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Scout

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Everything posted by Scout

  1. This is very useful Thank you
  2. @ Jajagappa - that's a shame. And whilst I am not familiar with the history/timeline, I doubt I could use RQG to play out those scenarios because it would mean forgoing the lifepath in character creation. EDIT: That said, I guess it shouldn't be too hard to adjust a few dates here and there.
  3. Thank you Steve. I believe Apple Lane is being updated with Gringle's Pawnshop having been destroyed (or something) but I'd like my players to experience the original. I see Borderlands and Griffin Mountain have been updated for RQ2. Do we know if they'll be brought in line with RQG? They look brilliant products and I'd like to GM them.
  4. Thanks all for the advice. About the pdfs, what I mean is, will I be able to redownload it in future when it gets updated. If it's from drivethru or Chaosium, it looks like I can đź‘Ť As an aside, I only just learned I've been pronouncing Chaosium wrong for about 30 years I used to pronounce it similar to Coliseum.
  5. If I buy the hard copies from the Chaosium website (or leisuregames.co.uk), where does the complimentary pdf come from, is it drivethru? Hoping so because as pdfs are updated you can download the latest version. EDIT: Also, if I buy Apple Lane and Snake Pipe Hollow, will they be easy to convert from RQ2 to RQG?
  6. Page 79 I don't think you can double up by sticking two 25% into the same skill but could I, for example, stick 25% in Move Quietly and then another 10%, and then another 10%?
  7. Ah. Is it because you can raise your initial Power/Form runes above 75% (reducing its opposite accordingly), and you can raise Elemental runes (Air, Moon etc) as well?
  8. That's cool. Are the two original's included, Gringle's Pawnshop and Rainbow Mounds?
  9. This doesn't make sense to me: Page 52: "If the characteristic concerned has an addition, such as 2D6+6, the remaining addition is considered as one die. Thus, a characteristic of 3D6+3 has a species maximum of 21+4, or 25." How do you get 25 and where does the +4 come from? If the addition is considered one die, isn't that 27? 3d6 = 4d6 (+3) = 27
  10. I'm not sure what you mean. The rule doesn't say to include elementals, only rune affinities. But if even if that's the case it still doesn't add up (pun intended)
  11. Page 51: "You may now distribute 50 points among any of your adventurer’s Rune affinities. Remember that if a Power or Form Rune affinity is raised, the value of its opposing affinity must be reduced so that the total equals 100." Let's say I have Fertility 75 - Death 25. I spend 5 points to raise Death to 30 so Fertility drops to 70 to maintain the 100 points ratio. Why am I bothering with the pool of 50 points? Why can't I just modify them all without worrying about a pool of 50 points to play with? It seems redundant.
  12. I think I was told Apple Lane is being reprinted to bring it into line with RQG. Is this true and do we have an ETA? I am looking to GM a campaign set in Glorantha for the very first time and so after I run The Broken Tower I'll be looking for other adventures. I'm not very good at making my own because I seem to have developed a mental block that's lasted forever.
  13. Brilliant I think what I might do is use 2.1 for the grandparent and 2.2 for the parent.
  14. @ Anunnaki - Thanks for the explanation and for your earlier post (very interesting and I enjoyed your summary of both ((brilliant)) games). I'm still not sure your explanation is correct though because (quoting) Page 28: Step 2.1: "Roll for your grandparent’s occupation on the Occupation table, or pick a result" Step 2.2: "Use the Occupation table to choose or randomly determine your grandparent’s and parent’s occupations" If I follow the steps as indicated, my grandparent has two occupations. @ Soltakss - In that case, it looks Glorantha is ticking all the right boxes for me.
  15. Thanks all for the advice. Page: 28 It says to roll for your grandparent's occupation in step 1 and again in step 2 (along with your parent's). Is this errata?
  16. Well the cool thing about the way magic items are handled in Earthdawn, is that it is easy to incorporate into any other rpg. I've done it for two already and Glorantha will be the third.
  17. With Earthdawn magic items, it's more a case of (for example): Bracers of Aras Maximum Threads: 3 Mystic Defense: 12 Tier: Journeyman Bracers of Aras are made of flexible, silvery metal that wraps around the wrists and forearms of the owner. The flexibility is a result of the elemental water that has been forged into the bracers. The elemental water pieces used in the crafting of the bracers resemble aquamarine gems, each piece approximately one inch across. These arm bands are made from metals found only in mines located along the shore of the Aras Sea, and are encrusted with pieces of elemental water. The color of the elemental water gems constantly changes, oscillating with a swirling effect across the spectrum from deep aqua to bright blue. Thread Rank One Key Knowledge: The owner must learn the Name of the bracers. Effect: The owner gains +1 to Physical Defense. Thread Rank Two Effect: The owner gains +1 to Mystic Defense. Thread Rank Three Key Knowledge: The owner must learn the Name of the mine from which came the metals used to create the bracers. Effect: The owner gains +2 to Physical Defense. Thread Rank Four Effect: The owner gains +2 to Mystic Defense Thread Rank Five Key Knowledge: The creators of the Bracers of Aras formed the gems from a mixture of elemental air and water. The ratio of water to air varies for each set of bracers. The owner must learn the ratio of water to air used to create the bracers he wears. Effect: For 1 Strain, the owner gains a +3 bonus to Swimming tests. Thread Rank Six Effect: For 2 Strain, the owner may breathe underwater for 10 minutes That sort of thing. You might not need to find out some secret for every rank (e.g. Rank 2, Rank 4, etc), you just need to spend experience points. Otherwise, you need to go out and so some adventuring/exploration/intelligence gathering to unlock your magic item. I guess I'm asking not what cool powers a magic item has but how they are unlocked.
  18. I'm wondering how much "wonder" is in Glorantha. By wonder, I mean things that make a player go 'Oooh that's so cool." I use Earthdawn as an example. Earthdawn has exotic races like T'Skrang (lizard men), Obsidimen (8' tall humanoids made of stone), Windlings (12" tall winged faerie types), and kaers (underground complexes filled with traps and treasure by people who fled there to escape the scourge - a 400 year period when horrors entered the world and ravaged the land). Magic items that have to be researched through adventuring to find their secrets that allow you to unlock their magic abilities. It's a pretty exciting setting. How would Glorantha compare? Gods walk the earth, plant-like elves, dwarves fashioned from earth(?), the cosmology and planet itself are pretty cool. What else is there, how does RQG present magic items?
  19. Page 60: Sartar It says battleaxe +10% but there are only 1H Axe and 2H Axe listed on the character sheet. Also on page 60 it says "Where the listed skill is a broad category of weapons (such as 1H Axe), you should pick a weapon within that category (such as Battle Axe)" Again there's no entry to write in battleaxe, there's only 1H Axe and 2H Axe. On page 208 the table lists a 1H Axe and a 2H Axe as battleaxe. That took some digging to figure out.
  20. What an awesome setting. Been roleplaying over 35 years and only just got into Glorantha. I bought the RQG pdf and I'm loving it. Here's hoping for many years adventuring on Glorantha.
  21. The funny thing is, I have no problem whatsoever with announcing how you will attempt gaining the 'prize', or what prize you hope to gain. In fact, I quite like it and I think it's a good idea because it also adds tension to the conflict. Player: "I will attack the orc with my battle-axe in an attempt to kill it..." GM: "The orc is doing the same..." Granted it's a bit dry but everyone at the table knows there's death on the menu. Drama and tension are ramped up even if it's simply because everyone's reminded that lives are at stake here. The problem I have (other than why you have to declare a prize/goal - and I'm pretty much ok with that part now), is that using this way of doing things, you can go around one-shotting opponents, and major villains at that. GM: "You are facing the dragon..." Player: "I aim my bow and arrow right under its maw in an attempt to rip its throat out and drop it stone dead..." Let's say you succeed, is that dragon dead? ------------------------------------------- As an aside, do you have to announce how you are going about achieving a prize and what the prize you are after is - for all contests in HeroQuest? If yes, that's great, that's a positive, because it's a universal ruling and everyone has to do it all the time. For reasons I can't quite explain, this makes sense to me. If it was yes for some contests and no for others, that might complicate matters.
  22. But, 99.9% of the time when you fight an orc, it's to kill or be killed. Granted there are other reasons (prizes) for engaging with that orc, but that's just the 0.01% of the time. I'm not saying there's isn't another reason for conflict other than death-dealing, I'm just saying in most scenarios it's a battle to the death.
  23. Thanks all for the advice, it's basically enabled me to pick up the game again and take another look. I understand there has to be a prize described (and the GM has to do so as well) but I wasn't sure as to the 'why' there had to be. At first, I thought it was to be fair to all involved because it meant everyone knew exactly what they were getting themselves into. I'm still not sure why it's required but I just go with the flow. Then I ended up asking, well what if you had two opponents that simply wanted to kill the other? The prize is 'survival' but it's a bit obvious and again I can't see the need for it. Even if it is to do with contests being over in a succession of actions or just one (simple contest), I don't see why a prize is required. I see it as the default is if you're attacking an orc, you want it dead and if you don't, you'll say so.
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