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Julian Lord

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About Julian Lord

  • Rank
    Senior Member

Converted

  • RPG Biography
    De Immod
  • Current games
    too much out of the loop really for anything except DDO
  • Location
    Monaco
  • Blurb
    I'm one of those pesky Camino "True Pilgrims" -- it's a real life HeroQuest experience done right, and for my sins, I did

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  1. It's fairly standard to suggest that Magic and Miracles intrinsically violate causality, so I'm not sure that it can even exist in Glorantha, where Myth and Magic define everything.
  2. Great question, and the answer is yes !! (though I think you mean cults rather than religions) Gloranthan fake priests typically siphon the magical sacrifices for their own benefit alone -- offhand I can't thinlk of any published example except the Vivamort cult, but I'd imagine there are others. A fairly marginal question anyway, as the Gods of Glorantha do not act in secret.
  3. Just as long as we refrain from turning it into the worst bits of the old Glorantha Digest list ...
  4. I should soon start to have enough filthy lucre to get physical copies of the current RuneQuest / Glorantha books into my fingers -- I would in any case have made a ritual sacrifice of some portion of food money for the RQ book, but a probable incoming upturn in fortune should likely make things easier again -- at last !!! Getting my hands on a copy of the Guide to Glorantha will be particularly sweet, for a while it's been the only major Gloranthan source book that I've lacked physical ownership of. And heck who knows -- maybe at some point down the line I'll feel strong enough for one of the French or German Cons (last Con I attended was a disaster for me because my enduring state of illness commenced that very weekend) ; I'd like that, but health permitting and &c. ; and even though it will undoubtedly feel weird there without Greg, many other people there are I would like to see again.
  5. Anatomy -- are you aware that Praxian Bison people are larger ones than those of the Impala Tribe ? I find personal attacks to be rather unpleasant but YMMV
  6. True, but with the exception of some black Africans with more Neanderthal DNA than others (the Masai spring to mind), ethnically the Westerners/Caucasians are the biggest humans on the planet, particularly those with the least admixture with the "Old Europeans". Modern Indians are smaller than Modern Westerners too.
  7. Glorantha's weather patterns move clockwise around the centre of the world -- and IIRC that's related to the way that Magasta's Pool spirals inwards, in that the rains from that weather follow the routes of the other waters towards that pool The Rune itself though can spiral inwards or outwards, clockwise or anti-clockwise -- and so it can emulate all corresponding RW weather conditions, cyclones and anti-cyclones and etc.
  8. What I found in my own game, which was rather SuperRuneQuesty ( 😜 ), is that opposite issues could emerge both with creatures larger than average and those smaller than average -- and in the latter case, those could easily involve player characters if people wanted to play a duck or a value trollkin or etc. -- and that was on a RQ3 rules base. But the counter-intuitive extra vulnerability of creatures larger than average also affected my ability to let players run say a dark troll or a morokanth ; while conversely the extra damage that they did from their extra SIZ+STR was also imbalancing. And I came to the conclusion that BRP/d100 works well where every player character is human size or equivalent, without exceptions, but the ability in a Gloranthan or some other fantasy or science fiction setting etc to play a character a lot smaller or larger than a human leads to having to deal with these things in one's gaming sessions. (it worked really well in the Stormbringer game) It's something that I never quite succeeded in finding a completely balanced and easily applicable solution for, though I did manage to come up with some design principles that seemed to help with some of the basic problems, that could even be viewed as rules bugs. 1) Shift all base human base stats up to 2D6+6 -- and then scale around average stats = 13 instead of 10-11 This one involved a LOT of detail work that I never came close to completing, as it means you need to re-stat every creature in the Bestiary ; but I was doing it piecemeal and as needed for my immediate game needs And this change is mainly to make the ability to create characters smaller than average a bit easier, by increasing their potential range of stats into something more workable ; it also potentially opened the possibility of such things as timinit player characters and so on -- the knock-on effect on creatures larger than average actually worked out to be rather minor, because of the way RQ scaling works 2) Change all STR+SIZ damage bonuses to positive values, instead of having negative values for creatures smaller and weaker This is easy in principle to implement, BUT the knock-on effects into the combat system are extensive -- because you end up un-balancing basically everything in it Again, I never quite managed to re-balance this, except when it only involved creatures of average human size ; but accepting that as a compromise clearly would have ended up defeating the entire purpose of my house rules changes, so it wasn't good enough It created secondary issues of what STR+SIZ tiers to use in the damage bonus table and what level of granularity and which general scale & rate of increase, but playtesting would eventually have solved them, so they weren't systemic 3) Balancing headaches & cans of worms I *did* manage to work out as a principle of (** cough !! **) "realism" that the larger a creature is compared to a SIZ 1-3 base line, it should have a correspondingly larger kinetic/inertia resistance to being damaged, which balance should dictate as being cancelled out in relative terms between creatures in the same SIZ bracket, but then that opened another can of worms, as everything also needed to be balanced towards a human average stat of 13 ; trying to get both of those goals to work seamlessly and in conjunction is something I never quite achieved -- including because you can only really see if something works by playtesting it, and it required a LOT more playtesting than I ended up being able to manage And the working temporary rules that I had to emulate that kinetic/inertia resistance to being damaged idea were very clunky -- I was starting to realise that it needed to be integrated into hit points and armour points instead of being an extra and new layer of protection, but to what ratio and with which values I never managed to work out before permanently leaving Paris and sadly no longer being able to play RQ ; I was also starting to realise that I would have needed to revise the damage values of all weapons (I don't think I needed to touch the values of pieces of armour, they were self-balancing from their RQ3 ENC & weight numbers) If I'd had access to MRQ at the time, I would almost certainly have adapted the rules principles for HP from that game, as they do make many of the scaling issues of RQ2/RQ3 and now RQG that much easier to house rule -- just getting rid of the general HP stat as MRQ did helps get rid of a lot of the imbalances that can exist in very small and very large creatures, between general HP, hit location HP, and incoming weapon damage Another general problem that I had was in trying to make sure I wasn't designing a completely different game to RuneQuest -- which again, would have defeated the purpose. These were substantial and massive changes to basics in the game design, so I always had to keep myself reigning things back towards the RQ "zone". or at least towards a BRP/d100 HeroQuest one. It was and to an extent still is frustrating to me that I never managed to iron out all the kinks in that house rule design ... it was particularly difficult to get the damage bonus / weapons damage / AP / HP fully balanced but still fun and recognisably RuneQuest at every possible scale in my game ; but the design that I had probably never surpassed 65% - 75% project completion
  9. I personally like the Mongoose RQ version of this, which uses HP numbers for each hit location, but doesn't have a total HP number.
  10. I've no idea if you've ever done any serious long-distance hiking, but that's heavy stuff, carried awkwardly, and in RQ terms constitutes encumbrance versus weight. It's not *what* she's carrying that's the problem, it's *how*. And no, freeing that spear would be awkward - even a staff used like that would put you at disadvantage. She'd need to dump the haft on the ground, change position, lift the weapon out of the baggage, change position again, then swing the thing into her favoured stance. Of course just dumping the whole lot and grabbing her axe and positioning herself to get her shield up would be easier, and so maybe that's her plan.
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