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About Beoferret

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  • RPG Biography
    I've been interested in rpg's ever since I saw the cover of "Different Worlds" issue #9 on a bookstore display stand (way back when....). I've played, and to a lesser extent GM'd, a number of rpgs, including D&D, GURPS Autoduel, Twilight 2000, Paranoia, etc. Took a break from gaming for over a decade and am now trying to make up for lost time, while introducing my kids to role-playing. I finally picked up Runequest, with the latest edition.
  • Current games
    Currently playing 5e D&D and about to start GMing too. Also GMing the GURPS-based Dungeon Fantasy RPG and am trying to make time to get some Runequest in.
  • Location
    Cedar Falls, Iowa
  • Blurb
    I am a human (I think.....)

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  1. I'm not sure how often this would really make a difference in game play, but I've been considering introducing the 7th ed Call of Cthulhu rules for determining character move rate into my RQG game. In short, for those who don't know, compare a character's SIZ with their STR and DEX. If SIZ is bigger than both STR and DEX, then the character has move rate 7. If both STR and DEX are higher than SIZ, then the character has move rate 9. Otherwise, the character has the standard move rate of 8. I like the idea, but I honestly don't know how much difference it'll make in overall practical gameplay, having only gm'd one session of RQG to this point. Anyone have any input?
  2. Inspired by Delecti, I'm engaging in a little thread necromancy here. I've been thinking a bit about this basic issue of SRs and multiple attacks, which hasn't entirely sat right by me either. One of my big complaints is that as per pg. 137 of the RAW a single round takes 12 seconds. I know that each SR isn't supposed to represent a single second, but ... Well, it just seems really weak to only allow the majority of characters one attack every 12 seconds, even taking parries into account. In 5th ed DnD a combat round takes 6 seconds (with one attack action for characters at low level), while in GURPS a combat round (allowing an attack and parry) is a single second. In my view, this makes RQG characters seem capable of less than in other games. And it doesn't strike (no pun intended) me as enjoying much verisimilitude (anyone who trains with real weapons is welcome to comment on this). So, I'd like to propose two partial solutions: a) Declare that rounds are six seconds long. Pros: rules as written in regard to SRs, combat, and multiple attacks suddenly make more sense and have more verisimilitude. And it's simple. Cons: Doesn't solve the above question of reach and short weapons in close combat. b) Keep rounds at 12 seconds, but allow everyone to have multiple melee attacks per round, not just those with over 100% in a melee weapon skill. Then either assign attacks, after the first, a penalty similar to attempting multiple parries or just halve skill right off the bat. (Personally, I'd go with the first option.) At the next combat round, everything is reset - representing combatants reacquiring footing, position, etc. - possible corollary: allow attacks after the first to be made using weapon and DEX SR, representing that folks are now duking it out at the same approximate range. Not sure if this would work though without a clearer mechanism for taking weapon reach into account, say like GURPS does. And regarding getting in close... What do you all think of the following solution: to get into close combat (for punching, going stabby stab with a knife, etc.) vs a foe wielding a weapon with longer reach (let's say a spear), the prospective close combatant has to either forego a parry vs that weapon (relying solely on dodge for defense) or parries that weapon (spear) at a penalty (like half skill or something.) Afterwards, the two fighters are now in close combat; all unarmed or close-combat weapon attacks are made using the DEX SR of the combatants and anyone using a weapon longer than a dagger either has a penalty to parries or can't parry at all. Close combat can then be broken the next round by the spear/sword/dagger-axe wielder retreating a meter or two or shoving/kicking the close-in fighter back; thus creating space again and returning their advantage. Phew. That was a lot. Sorry everyone.
  3. Beoferret


    Personally, I like to think of vingans as a lifepath, permanent or temporary, that's mainly for scrappy, adventurous tomboys (and some butch lesbians as well.)
  4. But how many rune points does that cost? Can you embiggen the effects by spending extra magic points? 😀
  5. Good point. Though I suppose this creates two possibilities: a) PCs traveling in areas where their cult isn't popular or present are paying a higher price for being footloose and fancy-free (and will be extra stoked when they encounter some of their fellow cult members, shrines, etc. - role playing possibilities!) and b) that one of the benefits and costs of becoming a Rune Priest or Rune Lord is that you have to be an active and regular participant in the social life of your home (whether original or newly chosen.) Also, a PC's cult ties could certainly be a source of adventure hooks as they wander! One of the best things, in my opinion, about all the cult, family, and clan ties that RQG throws at PCs is all the role playing possibilities and the character depth they provide (something I try to give even my throwaway D&D characters).
  6. This is my sentiment, in a lot of ways. A certain degree of rootlessness (or at least a hiatus from obligations) allows for more adventuring away from home and for exploration (as Vasana's saga implies - how often is she checking back with the Colymar before she pledges to Argrath?). I also am trying to square how PCs who start off with certain professions that imply strong ties to a particular area (e.g. farmer) can have some of the excitement of traveling around Glorantha. I'm definitely not interested in encouraging full-on murderhoboism (not that such characters would last all that long), but would like to provide players with some reasonable, setting appropriate avenues for having some of the character freedom they're probably used to from other games. That said, I really appreciate how the setting provides a means of pointing out the costs of various degrees of rootlessness (and the advantages of being rooted.) I imagine that PCs who are not on a mission from their clan, temple, lord, etc. are seen with greater degrees of distrust by those they meet, are more likely to be killed instead of captured during a fight (since no one's going to be upset at the killer or pay a ransom/wergild), more likely to be betrayed, etc. There are good reasons for embedding oneself in a web of social obligations that only allow for adventuring as a side pursuit. (And do you think there's a special secret Ernalda rune spell for "settling down" one's mate?)
  7. So..... if one wanted to provide pathways for adventurers who were more of the standard-type, without completely losing the fun social context that RQG inserts characters in, how would you folks model it? My thoughts so far are running along these lines: 1) PCs have temporarily bought out responsibilities - They've received permission to go adventuring and exploring for a long period, but have to provide financial/material compensation to their family, thane, clan, etc. for the time they expect to be gone (to make up for the loss of labor, etc that their departure will cause.) Compensation may also include having to provide a share of what loot they've gained to the relevant authorities upon coming home. PCs with permission to adventure for their own benefit retain some social support (aid and ransom, but it may take a long time to ask for it and then receive what's offered.) If they don't return home when promised, they'll be treated as runaways and then maybe exiles. What they do in the outside world and how they are treated may impact their people's relations with others. 2) PCs are runaways - Young or otherwise, they've cast off the yoke of social expectations, but now lack most social support (no one to provide aid) and cannot rely on being ransomed, if necessary (and even if their tribe/clan/family is willing to ransom them, it might take a long time). Runaways may be tracked down by their family, etc. and may be ordered to return home or face exile. May have to offer restitution for all those responsibilities they avoided while away. What they do in the outside world and how they are treated may impact their people's relations with others. 3) PCs are exiles - characters have freedom, but at the expense of all social support and they might be attacked/otherwise severely sanctioned (e.g. enslaved, given a highly visible tattoo or mutilation marking their dishonor, etc), if they ever return to where they were exiled from. What they do in the outside world and how they are treated has no impact on their people's relations with others. 4) PCs are truly rootless - For whatever reason (maybe their village was wiped out and family killed during the wars against the Lunars; maybe due to a religious vow; etc.), they are completely free to choose their course in life. They can expect only basic hospitality when traveling through places like Sartar and have no social support beyond what any immediate friends, followers, or employer can or will provide. What they do in the outside world and how they are treated has no impact on their people's relations with others. From my reading of the Glorantha setting, these all seem reasonable and provide some potentially fun roleplaying fodder. Thoughts?
  8. By any chance will this pin be available for purchase through Chaosium, at some point? I'd love to have one and can think of several people I'd buy this for (as an X-mas stocking stuffer.)
  9. I absolutely love this. And I may inflict this upon some poor PCs in the very near future. If you were interested in creating a circumstance in which the PCs get captured or completely robbed (or everything except for their loincloths), but without using a combat-style encounter, just use a bunch of mana flies. The adventurers get knocked out, only to come to once everything's been stolen or they're disarmed and in the middle of being tied up. Wacky hijinx ensue....
  10. Any chance we'll see an official write-up of the Cult of the Tiger? This was first introduced in the Aug/September 1980 issue of Different Worlds magazine for those who don't know. That issue was my first intro to rpg's and has a really evocative piece of cover art (in my opinion.)
  11. Any thoughts on what and how strong Delecti's response would be? I'm imagining that taking on one or a couple of trees and/or uprooting a few boundary rods would lead to several dancers in the dark eventually showing up (along with a contingent of zombies and skeletons) to reestablish their preferred boundary. But at what point (if ever) does Delecti decide to cut his losses for a few yards of land? And at what point do adventurers provoke retaliation against entire communities near where they're operating? This is definite encouragement!
  12. Actually, I haven't read that. I did go over (quickly, admittedly) the article about the Upland Marsh in Wyrm's Footnotes #15.
  13. I've been considering drawing up an RQG adventure/string of adventures that would involve trying to rollback the Upland Marsh, if only by a few inches. Do you all even think that this is even theoretically possible (if sticking to current Glorantha canon)? In my newbie RQG GM vision, this effort would entail trying to kill a black thorn tree (or several) and then destroying the magic rods that Delecti's servants had buried in the ground to act as markers of a marsh's new borders. All as part of an effort to begin a reclamation of parts of the marsh. Or, perhaps, the PCs are hired/convinced to try this, in order (unbeknownst to them) to draw Delecti's attention to the adventurers and away from some group making an attempt to infiltrate deep into the marsh for something. Thoughts?
  14. What about the durulz? I can imagine them enjoying all sorts of vegetable/fruit/grain-based dishes, but not all that much meat. Maybe fish (esp. stews) and escargot/snail dishes? Plus, one can imagine some Sartarite combining the formal observance of hospitality with insult, by serving a visiting duck waterfowl for dinner. Duck for a duck, anyone?
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