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About lordabdul

  • Rank
    Senior Member


  • RPG Biography
    I started playing The Dark Eye before I knew what an RPG was. Then I moved on to Cyberpunk, Vampire, and eventually found Call of Cthulhu. I'm still playing that.
  • Current games
    Call of Cthulhu/Delta Green, 7th Sea, GURPS, Runequest, Unknown Armies, Numenera, TimeWatch
  • Location
    Vancouver, BC, Canada
  • Blurb
    Video game developer in Vancouver, BC

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  1. Assuming The Sundance Kid is built on the same point totals as everybody else? I think "just as scared as everybody else" (actually, even if that character was somehow more powerful than average, I'm pretty sure the player will still be pretty scared when they meet the Chakota in session #2!)
  2. Maybe you should, now... would be a shame to kill so many famous people
  3. Nice -- although I was a bit confused at first because you called it "Life" instead of "Fertility" (which is the term RQG uses). Also you have some "Conditions" instead of RQG's techniques? (Command, Combine, Separate, Summon, Dispel, Tap). Was this for a previous version of RQ maybe? I think that assumption will very quickly be proven false. Take the very first sorcery spell in RQG for instance: "Accelerate Healing" (Fertility, Command). I'm pretty sure we can come up with at least a couple other spells that would have the same runes as their base.
  4. Yeah I'd rather a "0 warning point" be delivered via PM first, and then (if the private discussion doesn't go well, for instance) actual bans all be handled similarly privately.
  5. All of which also got some ENNies (and, in DG's case, a whole bunch of them). So much for "mainstream". But yes, your other points are valid that ENNies are, well, what they are. They're nice, but not necessarily pertinent to the discussion at hand.
  6. What do you mean? Sorcerers can learn both "sides" of opposed runes. If you only know one side, you can still cast spells using the opposed runes at double the magic cost.
  7. My limited understanding of the Sorcery stuff is that it lets you play the Ars-Magica-like fantasy of the alechmical sorcerer who studies for a long time in his mysterious tower, experimenting with spells and components, asking their servants to go fetch esoteric ingredients, until they eventually come out and show immense displays of power. On that front, I think it's totally the point that characters using spirit/rune magic have it easier than sorcerers -- it's like comparing people who shop at Walmart/BestBuy with people who do DIY stuff. The interesting thing is that, because sorcerers take a long time to prepare their stuff, Ars-Magica popularized the "troupe" gameplay style, so that you have something to do while your wizard is spending time in their lab. It might be trickier with RQG but that's probably why the authors encourage "seasonal" gameplay (with seasonal rolls for character improvement) as an alternative solution. Anyway, so the point is to have a sorcerer that starts "slow" and then becomes more and more over powered (I guess it's kind of like D&D?). Plus, it looks to me like there's a whole bunch of augments you can use to make your sorcerer playable and useful. Pretty quickly, you'll be inscribing spell on a whole bunch of trinkets you carry around (many sorcerers carry a plate on their chest with a bunch of runes inscribed on them... do those typically contain their favourite spells? or is it just for show?). I haven't playtested the Sorcery rules yet, nor have I done the math, but it looks like that's the key to being a badass -- casting spells on the spot looks very unproductive but that seems by design to me. The only thing I would add are rules that let you "improve" an inscribed spell iteratively, so that you can build up its strength over the years and, 5 years later, end up with something more powerful than you could cast in one go. I'm not sure if that would break everything though? I'm also wondering about "secondary runes" and "true names"? It seems like sorcery (according to GtG) gets more effective when you're using more "specific" things in the spell casting. So for instance, using the true name of something/someone you want to summon would grant you bonuses (it seems like that's what Malkioni did at some point to summon some water elementals against... err... the Waertagi I think? Can't find it right now[1]). Also, there's a bunch of runes that existed in previous editions of RQ that are not listed in RQG -- assuming they haven't been completely eliminated, I'm wondering if a future sourcebook on sorcery will reintroduce those runes as "more specific" runes that are more limited in use-cases, but offer you, say, double the intensity for your spells. If you learn such a secondary rune, use a "true name", add some affinity components, wait for the right season, prepare your lab, etc.... well... you might be able to inscribe a pretty fucking awesome spell in your hat! [1] edit: found it, GtG p 48... it's not "true names" but "identification", for instance through "genealogy" like "runic precedents".
  8. Exactly! Same thing with spells (call it "Bring Forth the Winged Messenger from the Cold Night", not "Summon Byakhee"!), which, thankfully, the CoC rulebooks actually encourage you to do by even giving possible alternative names. To some lesser degree, you can do that with Mythos tomes, whenever the players find a second-hand translation.
  9. Are you talking about the Darsenites? (they're nowhere near the Blue Moon plateau, I'm not sure what they have to do with anything). I can't see anything about "Darsenians" otherwise. Either way, sure, there was some time between the two events, but it's probably hard to forget when those people dropped a whole planet onto your ancestors. I guess it depends on whether the political/religious leaders at any given time want to actually use that or not to gain or consolidate power. I guess the Carmanians were a bigger threat and so there was not point in bringing up old bad blood.
  10. Sure but: 1) CoC never had very creepy illustrations, and there has always been far more creepy art out there. Even when artists capable of very creepy stuff end up working for Chaosium, they tone it down. So my guess is that's the art direction Chaosium wants. That's fine by me. 2) What shocks me the most about the Orient Express campaign is that there's a vampire in the first place. It always felt out of place to me, and not very "purist" Lovecraft (to use Trail of Cthulhu terms). Many scenario and campaign books (including Orient Express) are written, I think, with "pulp" mode in mind, and so the art direction follows that. Masks also always felt very "pulp" to me, albeit less than Orient Express. So no, not creepy IMHO. It can be scary or stressful, though. There are many ways to go about getting various emotions out of the players. Oh yeah... it just hit me: is anybody actually... showing... pictures from the books to the players? (besides handouts and portraits of NPCs) I have indeed never shown any monster illustration or anything like that because, like you said, some vague description (when done semi-right) is a lot scarier. So I never really thought much about art in CoC books since it was really just for me as the GM.
  11. Wooohoo you're citing your references now? (I'm teasing but I guess most of the time you must be reciting from memory, which is why you don't mention the sources? It's super useful when you do mention them though!) Now that I'm looking into this a bit more, I realise that the many suns of Glorantha don't have the monopoly on confusing multitudes... So for instance, there's also a whole bunch of moon goddesses. The "blue moon" is just one aspect of the moon in general -- we mostly know the moon as "Sedenya" just because that's how she was reborn in Time and that's how the Lunars call her now (mainly), but she had a whole bunch of names and faces before that. Ok, sure. But strangely enough, GtG (p648) doesn't list "Lesilla" as a name for the blue moon, even though that's the name GS (p147) uses when they talk about that time Dara Happan Emperor Lukarius shot her down from the sky and she crashed onto her own city of Mernita (he was pissed that they were worshipping something else than the proper sun god... that's how the Blue Moon Plateau was formed). The Dara Happans then figured the place was inhabited by the "demon" Annilla (GtG p346) so I guess everything is a matter of perspective... but from GtG (p674) it seems that, when Mernita was a thing, Lesilla/Annilla was called Verithurusa, and is more described like some kind of land goddess? (in GtG p95 she is "lord of the North"). And to add more confusion, Verithurusa is listed as one of the 7 moon goddesses of the Lunars, which also lists Lesilla. Is it me or does it look like the Lunars effectively appropriated a bunch of goddesses from previous cultures, declared those goddesses as different faces of the same moon goddess, and that's how they got more people to join their ranks? But wouldn't that have been a problem since Lesilla/Anilla/Verithurusa worshippers and Dara Happan people hate each other? Yet they must have fought together against the Carmelians, unless my timeline is wrong? (maybe the Lunars are just that good at negotiation?) That's very true.... in this case. I think I mentioned this in the past but I would love a list of "N Things Your Players Absolutely Need To Know About Glorantha". Like, for instance, you need to know that there's a 10 km high needle of a mountain to the west, or that there's a red moon to the north-west that's just hanging, fixed, in the sky, all the time... it will be a lot harder to tell the players about it on game session #12, because they might object about not having known such an "obvious" thing before.
  12. My (less useful) tip, if you have a whole bunch of RQ/HQ PDFs and Acrobat Pro: make an index and search whatever names are brought up. It's often illuminating because, for instance, a name might have 1 hit in the Glorantha Sourcebook, demonstrating that book's little problem with gratuitous name-dropping. Other times you get some interesting hits all over the place, and you can see how something is used, in practice, in, say, Sartar Companion or something. And yet other times you mostly get hits in the "scholar" sections of the library (i.e. the "translated" Stafford Library books), in which case I often ignore it as "only for the advanced Gloranthaphiles". It's still fun to do most of the times. For instance, @Joerg just mentioned Annilla, which I don't know at all, and I find this bit in GtG1 (p.97) where she's responsible (at least according to the Uz) for the ocean tides of Glorantha. That's kind of cool. You can drop that in an NPC dialogue in a game.
  13. They have, yes, since, for instance, Loic Muzy (which did most of the illustrations in the French edition of Call of Cthulhu) has now started working with Chaosium directly on several of the latest projects. Generally speaking, I'm of the same opinion as a couple other people here, having never found CoC very creepy. It has been quite variable over the past 30 years IMHO, but, on average, I found its art to be on the same level as teen horror illustrations like "Scary Stories to Tell in the Dark". Sometimes (by chance or by design, I don't know), there's a book or specific illustration that is significantly creepier than the rest (which, incidentally, is the same with teen horror books), but overall I find it pretty tame. Even Pagan Publishing, who writes some of the bleakest stuff out there, had also pretty tame illustrations in the original DG books (the new ones are a lot more evocative). It was the writing that was doing all the job back then.
  14. Huh, I didn't know there were such people... I think the whole Greg/Sandy/Moon Design takeover was the best thing that happened to the company -- I haven't been that excited about Chaosium products since the early 90s when I actually discovered Chaosium (and CoC in particular). One other thing to think about with regards to moderation is how much of it is visible. There are forums out there that look like they have "light moderation" when, in fact, there's a whole bunch of it that goes on behind the scenes (and you learn about it only when you start hanging out on the companion Discord server, for instance).
  15. Oh nice I didn't know about this scenario. In the past I also pretty successfully ran "The Murderer of Thomas Fell" (from Trail of Cthulhu) to introduce new people to either horror RPGs or to RPGs in general.
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