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Mankcam

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Everything posted by Mankcam

  1. That's a great chart, very useful, I'm definitely saving it
  2. The Westerners are quite difficult to pigeon-hole at present. I mentioned something very similar in another thread - From what depictions I have gleaned from the writings and artwork in the G2G, I tend to envision the Malkioni as having some analogies with ancient Carthagians, Successor Wars era Macedonians and the early Byzantine Empire Romans; as well as displaying very prominent influences from Near-Eastern cultures like Scythian, Sarmatian, Persian; as well as Vedic, and other Indo-Asian cultures (see The Kushan Empire, for example). Some excellent suggestions from Joerg
  3. I really like the ancient-world flavour that is presented for the Malkioni these days, it feels so much more consistent with the rest of Glorantha than the earlier medieval-styled Malkioni. I have been looking for visual analogies to present the Malkioni to my players, and have tended to mix a hodgepodge of pics from early Byzantine Empire through to Indo-Asian cultures like The Kushan Empire. I'm glad you cemented the Kushans as a good reference, as I have been leaning more in that direction recently, trying to work out what cultures may have influenced your depictions in the G2G.
  4. Is there any way the thread could just be re-titled to be 'Weapons of Glorantha"?
  5. I never found a copy of Mythic Russia, but it does stand to reason that using a capital 'M' is the way to go. I will check my Nameless Streets book when I get home to see what it used to notate Masteries.
  6. I've toyed with using a *, a #, and a ^ ,but you could even just go with a capital 'M' space ranger 5* (okay) space ranger 5# (possibly better) space ranger 5^ (not bad) space ranger 5M (just as good)
  7. I would pay for a pdf of RQG stats for any HQG campaign. Its easy to handwave of course, but having official stats is certainly welcomed.
  8. I think that HQ is great for a narrative system, and may appeal to a wider population if many of the Gloranthan references were removed from the core book. HQ2 appears a little confused as to its nature as a generic rulebook, as there are so many Gloranthan details throughout the book: Rune page borders, Masteries use the Gloranthan Rune for such, many Gloranthan examples, and an entire chapter dedicated to Glorantha. I love Glorantha, but there is now a HQG book which imbedes the HQ2 rules into the Gloranthan setting, and this is a great book. So I'm not seeing a reason to supercede HQG, I think it should remain current. I just think there may also be a market for a totally generic HQ rulebook of the same production standards as that of HQG. Including a chapter or two describing how to package the HQ mechanics into different genres would be a great idea, including examples and such. I agree that another edition of HQ shouldn't be a high priority for Chaosium at present. However it would be good being on the radar at some stage (along with perhaps a generic BRP rulebook akin to the BGB).
  9. Easy to see what's in Jeff's playlist at present
  10. Yeah that would be good. Basically just a generic HQ rulebook I could show my friends, devoid of any setting specific references, yet has the same production standards as the HQG book. FATE is one of the most popular generic systems at present, with a large narrative focus. I think HQ could easily rival it as a contender for a narrative game, but it needs to be untangled from Glorantha to do so. I would envision that both HQG and a new version of HQ could be in production at the same time.
  11. Yes I was referring to a new generic version with the same quality production as HQG. No Gloranthan references at all, no Glorantha chapter, no examples, no Mastery Rune for Masteries, etc. All of that is redundant in a generic book, now that we have HQG as a separate edition. I would love to see a generic book using inspiration from such genres like Pulp Adventure, Detective Noir, Murder Mystery, Police Drama, Hollywood Action, etc
  12. Perhaps Shad can muddy the waters even further for all of us:
  13. Wow, this character sheet is excellent, it looks quite professional. I really like how it feels like an extension of the RQ3 character sheet (which has much more flavour than the RQ2 character sheet IMO). I will be using this sheet if the official RQG sheets don't feel familiar enough. Thanks for post, greatly appreciated!
  14. I find it best not to even refer to them as 'Elves' at all, just call them The Aldyrami. Same goes for the 'Dwarfs', and the 'Trolls'; I only refer to them as The Mostali and The Uz. In my experience it just seems to work much better for me if the high fantasy references are non-existent.
  15. Yeah it's very 'alien' as opposed to 'Elven'; it really gives the Aldryami their own identity. I just love the whole 'plant entities' thing happening here with the Aldryami. There's a vague 'Wiccan Green Man-meets-Alien Triffid' vibe underscoring all of this. It's much more Ridley Scott than JRR Tolkien. In fact there is absolutely no analogy between high fantasy Elves and The Adryami of Glorantha. I had issues with this back in the late 1980s, but now its one of the great things I like about Glorantha. The other cultures do well to be wary regarding all of the Elder Races agendas; none particularly have human prosperity high in their priorities. You managed to capture all that rather well
  16. Re: booby elves You should never have to justify this, even if it is for a venus fly-trap heh heh
  17. Welcome! HQ is one of the best narrative games on the market. I love how every trait is purely an individual narrative descriptor with a numerical value attached. It is like Aspects in FATE rpg, except every trait is an aspect - works great with really creative groups. I would really love to see a generic next edition of HQ, as it has so many possibilities beyond Glorantha. However the HQG is a thing of beauty for any Glorantha lover, regardless of system. Yeah put your HQ Steampunk work in the downloads section of the forum, I think it will be well received
  18. I would of liked to see CoC 7E's skill levels, but thats easy to hand wave in. Possibly changing the Skill Category calculations would be my preference, to make characteristics more prominent. Maybe along the lines of how RQ2 Hit Points are calculated by having the base chance equal to the value of a primary characteristic, with bonuses /negatives thrown in for secondary and tertiary characteristics. That would be one way to do it, and also easy to hand wave in if desired. Other than that, I'm pretty happy with RQG so far. The stat block is pretty similar to RQ2/RQ3 so all of the old resources are not obsolete (which is kinda what occured with MRQ). I'm happy with the new bolt-on Runes and Passions. So far so good
  19. I presume that's a quickstart thing, or perhaps NPCs are easier to envision with skill chances rounded off to the nearest 5. Jeff has stated a few times that PCs are likely to develop skills more like RQ3 or BGB, rather than rounding skills off like in RQ2.
  20. Mankcam

    Hungry Jack?

    Whenever I hear of 'Hungry Jack' I think of the Australian franchise of USA's Burger King takaway stores. Yes totally useless information, but I just had to post it lol
  21. I always played it this way since RQ2, as it was also how I originally interpreted it. Later editions of RQ and the BGB played it how others have presumed, but I could never dig it as it just seemed too fiddily. I have always counted positive limb HP as thresholds, but recorded negative limb HP. It works pretty well, as the PCs are slightly more resilient and its less book keeping
  22. Welcome to my world - my troupies are 'Pulp' thru and thru, they would really dig Jacques Cousteau, Mythos Hunter !!!
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