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Gol

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Everything posted by Gol

  1. Oh wow, Matt and Lawrence, thanks for the input! I'm really so happy to return to RuneQuest after that many years and have a go in this forum. My first closer look into the RQ6-book two weeks ago wasn't very nice for me and I was upset because I had a very precise and simulationistic rules set in mind. I was quite surprised about the undefinedness of large parts of the rules (e.g. combat styles and animism). But I get over it more and more and understand the chance of having rules that support the mystic atmosphere of celtic culture of the dark ages. My original approach was to roll hard on tables, but I get the point now and try to use the rules more flexibly as they fit best to enhance the stories to unfold. As I'm a German guy, I'm waiting eagerly for the German version of Mythic Britain, which is going to hit the shelves within a few weeks. So for the start of my campaign I'll have a go with just the rule book. I got the RQ3 as well and use it together with the new one to home brew the mixture we like.
  2. Hi Lawrence, thanks for pointing out more options. The player herself is not the shaman of the village, only her assistant. The shaman is an old woman from whom she learned. The next plan was, that the shaman teaches her binding. But I absolutely take your plot hook to search for a druid instead. That'll be a great thing for another adventure! So: with trance one can find spirits, talk to them, send messages over far distances (only to well known people or other animists?) or send other people dreams (anyone?). That's some cool stuff and the player was especially quite impressed by being able to send someone dreams. I guess if the animist wants to travel to the spirit plane, she makes a trance roll. But what if the roll doesn't succeed? Can she try it over and over again (with the needed time effort), till the roll is positive or is there only one try within a day or so? And what about trying to find a spirit? Can she try that multiple times or is there a limit? And I have a further question to your comment on Spirit Combat. With trance you can not start a spiritual attack, but is it possible to provoke a spirit to attack? The other option Willpower at Formidable is a good hint as well!
  3. Thanks Matt_E, that's a very kind reply. I guess that helped a bit. Perhaps I'll try to give the players the information via trance where they can find the shrine where the first adventure takes place. But I'm always concerned with such things because I don't know what to do if the trance doesn't succeed. It's always a bit cheesy to come with an alternative information source when the players are not able to find out with their own skills. I had the idea that the player could get a second try on her trance skill if she consumes some fly mushrooms - but then gets a disadvantage on anything perceptive and sporty the whole next day.
  4. Gooday Sirs! I'm very happy having found this forum and just registered to get some advice on RuneQuest 6 for probably becoming a better game master in that campaign starting in a few days. I was a RuneQuest player back in 1990 (playing a nomad herder named Gol ), but never was a game master, so the whole thing is rather new to me because as a player I only got a very superficial look at the rules - and they seem to be quite different between RQ3 and RQ6. My 4 players and I are going to play in the year 500 A.D. starting in a celtic village at the southern coast of Devon. One of the players decided to play a shaman, so I dived into the animism section of the rule book - just to be a bit puzzled how this all may work out at the table. The player learned the Trance skill (69%) but not the Binding skill. My problem after reading animism is, that I got little clue what she can do with it - or what information I can present to her character for having a successful Trance roll. What may be the goal of detecting and converse with a spirit? Can somebody give me a start, how this could actually work out in a game where she wants to contribute to the plot with Trance? An example would be great! In what situations can Trance as a single skill really shine and generate benefits for the shaman herself or the whole group? Please take into account that I'm not a native speaker. My above text may be full of mistakes and sound a bit odd. Please tell me if something is wrong or ask if something is unclear.
  5. rowboat 100, large rowboat 300, canoe 100, small raft 50, large barge 500, war galley 7000, bireme 15.000, trireme 25.000, longship 3000, knorr 4000, large cog 10.000 (Advanced RuneQuest 1987, page 122)
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