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Crel last won the day on May 13

Crel had the most liked content!

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About Crel

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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. My understanding is that it's like, the priest gives over 144L, and then looks at all the cult funds, and determines that they need 200L from the pot to pay for their livelihood because they're the priest and they're in charge (or have a very large say) in determining where that goes.
  2. About two years ago, I tried to sit down & actually figure out how in the world my group's sorcery rules worked. After all, I'd played a sorcerer using them for two to three years at that point, and had a friend who had been using them for about a year as well (and who I helped teach the system). How hard could it be? Very, very hard, it turned out. Our current group plays mostly-RQG, but we've taken to calling that game's rules "RuneQuest Bastard" for a reason. They were a mishmash of official stuff, house rules, and things my friends & I didn't know were house rules which had accumulated from about a decade of play through our GM friend's teen years. Loads of fun, but very much an "oral" rulebook. I never did finish that project to write up the sorcery system, and recently I've come to the conclusion that I'll never finish the stupid thing despite the amount of work I'd put in. I'd intended to upload it here from the start so others could see how we did things, and since I've accepted I'll never finish it, I figured I may as well go ahead and upload it anyway. I suspect that, to play it, you'll need to be the same certain special breed of masochist my friends and I are, but I hope that it will at least be interesting for someone. Scholastic Sorcery is an awful Frankenstein's Monster mishmash of the sorcery in RQ3's "Magic Book", Sandy Petersen's Western Sorcery, and his Tekumel Sorcery. It overlays the Tsolyanu of Tekumel as Patrons of Sorcery within Glorantha, organized into two general canons: the Saints of Stability, and the Demons of Change. As the introduction notes, most of the mechanics are not my ideas, but a fair bit of the fluff is. A lot of my work was editorial, trying to organize and make sense of multiple rulesets I initially believed were compatible, and later discovered are not. An example of this is that RQ3 (and SS) treats the Duration Art as a skill, whereas Petersen's Western Sorcery, which provides the core ruleset of SS, has no concept of using both Presence and Duration. Scholastic Sorcery works well as a ruleset for adventurers. Our game was pretty murderhobo, and the rules do reflect that. It treats sorcerers as being individualists; they're organized into colleges and schools and whatnot, but are ultimately not as community-minded as other magic systems. For current players of RQG, I think the spell writeups (which are about the last fifty pages of the document) will be of most use. I don't think they'll translate directly into RQG's sorcery, but the Tekumel spells provide a great example of cool flavorful sorcery spells which go beyond what both Rune magic and spirit magic tend to do, both in power and complexity. The spells are incomplete (I got to the start of the P's alphabetically), but what's there should, I hope, be interesting. You can find the rest of Petersen's RuneQuest Tekumel stuff on the tekumel.com site here. For people interested in the rules themselves, I beg forgiveness! This was the first time I attempted writing game rules, and I feel they're still rather haphazard. Having re-skimmed the document, examples use rules found later in the text and the organization of material's kind of a mess. Apart from the writing, the rules themselves really need more chopping at to be cleaned up and tidied. The stitches on my Monster show all over the place. But the rules portion is basically complete, albeit in a first-draft form. I have ideas for a similar sorcery system for RQG, using the Runes and Techniques of RQG's sorcery as the basis, and introducing skill and manipulation because I frankly can't stand Free INT rules. But if I ever do write that up, it'll probably not be soon. If you wanted to play a Scholastic Sorcerer in RQG, I'd loosely suggest starting with the Philosopher occupation, and base the starting point for Arts and Vows on the Student tier, replacing the adventurer's cult. I make no claims that any of that procedure--or use of Scholastic Sorcery in general--will create a Fun and Balanced play environment in an RQG game. My only true regret is that I never got to fumble and TPK my party with a Doomkill. Scholastic Sorcery Spell List.doc Scholastic Sorcery.doc
  3. Crel


    You better!
  4. In my Glorantha, there's a notion of being "near" the Middle World, and being fully within the Spirit World. Shamans can see stuff going on which is near the Middle World, but don't see the full-blown Spirit World in their day-to-day lives. The Spirit World is a strange and weird place which they can go to, but they aren't just staring at it all the time. I treat Discorporation as like being ethereal in D&D, unless a shaman's explicitly traveling to the Spirit World, or if the Discorporate entity finds a Spirit Vortex to pass through and visit it themselves.
  5. Yep, it's a known error in the core rulebook. Rune Fixes #1 addresses it, available here. It's also discussed with other game errata and questions over on the Well of Daliath. Edit addition: In general, a good rule of thumb is that unless otherwise stated, a spirit's Spirit Combat skill is its POW√ó5%.
  6. I haven't seen that clarification, and I'm not seeing something along those lines on the Well. Could you point me its way? Thanks!
  7. Hope they work well for you . There's a very real possibility they're better than my intuition. And, after all, my main source of discussion on the rules has been this rather-opinionated forum, so there's plenty of chance we're not the majority, but just think we are. Anyway, whatever makes your game work well for you is the correct way to play. But if you find you do really like 'em, I'd love to hear what makes the rules work for you. Could be I'm wrong!
  8. Seconded! Agreed. However, I didn't read Charloix's comments as being about "getting it right," but rather authenticity in the sense of "feeling real." Sort of like how, if you're reading a novel and you already know the twist, the experience of reading it is different than if you've not been spoiled on it. If you don't know the Cradle's supposed to happen in 1621, then you experience a different sort of sense of wonder when an enormous Cradle floats down the river. That doesn't mean, of course, that if you know the general story of the Hero Wars that there's no point of playing it, or that your experience is lessened. God knows I have some books I return to every few years because I just love those stories. It's not a lessened or "wrong" experience, just a different one. But at the same time, you can't really just "forget" part of a story and re-experience it anew.
  9. In my game, a troll merchant visited Pavis. He just came from the Rubble, so nothing super exotic like the cool Vale of Flowers ideas noted above, but some weird stuff. One of which was "Hinglidarn's Famous Bowel Cleanser" at ~500L for a sip, along with signing a release that you won't seek revenge (or your family won't seek revenge). It gave a CON Gain check (like a POW Gain check), which, if you failed, dealt a bunch of damage and lowered CON instead. The group's Issaries merchant was definitely intrigued by Hinglidarn's offer of pack beetles, but ended up not buying one. He also sold shroomwine as a trade good. Trollkin slaves could be another option to buy (though I'm not sure people in other campaigns would have the same attachments to the little bastards). I imagine that Giants might be interested in armored footwear, the better for stepping on houses with (as I recall, there's a picture of Alone showing houses with large stakes rising from the top to dissuade giants). Probably layered leather, rather than metal, unless magic's involved. Another option for sale to trolls which I don't think was mentioned would be dairy products. Cheese stays fairly well, trolls don't have patience to make it from traded herd beasts, and it provides a different, delicious taste. It's more value-dense for weight/volume than bread products would be, too. Other luxury options could be cultural or art goods. I imagine the trolls make interesting drumming stones, good for music, and a reed flute might be interesting to them as both a musical instrument and as a snack. Giant labor sounds to me like what would be most in demand from them. You could do years of building in days, with a giant to lift the stones. Of course, convincing them to help you build a new fort or palace is probably really hard, given their association with Disorder.
  10. And, "Does it tell an interesting story if the Thanatari get it?"
  11. The rules are on page 144 of the core rulebook: I just roll abilities unmodified, and allow for the greater chances of a special or critical success if the skill is over 100%. It's worth noting that making die rolls at over 100% isn't common, but it also isn't rare, due to augments on Rune affinities or Passions, or spell enhancements (in particular Weapon Trance stands out here).
  12. This is really key to creating an effective starting sorcerer, IMO. FWIW I wouldn't allow an experience check for this as a GM, because you're not casting in a "condition of stress" (RQG 415). But casting during an adventure, when every MP can matter, I probably would.
  13. Oh, totally. I'd probably start my line of thought at "healing spells don't work on you" then tone it down a smidge, then back up, then chew on the idea for a while as I consider what's most fun for the actual game. Like you pointed out, it's a spot where... not even "rules" support, but more "fluff" support would be helpful. It's why I felt so frustrated by Metcalph's "basic Gloranthan knowledge" comment; if it isn't stated in the book, then how can I know it? Like you, I've picked up tons of little tidbits and inferences from the forums, and I do think it's overall made my game better. But complications based strictly on a reading of the core rules are important to point out, for smoothing the new player experience.
  14. Is there a longer story to tell? I've felt curious about Tada and his people and the Tumulus, but I haven't found much information about it in my reading.
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