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Lordabdul

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Everything posted by Lordabdul

  1. Good find from Bill and you! It also mentions that the Newtlings' trident is meant for use both on dry land and underwater. Later, in the additional rules (including the rules for underwater fighting), it says: Amphibians such as newtlings, or beings long adapted to underwater experience such as ducks or seals will fight equally well in air or water. Later again, in the scenario, when talking about ambush tactics: Newtlings are capable of sinking into the quicksand and leaving just their eyes out to watch (.... in order to ambush people)
  2. Oh hey I was in that game too! 😛 One thing I like is how there's an asymmetrical economy between using the points before the roll or after the roll. That's neat. Another thing I like less is the granularity of this system. Most of the "meta currency" mechanics that I have played with (7th Sea, Numenera, FATE, etc.) are a lot more coarse than this... that is: in your system, a meta-point gives you a couple percentages, which is frankly too fiddly IMHO. Is anybody really going to ponder about spending points to get +12% vs +15%? Maybe back in the RQ3 days yeah but nowadays? Maybe. Not my group though. Look at the "feel" of the rest of the system: for instance, augments give bonuses in the +20% to +50% range. That's the same granularity that a meta-point system should also use, IMHO, so that it "blends" in with the other rules and, as a result, doesn't feel alien and is easier to remember for the GM. Maybe 10% per meta-point, but not less (again, IMHO). The problem however is that you can't do that easily without wrecking your economy, which is based on handing out a large number of points since each single point does only a little... You could change your rules a bit to give out less points (since they would do more in that case), which to me would be win-win because as a GM I already have too many things to think about, so not having to keep in mind who to give points to in every scene would be welcome.... instead, I would only have to think about meta-points during the obvious moment when everybody is cheering or laughing or saying "awesome!" (although even then, I'm often too busy cheering or laughing or saying "awesome!" myself and I end up forgetting! But that's another problem altogether...[1]). [1] some games fix that problem by handing out a fixed number of meta-points up front at the start of the session, and giving out extra ones in a more codified way, like, say, when the GM "intrudes" by asking a Passion roll for instance... this makes it more natural for the player to request their meta-point. Compare this with when the player does something awesome but the GM forgets to award a point: it's awkward to say "hey I made a good joke! don't I get a point for that?".
  3. To me that's the correct answer.... do that first, and then go into The Smoking Ruin or The Pegasus Plateau if you still enjoy playing RuneQuest. Not only do TSR/TPP build upon the adventures contained in the Quickstart and the GM Pack, but also, well, the GM pack is nice to have for GMing anyway!
  4. Thanks! I'm not surprised, Mississauga seems to be where all the warehouses and administrative offices are for the ENTIRETY OF CANADA. Pick any multinational, there's a 90% chance they have their Canadian stuff there Anyway, I'll take the plunge with a big order when the SoloQuest books are in.
  5. Same here in western Canada: more than $90 in shipping for a dozen of those books. I can't figure out where Lulu's shipping centres are, though, so I don't know if there's much that can be done.
  6. I'm not aware of that but I think it could be possible, to make a CA cultist a bit more viable in a more combat-heavy campaign, that the GM allows CA characters to have non-lethal combat skills and techniques.... mmmh 🤔
  7. Hah well that explains things then I think I spotted a typo? You used "SRT" instead of "STR" everywhere for the Strength stat?
  8. Seems like a mistake where the authors were still thinking about 6th edition skills. Use "Sleight of Hand". See the conversion table on p392 of the main CoC rulebook.
  9. Was she always like this, or did she start with good intentions and only got bad and twisted after a while? The only time I've seen someone pick Chalana Arroy for their character, the player said that it was indeed some "interesting" restrictions and wanted to see how it would play. Sadly, the games were short lived for boring organizational reasons so the player didn't get to try much (but still wants to).
  10. I'm a big CoC player (and so are most of my players) and I love that rule (along with many of the 7th edition's changes), but I don't even think I would port it to RQG personally. It works well in a horror game because a horror game is all about dire consequences... so it's a nice case of mechanics reinforcing the setting's themes. In RQG I feel like the point is less about desperate people who take risks and face consequences, and more about people who believe in a cause, defend their community, fight for what they think is right. So the mechanics are supposed to encourage players to take on (and increase) their Passions and Runes. Even with a poor skill score, it's easy to get in the ballpark of 50% (at least) with an Augment. If the character fails, then she wasn't passionate enough about what she was doing. She'll have to prove herself more. The mechanics for increasing/decreasing Passions are quite underrated IMHO and would merit a bit more spotlight (I'm hoping to see some additional advice in the GM book). Also, RQG characters have a LOT more opportunities to increase their skills and learn new ones, compared to CoC characters
  11. Yeah I think it's listed in the OP as "Heortland sourcebook", although I believe the latest working title is "Sartar Homeland", hinting at a series of "homeland" sourcebooks.
  12. Heh, sounds like a Friday night at my table I've been GMing for a loooong time, but I still lower encounter difficulties too much, and they end up winning. Mind you, most of the time thankfully they still talk about it afterwards in a way that make it seem they were still quite scared for their skin, so I guess it works out OK. I'm a nice GM I guess
  13. A straight up anything is boring. "Straight up" is another term for "stereotypical". Stereotypes are boring because that's the whole point of them.
  14. Yes, the shapeshifting rules really suck, so if you want to play a cool shapeshifter, you'd better play World of Darkness or something That said, the Gloranthan lore doesn't have many people changing into beasts willy-nilly anyway so I guess the rules have to model that. IIRC the tales only feature the occasional Rune Lord level figure turning into a bear or whatever, and the rest of the time it's actually groups of people turning into beasts together on specific occasions (such as a raid), which seems to indicate that they have these spells cast on them. That probably comes from a priest and/or a Wyter... (remember that Wyters get special bonuses for casting spells on groups of people belong to their community... that also applies to military groups like Basmali lion people) (for Telmori, though it looks to me like the transformation is free and mandatory on Wilddays so I guess that's why they mostly raid on that day). Still, I find the rules quite disappointing. The cost is too prohibitive. I tried to come up with house rules a while ago for this but didn't come up with anything satisfying. These days, I'm just considering making these spells available any day, but having the cost halved on Wildday, and reduced by a quarter on the day before/after... but it kinda sucks to have to keep track of exactly which day it is (we have to do for holy days, but less exactly because in most cases holy days are a downtime activity). I would probably indeed roll-up the physical characteristics of the shadowcat, or eyeball vaguely where the character is as a human (below/mid/above average) and pick corresponding characteristics for the shadowcat. Telmori have weird werewolf characteristics compared to normal wolves, but that's because they're a special case. In the case of a Yinkin character, the whole point to me is to transform into a normal alynx, so you can sneak around, go through small openings, and eavesdrop on people. If the character transformed into a big-ass alynx that is obviously not normal, that would defeat the point IMHO.
  15. I don't think I have ever fully understood the "scale" of these affinities, and what it means to have 1%, or even 0%, in a Rune. For instance, many people don't have the Earth Rune on their character sheet... does that mean that can't ever be "pragmatic, prudent, worldly, and sensual"? Probably not, right? Otherwise, there's a lot of brash, non-sexy people all around town and you have trouble finding a boyfriend. It seems to me that having 1% or more means you're just getting in the "above median" parts of the population... not that you're in the bottom 1%. And that having 10% doesn't mean being 10 times more sensual than someone with 1%.... But then again, like I said, I don't quite grasp yet how the scores should be interpreted. My guess is that it's useless to try, that the system was only designed to guide roleplaying, and that it would lead us to a fruitless debate like "what are hit points?".
  16. Yep, that's my take on it too. The important point is that, like many things in Glorantha, there's not just one version or interpretation. The Death Rune for example has many facets and being strongly aligned with it doesn't necessarily mean one unique thing. It could mean, among other possibilities: That Death is necessary and pure, and you have an important responsibility to wield it justly and rightly. That's the Humakt view on Death, and not only do you seek a lonely and ascetic lifestyle to emulate your God, you also do it to be as impartial as possible and use Death in a justified way. That Death is a means to an end, not an end it itself. It's a tool to be used in lots of different ways in the pursuit of more important goals, like, say, getting rid of Chaos. That's the Zorak Zoran way. You can use Death to kill people, and you can use Death to raise people back up and keep fighting. That Death is part of the great cycle of the world, and goes hand in hand with Life. That's the Waha philosophy. While your Death Rune affinity sets you apart from the other people in the clan, you probably have a deeper understanding than most of everybody's place, and a complementary understanding of Fertility. That's probably why the rules mention that the Death Rune "may" negatively affect someone's fertility (lowercase "f"). If would apply the negative modifier to a Humakti, but not to a Waha cultist, for instance.
  17. I think @Psullie really has it right: talk to the player about what they picture their character doing during the adventures, and ideally change the adventures to incorporate that. Maybe the GM had in mind a more combat-oriented campaign and they have to rethink this (less combat, or a lot more Chaos combat). Worst case, they have to tell the player what kind of campaign it is and put a veto on CA characters. To me CA characters are like the Doctors Without Borders of Glorantha. So not only are most people friendly and happy to see them, they can use that to broker truce or get passage for their party. There might be many NPCs asking for their services as they pass by, which puts them in the character’s debt. That’s an asset to the party! Of course, on the grand scale of political landscapes, CA’s cult tends to be apolitical, but IMG they still “grease the wheels” quite a lot here and there. Their role in politics might be quite underrated... CA temples have their own information network, supplied by all the wandering healers, and so a CA character will have access to news, gossips, and maybe secrets that other characters may not have. Most temples of any non-Darkness/Chaotic cult have a room for wandering healers, and CA healers often get invited to feasts and festivals and parties. Issaries merchants traditionally give passing healers a gift (generally healing plants). Lhankor Mhy temple can teach them how to read and write. CA cultists have friendly contacts with elves. Again, the CA character might turn out to be the party’s connection to many things. If the PC isn’t a wandering healer, they might have a specialty (poisons, diseases, healing plants, etc.) which means they might go on adventuring as “field trips” to do research in these matters. This can put a spin or theme on the whole campaign, and help the GM better frame things so that the CA player feels included. Another possible campaign theme is that a CA temple might be in disrepair in a region of Glorantha, and the PC wants to re-equip and re-staff it. Anyway... the Chalana Arroy write-up from Cults Compendium or Cults of Prax gives a lot of information, which can give some ideas.
  18. I didn't quite like the original RQG maps (of which the one in the Pegasus Plateau is a remake) for similar reasons... preferring instead either the original classic B&W maps, or the Darya Makarava maps which are found in The Glorantha Sourcebook, HeroQuest Glorantha, and are also featured I think in the RQG Gamemaster Pack. The one in the Smoking Ruins is a lot more readable, and I think gets close to a comfortable balance between prettiness and usability for me. YMMV.
  19. IMHO the previous logo had more character, but it also had several typographic issues, from the optically unpleasant character width differences, the curvature inconsistencies between E, Q, and the bowl on the "R", and so forth. I find the new logo more pleasant to look at (as in: it doesn't trigger my OCD brain as much... only the "U" does that now ). I find it more bland, however. The cover art looks so good that I don't spend too much attention on the logo anyway
  20. Yep. If the PCs don't get the land from a clan/tribe chieftain or a temple priestess, they probably got that land themselves by killing or driving the previous owners away, in which case it's free (well, it's the price of the raid, I guess). Going to some wild and somewhat uninhabited place like Balazar or even Pent or whatever, all you need to do and setup a fence and you're good. The only problem is when monsters, nomads, or whatever else roams those lands comes back around and finds your stead. They will probably not take kindly to it. In a most civilized place line the Lunar Provinces, lands owned by nobles probably get sold and bought in a more traditional way. In that case, depending on how good the location is (roaming Chaos monsters? Frequent raids from the neighbours?), I would consider the money the land is worth per year, and multiply that by between 5 to 20 years... up to 40 years for a place like Glamour or Nochet. So if a typical hide of land produces 80L/year, I would set the selling price between 400L and 3200L... but that might be accompanied by "softer" terms like political agreements and such.
  21. +1000 to this. Also: a scale.
  22. Adventure/short campaign idea: "Snowpiercer", but on one of those never-stopping/always-moving Doraddi wagons that continuously circle the Pamaltelan plains.
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