fate option from BGB works quite well for certain settings PS: And yes, add in Mook rules PPS: Just getting back to Baconjuror (the OP), the rules above are designed to capture a pulpy cinematic flavour. If you want a more serious tone, then just use BRP as written, perhaps including the Hit Locations options. You will certainly get a lethal game at times, which is a strength of the system, and definitely reminds you that you are no longer playing D&D!
  15. Yeah I thought that fellow looked a bit like Marvin The Martian lol. I don't remember the actual sites I grabbed these from. I tend to just wade through Google Images and save images willy nilly. I really should follow the source pages ...
  16. What?!!! Next you'll be telling us that the Brits have a woman lined up to play the role of Dr Who !!!
  17. I love HQ as a narrative system, it has so much potential. Expressing everything as a descriptor is such a great way to portray things. However I greatly prefer portraying Glorantha with RQ as opposed to HQ, but it is really like comparing apples and oranges, as the systems are so different. Despite the shared setting, the two systems cannot be compared beyond the fact that they are both rpgs which are set in Glorantha. RQ needs to be compared with the likes of D&D, Rolemaster, GURPS, etc, whilst HQ is comparable with rule sets like Risus, FATE, Polaris, and games like that. Beyond the setting content itself, I don't think there are many other aspects that can be compared between RQ and HQ.
  18. Quite simply the most immersive fantasy world setting that has ever been written for roleplaying in
  19. Yes, as much as I love Glorantha, I think HQ needs to be unshackled from the setting to reach it's full potential (although HQG should remain in print). A new edition produced with the same production standards as HQG should go a long way to raising the game's statue. In my opinion HQ should sit on the shelves next to the likes of Savage Worlds and FATE as a 'go-to' generic setting for cinematic settings. For me the only system that is comparable with HQ mechanics is FATE, and HQ is even more narrative in a sense that every trait operates like a FATE 'aspect'. It will be good for HQ to get the profile it deserves
  20. I quite liked the concept of whittling down each opponents APs, but in practice it got a little too clunky for the narrative game flow, so HQ2 and HQG have a better approach.
  21. Well that has definitely got my attention!
  22. The Malkioni are a large ethnic population, and like Theyalans, they will have various regional varieties. It's a bit difficult to envision the Westerners until a focused Malkioni product is released, however one can get a flavour for them by mixing several sources. The G2G is the greatest resource, but here are some additional images that I have gathered in my files to portray Horali Foot Soldiers and Cataphracts. It's a hodgepodge of pics ranging from Etruscans, Macedonians, and Byzantine Romans through to Parthians, Scythians, and Kushans. Mixing these influences tends to put me in the ballpark of how to visualise the Malkioni at present. So this is a bit of an image dump, not sure if its helpful or not:
  23. I apologise regarding the size of those pics, I tried to resize them but they keep coming out so large - my tech-fu is low...
  24. Well I'ld certainly go with a Macedonian look. Then add in some Sarmatian flavour and Scythians However don't discount some northern indo-asian references, see below for Kushan warriors for instance:
  25. Yes I forgot to chase this up. So that settles it as both Mythic Russia and Nameless Streets use the capital 'M' for Masteries, which seems pretty logical.
×
×
  • Create New...