Jump to content

Mankcam

Member
  • Posts

    2,496
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by Mankcam

  1. Yes, you're correct, that's definately the one I remember. It is 'The Halls Of The Dwarven Kings' - Set 1 in The Complete Dungeon Master Series - by Integrated Games , back in the early 1980s. Was a british product. Very good maps, quite good depiction of high fantasy Dwarves (not Gloranthan Mostali). Several versions were produced, each with different game stats - D&D, AD&D, RQ2, and possibly WHFRP. This was the cover: ...and for anyone trying to chase it up, here's the listing details: https://rpggeek.com/rpgitem/46468/halls-dwarven-kings
  2. That's an unfortunate name ๐Ÿ˜‚ I never knew that existed, and yes it was actually made by Judges Guild. Could be the one Joerg mentioned, although I don't think it was for RQ, it's hard to tell, it may have been statless so it could have universal use. It's actually on DrivethruRPG: https://www.drivethrurpg.com/product/1026/Glory-Hole-Dwarven-Mine-1981?it=1 It wasn't the one I am remembering, which did have RQ2 stats.
  3. Yes there is, it was in the RQ3 Glorantha Box. I don't have it on me, but it was something along the lines of " I am a man from the X clan of X tribe, hail thee' or something like that. I think the main thing would be that you introduce your lineage (son of X), family or personal reputation titles (if any), clan name, and tribal affiliation. I think when parting, its something like 'Orlanth Go With Thee' (or more appropriate Deity)
  4. I remember that there was a generic fantasy supplement for Dwarves in the early 1980s, I think it was multi-stated for D&D and RQ2. The Dwarves were very high fantasy flavoured, it had a good underground city map and it may have been a sandbox setting. I reckon it will be the one Joerg is referring to. I have no idea if it actually was a Judges Guild book or not. However from memory I can also envision it looking along the lines like a Judges Guild or Midkemia Press production - it is definately a product of that era. I'll hunt it down and return with the info in a few hours, unless someone else sheds light on it beforehand.
  5. I used to port TSR and WotC D&D modules into Glorantha all the time. Lots of Greyhawish villages became Sartarite settlements. Necromancers became Priests of Chaos and such. Most of the dungeons became underground ruins within The Big Rubble. I always replaced any goblins with Trollkin and Dark Trolls, and then ran the games with RQ2 or RQ3. That always worked a charm, and I'll no doubt pillage from the numerous D&D adventures on the net and convert them into RQG pretty easily. I see no reason why Mythras wouldn't work as well, and using Mythras Classic Fantasy pretty much ensures you get that old AD&D experience without the illogical rules of AD&D. You can keep the setting as presented (or use Greymoor, which sounds very much like a Greyhawk-inspired setting). You might need to be wary of potential for TPK however, even with the changes in Classic Fantasy, Mythras is still more brutal than D&D, at least current D&D. However some of the charm of the old meatgrinder dungeons was just that, they were a meat grinders that could easily kill characters off - given that Mythras takes a bit to roll characters up then this may not be good for game flow, let alone player investment. For some old school dungeons you might need to tone down the threat level, or have some pregen characters as back-ups, and have various ways of introducing them to the situation, just so the game doesn't stop due to PC injury or loss. It may not be an issue, depending upon what scenario you run, but I would still be at least mindful of it. Good luck with this Bring on the MegaDungeon !!!
  6. The visual depictions of the Mostali in the G2G pretty much dispel any comparisons with generic high fantasy Dwarves. They hearken back to an earlier fable-fantasy flavour, unusual and mysterious. Although they are different from how I originally thought of them, these days I envison the Mostali as devilish Brian Froudish beings, something for humans to be wary of, unless they are dealing with aberrant Openhandists, and even then it pays to be cautious. I think I now prefer these images of the Mostali from the G2G rather than the ones in the RQG book, they just seem more fantasy flavoured, eccentric, gnomish, goblinoid, and alien.
  7. This is really good. In particular I like how all the Common Rune Magic spells are on the sheet, that is a very good idea. I also like that the Skill Cat Mods calulation is on the sheet as well. If this could be form-fillable, then you have my sword ๐Ÿ˜Ž
  8. @M Helsdon Your work has been great; it all helps so much with the immersion of Glorantha. I love the creativity we see at times within this forum, and appreciate anything that makes this setting come alive ๐Ÿ˜
  9. A bright young face to lure newcomers to the horrors of the Mythos? Surely just another Mask of the Big N! Actually this Starter Set series is a good idea, a very simple piece-meal approach to introduce newbies to this great game ๐Ÿ˜Ž
  10. About the only thing I donโ€™t think was necessary was to switch core stats to the percentile format, as it looks a little inconsistent with previous edition stat blocks. Not a huge issue however, itโ€™s much better than edition compatibility in many other game lines. I think defining the skill success levels was a big improvement over every other BRP game, having a Hard Success defined as such is a great thing. Would work well in RQ as well for breaking ongoing combat ties when trying to determine opposed combat rolls. I recommend just writing standard skill values on the character sheet, otherwise the sheet can quickly become cluttered and look over-complex. Itโ€™s not hard to mentally calculate the values on the fly or with a mobile phone calculator. I also would have preferred the skill list to be trimmed. I think Mythras is on the right track here with consolidated skills like Athletics and Perception etc, and this approach would have suited a contemporary version of CoC. I like simple modifiers, and feel that the Bonus/Penalty Dice plays well at the table, just like in D&D 5E. However BRP is a more granular system and I think I would have preferred Minor and Major numerical modifiers like in OpenQuest or Mythras, I just think that suits BRP better. However it is no big deal for those new to BRP, but it does feel a bit pulpy for experienced BRP players, it should of been a variant included in the Pulp Cthulhu rules instead of the core rules. The other rules additions for Re-rolls are great (Pushing and Luck). They donโ€™t overbalance gameplay, and just provide rule structure for when a player wants another attempt (a common occurrence at any casual game table). It doesnโ€™t lead to having powerful characters, instead I have found that it just extends the enjoyment. Roleplaying how a character puts extra effort into attempting additional non-combat rolls often leads to really interesting situations in order to justify the second attempt allowed in the Push rule. The stakes are also increased as well, as failing a Pushed Roll is a big deal, it is akin to a Fumble, so thatโ€™s always fun to see how it plays out. Also the sense that a characterโ€™s Luck is running out can add to the tension in the same way as seeing their physical capacity decline when their Hit Points plunge down, or seeing their Sanity getting stretched. So I feel that these rules often enhance gameplay experience by allowing some flexibility early on, only to add to a sense of desperation and heighten the drama later on. I love my GW hardcover CoC 3E, but found all the subsequent editions to be a rehash until CoC 7E, and these are the only editions that I tend to show people. They both have artwork that tends to capture new players, and they feel like different editions. .
  11. Stormbringer was a great game, I still have many of those titles on my shelves. The BRP system worked well with it. I love the ElfQuest comics, but in hindsight I'm not sure BRP was the best fit. Something simplier like the D6 system used in Ghostbusters or perhaps WEG Star Wars would have been a bit better. Something like Fate would work quite well these days. However I think BRP could do it well with a smaller skills set (even smaller than the original set of skills in EQ), or have no skills at all. Just use the core Characteristics for simplicity (perhaps using the CoC 7E difficulty levels, with the GM determining difficulty (ie DEX 15 = 15% / 38% / 75%). That would keep things pretty simple. And one or two knacks/feats provide Bonus/Penalty Dice. I would also add a few Passions to the mix, as EQ is very emotive, it would suit it. However EQ was a great property to have, but I just think that even the slimmed version of BRP at that time wasn't slim enough for the EQ flavour, and the setting needed more support as it was difficult to come up with scenario ideas which wouldn't conflict with the actual story arc. If it had come out today it would have been much bigger, I think more women are into fanzine stuff now and EQ often appeals to women, given Wendy Pini's character pervades throughout it. I might go back and try and collect EQ anyway, it still has possibilities
  12. To say the least. Lots of unhappy customers dropping comments as well.
  13. Yes, that's what I thought Rick, thanks for your reply. Good, I just wanted some clarification ๐Ÿ˜Š
  14. Is this up for Pre-Sale? I couldn't see it on the Chaosium webpage, but eBay seems to think it's a thing... https://www.ebay.ca/itm/Runequest-RPG-PRESALE-Roleplaying-in-Glorantha-deluxe-slipcase-set-New/192676017711?hash=item2cdc62b62f:g:6D0AAOSwK0pbsjJV:rk:4:pf:0 https://www.ebay.ca/itm/Runequest-RPG-PRESALE-Roleplaying-in-Glorantha-Gamemaster-Screen-Pack-New/382588612142?_trkparms=aid%3D222007%26algo%3DSIM.MBE%26ao%3D2%26asc%3D20180124153937%26meid%3D0446bc917ce14811a32e0636f1a9f8db%26pid%3D100623%26rk%3D3%26rkt%3D6%26sd%3D192676017711%26itm%3D382588612142&_trksid=p2047675.c100623.m-1 Confused...
  15. ...or even Revolution D100! ๐Ÿ˜ It pretty much serves the same purpose of being a generic toolkit like the BGB, but has some cool new dials. It's generic, but it runs fantasy as good as anything else, it even has some background char gen specifically designed for fantasy. Plus the skills can easily be tweaked to fit whatever setting you wish, so it's a great GM ruleset.
  16. For most of this last decade I ran Glorantha using the BRP BGB as a base, with elements from RQ3 and the MRQ line (which has ultimately ended up as Mythras). For Glorantha I'll just use RQG instead now. However if going for a non-Gloranthan fantasy setting I would recommend MagicWorld, it's a great version of BRP tailored specidfically for fantasy. Either that or go with the MRQ SRD line, in which case I would recommend OpenQuest (lightish rules) or Mythras (for crunchier rules). They both run fantasy RAW. Having said that, if all you have is the BGB, then that is perfectly servicable. There is a chapter in the back which lists which rules to use for which genre, and that covers fantasy right there. The BGB is a great toolkit, and if that is all you have, then that is also all you'll need. In many ways I just want to see a new edition of the BGB with better art, it really is such a good book to have. It's one of the few books I'll never archive.
  17. Mankcam

    Fornoar

    Sounds great. I think all of The West has great playing opportunities, however I really want to see an official version of Malkioni before I start fleshing out these areas myself. (I find it hard to get a grasp on the current interpretation of Malkioni, perhaps Etruscan meets Early Byzantine Empire meets Vedic perhaps?) Anyway, I like the ideas you are kicking out here
  18. OMG. Waking up this morning to read this sad news. Greg Stafford has been an influence in my life since my early teens, and I am now in my mid-forties. As far as I am concerned, he is up there with Tolkien for me, having discovered their works about the same time. I am yet just one more person whose life that has been enriched by Greg's creativity, wisdom, and humour. RIP Greg Stafford, you are already missed
  19. GM References Booklet Page 8: Augments Table A Success should yield a +20% result (not a -20% result as indicated on the table)
  20. New rules for Passions/Augments looks good, seems clear to me.
  21. Not sure if I dig the whole bucket of dice idea, but we do a version that is smilar -roll Attack Rolls as usual, and opponents roll Dodge/Parry as usual. Then if the Attack succeeds, roll the D20 Hit Location Dice along with the Damage Dice in one handful. Saves a bit of time, but feels less chaotic for us than just rolling all the dice in one big handful
  22. GM Tip for โ€˜Non-deadly Combat Scenesโ€™: Whenever I want to run a combat scene without the risk of significant damage consequences (no HP loss to the PCs), I just make opposed Attack Rolls. The loser of that roll must make a an additional roll of half CON vs Attacker STR on the Resistance Table. Success indicates that they fight on as usual (although a bit injured). Failure indicates that all subsequent skill rolls are at half % for that scene. If they fail the same situation again, they drop down to making skill rolls at Special Success to hit. If they fail again, they are incapacitated for that scene In the next narrative scene, all impairments are gone This is more of a scene pacing technique than it is to simulate real damage. I basically use this approach for things like loose bar room brawls and such, and only when people are not using weapons, (well tankards and such but thatโ€™s more for colour rather than anything else!) Once anyone pulls a real weapon out, then things get serious and I always switch to standard combat rules, just to reinforce the deadlines of using weapons in RQ.
  23. I think I remember reading that Pavis may be getting a RQG update, so the character gen will likely be specific for Pavasites it when it does. Until then I would mix templates by using Sartarite as a cultural base, and using Praxian Family History Background. It is fitting a square into a triangle, but it could work. The original RQ2 Pavis book was great, but if anyone is after just narrative content then the HeroQuest book 'Pavis: Gateway To Adventure' is even better in many respects. It is still canon and very useful. The artwork in particular is consistent to the setting, unlike RQ2 Pavis which had an excellent ancient looking scenes mixed in with occasional medieval characters, the result of one artist getting it right, and another doing his own thing. I would get a pdf copy of the HQG Pavis book while waiting for a RQG version. I'm sure the RQG version will draw heavily from the HQGversion in terms of content and artwork, although the timeline will also need to be advanced to 1625 ST.
  24. I reckon you go for Merrie England Robyn Hode first. You can use it as a 'go-to' book for a broad Medieval England sandbox, or specifically for a Ye Olde Sherwood Forest sandbox. It's a great little setting. Lots of utility, and a very easy port to BRP BGB mechanics, although I recommend getting the BRP RD100 rules to go with it. Many good concepts in there! If you find Merrie England Age of Chivalry later then the campaign is good, and as previously mentioned, the demonology rules are good (and easy port from BRP BGB to BRP RD100). There may be a few other differences, but essientially most of the content in Merrie England Age of Chivalry is in Merrie England Robyn Hode.
×
×
  • Create New...