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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. same for me, with the exception of water and other things like that : once the spell ends, the water is water, the air is air not for me I am not a smith but what I understand irl is you use hammer and heat to "transform" at a molecular level iron / steel and then give it some abilities. How could you "transform" death metal in glorantha ?
  2. it is interesting to see how the fun may vary. I love that there are some entities in the background that pc cannot do more than only survive if they face them. of course after a lot of research, bargain with greater entities, negociation with clan/tribe ring, sacrifice of village or nation, etc... that could be nice to defeat a god but in this case, it is, for me, more a campaing than just a fight I would be frustrated if I were able to kill a true dragon (or even Harreck), just because I have enough spells and 100,200 or even 1000 xp checks. But so "proud" to defeat her because my group obtain the sacred weapon from the hight priest of JuJu - the only option to cut the golden fern in genert garden-, succeed to create a cult for some forgotten god after 10 years of efforts, decided to send one hundred warriors -why not with one or two pcs - to certain death, accepted that ... then at the end dismiss a star. (that is not a true story, just example) our rules may vary, our fun may vary our glorantha may vary
  3. for sure ! but without guidance that is a door open for too much possibilities What is the bump ? +10% ? +30%? without any limit ? or just gain 90% in the skill (like cult's gift) etc... if there is no guidance some will follow a way, other another one, and we face the original issue : a table / GM is not confortable with some JC publication (or another table / GM) just because the bumps are different. Personaly, I have no issue to invent "bump" aligned (same level of) with the humakt/yelmalio/shaman gifts But is it the "standard" level for anything ? that is the same with mp : some will give extra mp at very high level: the rules give a little cost to obtain matrix/enchant from npc. Some will give 60mp (or other enchant)to a pc when other will consider that obtaining 10extra mp is already a great gain. I know that is MGF. But that is exactly what happened in @EpicureanDM and this post origin: if the material proposed (jc, answer in this forum, etc...) is not aligned with your own interpretation of the rule, you may be lost. I was lost 20years (?) ago with heroquesting background before I found the great @soltakss website. It helped me a lot (Simon was the first, great thank for that) to understand heroquest in glorantha but I spent a lot of time to realize that the new issue I faced with his gain (and associate super critical rules) was not my understanding of the mechanics but just that @soltakss's MGF is not mine MGF (and that's fine, no issue). I may be wrong, I hope I am wrong, but my fear is that too many people may try runequest, face some issue because there is a wide range of interpretation and then feeling they are "lost", decide to stop with runequest and go to other rpg, less rich, but simpler and more conforting. I want chaosium to have more and more customers, to gain more and more money. Because I m selfish. More money for chaosium = more background publication (and maybe some rules too) = more material, faster, for me. More dream and pleasure for me. I want to feel again the intellecutal "erotocomatose lucidity" reading new material . Not in ten years. Now ! πŸ˜› Well, I get a little carried away... maybe. I have some excuse... after all I m an old french desperate but passionate windchild. Having an air rune at 100% is difficult to live
  4. true but I consider that all players must start with the same "luck" so depending on the campaign, it is 92 for everyone or 102 for every one. don't want player A with 112 and player B with 92 for example And the other point is that the situation where the total is ok (aka 82+) but the most important characteristic for the pc is bad (example 8+3 =11 INT for a sorcerer ....) is very frustrating.
  5. yes but for me there are two things : - your skills start at a higher level than previously: it is easy now to start with about all required skills at 75% or more. I m pretty sure that if you optimize your generation you can start with few % to obtain and become runelord (note that I have a bias: there is no luck in my creation process, i distribute characteristic points, I don't roll, so this point may be different depending how you define characteristics) - you can be powerful like a rune lord, even if you are not a runelord. with rqg you can use magic like a rune lord (there are just few improvements) before rqg, there was an enormous gap between initiate and higher levels. So being a runelord or priest gives few benefits and a lot of "commitments/requirements" to the cult (depending on your gm, at least with me as a gm, that's an important point)
  6. After so many posts, that confirms what I think since the begining What was the "first" high level in previous rq rules was to become rune master. And for some people (I included) it was a real challenge Now, because the new creation process, because the new rune magic rules, becoming or fighting a basic rune master is not very hard to do (at least less than previously). Then the new first high level in rqg is to become a hero (perfom a heroquest) I think we need, (at least I need) a "complete" set of rules about heroquesting. then we will know what are the benefits and the opposition. without that, some will/are follow(ing) house rules with big gameplay prizes (stuff, bonus, xp ..) some will follow house rules with less. And the big boss could be 500% or 200% depending on these house rules (I don't speak about the bat and things like that, after all it is said that a lot of runelords had to sacrifice themselves to "dismiss" it, so the bat is not the "first hight level") When I was 16, at least one century ago, it was weird for me that this territory was unknown : What are the rules about heroquesting aka runes quests in this game called runequest ? πŸ™‚ I have a big hope to see the next gm supplement answering all this questions
  7. keep faith, glorantha will be secure, chaos will be destroyed Trust Eurmal, not the one you know, but the true one
  8. there are a lot of intersting thinks, but I m somewhat taken aback (thanks linguee, I don't know if I use these words on a right way) by the skills% let start with a new RQG characters. Jojo. his player like to optimize a little bit the character so Jojo starts his favoured skill at 100% with a skill bonus of 20% Jojo is an average guy That means every time jojo rolls the skill's experience he has 21% (rule of skill > 100% => add your bonus and reach 1000 with your roll) to gain 1d6%. I play that there are 6 experience rolls a year (5 seasons + sacred time). After 1 Year, Jojo gains 6 (seasons) * 0.21 (xp check) * 3.5 (xp average gain) => 4.41% (max +36%) After 5 Year, Jojo's skill is at 122% (max 280%) After 20 years, Jojo's skill is at 188% (max 820%) After 40 years, Jojo's skill is at 276% (max 1540%). But Jojo is now 61 years old Then it is possible to reach 300 or 400 with the rules, but you need to be lucky πŸ™‚ That is a surprise for me I was thinking that 200% was a high limit but you just need 23 years to break my idea then there are GM's appreciation : how easy it is to obtain gear, matrix, crystal... and what are the heroquest rewards (skill progression including) as there is nothing described (for the moment) in the official rule. and of course what house rules are followed so depending on GM choices a monster is "easy" or "near impossible" to kill. Of course it depends too on the group composition (is there a shaman ? a teleport man ? A healer ? etc...) ; how smart are the players to imagine a strategy how smart is the monster (and the GM : if the monster is smart but the GM does not try to dispell anything, at the end the monster is not so smart, or was disturbed, or anything) the last option is as described by @SevenSistersOfVinga : hire an army (well at least a company)
  9. that is my glorantha (or an aspect of my glorantha) too πŸ™‚ But I would accept other players/GMs would see the thing differently and would like to defeat the red emperor, harreck or why not the invisible god. After all our glorantha may vary that is not my pleasure to have pc able to kill all the colymar court in few rounds, for sure. Except when the campain is dedicated to pc living in underworld/godtime/etc the issue with jonstown publications is "if your pc are qualified to this scenario, they may be too powerful for this one or too week for this one. If your pcs follow this house rule, they may be absolutly unbalanced for the chaosium publications, etc....) it could be relevant to define a kind of notation like A: scenario/rules for weaker pc than new pc created with the rqg core rules B: scenario/rules for standard pc (created with rqg core rules) C scenario/rules for experimented pc (able to fight a full phalanx) D scenario/rules for pc able to fight a clan E scenario/rules for pc able to fight a tribe ... X scenario/rules for pc able to challenge Argrath / Red emperor / ... Y scenario/rules for pc able to challenge a god Z scenario/rules for pc able to challenge the cosmic dragon
  10. note that if I remember well @soltakss used some heroquesting house rules helping you to raise your skill a lot (+xd6 % things like that after 1 heroquest) but that is house rules. I cannot imagine, on my table, just a group of pc fighting the soltakss pc or opponents. we have two different ways of play so three options (I would use the first, and maybe once the last, but not the second) : - reduce the stats to have dangerous opponents but not impossible opponents - use soltakss heroquesting rules (but that means your pc would probably not be able to follow official scenarios - too easy - except if you raise the stats to have dangerous opponents and not too weak opponents) - tell your pc there is always another way (of course explain them that the people they will fight are too strong for standard human), and maybe you will have the surprise to see them able to succeed, but not with a "standard" fight. And if not, maybe it was just a dream or some external hq and your players were defeated only in dreams or god time but not dead once awake
  11. I think there are two things : 1) should a chaotic god have a berserk spell ? --> why not 2) if this god exists, will it be the Storm Bull major opponent ? --> of course not ! (from my perspective) Storm Bull is the one who win with savagery. No chaotic gods succeeds to "remove" him. If any chaotic berserker god fought him, well it was destroyed during the myths,like the others, right ? But somewhere, who is able to mock a rabid berserker ? The one who is thoughtfull enough to prefer fly when the berserker is too powerful The one who is able to lead in a mortal death trap the berserker, blinded by his legendary chaotic hate The one who will attack once the berserker is exhausted by his too powerful rage the one who is able to wait, hidden in the shadows.
  12. my dumbest theory (not sure I will be able to do more after this one: @JRE and @Joerg are two masks of the same deity note that I find a lot of interest on your both posts even if... sometimes... πŸ˜›
  13. the big issue I see with all your theories is they are a little bit too smart to not be interesting threads by their own rights !
  14. I think there are a lot possibilities, depending on who are the bullers, the ring, etc... Being a stormbuller doesn't mean you are a brute. Of course some are brutes, but I m pretty sure a lot of Storm Bull leaders can take a step back. After all, they are still alive. They may know that sometimes their sense of chaos can be misunderstood (I don't say Storm Bull send wrong message, no no no, I m not an illuminate, don't kill me). Even if the buller is convinced, he is not alone to decide. He may be calmed by others and can grumble that maybe some investigation is required Of course if the clan is under a big chaotic threat, buller can be followed and some quick and definitive decision may be made. Of course if the clan is under a despotic and fanatic chaos hunter leader, the conclusion is death storm bullers need fanatism spell to be fanatic... so they are not all fanatic by nature. they need berserker spell to be berserker, so they are not all berserkers by nature. Of course they are inclined to destroy but not always
  15. I think there are two things : - allowing or not to use a spell during a scenario. For me, of course they can ! - challenging players. If with two spells, a pc is able, alone, to close a scenario, that means, for me, that I, as a gm, have managed the table wrongly My conception of GM is neither to be the opponent of the players nor to let them succeed in the blink of an eye. It is to propose enough challenges and above all, to contribute (as anyone else around the table) to create a good story, epic, with victories and loses, with discovered secrets, and sometimes little betrayals, passions and evolution of the characters. That means, for me, a GM has to modify the scenario when the pc are too powerful (or just when they find quickly an easy solution) or too weak Maybe there are some winds and the fly spell is not enough to reach the summit. It helps but it is not enough. or some spirits are able to dismiss the spells (too easy, find something else !) Or maybe, after too many fails, someone is able to see a path nobody noticed before, or just think that could be good to leave and come back with ropes and other equipment... oups ..... (of course GM defines the appropriate bonus) Maybe it is not a dragon defending the treasure, but just a dragonewt. Maybe the plunder is not a full set of iron plate but just a bronze one. -yes balance is not only about opposition but reward too - Maybe some friendly runelord would help the pcs facing a too complex situation (or maybe the situation is less difficult than described in the book) Or maybe the main opponent is in fact twins I see a published scenario as a guidance, something generic, of course without the knowledge of my table, its background, its experience. I have to adapt it so I understand @svensson approach.
  16. I would say to obtain a mixed blood (is the word correct ?) the conceptors (at least the mother) may have to create a ritual or something like that. No child by accident (except if some heroic power, 99 fertility rune, etc...) However I would be cautious to let a player create such character. Woud ask a strong background, lineage, and reason. And of course passion (hate or love, after all, people may be rejected by a part of their relatives or shameful of their origin). But if the challenge is achieved, some interesting hooks Note that, for me, the issue is big when the pc's parents are from different species. That means some little power (what about a windchild wings and ability to comment wind spirits, trolls darksense, etc) When the "alliance" is older, that's a standard character, with some secrets, some physical differences, and few exotic knowledge. I would say trinity . no change for a troll / windchild / beastman / human / hunshen mix (but player has to choose the right elemental runes at high level), but if you arrange a marriage between vegetable and meat, you complexify the soup
  17. In this case yes that is, for me, too much. but that is more a table issue (I don’t know why so I don’t advice anything) than a rule issue when you see the white bull campaign that absolutely not 50/50 and that s fine I think
  18. That is the point I don’t understand how many times the GM decides player must roll this passion/rune versus player decides to use passion/rune. from my perspective 90% of passions rolls and about 100% of runes rolls are players decision if all situations in a campaign are focused on one passion that may be an issue, I agree. But for me it is not a rule issue it is a campaign issue I may have some bias ( because my house creation process ) but it seems to me that even as raw players choose themselves the runes and passions of their characters ? They decide what/who they play
  19. Is it a problem to be an humakti or a yelmalian and have geas ? Or a shaman with any taboo ? That is the same for me with runes or other. That gives advantage (as gifts) but may "force" you to do things (as geas), when the advantage is powerful (aka 80%+ of success) note that noone say you "must" have runes 80+, you can stay below, can't you ?
  20. just my perspective, how I understand it Passion: there are two cases for me case 1) there is a situation and the player convince the GM that her character has some reason to be "more motivated" to do something because the passion. the dice roll says if the character is extremely motivated (criticial), motivated, not really impacted or overwhelmed (fumble) imagine you in real life, you are convinced you can lift 50kg. Now, there is a big issue, your love will die if you don't succeed to lift 60kg and you succeed because you want to save your love, you would fail if it s to save the new-table-you-just-bought because you don't care this table. case 2) there is a situation where the character is facing her passion obviously. For example the character is fettered and is seeing an ennemy threatening to kill a friend/love (any "loyalty /love" target) the GM clearly (or not) explains the character passion is screaming to do something. But the player refuses. It means the character doesn't hear the passion. It means the passion is not so important, for any reason the player may invent (or not). Now, why the passion score change? it changes positively when the character's actions demonstrate how important is the passion for the character : 1-critical success, 2-player decision to act, according to the passion, in a critical situation) it changes negatively when the character's actions demonstrate how the passion is a "failure", a "lie", ... case 1-fumble, case 2-player decision to not act, or act in the opposite way, in a critical situation.) Runes : the 80% limit What I understand is the character runes build the couple (spirit and body) character. There is a level (aka 80%) where the rune is so "obviously" present that it drives the character behaviour. IRL, sometimes you are angry, and this anger may "decide" for you your reactions. You know what you are doing is not what you want, but you do. You do because this anger so at the 80% I consider (as a GM) the player+character is under a "rune passion" as previously. If the player acts in opposition to the rune, the rune must decrease so for a gameplay the player has the choice - to follow her runes because it is RP OR because it grants her a better % when rolling (spells, augment) - or to not follow her runes and keep her free will but with a lower % when rolling (spells, augment). No pain no gain and in the glorantha world, it is just to see if the character is imbued or not by the great powers. A "true" hero is imbued. A "common man", not. True heroes don't do what they want, true heroes do what they have to do.
  21. same for me a Telmori, if tainted/cursed, is detected (well not directly as previously said : "there is chaos here). of course the Telmori is detected if he / she is tainted/cursed, not because he / she is a Telmor hunshen.
  22. not excatly the god doesn't decide what to do, the god decides only if it meets positively or negatively to the mortal's demand. The mortal is the source of the request. From my understanding, a god breaks the compromise if it acts by itself, without any mundane "trigger" Same for the Ogre: the god would know that the Ogre is an Ogre only if mundane worshippers (or spirits,or .. anything mundane) have convinced the God of it. I say "convince" : - it may be a wrong assumption => in reality the guy is not an Ogre, but the worshipper believes he is an Ogre - or a lie => the worshipper, (illuminate or not, depends on devotion), knows the guy is not an Ogre but he wants to use the god's magic against him so the worshipper is lying.
  23. yes the good question there is absolutly no reason for a honorable god worshipper like a humakti to consider his god's power (aka sword transe) is not honorable Your god gives you a terrific power, that is not you, that is your god. But there is another way in my last sentence: that is your god ==> that is your god-GM ==> that is your GM decision. She may decide that Humakt will not provide his blessing for some "fair reason" only a god could have. In fact it could be interesting to imagine something (ok too complex but after all..) like the "magnitude" of a divine spell depends on the situation (who are the opponent, who are the beneficiary, what is the intent of the prey, etc...) For example Zogzog the zorani wants to kill a Yelmite ==> Of course ZZ is happy to see it and will give all the help he can Zogzog now wants to kill the grand mother of his tribe (KL high priestess), just because he his angry / frustrated ==> mmmm probably ZZ fully disagree... But in fact Zogzog wants to kill the grand mother because he understand that the grand mother wants to reduce the power of the ZZ temple and gives all her favor to these cowards Kaarg's sons. Ah maybe, ZZ will help Zogzog a little bit... that is a warrior example but we can extend it for other divinities and purposes. a table like the moon effect in lunar magic: the full intent is aligned with the divine roles (war between sun worshippers and darkness worshippers) = maximum effect the intent is aligned with the divine roles but not with the interest of the temple = 3/4 effect the intent is aligned with the interest of the temple but not really aligned with the divine roles = 1/2 effect etc... probably a boring rule, I will not use it or work on it (but that is not a big issue, as a GM I am the gods, and the gods work in mysterious ways)
  24. happy to see I'm not alone the power of sword trance is above all the GM's responsability and her generosity to dispense MP storages. The availability is her choice. Our glorantha may vary. I always have in mind what Leika have with her position and story before delivering anything to characters. If a pc is much more powerful than others (for the same function : aka warrior vs warrior, or lover vs lover, etc..) after several scenarios, that is not the rules fault, that is my table "choice" (GM & players decisions). The yelmalian is ridiculous ? send the party somewhere and give the opportunity to the guy, and only him, to heroquest or be initiated to some weird secret, to buff him with a weapon, a matrix, a spell, a spirit or a hero abitlity
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