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KingofElfland

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Everything posted by KingofElfland

  1. I don’t know, maybe the honesty about the material advantages would alleviate a doubt about sincerity? Maybe.
  2. I’m not personally familiar with them, but I hear good things about chained simple contests, from Mythic Russia, I think. @soltakss, I believe, is the one that can help here.
  3. Pelgrane no longer hosts forums (I’m not sure why, perhaps the same reason C7 does not).
  4. I’m having the same problem. There’s some discussion on MeWe, but little of it 13G (and I only got 13A for 13G, but it looks like a fun system). We did character creation together and, man, that was a slog. I began questioning whether RQ or HQ wouldn’t have been easier (systems I’m more familiar with, but the group balks at). I wish they had put all the class info in the book at least. Passing all those books around was a bummer.
  5. Well, the art direction clearly implies warmth from somewhere.
  6. Great, I hoped it was license issues and not an abandonment of the system. And the adventures should be easy enough to translate anyway.
  7. I get this is the RQ subforum, but the announcement also mentions HQ (which has its own subforum) so I figured it was ageneric upcoming announcement of all things Glorantha. I’m also very glad HQ got a call out as that’s the line with the “oldest” new product.
  8. I wonder why no mention of 13th Age Glorantha. I know there’s two companies to worry about, but 13th Age does have a SRD and an OGL, would that not make it easier to work out? But I’m very happy to hear about RQ and HQ, that’s where I hope my group eventually ends up.
  9. Glorantha would become Hârn—a better Hârn, but Hârn in presentation.
  10. Well, I haven’t adapted it yet, but this is a good observation and, if nothing else, gives me a good feel for how to introduce the concept to new players. I do like the 3^2 notation.
  11. I’m somewhat surprised he concludes that 13th Age Glorantha is the most complex of the three systems. While I think that’s true of the play, RQG comes across as quite intimidating to start and in some of the magical subsystems and HQG is more complex to get one’s head around if one is used to just rolling dice to see if he or she hits. I don't think he is wrong. It was just a perspective that I had to think through to see the sense of it. Still, I think I’m going the 13AG route because, while complex, it is complex where my players are familiar with complexity. I want to spend most of my time introducing a truly wonderful world to romp around in.
  12. I do hope Kolat makes it in in some form, we need a Sartar specific shaman tradition.
  13. I think the problem is that the Helerite spends his HP and the Uroxite hoards them as xp.
  14. I think this is where the higher number makes mastery shine. A fail is generally going to be a high number, but the mastery bump turns it into success. It’s still that number rolled that determines ties.
  15. We need a d’Aulaire’s Book of Orlanthi Myth—not Hamilton, not even Bulfinch—but the d’Aulaires doing a children’s art book of myths. I think it would require an Orpheus style heroquest though.
  16. I suppose the generic Orlanthi warrior could work for a Heler or Barntar initiate. It’s interesting they didn’t include Barbister Gor or other female warrior cults.
  17. I’m considering expanding my Glorantha gaming to 13A to attract more of my regular group to play. I plan to purchase and begin reading in a couple of weeks, but I’m curious about the cults. Are they just the expected main groups, or are there some extras. I understand the classes are cults or something like that.
  18. Right, this is RuneQuest, not 13th Age Glorantha. Both are great, but they are different games.
  19. Yes. Breaking a tie in favor of the lower roll would reward those with low ability ratings.
  20. Sorry, I’m new to HQ too, but, depending on how quickly in the setting corruption mounts up, couldn’t you just have a corruption flaw start out at 6 and advance it once every time your magic is used? Maybe advance it 3 or 6 on certain levels of failure. That way the flaw starts off fairly easy to resist, but still mounts up for a character that does make use of magic frequently. But, as I said, I’m not experienced with the way the game flows as yet.
  21. I already have, and got helpful answers to boot. I do hope it’s not long before the generic HQ (or whatever they are going to name it) is in print.
  22. I joined the forums and bought HQG on the strength of this episode.
  23. A sacrificial burning of a book may be the way to dispose of a book that is deteriorating, assuming a proper copy has been made. They can’t dispose books otherwise, but a rotting book can be a danger to a library. The analogy would be the scribal destruction of old copies of the Hebrew Bible as new copies were made, also the ceremonial disposal of flags.
  24. That’s what I need to know; thank you. I think I will get HQG (I do like Glorantha too, so it’s not extraneous) and if I need some more guidance I’ll supplement with the Core PDF till QW comes out.
  25. I’m very interested in HQ for several reasons, but most importantly it sounds like a versatile engine to tell a variety of stories. I understand the only version of the rules in print is HQG. Are those rules easy to port into other settings, or should I try to track down a copy of the older Core (HQ2?)? I’d prefer print. I don’t mind buying the pdf, but if HQG works just fine I might as well just order that with the provided pdf.
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