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g33k

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Everything posted by g33k

  1. It's also worth noting that the genre tropes say that a lone wizard (with d4's for HPs) facing a mob of fighters is kinda in trouble. A fighter or two in front, maybe a thief to flank/backstab/etc... This is how the "wizard" expects to survive the "band of brigands." So he drops a Fireball on the brigands, and expects to drop the weakest ones outright, weaken the stronger ones. The melee types engage the (few remaining and now weakened) brigands, and the wizard stands back to snipe as needed (along with an archer or other sniper).
  2. There could be a /LOT/ of reasons for an amphitheatre-like structure. Some might have close cognates for human uses (and note that humans too have many uses for such a place), but others might have no discernable "purpose."
  3. Hrm. "... Spell Spirits were the remnant of people's souls that had been ripped apart, or they were the leftovers of a deity's being..." I guess that works, if you posit a category of "spell spirit" (from whom you learn spells, and no other spirit). It "feels wrong" to me -- very mechanistic, not at all Gloranthan. I can imagine it as ONE SOURCE of spells (well, two sources: (1) fragments of god/great-spirit entities, & (2) ghost/soul-remnants). But IMG there must be many other sources of spells, too... As for this: " ... because the deities that fought it out had chunks knocked off them and they contained magic. So, Humakt would generate Bladesharp or Parry Spirits ..." it creates an image in my mind: Champion: "I'm gonna need a Parry-15 to take on that Lunar Duelist Assassin." Wise Old Teacher: "Here. You're gonna need this." <hands over a silver warhammer> Champion: "You have a Parry-15 Matrix in this warhammer??!?" Wise Old Teacher: "Nah. It's Yanafil Tarnils warhammer. Go whack on Humakt for a while, see if you can knock that spell loose."
  4. It's also worth noting that "uncapped" means "uncapped" -- why not Bladesharp 11? Or 20? I presume "Cult Spirits" to largely know the spells (at the levels) their God/dess want them to know, much the way spear/shield are taught to soldiers in a phalanx unit, bow to soldiers in an archery unit, etc. No idea about spells known by unaffiliated spirits -- why WOULD they know ANY material-world spells like Bladesharp? Ever? What use or purpose does it have FOR THEM? I dunno...
  5. Has anyone used CF to run one of the classic old "Megacampaigns" ? I suddenly got a hankering -- or maybe it was a bizarre suicidal urge -- to use Mythras/CF and begin with Village of Hommlet & Temple of Elemental Evil T1-4 and onward thru A1-4 SlaveLords & thence to G1-3/D1-3/Q1 ... Amy thoughts? Or better yet, experiences?
  6. I'm not sure I want the added complication of a cap -- let alone a varying cap! -- but part of me REALLY like the Cult-Level vs CHA/x mechanic... Lay members can learn Spirit Magic spells up to a level of CHA/4 Initiates can learn up to a level of CHA/3 Rune Levels can learn up to CHA/2 Going higher than CHA/2 needs a Heroquest or the like: you are exceeding normal/mortal bounds, and need a Special Ability only available from HQ'ing.
  7. AA is really about the peaceful coexistence. I could see the occasional assassination of an intransigent warmonger, maybe... but I just don't see it as an assassin-cult.
  8. I see what you did there .
  9. g33k

    Movement Rate

    RE differing MOV's (which I agree is more realistic) ... If you want the added complexity, I'd go with STR for humanoids, with +1 the MOV at 13 (to MOV 9) and +1 it again (toMOV 10) at 17; but only /specifically for a sprint (up to 400m?) For distances (over 1km) I'd offer the same +1's for larger SIZ (if specified as height; thick don't help!), and again for bigger CON (so a tall & high-CON character has a MOV up to 12 over long distances. I'd penalize by -1's at 8 & 4. But I don't think I /WILL/ do any of that fiddly HR'ing, because it's actually too fiddly for my tastes these days ...
  10. g33k

    Movement Rate

    I will probably just call that "running, but carefully" (i.e. in a melee, where you need to slow/detour regularly, etc; or in broken terrain; etc) and/or "running for distance." And then offer double the "run" speed as a "sprint." Bump a bit more for an "unencumbered" courier.
  11. Based on the lightened artwork and the errata, I'm gonna spring for the entire (filled) slipcase, even though I bought the core book when it first came out. I figure the older book can circulate at the table during char-gen. I don't THINK there are many changes there...?
  12. Or alternate Ages' structure & tropes. 1st/3rd similarities, and then the GodLearner'ism of the 2nd Age echoed in the 4th...
  13. Says the noted Gloranthan Scholar.... Jarrrrrrg ! ☠️
  14. The Hero must be... a pirate? Stunning insight! But... it fits startlingly well.
  15. Severing/separating ... seems more a Sword thing, in Gloranthan mythology. OTOH, I have never really been at ease with the Axe being excluded there -- it is so clearly the archetypal Severing Tool; swords are as apt for slashing, or thrust/pierce. Dunno if MGWV on this issue. But I am Noticing With Interest here...
  16. hopefully you can throw an extra "encounter" their way with a wandering healer.! :-)
  17. Do you attribute this to just some unlucky dice? Or with their unfamiliarity with the system's deadliness? Or ... ?
  18. I'd like to see a list, ideally with cover images. I may be a fan of Chaosium, but that doesn't mean I have their 30/40 year-old back catalogue of minor titles memorized! Others' Memories May Vary
  19. Those numbers look to me like 59.5 X 40 cm's, with 1mm of trimming/offset/whatever.
  20. g33k

    River Dragon?

    The key question, for me, is whether the thing is intelligent. Anything genuinely "draconic" in nature will be smart. A crocodilian -- even if it has some vaguely-draconic affiliation, because this is Glorantha and it's that sort of crocodilian -- is stupid. A smart foe will be vastly more dangerous. But also, it can potentially be reasoned with.
  21. In addition to the traditional venues for 'older" materials (eBay, NobleKnight, etc) Chaosium has 2 lines of "Classic" product. There is the Kickstarter-produced "RuneQuest Classic" line. This is headlined by the title book, "RuneQuest Classic," about 99% identical to the 1980 printing of Runequest 2e; that other 1% being the incorporation of a small errata list & including a few snippets from various RQ articles & columns of the era. As "Stretch Goals" of the campaign, most of the great RQ2 supplements are being brought back into print (they are in the final stretches now, wrapping up that last 2-3 titles). Then there is the "Gloranthan Classics" line, 4 volumes produced by Moon Design many years ago under license during the "dark years" when nobody knew when/if ANY new RQ content would (or even could, due to wierd IP) be produced again. This is /ALSO/ mostly RQ2 content (so the overlap is substantial!) but somewhat different from the "RQ Classic" line... The "Cult Compendium," for example, combines two different RQ2 titles (Cults of Prax & Cults of Terror) and also raids several other places for a few other Cults; iirc there may even be a few RQ3-era cults included (?) . Both lines offer versions of Griffin Mountain. It's a great big wilderness-centric "sandbox" campaign set adjacent to both Dragon Pass and Prax. For a more traditional "linked adventures" campaign, you might look at Borderlands (or "Borderlands & Beyond" in the other line), where the adventurers sign on as "troubleshooters" to help exiled Duke Rone secure his new holding in the Zola Fel river valley (set in the Wastes of Prax). Also of interest to your group, I think, would be Pavis & the Big Rubble (of that same title in the Gloranthan Classics line, but still to be (re-)released among the final bits of the RQClassuc KS). Pavis was originally founded as "Rob-Cradle" by the God-Learners to steal magical secrets and powers from the cradles of infant Giants. Then the Giants came and did stompy, giantish things (plus magic, cos THOSE Giants were powerful!) and built a huge Giant-scale city there. Then the hero/demigod Pavis came & took the city for his own. And so it went, invasion after invasion. It is now called "the Big Rubble," and is a loot-baited magnet for adventurers from thousands of miles away. "New Pavis" has grown to be a sizeable city along one wall of the Rubble, service in as a base for adventurers as a marketplace, and more.
  22. A suggestion I am seeing about some of the expensive / premium products coming out for RPG's these days: do a "group" purchase. Everyone chip in $20, or $40, or whatever, and help the GM defray the costs of those Really Expensive Items. Maybe that could make the Guide to Glorantha more affordable? Also, you could get just the PDF... $50 instead of $170. I will also point you toward... Hmm... I guess it's just "more frustration," but I'll point out the "Group Read" subfoum, over in the Glorantha subforum, has Ralios threads (week 16), which may have some useful info. Or not -- it's "talking about" the chapter.
  23. ??? What about them Chinese tea prices, anyhow? Than&Viv are aimed squarely at NPC status... Foes to thwart, and kill. They are SUPPOSED to be Nastiness Incarnate. Babeester Gor is a player option in the core book; I'd bloody well hope the B.Gori come across as less vile that T&V followers!!! Most of her color text does emphasize more the "sacred protector" than the "instrument of bloody vengence."
  24. I think some of the queries in this thread are useful. "An assassin" is maybe too broad for a useful answer... Are you envisioning a "lone wolf" outsider? Or a loyal servant or a Great House? Devoted Cultist (of an assassin's cult)? Or ... ?
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