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Sumath

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Posts posted by Sumath

  1. 24 minutes ago, Joerg said:

    According to King of Dragon Pass, the clan could perform a Summons of Evil

    That's a good shout, thanks, I'll see if I can find that story thread.

    I have an idea for a (tragic) storyline in which a clan member accidentally kills a relative.

  2. 1 minute ago, Joerg said:

    There is no atonement for kinslaying. Permanent exile is the least consequence, preferredly fast in order not to attract Chaos.

    Kinslaying applies to intra-clan killings only. Slaying a member of another clan within your tribe can be cleared with weregeld if the other clan is amenable to that. That won't necessarily stop bloodline demand for vendetta, though.

    Thanks for the clarification. So exile would deal with removing the offender from the clan, but would it deal with the spiritual crime that would attract Chaos? Is there anything else that a clan would need to do?

    Also, when you say no atonement, would that include Heroquesting? Could a kinslayer undertake some form of redemptive Heroquest?

  3. I read somewhere that the Cheyenne have sacred arrow bundles used in a cleansing ritual for those who have killed a member of their own tribe. This got me thinking:

    a) Would there be something similar for Heortlings?

    b) The act of murdering a member of your own clan or tribe would leave you spiritually impure - could this result in an impairment (e.g. a mechanical effect) for that character that the ritual would remove?

  4. 4 minutes ago, Rick Meints said:

    It can be reversed with the proper magic, so there always is a chance for future liberation. It is still an awful fate, even if temporary.

    Ah, that's right, Alter Creature can reverse the process as well. Even so, you'd have to have some dedicated friends/clan to come rescue you from that fate and restore you to sentience.

    The insidious part of it is that Morokanth always looked relatively harmless to me too...

  5. @g33k I agree with your third point, but am yes/no on your second. Like many modern companies, Chaosium seem to be very interested in what their customers have to say, and do respond (on these forums, on Facebook, at conventions, via Dustin's emails etc). That's not to say that their release schedule will be influenced by a handful of gamers' opinions, and I wouldn't take this survey too seriously - it was intended to gauge what others were excited about in Chaosium's pipeline, and it's been interesting to read opinions on that.

    The amount of time that Chaosium spend responding to their customers is actually pretty impressive when you consider how much they have going on right now. They are a business, but one made up of games enthusiasts who are a part of the role playing community. So, yeah, I'd say our opinions matter in that respect.

    • Like 1
  6. I'll probably buy anything that Chaosium publish for RQG right now, but I was interested in what matters most to people. Could have made it a multiple-choice question, but then people would just choose everything and that doesn't tell you anything useful.

    41 minutes ago, Jeff said:

    Closer to 2.5:1 but that is close enough.

    Frequency of releases will be just as important as the ratio IMHO, so the question is will we get to a point where there's enough writers/artists working on RQG to produce regular new content (e.g. every quarter)? 

    • Like 2
  7. 4 minutes ago, Mac said:

    Lack of playable campaigns and scenarios was certainly why I and our RQ Group ceased playing RQ back in the RQ2/3 days.

    Yeah, I remember that (and milking old campaign material for everything it was worth), and I'm really hoping that Chaosium get to a point fairly quickly with RQG similar to Call of Cthulhu, where there is new content coming out every few months (and also from other publishers).

    • Like 3
  8. 4 minutes ago, soltakss said:

    HeroQuesting Rules, as that is an area that I am really interested in.

    I agree and have a feeling that will be a widely-held opinion, although in terms of what I need next for getting an RQG campaign off the ground (apart from hard copies of the bestiary and GM screen I've ordered) I've gone for campaign/area sourcebooks as my top choice, as these just make things so much easier for a GM. If the Heroquesting rules can come out in time fro when my players need them then that would be kushty.

  9.  

    1 hour ago, Joerg said:

    Now what about (normal sized) termite, bee or ant hives, locust swarms etc. where the individual units fall below the normal POW range? Where do individual stats begin, anyway? Can I use Second Sight to hunt for Frog Woman's bounty in the absence of light? Locusts?

    If Second Sight gives the capacity to see entities with POW in the Middle World that might not mean that everything will be instantly recognisable (no more than everything material in the Middle World is instantly recognisable to the human eye). A GM could still ask for a Scan or Search roll to find the aura of small creatures, rocks etc, or to make out the entirety of the environment around them.

    Second Sight could be like someone taking an acid trip - it could be sensory overload, and being able to process the information is something that would continue to require either perception or knowledge skills. The GM could rule which ones would be relevant in any given case. 

    • Like 1
  10. 12 hours ago, CBDunkerson said:

    something called adamant about which we know even less

    Well, we know he had hits with singles such as 'Stand and Deliver' and 'Prince Charming'. Right, pop-pickers?

    • Like 2
    • Haha 2
  11. There aren't really any fumbles in 5E, are there? Nat 1s are an automatic failure, but that's it, unless the GM makes something up

    I have time for 5E and play in a regular game, but I agree with g33k that 5E was a missed opportunity. There are still so many things that they seem to have been preserved to make it look like D&D rather than provide any benefit to the game. Why are prime stats still being generated when they're not even used in-game, only their modifiers are? Why not just generate modifiers? Then there's Initiative, which is still almost totally random.

    Apart from a few subclasses, the classes provide very little customisation - one wizard will be pretty much like another in terms of spells. They've tried with the background system, but it's far too shallow to generate unique, interesting characters.

    The hit point system still means that PCs are amorphous blobs in terms of combat mechanics, and can carry on fighting unaffected until they run out of them entirely. Consequently, I rarely find 5E combat satisfying beyond the short-term buzz. It just doesn't have enough weight to it to make me feel like I've achieved something, and I think that's a problem for a game that is so combat-centred. 

    On the other hand, it's magic system makes characters feel very powerful, and there is fun to be had in working out tactics that coordinate spellcasters and fighters. As someone who last played D&D in the BECMI days it's also good to see that levelling is more even across the classes, with every class able to contribute something, even at first level, using cantrips or class abilities.

    There is a feeling of invulnerability you seem to achieve once you get to 3rd or 4th level (which doesn't take long). Our GM has thrown some fairly meaty wizards, dinosaurs and dragons at us, and we've been able to bat them aside pretty easily. Maybe we've just been fortunate on dice rolls.

    My only other gripe is the DMG, which has got to be the biggest waste of time and money I've ever encountered in a role-playing system. Endless uninspired random tables, and lots of fluff. The description of the various planes of existence is yawn-inducing, and only goes to emphasise how vanilla the default D&D universe is.

    If I was going to run a D&D game I think I'd go with an indie game world (Necrotic Gnome's Dolmenwood setting looks pretty cool, although it's intended for OSR systems).

  12. Actually, given that Jeff recently said that RQG was now one of the pillars of Chaosium, I'd expect most Gloranthan releases to be RQG compatible. Certainly it's easier to convert a RQG scenario to HQG than the other way around.

    • Like 3
  13. 9 minutes ago, g33k said:

    That's a great list!  A couple of them (Praxpak, Trollpack) were, last I knew, still "on the fence" between RQG or HQG... Do you recall them being definitively stated as having joined the RQ hero-band?

    In the original Facebook post (Sept or Oct 18), which was specifically about Runequest releases, two Trollpak volumes were mentioned, so I'm assuming that all three will be for RQG. Not so sure about Praxpak though.

    There were some other items mentioned for which there was no solid plan and which "may go somewhere or be in development for years. Or be vapor." These were:

    Elder Races Adventurer Pack
    RuneQuest Grimoire
    "The Great RuneQuest Campaign"
    Lunar Empire Sourcebook
    The Invisible God Sorcery Book

    There was also mention of the fact that half a dozen RQ Fantasy Earth books were in development, but there were no specifics on these.

    • Like 1
  14. This is my running list of upcoming RQG releases based upon an original Facebook post by either Jason or Jeff and updated from various sources:

    Gamemaster Sourcebook - a guide to running games in Glorantha, from soup to nuts. (Jason Durall)

    HeroQuesting – currently still part of GM Sourcebook

    ***Gods and Goddesses of Glorantha Vol 1 - Jeff's big compendium of gods (Jeff Richards)

    ***Gods and Goddesses of Glorantha Vol 2 - the other half of that book (Jeff Richards)

    -       manuscripts completed

    Adventure Book 1 - a collection of intro/starter scenarios (“Initiates”) and points of interest. (includes Darkness at Runegate?)

    Adventure Book 2 - a collection of scenarios (“Rune Masters”) by established and veteran RQ designers and writers (Ken Rolston, Steve Perrin, Penelope Love...)

    Adventure Book 3 - a collection of scenarios written in collaboration with Sandy Petersen

    Adventure Book 4 - a collection of adventures along a particular theme (to be announced when contracts are locked down)

    Spell Cards - card decks with Rune spells, spirit magic spells, sorcery, and other useful references

    ***The Red Book of Magic – a complete guide to Spirit and Rune Magic – manuscript completed 

    Adventurer Journal - a journal-style character booklet

    Trollpack vol 1 "troll info and adventures for humans" (Dan McCluskey)
    Trollpack vol 2 "everything you need to run troll PCs in a trollish setting with a campaign based around trollish clan life" (Dan McCluskey)
    Trollpack vol 3 "covering Dagori Inkarth with a full description of Redstone, and takes the campaign literally from 'tussle over a cave' into creative heroquesting, PC heroes stomping around like a chit in the DP wargame, and climaxes with one of the defining magical events of the Hero Wars" (Dan McCluskey)

    The Upland Marsh - a sourcebook with adventures (Jared Twing)

    ***Dragon Pass Campaign Sourcebook - a guide and sourcebook to Dragon Pass (Jeff Richards?) – manuscript completed

    Glorantha Cookbook - recipes and a culinary travelogue (Claudia Loroff)

    Barbarian Town Sourcebook - source material and adventures (Sarah Newton)

    Big Rubble - source material and adventures (Robin Laws)

    Pavis - source material and adventures (Robin Laws)

    Riders of the Storm: Nomads of the Wastelands (Praxpak) (David Scott)

    Grazelands - source material and adventures

    Kralorela - source material and adventures

    Nochet - source material and adventures (Harald Smith)

    Casino Town/Holy Country book

    Seapolis - a sourcebook and adventure

    Gloranthan Adventures 3 - Defending the Dark (from D101) (Newt Newport)

    Sun County (updated for the Hero Wars) (MOB)

    Dragon Pass - remodelled version of the classic board game, via Kickstarter (Chris Klug)

    There will be Gloranthan fiction in various shapes and sizes

    • Like 1
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