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g33k

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Everything posted by g33k

  1. Oh, yeah, I know! I was just suggesting, per the OP sentiment of "new ed of the GtG with some of the amazing new art" that maybe the new art (and maybe some of the old) might be instead be collected in an "Art of Glorantha" book. My suggestions for captions (or an endchapter, as I see in art-books often) Xref'ing the text in other books would be in regards to NOT making it a new printing of the Guide, but fundamentally an art-book, very text-lite. Querying the OP/community if such a book might suit the request, might have a market... I presume most of the audience would ALREADY own all the art in the extant books, after all!
  2. I am intrigued, and a bit puzzled, by the Storm/Pastoral linkage. Pastoralism is all about stability, settled-down-ness. Storm is brawling independence & disruption of the status quo. They are almost diametrically opposed. Not quite, but almost... It really, really looks to me like Storm's "ungulance" was created to be mated to Earth. Which may well be, because Greg. But it also may have been some in-world intention, too...?
  3. Recently noted an article finding that there appeared to be an almost 100% replacement of the male genetics -- but not female! -- on the Iberian peninsula, thousands of years ago. Closest male genetics far away, in east/central Europe. I know of no vectored diseases that are gender-specific, which might explain it. I am having a hard time coming up with any other (likely) explanation that an invading army, at this point. Or some data that invalidates the study...?
  4. Rather than a GtG v.2, how about just an art-book; possibly done in a manner to supplement the existing Guide... e.g. a Dragonewt pic with caption not only describing the specific scene, but page-numbers in theGtG (and maybe the Bestiary).
  5. Yes, the Necromancer was Sauron, a Maia (a MUCH more powerful one than any of the Istari, but still). However, the Council (the most ancient, wise, & powerful elves left in Middle Earth, and the 5 Istari) knew of "the Necromancer" for YEARS before they knew he was Sauron. Had they known he was Sauron -- or ANY of the Maiar -- they'd have acted MUCH sooner. So they thought he was some lesser being... But what? A renegade Elf? A Black Numenorean? And they just gave THAT free rein? I don't think so! All the JRRT-canonical ideas I can come up with are worth a MUCH more worried and pro-active attitude (despite Saruman's wait-and-see advice). I can only conclude that an ordinary Man, not even one with any notable degree of Dunedain/Numenorean blood, might reasonably be supposed to be this "Necromancer." That magic (at least necromancy) must be accessible to Men. YMEMV.
  6. Yeah, that's my situation for sure. I count 5 copies "wanted" of the RQG rulebook, if I sell my campaign to them as one they're really interested in (counting 1-2 as "unlikely players, but I'd like 'em to have the book anyway; such as my son, who now lives 3 timezones away from me). They'll give any RPG a session or three, but won't necessarily "stick with" it. But I expect to sell RQG successfully... except OWW that stickershock!
  7. There seems to be quite a bit of it, but not very well detailed. Elves have various kinds of magic inherent, of course; and could craft magic items. Dwarves could also craft magic items, but seem to have done so less than elves. The Numenoreans seemed to have some magic; the Duneadain still do (at least a bit0. And then there's stuff like "the Necromancer" in south Mirkwood, in the Hobbit: none of "the Wise" expected that to be anything but a necromancer; and since all the Maiar in Middle Earth are known (and they would have been shitting bricks at letting any evil Maia act so long un-checked) necromancers can explicitly be non-Maiar. So, necromancy. None of which has enough detail to... like... make a RPG with. But it gives some hints.
  8. I believe this tactic to be particularly dangerous against a line... because as you push back "your" foe there comes a space where you are facing THREE foes, who can take multiple nigh-simultaneous attacks on you. Not that you can never do it, but ...
  9. Um ... Rules? We don' need no steenkin' rules! This is, after all, NOT the Orderium! 😉 I think just follow normal rules of politeness? And legality; best not lay your RL lawbreaking plans here. And... Uh... Chaosium has deemed the site it's "official" forum; but they are pretty darned busy, so don't rely on the forum to gain urgent attention. Oh, and this is Triff's House, ultimately, @Trifletraxor, so when he speaks up, pay attention. Um. I ... guess? that's it ...
  10. I don't have any info about the HQ books. Do you mean the "RQ Classics" line, from the KS project? I am pretty sure they will get a print run when all the PDF's are done and they can figure it out as a single project (hopefully achieving economies of scale!). Several of the Stretch Goals are still in pre-fulfillment... Pavis, Big Rubble, Trollpak, RQCompanion. I hope for more news as the KS finally wraps up, or gets close... Or do you mean the 4 "Gloranthan Classics" volumes of RQ content? Rick has previously stated, IIRC, that the e-documents for the old printable ms'es are in an obsolete file-format from a program he no longer can access, and so the logistical challenges are very-high. I'm not clear about PDF-to-bulk-print options. Maybe some sort of PoD from PDF could be worked out, eventually, for items not getting a "print run?" I know Chaosium has said that with modern tech, "nothing ever has to go out of print" but they may have been thinking of e-copies as "in print" for low-demand items...
  11. I am frankly pretty stoked that Chaosium will "double-apply" the coupons this way. If anyone here feels like they are somehow being "cheated" by getting this extra copy of the rules, please let me know -- I am probably looking for an extra copy (or several) of the core book, and will likely offer you the full value of the core-book Coupon as buy-price...🤩
  12. I actually think the SoI is kind of brilliant, for doing what it does. It captures the chaos of melee, with stuff from OUTSIDE your own little 1:1 miniduel reaching in and unexpectedly messing with what you meant to do, leaving you in WTF?!ville for an action. It's the "fog of war" writ small. The question of whether that SHOULD be modeled into a GAME that is meant to be fun to play is an entirely different consideration... And whether it should be in YOUR game is not even really a consideration -- it's there if your table likes it, but you're equally free to get rid of it (our jackbooted rule-thugs are too busy to raid your gaming table for at least the next 8-9 years). It's been a long time since I regularly played RQ. I'm going to have to see how my group reacts to it, given their "modern" sensibilities. A common HR -- that I think(?) got published in one version or another of some BRP-related game (or maybe a 'zine article?), but maybe was only ever a (very common) HR -- was to limit long-weapons' SR-advantage to the 1st melee round. Someone with a spear may have an extra chance to stick you, as you tried to close with your shortsword; but after that, they would choke up on their spear a bit to re-balance for close-in fighting, and it was no longer an extra 3' of reach vs. a closing foe... Another rule -- again, not recalling if "just" a HR or if it was ever published -- is to set some minimum number of SR's of weapon-reach (say, 3+ for this discussion, but you could do 2+), and require any weapon shorter by those 3+ SRs to make a successful "attack" just to close the range, doing no damage... but similarly, the longer weapon then needs to succeed in an attack (doing no damage) just to increase the range again; parries apply, so the person wanting to change ranges must make an unparried successful attack! So at the beginning of combat, the long weapon gets an attack-for-effect, while the shorter may only attack-to-close; thereafter, it depends on who is inside/outside the other's range. If the weapons are only 2 (or fewer) SR's apart in reach, THEN their engagement ranges are similar enough that you just give the longer one that edge in strike-first, but they are within one another's engagement ranges. It is very interesting, yes. Not actually "complicated" as such -- it's one of those derived characteristics you do at character-creation and then use as a fixed number at the table. In use, it offers some interesting options & tactical considerations; as a group, there can even be strategic considerations! I guess that can be considered "complicated" but given the APs are usually 2 or 3, very occasionally 4 (except for some multi-attack monsters, supernaturals, and superheroic scale characters) I find it to feel like "interesting options" more than "complicated." But maybe I am wrong; I'm pretty sure one of Mythras Imperative's quickstart "simplifications" is to just set all PC's to 2 AP's!
  13. I am increasingly of the opinion that much of what we're debating is stuff that Chaosium does not intend to "fix;" that they see strong opinions held in favor of good (but incompatible) arguments, and think their correct stance should be "rulings not rules," allowing most interpretations and corner-case HRs to stand. That said, I too think the SR system wants a bit of clarification and to have a few specific issues pinned down.
  14. There is the implication, yes. But it's clear from the spell-description that they cannot see the otherworld(s) directly... But maybe they CAN see the spirits, that spirits are "dual-natured" (to use a concept from shadowrun), SS-visible no matter which Plane they are on??!? GAH. I think it bears a bit more thrashing out over here in the non-official threads, but... I sense the formation of a new question for Jason's "Core Rules" thread...
  15. I don't recall seeing any statement that such a thing was slated; but I could have missed it.
  16. RQG p. 358 RQG p. 366 Per pg.358, the Shamanic Ability and the spell work the same -- a Shaman's SecondSight can see everything a spellcaster's SecondSight can see, and vice versa. Per p.366, this includes spirits (but per the spell description, only spirits in the mundane/middle world, not in the Spirit / otherworld (unless, as per CBDunkerson suggests, spirits are SS-visible from both sides of the barrier; which, when one thinks about it... may be so (otherwise, spirits approaching/attacking from the Spirit World might be less of a thing? unless visibility across the veil is asymmetrical...?)). This kind of begs the question of using the "Visibility" spell to make an "invisible" otherworld entity visible... but REALLY yanking it across the veil into the Middle World and giving it a translucent shape. It appears to me that the issue has been conceptually muddy in prior editions, and RQG has inherited some of this issue (if i had to guess, I'd guess a mix of copypasta, and different folks inside Chaosium having played it both ways, and so recognizing both versions as "correct" when proofing/editing RQG.
  17. By size/content, the Guide is equivalent to about 4 "typical" 256-page sourcebooks; so price-equivalent to $16.57 per 256-page book. As one massive item... yep, it's expensive! As $/value, it's reasonable, and appropriately priced. OTOH, I'm one of the Gloranthaphiles who actually spent for the physical set...
  18. Yeah, this. For running the Mythras rules in the Glorantha world, "NotesFromPavis" is really a GREAT resource. It is, arguably, a better resource in many ways than any of the "official rule" online-resources (i.e. for RQG/HQG/13G) are! The Encounter Generator is something I wish RQG had ...
  19. The Basmoli, lion-folk. I am sure there are others, but I'm tired.
  20. Do you mean you played That Other Game? You let the 800-lb Gorilla have its wicked way with you??!?
  21. Not door knobs. I think something that never was alive is, conventionally, considered dead.
  22. But I see the point David's making. The quality of "being alive" attaches to the living creatures. Whether a spirit is a ghost of someone who died, or a spirit-world entity that was never a living being... In neither case is the spirit "alive." No living body = not alive.
  23. Some people dislike the SoI. Some think it's a good thing. I think it's meant to emulate the confusion-of-battle, wherein if your Intent is foiled by intervening actions (e.g. your declared Foe drops) it takes a few seconds to reorient and take a NEW action (in any meaningful, decisive way)... and, whoa! those few seconds are... the rest of the melee round. I allow a single "conditional" extra action in the SoI -- "I fight Foe1 until/unless they drop, then engage Foe2". I am considering allowing players a (RQ3-esque?) change of SoI (at a 5SR cost).
  24. Maybe mix those up a bit... "Bountiful Lady" or "Great and Bountiful Lady" or the like...
  25. <Looks at Chaosium's back catalog> Or just buy it from them and run it. 😉
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