Jump to content

Manimati

Member
  • Posts

    71
  • Joined

  • Last visited

Posts posted by Manimati

  1. 2 minutes ago, lordabdul said:
    5 hours ago, jajagappa said:

    For me, invoking Passions and Runes is role playing.  Trying to game the odds by figuring out your chance of success is roll playing.

    That tends to be my view on this as well, but I can't speak for my players. Most of them do use augments pretty often like I said though so I guess they like it. Different people will have different tastes -- some will be more or less combative, some will be more or less often looking at diplomatic solutions, and some will be using more or less Passions.

    One must not forget the the goal of role playing is to have fun.

    Sometimes, a failed roll leads to a lot of role playing fun. That's good.

    When a failed roll leads to players feeling miserable, the GM must find a way to bring fun back at the table. 

    • Like 2
  2. 2 hours ago, Kloster said:

    In fact, the main difference between those 2 situation I see is that:

    - If you miss a parry because of a failed augment/rune/passion roll, you know you would have successed if you hadn't roll, whereas

    - If you miss the parry roll, having not rolled for augment/rune/passion, you don't know if you would have had it.

    Even if the mathematical gain is positive, the perception is not (for some persons).

    This is precisely why Daniel Kahnemann got his Nobel prize in Economics in 2002. Humans don't always almost never behave rationally in the field of economics (and real life).

    See his "Thinking fast and slow" book for an enlightening (dare I say illuminating) presentation of cognitive biases.

    • Like 2
  3. Here is the mean skill augment result, which is the augment for each success level (critical, special, plain success, failure, fumble) weighted by the chance for each success level, as a function of the skill level. 

    The mean augment is 0 for skill 49%. Below the mean augment is negative, and positive above.

    For 100% skill, the mean augment is slightly above 20%.

    The change of slope at 96% is due to rolls of 96-99 being always failure and 00 always fumble.

    image.png.66d598b1839f8345585e57d543197eba.png

    • Like 2
    • Thanks 1
  4. 1 hour ago, jajagappa said:

    Several weeks study of this fresco in Boldhome will increase your Cult Lore by at least 20%.  There are also some who claim that this is one of the Devil's Riddles, and if you study too long you will increase the likelihood of becoming Illuminated...

    The picture of Ragnaglar in the center is nicely done ... Oh no ! I've become illuminated !

  5. 13 hours ago, jajagappa said:

    Perhaps it will be The Monomyth when it is done?

    Jeff's latest FB share of Agathe Pitié in-process work.

    image.thumb.jpeg.527aadeffc1ba31929b2e2b627d3973f.jpeg

    Wow! Gorgeous! 

    How will it fit in the book, given the very wide format? Will there be a folded panel in the book, or just a poster inserted in it ?

    Also, make sure that it is available on Redbubble.

  6. Absolutely amazing !

    The Agathe Pithié  pictures are so good that I am unable to decide which one I prefer.

    They are all full of details, the watercolor-like style is very organic, and they look like in-world art pieces.

    I am definitely looking forward to buying the Cult Book.

    • Thanks 1
  7. I have started fleshing out the items in the outline.

    If all goes well, I should be done with the writing in about two weeks (I have a day job). Then comes the layout, for which I have absolutely no experience. I have also found a suitable picture for the cover (for which I own the copyright).

    BUT if Chaosium is going to include such a table in a forthcoming product, please let me know. I don't want to invest much time in a product that could buy instead... 😉

  8. I have started drafting a document. Here is the outline :

    Introduction 
    Role playing not roll playing and Maximum Game Fun

    Dynamics of encounters
    Range (close, medium, far)
    Awareness 
    Reaction (Friendly, Cautious, Hostile)


    Types of terrain: each item has a description with a few examples
    Chaos nest
    Cultivated/settled land
    Forest
    Hills
    Marsh
    Mountain
    Prax March
    River/lake shore
    Road
    Troll land
    Wildland

    Encounter types: each item has a paragraph with stats for perception, hide and reaction rolls, and size of encountered party. 
    Aldryami
    Adventurers
    Baboons
    Bandit
    Beastmen : sub-table
    Beggar, Stickpicker
    Caravan
    Chaos monster: sub-table

    Corpse
    Dragonnewts
    Dragon (Dream dragon, wyrm, wyrven…)
    Ducks
    Farmers
    Fishermen
    Giants 
    Ghost/spirit
    Griffin/hippogriff
    Herds: sub-table 
    Hunter
    Item: sub-table
    Merchant
    Military unit/militia 
    Mostali
    Newtlings
    Patrol
    Pilgrim
    Raiders: sub-table vs terrain type
    Tusk rider
    Telmori
    Troll party
    Undead: sub-table
    Wild animals:   sub-table vs terrain type
    Wind children
    Combination: roll twice and combine encounters

    Tables: type of terrain vs encounter type 
    1D100 scores 
    3 tables for Day travel, night travel, and night camp. 
     

    • Like 1
    • Thanks 2
  9. Something that has been missing in the official published material for RQG is encounter charts. Yet, they are extremely useful to introduce random elements in a scenario, and sometime steer the adventurers towards a completely unexpected direction.

    The original RQ2 has encounter charts (appendix J on p 123 of RQ2 classic), the classic Griffin Mountain has a chapter devoted to encounters (p 129 of the Gloranthan classic edition), so do Pavis and Big Rubble (p 32 and p 189 of the Gloranthan classic edition) and Borderlands (p 157 of the Gloranthan classic edition). For Heroquest, the Sartar Companion has a very nice and extensive encounter chart for Sartar (p 90, I have been using this one for Sartar encounters), and Pavis Gateway to Adventure has one for the city of new Pavis (p 234).

    I wonder whether it is possible to create a Sartar encounter table for the Jonstown Compendium that complies with the Jonstown Compendium guidelines and doesn’t infringe on the copyright of previously published encounter charts (like that of RQ2 or Sartar Companion). I might be tempted to work on one.

    • Like 2
  10. To follow up on that thread, I have written up the Etyries subcult of Issaries. One of my players just rolled up an Etyries merchant character to play in our Sartar campaign.

    Runes: Harmony, Mobility, Moon

    Myths: Etyries acknowledges all the myths of her father. She also has myths about playing the same role for the Red Goddess as Issaries plays for Orlanth. She is a “natural”, meaning that she has reached illumination by herself, without being taught.

    Holy days: same as Issaries

    Initiate membership: same as issaries. 
    Note: illumination is not taught by Etyries. Cultists must attain it by themselves.

    Rune magic: Same as Issaries
     Add Enchant Silver to Enchantments.

    Naturally, Etyries rune magic is subject to the lunar Cycle.

    Note: Etyries rune points can be regained at a Issaries temple. Some negotiations might be needed to gain access to the temple, and sartarite Issaries cultists might ostensibely show their displeasure about an Etyries cultist attending.

    Priesthood: (although they are traditionally called priestesses, priesthood is also open to males)
    Trader Priestess = Same as Trader Prince

    Merchant Priestess = Same as Merchant Priest
    Note: Like Garzeen Priests, Etyries Merchant Priestesses are bound by the promise to attempt to reassemble the body of Genert when encountering hyenas. However, illuminated Merchant Priestesses may chose not to honor that promise.

    Associated cults:
    The Red Goddess: provides Reflection
    The Seven Mothers: provides Regrow Limb

    Distinctive signs: Etyries cultists dress in whatever way they wish, however they traditionally wear a red feather, on their hat, in their hair, or on their helmet.
    A red feather is also often attached to their staff, or to their weapon.
    Silver is the favored metal of Etyries, her cultists wear as much silver (or silver plated) equipment as possible.

    Chief priestesses: whenever several Merchant Priestesses are applying for the same position, preference is always given to illuminated applicants.
     

    • Like 1
  11. 10 hours ago, metcalph said:

    You could extend this I think to Irrippi Ontor and Lhankor Mhy, Buserian and Whoever-the-Carmanian-Knowledge-God-is.

    Theoretially it should also be possible for Yanafal Tarnils and Humakt although the requirements each cult is likely to impose upon the other will probably be lethal hazing.

    For Irrippi Ontor/Lhankor Mhy, it could be, because Cults of Prax says that they share many spells (like Etyries/issaries do) although Mindblast seems to be an Irrippi Ontor exclusive spell.

    On the other hand Yanafals Tarnils and Humakt seem to have severed their relationship, as evidenced by the irreconcilable differences in sword shape preferences. They don't want to have anything to do with each other. 

    That's an important issue since Lunar adventurers in 1625  Dragon Pass have difficulties regaining their rune points unless they can (ab)use the lunar subcult trick. 

    Etyries/Issaries (yes but might need some bargaining)

    Irrippi Ontor/Lhankor Mhy (possible)

    Hon-eel/Ernalda (very likely in my opinion)

    Yanalals Tarnil/Humakt (I would not allow it my game but YGWV)

    Chalana Arroy/Deezola (I would not allow it because Deezola has no prohibition against violence)

    I hope the the forthcoming cults book will shed more light on that question.

  12. I would like to start a new debate: do you think that an Etyries cultist can regain rune points at an Issaries temple?
    My initial answer to that question was “Hell no!” because Etyries and Issaries obviously belong to pantheons that are on the opposite side of the Hero War. The travels of Biturian Varosh seem to indicate that Etyries and Issaries are dealing at least on a competitive mode.

    But on the other hand, Etyries is still the Daughter of Issaries and shares the same magic, and plays much the same role for the Red Goddess as Issaries plays for Orlanth. That leads me to think that maybe Etyries is just a subcult of Issaries. Of course, the sharing of magic goes only as far as cult special rune magic and does not extend to associated cult rune magic.
    Therefore, I would be tempted to allow an Etyries cultist regain rune points at an Issaries temple, if the local Issaries cultists allow it. But getting the permission, for an Etyries cultist to worship at an Issaries temple, should be a major challenge. There will certainly be opposition from the local Orlanthis who might be worshipping there as an associated cult to Issaries. I am sure that the local Issaries priests will be trying to squeeze a commercial advantage from allowing an Etyries to worship at their temple. To sum up, I would allow it, but it is not going to be easy, and it is a good opportunity for roleplaying.

    What is your take on that question?

    • Thanks 1
  13. On 8/25/2020 at 1:26 AM, Akhôrahil said:

    It might not be the best intro. I used Cattle Raid. 

    Cattle raid is nice,  but with our group, one character (a storm bull warrior) was severely gored in the abdomen by the stampeding cattle, and was only saved by the prompt use of Heal Body by the Ernalda cultist in our group. 

    In RQG, even the cattle can kill you! Having access to first class healing is needed for survival.

    • Like 5
  14. 21 hours ago, Bill the barbarian said:

    Do you have any examples that you have use in your games?

    Here you are…
    In a recent game my players visited Wilmskirk which is one of the cities founded by Sartar, in the Balmyr tribe territory. The Balmyr where formerly known as “the poets tribe”, and Wilmskirk has the temple to Wilms, god of artists. For these reasons, I decided that the Orlanth temple in Wilmskirk is dedicated to the Drogarsi the Skald subcult. Besides being a Drogarsi rather than an Orlanth temple, during ceremonies there is a little more focus on the mythic achievements of Orlanth/Drogarsi involving poetry and storytelling. At the Drogarsi temple, Art(poetry) is also taught as a cult skill, and there is an Eurmal shrine where the Charisma rune spell is taught. The Drogarsi subcult is also very friendly to Donandar (but not associated) .

    • Like 6
  15. I feel that stepping into a foreign temple to regain runepoints should not be as easy as stepping into a Starbucks and ordering a venti chai tea latte, which can be done the same way in Albuquerque, Dubai or Berlin. Temples in different communities should look somewhat different, feel somewhat different and maybe even be named differently.
    Years ago, while traveling in Northern India, I came across a small shrine (a lone wall with a small niche holding a statue) and its attending brahmin. Judging from the statue, the god was obviously Hanuman, the monkey god who helped Rama on his quest against Ravana. However, the priest insisted that this god was not Hanuman (I have forgotten how he was named), although his myths did indeed include the building of the bridge of Rama, the fight against Ravana and so on. For us occidentals, India is a good example of how polytheist cults work in practice. 
    I concede that the way it was done in “Thunder rebels” was a little overdone, but I prefer it to the present franchise-like temples which by default all look and feel the same. I like the fact that the Runegate Yelmalio temple is actually an Elmal temple, probably with very strong ties to Redalda and pure horse myths. I think that Yelmalions from Vanntar should not feel completely at home there, although they can regain their runepoints there, maybe with an extra challenge like a cult lore check, or a rune affinity check (which are not needed in a completely familiar environment). I remember the first time I have attended a Baptist protestant ceremony with a Baptist friend, having been raised in a Catholic family. Although I could easily see the similarities, I also perceived some oddly different details and I was afraid of behaving improperly in this context.  
    I my RQG games, I have reused the god names for “Thunder rebels” and “Storm Tribe” so that each clan or tribe temple has a different name, sometimes with some unique attributes. 
    This way, stepping into a new foreign Orlanth temple becomes a small adventure in itself.

    • Like 8
  16. On 7/30/2020 at 11:16 PM, Manimati said:

    there is one spirit magic spell that ruins an archer’s day: lightwall. 

    Besides Lighwall, Mist Cloud (From Orlanth adventurous) also messes with aiming/targeting of missiles, but contrarily to lightwall, it is symmetric: you can't see from either side (just like Darkwall).

    Increase Wind  (also from Orlanth) can seriously disrupt missile fire, also at the cost of lowering your own capability of shooting missiles.

    Summon Air Elemental (from Orlanth, Storm Bull, Odayla), can also blow away missiles, in the same way as Increase Wind does. 

    As you can see, all these spells provide solid options against missile fire, however, in my opinion,  none of them is as good as ligthwall since they all also reduce the caster's capacity to fire missiles.

×
×
  • Create New...