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Stephen L

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About Stephen L

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    Senior Member

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  • RPG Biography
    Roleplaying since the early 80s. A Runequest in Glorantha fan
  • Current games
    Runequest in Glorantha, a Colymar campaign.
  • Location
    Woking UK
  • Blurb
    Physicist, mathematician, erstwhile academic, musician, writer, but always return to roleplaying and Glorantha. And now the kids are old enough...

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  1. I'm not sure the moral compass of the 20th century (at least), will be judged particularly well by posterity! A bit too early to say where the 21st Century is going... Also, I'm not sure a Bronze age "moral compass" is always particularly helpful. Glorantha is only relevant as a gaming setting if it offers intriguing moral dilemmas to 21st century players *imagining* that they are in a world that is a bit bronze age ish. And, judging by this thread, it seems that it's doing that quite well!
  2. You could make it easier by taking off your modifier from the skill level, before looking up the increment. Is there a rational for why you want to do it by table? For calculating someone's skill level by age, you could do it from the rules as written, its an integration problem (simplified again if you take away the modifier before you start). Increase per season= Delta Skill / Delta t = 3.5*(1-skill/100) It's quite straightforward formula to calculate, and I can send the answer if integration isn't your cup of tea. Also remember that the rules are written for adventurers, rather than "background" characters, so my Glorantha would not be so generous for non-heroic folk. Stephen.
  3. I'd suggest that if it's a normal spirit, then the binding rules on page 249, 250 imply that there is no reason, with the right control/command spells that it can't be released from the binding animal/object, commanded to fight a spell spirit and then stuffed back into the binding object. If it's source is a cult, then it's command cult spirit, and you'd be limited to what spirit spells that cult teaches. Otherwise, then a shaman would have access to the right spells. If I was your GM, I wouldn't want to make it too easy, so I'd think of some payment the cult or shaman required, which would just happen to be a hook to my next adventure. But then trying to get my players to head in any sort of helpful direction is always a bit of a task for me; they turned up late for the Battle of Dangerford...
  4. Actually, Pavis/Sun County can run on quite naturally from Apple Lane… My campaign has started based on GM screen, but the characters generated have passions that are perfect to take on the Vasarna role, i.e. after the Battle of Queens they go to Argrath, to persuade him to try for the “crown” of Sartar. There’s even a hook in GM screen adventures for this, Salinarg’s Cairn. My lot have a couple of Yelmalians so Argrath might be sending them to help Rurik in his problems taking command of Sun County. Yelmalians from outside won't have the political issues of the county with Lunar links, or indeed extremists trying to purge the old order, and can keep any problems quiet from the rest of the hierarchy. Also, there’s a character from New Pavis, so there’s opportunity for adventures in the rubble… The very first Scenario of my campaign was the adventurers rescuing the slaves kept at the Lunar Manors during the liberation of Sartar. This means they’ve got some very important people well disposed to them, including a Lhankor Mhy sage, who will help untangle Argrath’s claims, and set the characters on the right path…
  5. Stephen L

    Olorost

    Thanks. I had noticed the source of the tales article was a certain Rick Meints...
  6. Stephen L

    Olorost

    Thanks, I'd missed the King of Sartar Reference. And yes, that's the map I was reading from.
  7. Stephen L

    Olorost

    There is a ruin, on the left bank (or East) of the Creek, just where it flows from the Upland Marsh - at the very South end of the Spinosaurus Flats. I'm guessing this is the ruins of the EWF city, Olorost. If any one of you good folk knows anything about it, I would be very grateful if you'd be able to share please! I've Tales #19, which mentions that the Elves of the Yellowflower Isle once tended it's gardens, and the rich blue clay found there. But is there any more anywhere? Out of interest, I'm also guessing that the ruins just downriver of Centaur Ford are Voss Varainu, of Stitched Zoo fame (though I'm not sure my lot of ne'er-do-well adventurers will get that far anytime soon...) Many thanks if anyone can help, Stephen.
  8. Jajagappa near the bottom of the following post describes how he ran it: I presume you've read the Core Rules "Vasana's Saga" account, p138... Stephen.
  9. You mention that you have the Slipcase set. That has everything you need for an excellent introduction to Glorantha. I get the impression that the good folk at Chaosium have given a lot of thought how to start people off, and this is working really well for my campaign. Though I'm an old RQ/Glorantha hand from the early 80's, my youngest player is 7, and he's really enjoying it, so it's a good enough start for him! If you want more background, then the Glorantha Source book, https://www.chaosium.com/the-glorantha-sourcebook-hardcover/, is good, focusing on what you need for a Dragon Pass (ish) 1625 campaign. But the Slipcase case has the essentials covered. These are amongst my favourite as well, and they're available online for free at the Well of Daliath (another excellent resource): https://wellofdaliath.chaosium.com/home/gloranthan-documents/cot-history/cot-cosmology/ https://wellofdaliath.chaosium.com/home/gloranthan-documents/cot-history/ Also lots of other stuff there, including maps of Glorantha (which are a bit sparse, particularly in Glorantha Source book): https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/map-of-glorantha/ Also, I agree with pretty much everything runeblogger says in his article: There's *a lot* to enjoy in RQ/Glorantha, and it has the flexibility that you're not typecast, so you can (usually) pull it where you and the players want to go. Enjoy!
  10. Yes, I’ve always felt that RQ combat was unrivalled for excitement, and indeed story telling. I've never been one to be impressed by realism that gets in the way of fun! I may be wrong, in that’s it’s ages since I’ve played RQii/iii but the main difference I'm finding is that weapons are breaking far more often then I recall them previously. Close inspection of the combat tables for specials and crits, indicate that there’re cases where the parrying weapon/shield take full damage, not just 1 hp. It means that combats are resolving quite quickly, rather than getting into endless slogs. A really good hit, even if parried, will damage the parrying weapon, leaving the parrier vulnerable against future blows. Another area of the combat rules that I've found takes a lot of reading, is parrying, particularly which location takes the excess damage. An interpretation that we've adopted is that damage on a shield (not weapon) parry goes through to the parrying arm. Which makes shield users somewhat more survivable (albeit with perhaps fewer limbs!). Which I think is a really nice touch. You decide, am I parrying with shield or weapon, based on how many AP each has left, and how much your shield arm hurts! Another area of great story telling in the rules is character generation, which is pretty amazing in RQinG. I don’t recall anything to match the vividness of the characters generated, with backstories that fuels lots of ideas for the referee. Gosh, I vaguely remember someone called Trotsky who was active on the RQ/Glorantha Forums, back in the day that I was following them, but that would have been decades ago… Stephen.
  11. There are a few resource on the web to auto generate NPCs (which isn't quite what you asked, but might be useful): https://www.cradleofheroes.net/ Phil Hibbs has spreadsheets, covered in this thread. There's also a generator from Dan Z here: https://basicroleplaying.net/rqg/ I've one I've written myself, available on request (in c# .net), but I've output a range of NPCs and a few creatures for download here (added to when I need to for my campaign, I suspect Dinosaurs next, either that or undead...) Lastly there's NPCs on the Jonstown Compendium in Akhelas' Heortlings of Sartar https://www.drivethrurpg.com/product/315742/Heortlings-of-Sartar If you don't mind conversion from RQ ii, you could use fangs: https://www.chaosium.com/content/FreePDFs/RuneQuest/Classic/CHA4002- FANGS - Monster Stats.pdf or indeed, there's a bundle of RQii stuff including packs of NPCs https://www.chaosium.com/runequest-old-school-resource-pack/
  12. Actually, that's the best answer. Change the hawks name, and that's just added a little magic to the campaign. In years to come, everyone will have forgotten the epic battle against the dragon, but no one will have forgotten Rasputin the Hawk. The only one who came back... Stephen.
  13. However, in my case, its a Siz 2 Hawk with 17 Con and 15 Hit points and 1 Hit location. I think there would be a great deal more caution if it were killable by a single arrow (without requiring specials, since I suspect a swooping hawk is a difficult enough target), or indeed a disrupt. And composite bows aren't standard in my campaign... Having said all that, my players aren't the type to exploit any rules loophole, so I've not yet had to make any ruling, because the hawk's keeping well out of trouble. But, damn it, it's got more hit points than some of the front line warriors in the party (like the lass with Siz 17, Con 12, who I can tell you, you really don't want to meet on a dark night)! Stephen.
  14. I presume you've seen Jeff's posting on the subject? https://basicroleplaying.org/topic/12238-holy-country-notes/ If not, recommended. Even with maps!
  15. Well, I'd bite your hand off. It would be messy, because I'm salivating at the thought...
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