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g33k

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Everything posted by g33k

  1. Just to clarify -- these are all included in the GM Pack, are they not? ( Plus of course much MORE in the GM Pack... )
  2. Something like this RQ2/RQClassic Char-Gen guide would certainly be welcome for RQG !
  3. Alusar haz Darkniss rune??? (seriously: sees in the dark, and secrets, sounds like a pretty fundamental Darkness affiliation)
  4. I will recommend that you consider how you might more-tightly tie PC backstories and PC-linked NPCs into some of the published scenarios, both already-run (with some foreshadowing / reveal yet to come) and yet to run. Tweak them a bit as needed (get player buy-in for "minor tweaks as-needed to eeveal-in-play, of youg-PC's misunderstandings, adults protecting need-to-know info & other+people's-secrets, etc"), to get a good fit; don't shoehorn! If you can't get a nice smooth mesh, just abandon it; but if some tweaks can bring new player-driven synergy with the setting, jump ALLLL over that!
  5. Cult Compendium is particularly useful in two ways... First, it combines not just CoP and CoT but cults from several other sources; until the new Gods/Cults book for RQG, it's the most comprehensive single canon title available. Second: each Cult is it's own bit, ranging from bite-sized snippets to hearty snacks; but you don't necessarily need to eat the whole banquet.
  6. As per @Joerg ... Also, you may get some value from the Gloranthan Classics line & particularly the Cult Compendium volume . It is for RQ2 aka RQclassic, but that's highly compatible with RQG.
  7. Indeed; as I consider how long some older Dryads may have been raising Elven offspring, and other combat-worthy subjects, this looks like a strategic threat of virtually-unlimited potential.
  8. Yep! All it takes is some players who haven't played ATtH and/or are willing&able to firewall any pre-knowlege. Make sure you check out the Cult-of-Chaos-specific threads which offer a lot of interesting perspectives -- from new Keepers, experienced Keepers, etc -- and ideas to tweak it in various ways.
  9. Also +1 to the suggestion to discuss matters with the Keeper! I might also discuss the issue with other players (if any) who you have experienced as being sympathetic to your circumstance and/or given good advice for advancing your PC's situation.
  10. Given the fame & popularity of campaigns such as Masks of Nyarlathotep and Horror on the Orient Express, (and now, an Organized Play campaign!) I'd say that the broadest assumption is campaign-oriented play. That said... I too think more of CoC as more suited to short-arc & one-shot stories.
  11. Cargo heading downstream, I would presume a pretty barge-ish (large, flat-bottomed) watercraft. Upstream, I'd presume barges only for slow/bulk traffic, low priority and/or non-urgent. Other boats I'd presume would follow per-culture habits. Plus, obviously, whatever modifications are relevant to the conditions at hand; no pole-barges in deep water, portages around rough water (too rough for a given type of boat; e.g. some might portage where others do not), etc etc etc.
  12. g33k

    Mongoose Stats

    One possible / likely variation from the Shadowcat tropes -- one I'd embrace if I took this route -- is that many times, mongooses will operate as a large-ish group, rather than individuals (this mostly, though not totally, follows per-species of mongoose). 20-30 of the little beasts might do just as much damage -- or more! -- as one 25kg Alynx.
  13. +1 on a full treatment of the Lunars. Oasis Folk stuff Ronance All the other deities of the Paps all those 10000 Goddesses of Esrolia (I presume it isn't REALLY 10K; and that there's lots of broad sweep that can apply to many/most of them, without each one getting a "full" write-up that mostly overlaps many others).
  14. I disagree with lots of the ways you categorized, but neither of our opinions matter: nuChaosium has clearly stated that they don't see much market (ant they're the ones with the market data) for generic-y / toolkit-ish BRP. They intend future BRP games to have the setting and a custom per-setting BRP variant under one cover, as per CoC7e and RQG.
  15. The RAW doesn't explicitly say this, but I may just rule that it moves all (non-Fumbled) Move Silently results one step better -- Failures become successes, and rolled-successes become criticals.
  16. This seems (from the example given with the Move Silently skill) to be the default, no-Silence-spell situation. From p.189 of RQG (the base skill, no spell):
  17. Have you seen this thread? It's pretty old, at first, but seems relevant to your wants... Dunno about whfrp, but a quick site-search finds this topic has had some attention, through the years ...
  18. I don't think so, no. If you fail a Move Quietly, you have... well... failed to move quietly; largely IMHO as if you hadn't tried. Some situations, failing a roll has more-severe in-game consequences than other situations... failing a Move Silent vs the bakers' wife, to filch a pastry, may be worse than failing a Move Silent past the Storm Bull'ers, to get that shard of Truestone out of the Marsh... Any reasonably-alert person nearby gets a Listen roll, and may hear you. Someone not alert may (GM call) be put on alert: "wait, did I just hear something?" (i.e. they begin Listening, and will get to roll if you fail to move quietly again) &c... But under the effects of Silence, even a failed Move Silently gives potential Listen'ers no roll to Listen for you, puts noboby on alert, etc...
  19. A bit more info/context would imho be useful... Beginning characters? Or more advanced? PC sorts? For which game(s) / edition(s) ? Etc...
  20. Yes, of course! But if that were information Chaosium was willing to share at this point, I expect we'd have heard it from Jeff, when he popped in with his perspective ... 🙂
  21. Once you start animating trees I've got to point to the Banyan. It's a tropical relative of the "ficus" (of houseplant fame), become a gigantic multi-trunked tree. The largest known covers about 20K m^2, almost 5 acres... Now animate THAT.
  22. But it needs a LOT of magic to get the "insta-army" effect. Still, raising an entire generation of decent infantry in just a couple of years instead of 15-20 is a pretty big advantage; and a thousand trees needs a LOT less space & other mundane resources than a thousand humans. They're still "just trees" without animating magic, so a big enough Dispel / etc means you just moved the now-inanimate forest; Birnam Wood has not come to Dunsinane!
  23. I would presume so (in the absence of canonical statements to the contrary; in which case I likely need to consider whether & how much ygmv to add... ;-) .With the right Aldryami magic, every forest already IS a massive army. For a sizeable soldier, I would expect magic could produce them via growth-acceleration magic. Some species of trees can grow to about 4 meters their first year. But Aldryami warfare doesn't rely on only "soldiers" -- vines to entangle (particularly thorny ones), spores to choke & poison, etc etc etc...
  24. Dispassionate about individual offspring isn't Vulcan-style logic, though. As I understand it, Vulcans are very involved and interested om their offspring (though not displaying human-style "passion" about it). Most plants are, in RW biological terms, very strongly r-selected. They produce offspring in the hundreds, or thousands; over the lifespan of a long-lived tree, possibly into the millions of viable seeds.
  25. This could be argued, actually; at least in part and in some cases. There are some places where plants clearly create a sub-environment of their very own, favorable to their progeny and unfavorable to competing species. The most striking that I have personally met is the Coast Redwood (Sequoia sempervirens). Deep redwood forests are notably different from other forests I've been in, and there are few if any other kinds of trees there. Still... that is perhaps the exceptional case. I think your basic notion -- elven dispassion toward their young, as individuals -- is an excellent one!
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