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Stephen L

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Everything posted by Stephen L

  1. We played character generation as a session 1 in its own right. It's rather good fun, and shouldn't be rushed. Everyone sat round the table, rolling on the family history, hoping for something exciting to happen to them. It's more fun if your doing as a group, as you play off each other's rolls, and also it means that, statistically, something really interesting would happen to somebody round the table for each year. And also you could see how your own character could have interacted with some of the others. My players are young (or their mums). I don't think they'd twigged that you couldn't die at this stage, so there was real suspense in the rolls. Which of course I fed... For some reason, the duck's parents being eaten by the crimson duck was deemed to be hilarious. Not the tragedy when it was one of the human adventurers forebears. So, we spent the entire first session just on character generation. But it definitely felt like session 1, the start of the fun, and not Session 0, something to be done before you get to the good stuff. I'd guess we spent a good 4 hours or so, but its a while ago now. Before lock down when we sat at the same table.
  2. I am shortly running the battle of the queens in my campaign. Digging around old threads, there's quite a bit covered by the community for this. So, in case any else is planning to run it soon, I thought I would reincarnate these threads. And indeed, if I’m missing any nuggets, I’m always grateful for pointers! Or, if Jeff has any updates… Jeff’s post is very helpful: As is Jajagappa’s (the penultimate post): And Arcadiagt5's preparation thread, and lessons learned: And print sources are the Glorantha Sourcebook p.41-42 and in the RQG core rules p.138 (from Vasana’s Saga). And there’s a little bit in the Jonstown Compendium title, The Duel at Dangerford.
  3. Young Pike wearing a scarf might be a British reference to young Pike in Dad's Army who *always* wore a scarf (normal knitted affair). His mother didn't like him being out at night, and insisted that he wear a scarf so he didn't catch a cold. A link to the wikipedia image: https://upload.wikimedia.org/wikipedia/en/5/51/Dadsarmy_1.jpg Pike is the young lad on the left, wearing a scarf.
  4. I think they're more adventurers from the book. From memory: Argrath is Orlanth (at a guess) Vasana is Vinga Yanioth is Ernalda Harmast is Humakt Vishi Dunn is Kolat Vostor is 3 Sorala is 2 I'd have to pull the book out to have a stab at the others...
  5. Having just finished running the Pegasus Plateau, I though I would publish some comments and notes. If you are possible players *STOP READING NOW OR YOU WILL RUIN THE FUN* First off, many grateful thanks. I have a young bunch of players (8, 10 and 11), and a couple of mums. And this was perfect for them, they all very much enjoyed it. I haven’t used many published scenarios (mostly home written ones), but a scenario about bonding with Hippogriffs *had* to be run, as it couldn’t have been more appropriate to my group and their goals. One of the players had already been obsessed with Pegasus Plateau, from first seeing it on the map. So I used a device of dreams (based on rune rolls) for visions of the Hippogriffs foaling, for a scenario hook, many seasons/adventures ago. This led, in the upcoming seasons before the festival, to much research from the adventurers, finding out about the festival, Hippogriffs, and buying maps and information about Pegasus Plateau from knowledge temples, which was marginalia activity during the other adventures for the campaign for quite some time. So, when it came to the festival the players and their adventurers were very well prepared. The scenario benefits from really deep reading and preparation from the GM. The sandbox presented has really good descriptions of all the main characters, including the other contestants, but I found it useful to have planned through various story threads for what might happen. Involving the trickster Jornkalor was an obvious draw for players of my age group (Chipmunk Bing has already prominently featured in the campaign, much to my wife’s disapproval), so a scene with him (and his fake map) was entertaining. What worked well, was I had some idea of the rivalries of the competitors, and who would be doing what, which emerged as a bit of a who-done-it scenario for the players, as they uncovered a few nefarious deeds, and tried to work out what was happening and who might be doing it. For an older group I would have dwelt on this for far longer, but even working through it quickly it was very satisfying for everyone. This does require a bit of preparation. The hooks are all in the written scenario, but pulling it all together into a story line has to be done by the referee, but is very well worth it. For each of the Wind Contests, instead of one dice roll, I played an extended competition. One roll (with a difficulty penalty, probably -25%, might have been -50%), to do really well to get into the final group. Then a semi final competition, and final competition, where they match straight skill rolls against the specific opponent as defined for the winners and runners up in the write up. Given the ambush at the end of the adventure, when it came to the climb, I elected not to run the route for the bandit ambush going up, as I though that would be too repetitive. The climbing, Parley and noble duel with Sun Lord Jardarin, and engagement with the Wind children played out really well straight from the book. The climb itself worked superbly. The party were *supremely* well prepared, the players had planned it meticulously. And the execution was supported by good rolls from their adventurers. So they made it to the top as a group (yes even the duck) well before the NPC competitors. For the bonding, they’d done their research (even if some of that was from Buckbeak in Harry Potter), so they knew exactly what to do. I had to elaborate a bit on the bonding from the written scenario, since it wasn’t clear to me how it would work. Previously, the players all had worked out what Hippogriffs were like, their Runic associations, and traits, so I allowed them to concentrate on a rune/passion and on a successful roll they’d get some impression on which of the Hippogriffs shared those traits, and so they then focussed on bonding with that one. However, I suppose they could just have waded in and tried bonding at random, until they found a match, which also would have worked. For Characters with middling Runes/Passions (below the 75% thresholds for automatic success or failure), I'd have allowed opposed rune rolls. I used the rolls for the NPCs as in the book to determine the order to the top of the plateau. Which gave (all) the player characters first, who all successfully bonded, which left one Hippogriff for the NPCs. That was great to roleplay out, as Nameed was next, and he tried to force the bond. Of course the players intervened to stop him. Then Joreen and Kana were next. Though they’re down at this stage as allies, from their original write up they are enemies, (and also I’d played on their rivalries earlier, particularly during the contest of the South-Westerly wind, the wrestling competition). So, I had them fight over the last Hippogriff, which turned ugly, and the players intervened to restore peace (and honour). Lastly, I had ride rolls (at half horse skill for Hippogriffs) for the ride/fly down. This nicely spread out the adventures for the final ambush by Hanar. (I delayed arrival for failed rolls, as fall to certain death seemed harsh!) There isn’t much in the write up about riding young hippogriffs, and how that should work in the rules. I ruled player skill of half (normal) ride. I’ve generated stats for the Hippogriffs, or allow players to roll for their own. For the young hippogriffs ready to bond I’ve ruled that they’ve 8 less STR, 5 less SIZ and 25% less fly and scan than adults. I’ll have them gain a point of STR/SIZ and 5% skills a season. (I know nothing about how horses mature, so this might be madness, but I won’t lose sleep over it). For riding, I assume a Hippogriff can carry (SIZ + ENC) of adventurer up to their STR. Lastly, I used stat blocks from here for Hippogriffs, Windchildren and bandits. https://basicroleplaying.org/files/file/851-npc-squads-txtzip-npc-squadspdf/ Thanks again to the authors. It was great fun. Though I'm quite an experience referee, I'd have thought it a really good scenario for a beginner to run as long as they done preparation beforehand to work out possible story lines for how things might play out, for the players to engage with.
  6. No it's definitely there. Once you've got to the page "Journey to the West Research" just search for: "Investiture of the Gods" And you'll get to a link. However, I would advocate waiting for a publication, rather than downloading captures of out of print material. But that's easy for me to say, given it's not top of my reading list (which is a reflection on the length of my reading list, because it really does look interesting.)
  7. Not to disagree with what Nick says, which makes excellent sense... but rather to give an alternative view from a GM who is challenged in keeping on-top of things, and why I find Stat blocks useful: First, I like my foes to be distinguishable. So, as they close for combat, I like to have a *very* brief description of the foe, (big and beefy, muscly, lithe, commanding...) and their arms/armour (but not too detailed). Visible spells effects are really atmospheric as well. A stat block gives me as a GM the detail I need to provide that flavour to the players. But mainly a stat block is helpful is to keep a record of what’s happening in a combat, otherwise it all gets away from me as a GM really quickly. Combat is rarely over is a single blow, often, it’s the state of weapons that critical (it’s when a shield or parrying weapon is damaged and not blocking much anymore that you’ve an opportunity to take someone out), or it’s a series of wounds that finish things (often by surrender, or breaking off). As a GM, unless I write damage/wounds down, I lose track *instantly*. And the stat block is where it goes. I even have to write down (on the stat block) who is facing each foe! I'm sad enough to put a tick for each melee round at the top of the page. But it’s a question of GM style. For me detail light and winging it, doesn’t work for combat. As soon as the fight is joined, as a referee, unless I record it, I wouldn’t (and didn’t) have a scooby what’s going on. However, outside combat, the detail of the stat block isn't useful. I tend to transcribe NPCs for an non-combat encounter from the stat bock to a summary in a few key words, so I have them to hand all together, rather than having to search.
  8. I've just updated for flying critters of all sorts – Griffins, Hippogriffs, Sky Bulls, Wind Children, Wyverns, Wyrms (guess whose campaign is off to Pegasus Plateau). And Unicorns (not sure why I wanted Unicorns). The "there are now" list in the original post is updated for the full list of what's available. I think Tusk Riders will be needed soon. The original link should work, or repeated below: https://basicroleplaying.org/files/file/851-npc-squads Enjoy.
  9. I’m not much of a movie buff (but, I have at least seen I Claudius…), so, for what it’s worth: Patrick Stewart (Sejanus, I Claudius) for Fazzur Wideread. Though Fazzur might be more honourable... I'd suggest Brigitte Nielsen (from her Red Sonja days) for Kallyr Starbrow, but I've not seen it, and you if you're after acting skills, I'm not sure she got good reviews... Seconded. I'm glad you afford Goosebery Sprig his rightful place in the pantheon of Major NPCs.
  10. It was a major factor when my wife and I decided to have kids, and, 10 years on, it’s seemed to have worked; the campaigns a year-and-a-half old, and going great guns. Our kids (10 and 8 now) love Glorantha, and they love the gods and cults, so that’s worked really well for them. And it works for me as well, because I’ve little spare time, the setting and rules for RuneQuest in Glorantha are so vivid and alive, the scenarios just write themselves, and keeping the campaign ticking over is low effort.
  11. you are not alone 🙂 I believe that congratulations are in order. May your Windchildlets be blessed with many years of roleplaying fun when they come of roleplaying age... Or am I wilfully misreading posts again!
  12. Lore wise, sacred time makes complete sense for the resolving the yearly cycle, because, mythically that’s exactly what sacred time represents. Mythically, it is the death of the old world, and the rebirth of the new. If you don’t muck up the rituals too badly...
  13. Though I too have great nostalgia for the early days of RQ classic, for me, RQinG wins. The inspiration it provides for the GM is quite unbelievable, and the campaign I’m running at the moment is better than *anything* I have ever run before. Last sacred time, the players summoned hippogriffs to ride to heaven’s vault to rescue a star maiden, battling fire daemons to unite her with her true love, Prince Illavarn. I’ve never had inspiration like that before. For me RQinG is visceral, vivid, alive and immediate, whilst RQ classic is a glimpse of something wonderful, vaguely seen and half imagined from afar.
  14. There was Baroshi, a godling devoted to chaos fighting, in the original Snake Pipe hollow. Could that be a reference to him? Though the original post was meant in jest, there are many roleplaying opportunities by which a male Earth warrior might achieve Rune Lord status. Following in the footsteps of an obscure Male Earth Warrior (effectively a sub cult). Finding such a godling as Baroshi, and worshipping him. The player characters are heroes, I'm sure they'll find ways of breaking the rules (or rather making new ones).
  15. A lot of the tuskers in the defending Apple Lane scenario of the GM pack had it. They used it to some effect, but were still skewered by the formidable cavalry skills of the party. One of the more amusing scenes was the lead tusk rider was getting away, and the only way the players could think of stopping him was using a sylph to toss the Humakti duck in his path. The duck offed him in a single blow. I'm regretting the precedent, imaginative ways of tossing the duck places he really shouldn't be has become something of a theme of the campaign...
  16. Of course, you could just play it that he only has to convince the examiners he's a girl. Then it just becomes a roleplaying opportunity.
  17. However, the compelling piece of evidence overlooked by Beekes, is that calling the 3 headed hound of hell, “Spot”, is funny enough that it *has* to be true. Therefore, I reject Beekes conclusions. (Good piece of research though. Wikipedia, way deeper research than I’m willing to go, except in extremis. Strong opinions are much easier to hold on subjects on which one knows nothing)
  18. I thought Cerberos mean Spotty? Any Greek scholars out there?
  19. You do that often, then?
  20. I have very fond memories of running an RQiii Viking campaign. The RQ rules translate very naturally and with very little effort for the Vikings (especially if you’ve access to the RQiii Viking supplement. I vaguely remember not using the scenarios from it though, but the rest was good). And RQinG rules would be even more amazing. For me it lacks the Bronze age feel of RQ (on the otherhand, Beowulf feels right, though). But then it was a good campaign, and people had fun, which is all that matters. If you’re after something less serious, how about adding dragons and turning it into a Cressida Cowell, “How to Train Your Dragon” campaign? Might amuse the younger members. (And in case the intonation with which I'm typing doesn't come across the internet, that's very much not a serious suggestion)
  21. This was also covered a bit in the thread about Sartar population densities: https://basicroleplaying.org/topic/13662-population-density-dragon-pass-holy-country/ However, I'm not sure there were many more suggestions for anywhere else not covered in you list The duck of the party in my campaign now has a Hadrosaur steed....
  22. This doesn't surprise me at all. I wanted to encourage augments, and I thought the penalty would be a real deterrent, so I have ignored it. There are two things that have influenced my thinking of this in my campaign. I have a lot of new players (many new to roleplaying), and half of them are younger than 11. And almost as soon as we started the campaign we went into lock down, so it is run remotely by Zoom. This means I want to involve as many people as I can in every piece of action, so no-one gets bored. This has been achieved by me encouraging as many augments as anyone can think of. We augment all over the place, and everyone is trying to think what the ycan do to help in any situation. And I have done so by (at the moment) ignoring the penalty if you fail, and only apply one on a fumble. Though I try to make fumbles as something imaginative happens rather than a simple penalty. When we start again to meet in person, I shall probably reinstate the penalty.
  23. The Dragonnewt wilds are an excellent idea. Lush, fertile, uninhabited, and the weird Dragonnewts ignoring human settlers. Except every so often the Dragonnewts inexplicably decide to eradicate the humans. It's called Huntland. The subject of the following thread: https://basicroleplaying.org/topic/13011-two-questions-about-dragonewts/?do=findComment&comment=202121
  24. If it helps I've a *lot* of pre generated stat blocks for NPCs monsters, available on down load. They're quick to generate (Typically the data files that controls the how the NPC is generated typically takes about an hour to put together, and then you can have as many of whatever as you want). So if you need anything specific, drop me a line. https://basicroleplaying.org/files/file/851-npc-squads-txt-v14zip-npc-squads-v14pdf/
  25. I'm glad it's of use (all the replies on the post have helped me). Apparently, riding to the stars on Hippogriffs to rescue a star maiden from fire demons was very much enjoyed by the players.
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