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Mankcam

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Everything posted by Mankcam

  1. Despite preferring the RQ2 products, I probably played RQ3 more than any other edition of RQ. Well in more recent times I used a mix of RQ3 and BGB. However I can't see the point of doing direct reprints of RQ3 supplements at this stage as the stat blocks will be slightly different. As Jeff mentioned earlier in this thread that the degree of compability between RQ2 and RQG will be high. So I assume that the RQG stat blocks will be basically RQ2 stat blocks (+ a few new add-ons). So I am also assuming that the RQ2 material will be able to be played with the RQ Classic rulebook (RQ2 reprint), as well as being easily used with the new RQG rules. RQ3 deviates slightly from RQ2 with things like armour values, hit point values etc, so it doesnt make sense to reprint something that isnt going to be directly compatible with RQ2 and RQG. AFAIK the core rulebooks will be 'RQ Classic' and 'RQG'; each with its own line, but with a high degree of cross-compatibility due to the stat block similarity. Well that's how I assume it goes. Of course all BRP is more-or-less compatible, but it sounds like the stat block compatibility between RQ2 and RQG will be the strongest. Now I could see the merit of some of the content information from the RQ3 supplements finding its way into RQG products, as well as porting some of the more popular RQ3 scenarios across using the RQG stat blocks. It would be great to see titles like Sun Country, Shadows Of The Borderlands, and Dorastor revamped for RQG!
  2. You may be right, as it is likely that she's an Orlanthi, probably a Vingan. The Theyalans were from the Wareran race, which equates broadly to Caucasian/European. In the G2G it describes many Orlanthi as having olive skin and dark hair, so I suppose this could be consistent with real world caucasian peoples from the Mediterrean. This would certainly fit Esrolia and Heortland, as well as Prax, although I would envision Sartarites being a bit more pale, given that many clans live in the ranges. In the RW, stereotypically the Europeans north of the Alps are generally much more pale in complexion, so perhaps her background hales from Sartar or somewhere with altitudes like that. (Excuse my gross generalisations and stereotyping - there is no offense intended)
  3. I think I read that the RQG stat block is near-identical to the RQ2 stat block (obviously without Runes and also without separate A% and P%). If thats the case, then the RQ2 reprints fron the RQ Classic line can be used as they are for RQG, no need for a new reprint in terms of playability. However for some of those RQ2 books it might be good if republished for RQG with some updated artwork here and there (ie: for example, no 'Renaissance Era' characters in the Pavis book, portray them all consistently looking very 'ancient')
  4. Mankcam

    Urban Orlanthi

    Rural and regional Orlanthi can be modeled quite well with late bronze age/early iron age central european influences like Urnfield, Hallstatt, and La Tene cultures. However Orlanthi from larger urbanised centres are certainly a bit trickier to find real-world historical influences, so this is a useful thread for GMs trying to delve a bit further with this. I think the Mycenaean Age people have been previously suggested by the authors, although these cultures were also extremely nautical so this does affect things somewhat. Mixing Minoans, Achaeans, Ionians etc with Thracians can work well for broad strokes when portraying these people from an average gamer's visual perspective. This certainly fits some of the artwork that is coming out in regards to Orlanthi these days. Definitely for a more extensive approach I think both the Etruscans and Macedonians probably work better as analogies from a socieo-cultural perspective. Also a lot of those Baltic influences mentioned work really well, especially regarding how the Hanseatic alliances developed. Some really good analogies there for examples of early inter-dependent urbanised settlements. Great food for thought in this thread.
  5. I think all this still pretty much holds up as canon, although I did read a while ago that Moon Design may prefer for about half of the art in the Sartar books to be replaced with conceptual art more consistent with the contemporary portrayal of Orlanthi. However I suspect the actual text in those books remains canon. Although not on that list, I think that the same would go for most of the RQ2 Gloranthan Classics series and the RQ3 Gloranthan Renaissance titles. It would be more that some of the art direction would change rather than most of the actual text.
  6. I've got the pdf version, and it looks quite good. However I probably won't mentally investing reading time into it until I have a print copy in my hands
  7. Mankcam

    Urban Orlanthi

    Excluding the nautical familarity, I think culturally the Theylans may have more similarities with Mycenaean Age people like the Minoans, Archaeans, Dorians, etc than with the civilations that arose later in ancient history. However it is often easier to find information on the populations of the later classical period of this region. I agree that using the Aegians of the Hellenic Age (such as Athenians, for example) are quite a useful reference in regards to ancient urbanisation; especially from the earlier period of that time when they were transitioning from the 'dark age' at the end of the 'Age of Heroes'. The reference to the Founding Tribes of Athens is very much how I would envision the manner in which the urban Orlanthi might approach their tribal connections and associations.
  8. Wow! - very evocative of a bronze-age setting, and the artwork looks beautiful for a Quickstart Nice work
  9. Well I'm happy with the acronymn being RQG, it finally puts to rest the endless debates on whether this is RQ7, RQ4, or RQ2.5. Nicely done Also great to see the actual publishing schedule, I can financially plan for those releases ? I wonder if we'll ever see that previously envisioned RQG slipcase set at some stage. That would sit nicely alongside the CoC 7E slipcase set. I would certainly throw some money at it down the track if it ever gets realised. A reasonable idea for a KS project I reckon All in all, this has been a welcome anouncement!
  10. Well I agree that a title like RQ shouldn't need a KS project - I am just stoked that we have a publishing schedule for it! Great news!
  11. 'RuneQuest: Roleplaying in Glorantha' Yep that name will look great on the cover, and RQG is a logical shorthand reference. Good move Looking forward to this the KS
  12. I thought the RQ Classic KS was mainly for the RQ2 core book reprint to be out by 2016; and then KS backers at a certain tier received first dibs on the other RQ1 and RQ2 supplements reprints as they came out. I don't think there was ever an ETA for those RQ2 supplement reprints; it was just that when they were published the RQ Classic KS backers would have them in their hands first. From memory it was something like that. I wouldn't mind if there was some KS overlap, as I really want to see the new RuneQuest sitting on the shelves as soon as possible. It sounds like it may be reasonably compatible with the RQ2 supplements, which means that there could be a mixed publishing schedule for RQ2 reprints and new RQ resources, and they would all be usable.
  13. I got some copper clacks ready now, so I hope it's not too far away. Only not this month, I just backed the Talislanta reboot
  14. If you only have the pdfs of MagicWorld and Advanced Sorcery then I'ld go as follows: Sorcery used as-is can pretty much portray your standard Mage style character. If you want to use it to also portray Channeling, then bond it to Allegiance, and make the trappings of the spells very specific, and that way you can portray Mages and Priests using the same spell list. If you want to portray Wild Magic then the closest thing may be using the Deep Magic rules, but that's about it. If you need a totally random spell-effect system, then just make a list of the sorcery spells and assign a dice rill, otherwise use Deep Magic. None of these systems will be a direct conversion of port D&D magic, which is more of a feature than a flaw.
  15. Yep, enough is enough. We'll all be good with it I reckon heh heh
  16. I like the notion that an experienced character does not necessarily equal being a Runemaster. A Runemaster should be something much more. If the default starting character for the new RQ is an experienced veteran, then I was not initially fond of this idea. However, upon reflection I can see some merit in it. My troupe plays on a monthly to second monthly basis; so starting a game at dirtcrawler level is only a good idea if we want to set the game there for a while, as the path to epic hero will take some time. I suspect many of the more mature gamers may be in a similar situation, as we often have more commitments now than when we first started playing rpgs during our adolescence. Unfortunately more commitments often means less time to devote to hobbies, so less time to devote to rpgs and playing characters from dirtcrawler capacity up to epic hero status. I suppose I don't mind having the default for a RQ character to be that of an experienced veteran, just as long as there are options for starting less than this. I actually don't mind the old 'zero to hero' approach of old school rpgs, but I do like having an option for starting more powerful (or vice versa) I always found it quite odd how many published scenarios would often call for capable heroes, yet in game mechanics that scenario might be set for beginning characters. D&D was often doing this, with quests and such narratively destined for veterans and heroes, yet in terms of game mechanics it was set only for Levels 1 to Level 5 characters; which was often a disconnect to the narrative as written. At least in some RQ scenarios there used to be a rationale why inexperienced characters might be pivotal to the story line. For example, in Apple Lane the 'quest giver' Gringle Goodsell was desperate in the fact that he had only just divined that his shop was going to be attacked in the very near future, so he was scrambling to hire anyone who was willing to be paid to protect his property. He did not have time to send word out to local Thanes and such, so any willing traveler in the Tin Inn was employed. So at least the narrative supported why beginning characters were pivotal. However not many more complex scenarios or campaigns did this. The reality is that the experienced veteran level is probably a good level to set many published scenarios at, as it would give a reason for the characters being pivotal people in the scenario story line.
  17. Yer started with a full 25% in a broadsword? Of course, we 'ad it tough - we only started with a cudgel and a few clacks. But it was a Sword to us!
  18. Mankcam

    Adari

    Yes given how close it is to Prax I would not be surprised if there were some ethnic similarities with the Oasis People, at least for the indigenous inhabitants. I'ld also accept that township's origin could also be Theylan from the EWF era, and it has seen better days. Either way it would currently present itself as a mishmash barter town of outlaws, and many of these folk would not be indigenous to the settlement. Both origins works for me I guess, but it would be good to know if there is a canon ruling on it. I do like having a mythical reasoning for the founding of the settlement, the Onetree Exchange myth suggested in the previous post sounds really good!.
  19. Mankcam

    Adari

    I just love this, it's kinda how I always envisioned it.
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