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Crel

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Crel last won the day on January 20

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About Crel

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    Scribbler
  • Birthday 10/16/1992

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    akhelas.com

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  • RPG Biography
    First game system was D&D3.5 in my teens, moved to Pathfinder instead of 4e. Been mostly playing Pathfinder and RuneQuest since.
  • Current games
    Currently GM an RQG game centered on New Pavis & the Rubble in 1625 starring a morokanth, troll sorcerers, and a Praxian herder in way over his head.

    Longest character was a mercenary Knight-Sorcerer in a game based on RQ3 but so heavily homebrewed & houseruled I barely recognize it anymore. It's set in Glorantha, mostly in Lunar territory.
  • Location
    Southern Minnesota
  • Blurb
    I'm an aspiring writer, currently in school online for my MFA.

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  1. Because disease spirits aren't intelligent enough to do so (they have no INT characteristic). But that just begs the question—why don't Mallia shamans do this? I suspect the answer is "something something wyter fighting disease spirits in the tula." I don't know enough to speak more authoritatively.
  2. I think @Puckohue was involved in this project? But I'm not sure.
  3. SPOILERS BE HERE FOR THE SMOKING RUINS! So, something that's been sort of grinding my goat lately is the estimated value placed on Ernalda's Mirror in TSR: 300,000L (page 86, sidebar). It feels so out of place to me, in comparison with how the core rulebook presents items and value. In particular, what's in my head is the "Value/10" rule of thumb in the RQ2 conversion appendix—and even placing its value at 30,000L still feels like a gigantic sum. Using 60L=yearly income of a free household as an estimate, 300k is 5,000 free households of value, for a little context. At this stage, the amount of value getting tossed around just starts to feel preposterous (not even to mention if a location outside maybe Nochet or Glamour has that quantity of coin sitting around). Like, I feel like "value of kingdoms" or "cities" would make sense to me, but trying to attach a cash value to the Mirror just feels really odd to me and my understanding of Glorantha. Point of discussion: what do y'all think magical artifacts, when sold/traded/etc, actually are exchanged for in terms of value? Is there really stuff out there which would make Argrath go "Yup, here's the keys to Pavis, thanks for the bling," or which a tribal chief would trade rule of a town in exchange for? And how often do these kinds of trades actually happen? I can't help but think that this sort of value is a little like the items from D&D3.5's Epic Level Handbook, which had magic items valued in the millions of gold. It feels like, although RQ typically does scaling in ways I like better than D&D, this is a place where that similar "everything has to keep going up and up and up" gaming mentality creeps in.
  4. I've published the first installment in my Monster of the Month series! Monster of the Month is a series of new bestiary entries for Chaosium's RuneQuest: Roleplaying in Glorantha. In addition to statblocks and behavior, most entries include supplemental detail and advice for gamemasters and/or new adventurer options for players. The first installment, Spirits of Madness, is available on DriveThruRPG here. This new bestiary entry includes: Description of the behavior, powers, & possible locations of madness spirits Gamemaster advice on using disease spirits The Madness disease, and sample afflictions ranging from paranoia to chaophilia An example narrative describing an adventurer's combat with a madness spirit
  5. Starting here cuz this one's easier. Vocalized Auld Wyrmish includes components (normal) humans literally cannot perform, like making specific odors or noises the throat can't perform (Bestiary 37). Maybe a human could attain "Understand Auld Wyrmish" above 25%, but not speak it. Dragonewts have a similar problem speaking human tongues (see the entry for "Slave to Lies" in the Gamemaster Adventures book, page 42) which can be ameliorated with surgery. I suspect the EWF has magical techniques to overcome this language barrier. This honestly is somewhat vague in my reading of the core rulebook as well. I think the RAW presented is that you just need to use the Read/Write Theyalan skill to understand any text in Theyalan, and that RAW what languages you Speak don't matter. I play (and I think this seems to better match the world's presentation as intended) that Read/Write Theyalan just says how well you can read the three Theyalan scripts (per the sidebar on page 181 they are not separate skills, although including the Elasa script surprised me slightly since it seems meant to be magical and exclusive). I play that the adventurer uses Read/Write Theyalan to essentially "sound out" the syllables, but whether those sounds are meaning-carrying depends on what languages the adventurer Speaks. Now, because of the overlap rules, this means that most folks reading something in Theyalan should be able to figure out its meaning, at least to some degree. For a modern parallel, say I have Read/Write Roman Alphabet 90%. I can recognize writing in the roman script. I can even sound out languages I don't know, like German. But even if I can make German-ish noises (or French-ish, Italian-ish, etc.) that doesn't mean I understand that combination of sounds, or that I'm actually putting the sounds together in the right way.
  6. Small potential spoilers for the adventure "The Grove of Green Rock" in TSR ahead:
  7. That's very interesting to me as well, since it seems to me that the shaman rules-space has some serious munchkin potential. Which might be why my own adventurer is shaman-track, on those rare occasions I get to play instead of GM... As to game balance, at the very least I suggest that any adventurer who learns the spirit magic spell Summon Disease Spirit will quickly be run out of town. No one wants folks dabbling in Mallia living in the hut next door. Discorporating and seeking disease spirits out in the Spirit World remains an option, but as a gamemaster I'd make it clear to the player that they may run across something much bigger and scarier as they progress into diseased (and probably chaotic?) regions. Ultimately, I don't know. I can speculate a little. Why don't disease spirits have CHA or INT? As entities with only POW (per the Bestiary), it seems to me that they're just whatever illness they embody without either cunning or personality. This feature could represent them as being more fractious, maybe as a sort of "temporary" spirit? Once a given disease spirit's POW withers away, in that model, they no longer exist. Thus, capturing and forcing a bound disease spirit into spirit combat with sufficiently prepared individuals could become, in a way, a "virtuous" act. A way of reducing the disease in Glorantha. Contra to this is that a typical disease spirit's POW roll doesn't allow for less than POW 9—so where are the weaker ones? Another line of thought is that this POW is the means by which the victorious adventurer becomes immune to the disease. In this case, the immunity is a sort of benign covert possession, mechanically represented by gaining POW. However, that POW doesn't go away after a year... but I think some element of this line of thought still feels applicable. Does anyone know if this is in some way a hold-over from a previous edition of RQ?
  8. RQG 416 seems relevant to this conversation. Most skills can't be trained at the point where they should drop off extensively. Issues still remain for Knowledge skills & a few magic skills.
  9. IMHO, the issue is that RAW doesn't reflect the writers' play process, nor does it reflect the characteristics of the pre-generated adventurers. Can't recall where at this time, but I seem to remember one of the writers (Jeff, I think?) noting that they just asked players to basically describe their characters (Vasana et al) and then assigned characteristics they felt reasonable. Literally, the game could just have different default rules for characteristic generation, and I believe this dimension of its difficulties would be resolved. I feel like a 95 or 100 point-buy would be reasonable, based on the 92+3 sidebar in the section, or 100 based on the characteristics of the pre-gens. All over 100 except Vasana, IIRC, at 99. For some context, Mythras's point-buy is 75 with the same characteristic array.
  10. I think this is really the key point. If you know Enhance INT (and I struggle to imagine a proper sorcerer who wouldn't), and can just survive long enough, you can dump truly tremendous amounts of POW into an inscription which allows all the rest of your spells to get incrementally better as your Free INT increases (regardless how that interacts with mastering additional Runes). Sort of like how a shaman can become ridiculously powerful if they just keep dumping POW into their fetch (except that someone can nick a sorcerer's shiny bauble).
  11. I've been reading the Mythras rules on and off recently, and I wonder if their crafting rules (which involve multiple skill rolls based on the number of Task Rounds needed to complete a project) could provide the foundation of a way to set up more complex conflicts between Ernaldan characters. Sort of like a HQG extended contest? My thought process is basically that in tabletop games, generally speaking more dice rolls = a more dramatic/tense situation. In RQ combat, you're hanging on the results of every roll because each roll matters. So trying to make things like weaving a tapestry or painting a vase feel more dramatic by breaking it down into sub-sections, where a rival crafter could be exceeding your work. Design Mechanism's Sorandib also has some interesting magic rules for guild work songs which could provide interesting adaptation opportunities. Perhaps the whole priesthood of an Ernalda temple working together on a single project. I don't think such a sub-system is something you'd want to use for every crafting project, but maybe it's a way to make Ernaldan tasks "feel" more dramatic (or at least more crunchy a la RQ's simulationist tendency) than relying on a single die roll.
  12. IIRC it was confirmed that if you increased your CHA magically (such as Charisma+Extension, or a shaman's spell extension on Glamour), sacrificed POW to gain extra Rune points beyond your usual CHA, and then the spell later went away, was dispelled, etc. that the adventurer would flat-out lose those additional Rune points. I suspect the "official" ruling in this case would be that if your INT goes down, you lose the additional mastered Runes/Techniques.
  13. I mean, it sounds like it didn't? Plenty of fancy stuff to buy, but less in the way of homesteading stuff the OP's player is interested in. @buckwheats I figure most of that sort of stuff is slated for the Gamemaster's Guide (or whichever book that got transformed into now), since the stuff in the core rulebook seems more in the vein of "things you can carry around/poke around with a stick." I seem to recall greater Glorantha buffs than I suggesting somewhere that it'd be damn hard or impossible to just buy a hide of land. Sort of as an "un-Gloranthan" concept (although of course YGMV ) due to clan dynamics regarding control of land and whatnot. Of course, if this is 2,000L in inheritance that inheritance might have come down as land, a house, etc., so who knows... On MGF, maybe take a look at what the Thane of Apple Lane gets in the Gamemaster Screen Pack, and consider offering your player that package (or slightly reduced?) as an equivalent, and a warning about the sorts of challenges having to take care of tenant farmers can lead to—but hey, plenty of story hooks, and a place for the rest of the adventurers to bed down! I've got no real clue what 2,000L should equate to in terms of tangible property, but that's double a priest or noble's (starting) ransom, so... Hrm. Double a noble's ransom. "Everything I have!" as ransom if someone won't provide surety to pay, so maybe a Thane's package for 1k? I'm fixating on the Thane bit because it seems simplest and to involve the least math. And, it's the only example I think we've got of a minor noble's possessions being written up.
  14. I feel like the Battle skill would still be a decent place to start though, if you're looking to abbreviate fights. It has rules for randomized wounds which could be useful. Winner is victor in an opposed roll. I don't know if I'd give all the rewards for a successful roll for a short engagement, but using Battle as a fiat "combat's over" seems more appropriate than choosing a single weapon--plus it's already got a wounds system built in if you flub the roll.
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