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Monty Lovering

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About Monty Lovering

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    Lhankor Mhy, Lhankor Mhy not


  • RPG Biography
    Started with a war game called 'Melee!', I think, in 2nd year of Secondary School. Progressed to AD&D via Bunnies and Burrows, then got into RuneQuest which is still my favourite system. Along the way I also played Traveller and Aftermath at school. Then there was one big gap...
  • Current games
    Now I'm playing Pathfinder as a PV ina F2F session, have done a one-shot on Roll20 of RQG as GM, and am playing Traveller and RuneQuest 3ish on Roll20 as a PC.
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    The Netherlands

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  1. Oh that's a whole can of worms. It most certainly does but those are 1H weapons on the table whereas on p211 it says that the "long cavalry lance about 3.5–4.25 meters long, used with both hands" So we have the lance referred to as a one handed charging weapon that can be used as a 1H long spear when not charging when there is no 1H long spear in the weapons tables, and the lance being described as a 2H weapon, all in the space of 10 pages. I'm a copywriter, I will literally proof RuneQuest stuff for free, just so you know. 😄 I think the problem is that we have a confusion in the Core Book of the later the 'we have stirrups' 1H lance, that was couched under one arm at the charge and indeed, used as a 1H long spear when not at the charge (don't think of the conical ones with hand guards used for jousting, that was much, much later) with the much earlier 'we do not have stirrups' 2H lance, or more properly the xyston or kontos, getting thoroughly mixed up with each other. Maybe different people worked on different sections? Did I mention I am a copywriter? 😛 Glorantha canonically has stirrups, and IIRC correctly, everyone is totally aware that this is utterly anachronistic and many are not bothered by it, which I heartily approve of. So you can choose to have a no stirrups and the lance then HAS to be 2H, and you can just read the line on p209 as saying the lance is 2H, which then makes total sense. Just ignore anything that says otherwise. Or you can choose to have stirrups and to read the lance as being 1H, like it says in the table. But in that case which case STR 11/DEX 9 might be mores sensible for 1H use, and this would allow a new line for 1H long spear as well, which was definitely a thing. Or you can have BOTH, and have some cultures using stirrups and others not. But given the rapidity with which horses were adopted by plains Indians along with all their tack, it's hard to see say, Praxians not adopting the stirrup when exposed to it - unless it's associated with horses I guess.
  2. Roll20 for the virtual tabletop, character sheets and dice plus Discord for voice. In some respects the fog of war feature offers better functionality than playing face-to-face, for example when the players are exploring an area.
  3. Yeah, that's kinda of what I want, but I think I'm just going to handle it with a damage + on a dice for weapons that are better at penetrating armour that only counts vs armour. And all weapons would just get a set die or dice of damage, no plus, normally. And damage bonus would come down to simple pluses rather than whole die. This stops, foe example, daggers doing 4 damage minimum if you have a damage bonus, which is just not right. And it makes it easier than traits, which are kind of deal with by my specials table. So what I am boiling it down to is: Criticals do double WEAPON damage or ignore armour, whichever is more damage. Specials are resolved on a table with a result according to weapon type (varying between a follow-up attack with the dominant hand or offhand, or a weapon specific weapon effect, such as axes pulling shields aside and allowing attacks with no parry from the SR of the axe blow to the end of the round (and that means if it happens on SR7, someone fighting with the axeman can change intent and attack the target who can't parry, which is exactly why axes were so cool). I have a d6 table with columns for Slash, Impale, Crush, Articulated, Shield, Brawling, Axe, 2H Pole and Missile. And if someone hits with say a war hammer which is 1d8+3 on leather they do a d8, it they hit someone with plate they still do a d8 but ignore 3 points of armour. Of course, after play testing I might junk it and go raw.
  4. Eeee by gum. I'd not thoht a'Yorksire accent like. Mayhap m'dwarves will be Yorkshire like en me elves Welsh.
  5. Love the lisping ducks idea! Dwarves are Welsh IMG. Trolls speak like the trolls in Terry Pratchett books, as exemplified in this troll explaining the definition of the troll word for forbidding "lit'rally der time when you see dem little pebbles an' you jus' know there's gonna be a great big landslide on toppa you and it already too late to run", but not in any particular accent that would render if offensive. Elves speak posh English "Oh I am so sorry to disturb you, but you seem to have taken an axe to a cousin of mine and I am going to have to kill you". Dragonewts, just stick your tongue out when you speak...
  6. Good idea, I will advertise here. Reason I go for Russian is I play with a German so using it as the stock baddy accent won't really work that well!
  7. Yeah this is kinda like the spin I put on it. Illuminates are ambitheists; they know gods exist but realise they were once mundane and that the mundane may become gods, so don't think it's that special. Just dangerous entities to be avoided or exploited.
  8. I like the idea of Praxian's having untrained camp dogs that alert them to strangers as that is what dogs do, but the dogs are essentially scavengers and playthings for children plus occasional food; the animals that the Praxians are fixated on are their herd animals. This makes Balazar different, as they have no herd beasts but a closer relationship with dogs who are well trained and valued. Nice contrast. And it makes me think that the Lunars have adopted the use of trained guard dogs originally from Balazar that are regarded as scavengers by Praxians and appositional to alynxes by Sartarites and Heortlanders.
  9. Oh, I realise it's a trope, e.g. Small Gods by Terry Pratchett. But I likes it. I want religions and followers to be fallible and god's largely disinterested and capricious. I want ambitheism to be a valid life choice - obviously you can't go around being an atheist as everyone in Glorantha knows gods exist, but just not being that bothered by the fact they exist whilst cognisent of the dangers of pissing them off. "everything I do has a French accent because I'm French" is the best laugh I've had all day. I'm actually thinking that Russian accents are better for Lunars. Hard to make Dutch accents menacing unless you go full-blown Afrikaans and then it becomes comically overblown. And yeah, my enjoyment of Lunar occupied Dragon Pass was curtailed by leaving school. Now jhbdijhbaijh years later I want to play the stuff I never got around to, and I'm less than enamoured of powered-up characters and Heroquesting. To video-gamey for me. Am thinking of running a Roll20 game soon, and then a IRL one in the summer when the GM in the group I play Pathfinder with takes a break from Going so he can play a character.
  10. When I do something in 1625 I will have a Elmal resurgency as a plot strand. Having vanquished the Lunars it seems right that the foreign apostasiation of Elmal, Yelmalio, be in opposition to an ascendent Lightbringer pantheon incorporating Elmal.
  11. Yeah pretty much. They or their spirits are not reading your mind or watching your every action all the time, possibly never unless your name starts cropping up a lot in other prayers or by very powerful worshippers, or by use of the specific Rune Spells for the purpose of enforcing orthodoxy. And even wirh the spells the orthodoxy being imposed is the priest’s opinion. A human or other intelligent being who becomes an immensely powerful sorcerer and attracts worshipers is basically a god. And some gods were once humans or other entities. So in my Glorantha no one is an atheist as the existence of gods is easy to prove. But some people realise the true nature of them. Just because someone is a god doesn’t mean you have to worship them. You can use them for magic just like they use worshippers for power. My next RQ campaign the players know none of this, LOL. And I’m adding ‘Illumination’ as a trait starting at 5% + their INT bonus for a Knowledge skill. If they do anything that in their character’s belief would result in punishment for unorthodoxy or see such actions happen and don’t get to see resultant punishment OR they witness something that is impossible according to their beliefs, they get the chance to roll and increase their trait - although they won’t know this until they succeed the first time with me rolling for them and I inform them they have Ilumination x percent but don’t tell them why they now have that. So a corrupt yet unpunished Priest can plant the seeds of doubt as much as a Humakti acting dishonourably but not getting found out. Eventually a character will realise when they are being asked to roll and getting increases and start to figure it out. They might deliberately do stuff as an experiment. When they attain Mastery they are Illuminated and there is a reveal if this is needed by then. It’s quite possible no character will ever question things to an extent they become Illuminated. It, like the fact my Glorantha is a globe even though people commonly believe it is flat is just buried brain candy for my amusement that may never enter play.
  12. POW is used to quantify magical power or the strength of someone’s spirit or soul. It can be used to drive a normal spell or an act of worship and you regenerate it the next day. Or given away permanently for a greater magic. It is as much an abstraction as skill percentages but in conventional RQ POW is used to measure acts of worship, so to speak. Thus my idea that gods need it and wane in power if they don’t get it.
  13. Thank you! I know it’s a very personal Glorantha. Additional differences: 6/ Gods are quite indifferent to their worshipers and are not omniscient or omnipresent, nor are their spirits of reprisal. This corruption and non-orthodox behaviour doesn’t come to their attention unless worshippers tell them, and even then it’s all about the value of the offended worshipers worship versus that of the offender. So Gloranthan religions are just as messy chaotic and open to corruption as Earthly ones. And often it’s the guilt of a worshiper that causes bad things to happen if they stray from the path. 7/ Illumination is realising this and being freed of slavish devotion to gods, and realising that you can get what you want out of a god by giving them what they really want (POW) rather than devotion and orthodox worship. This is why Illuminates are feared. They run a coach and horses through society even if they are nice people. 8/ Technology is basically steam punk Bronze Age. Basically Bronze-ish but iron is well known even if the way to make decent weapons and armour isn’t, and weird ‘advanced’ technology appears either from Dwarves who have steam power, or old ruins (The Clanking Ruins were a society of Illuminate sorcerers who had steam power). Wind and water power is well known. Clockwork mechanisms too, but are vastly expensive. 9/ Cult weapons and metals have symbolic significance and are used ritually and carried to show alligance and as secondary weapons, but everyone uses spears as the primary battlefield weapon just like they did in our history because they work really well, and if you’re facing heavily armoured foe you’ll want a war hammer or mace, an axe at a push as, just like in real life, as swords are great side-arms and very adaptable but are not good against heavy armour. Iron is used by all species and cults by those who can suppress its magic dampening qualities. Trolls and elves use iron armour covered in fabric or leather. They don’t take extra damage from iron but do have an allergic reaction to being touched by it, as do Telimori and silver. But the allergic reaction is susceptible to magical and herbal amelioration.
  14. 1/ Gods are just powerful beings that were as mortal as the mortal races before they became powerful. They need POW sacrificed to them by believers to provide the magics that their worshipers expect. If their worship wanes so does their power. Some gods are worshipped in quite differents ways in different places. The gods are indifferent to the details, but worshipers of the same entity under a different name can go as far as regarding each other as apostates and enemies. The myths may just be myths as distinct from actual events. 2/ Apart from gods, the world may just be interpreted as it was in our Bronze Age. Almost everyone says it’s flat. But who knows... The river Syphon does indeed flow upstream, but maybe it’s more to do with Larnste’s footprint being below the sea level of Mirrorsea Bay... 3/ Magic is real. Places have power and spirits that can become embodied. Intelligent beings can learn to shape reality with their own power, get magic from gods, or learn how to manipulate reality using runes which are simply ways to shape reality by drawing power from around them. 4/ Heortlanders regard Sartarites as rustic and uncouth. They speak unaccented English (I’m English) Sartarites think Heortlanders are effete and soft and speak with a Scottish accent. Esrolian is English with a French accent. Praxian is Hungarian but with a simple letter substitution to make it sound totally different and has clicks in it. Lunars speak Dutch. 5/ I’m still more enamoured with a Lunar-occupied Dragon Pass and lower ability starting characters than a post-Lunar defeat and higher ability RQG style characters. I’ll add more later but need to sleep now...
  15. Pike vs long spear with a really good view of the strap holding the shield to the pikeman.
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