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Mankcam

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Everything posted by Mankcam

  1. Personally I would like to see some various facets of CoC 7E brought into the new RQ rules if possible. Expressing Characteristics as a % is not an issue for me, although it does stray slightly from the original RQ stat blocks, so I can see why that may not happen. However in CoC 7E I really like that Characteristic values are used to calculate skill points during character generation, it makes Characteristics much more relevant. Having more granular skill levels in CoC 7E is a big plus (the 'Hard Roll' half %, for instance). The CoC 7E Luck Points are also handy (perhaps re-trapped as 'Fate' Points for RQ). I also like the Shield rules from Cthulhu Thru The Ages, simple but effective. Lots of additional other stuff can be hung from the CoC 7E framework to make it feel 'RuneQuesty', such as RQ Hit locations; CoC Credit Rating (retrapped as 'Glory' or 'Renown' perhaps); varied Special Success according to damage types, like in RQ2; runes expressed like Pendragon's Personality Traits, etc . Even many of the Pulp Talents from Pulp Cthulhu could possibly be re-trapped as Mythic Abilities gained from HeroQuesting (perhaps in a later supplement, rather than core rules). Having a little more consistency between the rule sets is a good thing in my book, at least at ground-floor core game mechanics level. I would really like a RuneQuest that plays like a cross between RQ2, Pendragon, and CoC 7E if possible.
  2. I seem to remember an OpenQuest supplement that has simple rules for using Gloranthan Runes, and I remember thinking I might incorperate those rules next time I run a BRP game set in Glorantha. However now that a RuneQuest ruleset is being developed with the Runes imbeded in its mechanics, then I suspect I will use those rules as they are written. Despite this, I do remember seeing Newt's rules and thinking they were very simple and quite effective. Something like it should have existed in all editions of RQ, given its namesake.
  3. AC/DC level would have to be double damage lol
  4. I think I really liked Loz's version of the setting with the MRQ2 Elric book, and DM's Moorockian leanings are obvious, although given that it is yet another licence to purchase the setting then I can see why DM will steer clear of it. Given that it is a dark fantasy setting that seems to attract interest then I'm sure another system will pick it up again. In fact this has already happened, but the game is not written in English. If it is the Stormbringer BRP game mechanics that people are after, then Ben Munroe's edition of MagicWorld seems to tick a lot of boxes. It may not be a big line, but it is still available on the Chaosium webpage and could be seen as the alternative to the RQ line. I would not expect any supporting resources in the near future, considering company efforts are being focused on the Gloranthan and Lovecraftian settings, given their wider appeal. However the mechanics are still available for those who want it. I just doubt they will be ever married again to The Young Kingdoms setting like they used to be.
  5. I usually just let Mooks make a Dodge or Parry Roll, and if they fail then instead of the PC rolling damage, I just rule that the Mook now must make ALL actions at a higher skill difficulty. ( I have adopted the Skill Difficulty Levels from CoC 7E, which is the same as standard BRP except it adds an additional level, Hard, which is equal to Half %) Each subsequent failed Dodge or Parry progresses this skill difficulty until they are unable to act, representing Incapacitation. Depending on the damage dice of the PC, more than one Skill Level can be progressed in a single attack. For weapon damage dice 1D4 or less it works as above, except the effect lasts one round. For weapon damage dice 1D6 and above this the effect lasts the entire scene and beyond, with damage dice 1D8 accruing two skill levell difficulties, dice 1D10 accruing three skill levels and so forth. So being hurt from a fist strike places a Mook at at Half % for all skills for their next action, whereas being hurt by a Baton or Shortsword places then at Half % for all skills for the remainder of the scene. A strike from a broadsword would mean all their skills now need to be made at Special Success %. Because the skill difficulty level accrues with each subsequent hit, it becomes easier to take them down with each hit. If the PC rolls better than a standard Success with their attack roll, then the skill difficulty accrued by the NPC is progressed a level further. Sometimes if I want to hand wave things and make a scene go even quicker I just rule automatic Incapacitation if the Dodge or Parry rolls are failed by Mooks. It has been the best system I have come across as it gets rid of damage rolls and marking off Hit Points. It is pretty quick, and that's pretty much what you want to achieve with Mook rules. Plus it reduces my book keeping down to something like: Enraged Cultist (Dodge 20%, Sword A/P: 40% D:1D6+1) It is actually a variation of the Mooks rules from Atomic Adventures, it worked really well for me so I tend to use it in any setting that requires Mook rules. I also use it for any NPC that as a GM I don't want to fully stat up or use full combat scene rules. I just add one or two Personality Traits, and 1D4 prominent non-combat skills (typically at 1D6 x10%, although occasionally I may grant one non-combat skill at 1D8 x10%). For all other actions outside of this I just give the NPC a default 20% chance (no need to record it). Sometimes I prepare my NPCs in such a manner, but more often then not I just stat them on-the-fly using this template, it takes no time or effort. It turns the above Mooks rules into a reasonable NPC rules to play with. The key is keeping the mechanics quick and simple, allowing the game to be very narrative focused. That way it works much like Chaot said, the drama really kicks in when you have opponents using the full combat system. That's pretty much how I roll with most of my games these days.
  6. I also thought in a similar fashion, however the G2G won me over, and it now feels that Glorantha is heading more in the direction that originally attracted me, so I'm all good with it. Well most of it, I'm not so fussed on the Morokanth being vegetarians heh heh. But yes, all that's for another thread.
  7. Sorry for the huge digression - back to topic: 'Weapon Arm Shield' always confused me as well A Retarius or possbily a Buckler are the only things I can think off, although this is highly unlikely given how RQ3 Malkioni were presented. Maybe we will never know the explanation...
  8. At the height of the RPG devil-worshipping hysteria in Australia in the 1980s, I totally loved the fact that most people didn't know an RPG from their elbow. We used to play once a week in the library and the teachers would eye us suspiciously, asking "Is that Dungeons & Dragons?". We were always happy to show them that we had Game books with series names like 'Fighting Fantasy' or 'Lone Wolf'; and later on we had box sets with titles like 'Rolemaster' and 'RuneQuest' proudly emblazoned on the covers! No one knew what they were, just as long as we weren't playing D&D, at least until the authorities figured out what it was all about. Yes the times have changed, and still no one seems to know what RPGs are all about. The name comes up, but it's often in relation to a board game or computer game (such as an MMO). Sometimes it can be confused with something entirely different... I still think there is definitely a need for an explanation regarding 'What Is Roleplaying?' in regards to pen'n'paper RPGs. This hobby may have matured into a fully fledged industry, but it is still off the grid for many people.
  9. I'm not sure if the cultural background material in RQ3 Glorantha box will be all that relevant now, especially when it comes to Malkioni. In RQ3 the Malkioni were inferred to be a feudal culture similar to western europe in the medieval period. The current depictions of Malkioni paint them much more like an ancient era culture, perhaps like early era Byzantine Empire with Etruscan and Vedic trappings etc. It's unclear at this stage, but there are limited analogies with medieval fuedalism anymore, so the RQ3 material is definately obsolete in this respect regarding Malkioni culture. I guess the skill lists may still be valid, but the trappings will be very different to the RQ3 portrayal. Not to say that they don't have tournaments with mounted warriors (knights/cataphracts), but it will likely be something quite different from the stereotypical medieval tournaments of western europe.
  10. Mankcam

    The Little Suns

    Is the Elmal cult exclusive like Yelm is with Darra Happan nobility, or does it play a martial/guardian role like Yelmalio? Or is it more available to the commoner, fufilling a similar function to the Lodril cult in Peloria? Also what regions do the Elmali still have a presence amongst Theylans - Tarsh, for instance, or Pavis/Prax, perhaps?
  11. I thought perhaps various aspects of The Trickster may have the Fate Rune? In the old RQ3 Gods of Glorantha it never clarified the Trickster Runes due to different aspects having different Runes. I presumed that the Disorder Rune may be common among them, but also considered that the Fate Rune may also possibly show up. It seems like that was probably an incorrect assumption BTW is the Fate Rune used by the Masters in Casino Town in God Forgot? Not that they would be PCs however
  12. Mankcam

    The Little Suns

    I always presumed Elmal was just Yelm worshiped by Theylans rather than Pelorians...
  13. Mankcam

    The Little Suns

    Ahh Glorantha... where truth and reality is never objective nor static! It adds so much to the authenticity of a mythic setting. Love these tidbits that just turn up intermittently in these forums, it really makes it worthwhile to cast an eye here as part of the daily routine
  14. Yep I agree, go for the Stunts system from 'Blood Tide' if you are using the BRP BGB. In addition to this, the new CoC 7E 'Pulp Cthulhu' book has a wide range of Pulp Talents to choose from.
  15. I don't mind the SR systems from both RQ2 and RQ3, but I would also favour a system like Pendragon just as much (possibly more so). If the stat block remains compatible with RQ2 then I don't mind if the Pendragon model is considered. However I suspect the SR system for the next RQ will be very similar to the RQ2 SR system, and if so then I'll be fine with that.
  16. Fair enough, I can see why flat numerical modifiers have been chosen. The Bonus/Penalty Dice certainly works quite well in my Pulp Cthulhu campaign, but I can see how it may not be as granular as one would like in a fantasy setting. Thanks for the prompt reply Jeff!
  17. In real life I have worked with my fair share of Medical Officers who could perhaps fit this category, heh heh
  18. Maybe it's last drinks for all, and let bygones be bygones
  19. Jeff, one quick question (sorry if already explained elsewhere, and not sure what thread I should ask this in): Circumstantial Modifiers - are these using numerical bonuses and penalties like earlier editions of RQ/BRP, or will the new RQ use Bonus/Penalty Dice like CoC 7E? ( Personally I initially did not like the Bonus/Penalty Dice concept, but I must confess I now find it simple and very fun in gameplay) Not a deal breaker either way, but I was just wondering which choice you are going with...
  20. Yes I totally agree, as you could easily find scenarios on the web for games like D&D, and just re-trap it with Pavic and Praxian flavour. It's not much harder than having an actual game already designed for the setting, and often gives you more wiggle room with your NPCs.
  21. This will take some time to get my head around, as I presumed that Morokanth kept Herd Men for slave labour AND food stock. Kind of a more brutal variation of the roles Apes played in the Planet Of The Apes series. This really added a chilling edge to being lost in Prax. The Animal Barbarians could potentially capture you and sell you at an oasis slave market, whereas the Morokanth..,well you never wanted to be captured by the Morokanth. The Morokanth, the Uz, and the Broos; not a good idea to allow yourself to be captured by any of this crowd. I may ignore this tidbit of lore, as it just seems out of keeping too much with my original interpretation.For some reason I don't mind the idea of a total culture like the Malkioni being re-envisioned (I actually dig that), but the Morokanth being vegetarian...well I guess my number is up, and after all these years, Greg has finally 'gregged' me big time, heh heh
  22. After the G2G and CoC 7E it feels like Moon Design/Chaosium have the Midas Touch. I read somewhere that Chaosium is now described as the "most loved indie game company" (I guess anything sounds Indie if it's not WotC, Paizo, or Games Workshop these days). I think the original concepts of both The Mythos and Glorantha still hold fascination, and the dedication of Moon Design/Chaosium to bring these settings to life with such passion and quality is what people are responding to. Both of these settings have been presented with equal measures of gritty realism and quirky humour, so there is wide appeal here.
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