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GAZZA

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About GAZZA

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    Senior Member

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  • RPG Biography
    Been playing RPGs about 35 years, mostly D&D, but also RuneQuest, Traveller, GURPS, Champions, and various White Wolf games.
  • Current games
    D&D5e, Runequest Glorantha
  • Location
    Western Australia
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    Computer programming RPG and video gamer.

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  1. Though I do recall there was once a mention somewhere of "Invisible Orlanth"...
  2. I recall several such sets of rules. I think Steve Maurer's were imitated a lot; essentially, it extended the concept of criticals and specials to super criticals (1/100 of your score or less), hyper criticals (1/400 of your score), super hyper criticals (1/2000 of your score), and so on (divide by 4, then 5, repeating - much like specials divide by 5, then criticals divide your special by 4, and so forth). There was a chart that essentially cancelled higher levels of criticals down in a fashion not dissimilar to how masteries cancelled in Hero Wars (and presumably Hero Quest/Quest Worlds, I own the former but haven't read it, haven't read the latter). Essentially the conceit was that on the Hero Plane, merely succeeding at your skill wasn't usually very impressive, you had to special to achieve results similar to what success could yield on the mundane plane. And more powerful versions of hero quests pushed that concept higher still. The flip side was that if you succeeded regardless (i.e. got a special) you got a 5d6 experience improvement, if you trained on the Hero Plane you got 5d6-10 as a bonus to your skill, and so on. There was another system that I believe was called YAHQS ("Yet Another Hero Quest System"); Nils Weinhander was the author I believe. I can't track these down even via the Internet Archive, but from memory the idea was that you would get abilities abstracted up to their category modifiers (if you had several Agility skills at 100+, you'd have Agility 1; 200+ Agility 2, and so on) and you could sort of wager them to overcome foes that may have greater or lesser values. I thought it was really interesting, but it seems I never snagged a copy (does anyone have one? I don't suppose Nils is still around somewhere?). Even Hero Wars (and again, presumably the sequel systems) more or less continued this; it may have switched from simulation to narrative, but the mastery system is more or less just Super RuneQuest as Steve Maurer envisioned it. The only real "objection" I have to the Super RuneQuest approach is the implicit "you must be this tall to start HeroQuesting" restriction, which seems to mean that HeroQuests should be more or less the equivalent of "high level play"; my understanding is that current thoughts suggest HeroQuests are less about a more powerful type of adventure and more a different type of adventure (correct me if I'm wrong - HeroQuests are one of those things I find really interesting but don't really understand very well).
  3. I haven't actually gotten to the Hero Quests part, so hopefully that will be of some use, but my feeling so far with all the talk of different breadths of deity, how many lower and higher runes you have, the continuing (and often contradictory) descriptions of the Hero/God/Spirit planes, and constant references to saints/gods/Malkioni heresies (I assume, I have no context) is essentially a combination of "what does this actually even mean" with a large portion of "what am I supposed to do with this?" As long as this isn't a reasonable preview of what we can expect for the RQG Hero Quest rules, is all I'm saying - because I'll have to go play something simpler if it is.
  4. Having recently acquired Arcane Lore ... with all due respect to the great man, this is virtually impenetrable. I feel like you'd need a PhD in comparative mythology and theology to even grasp at some of it, it's very stream of consciousness, and the bits that are rules related are all over the place with respect to system details. So, a plea for sanity - please don't just reprint this for the Hero Quest section of the Gamemaster's Guide.
  5. I imagine the argument is more along the lines of, "You know, if we'd just tried talking to the Devil, and shown him the benefits of illumination, we'd see that Chaos isn't necessarily a destructive force. Sedenya knows how to harness it for good!" Of course you don't necessarily have to believe that (certainly most Orlanthi do not!) but I don't know that it can be argued as necessarily and objectively incorrect. Isn't Glorantha built around the idea that there is no objective mythical reality, and that from a certain point of view "all" beliefs are true?
  6. I would argue that since Harrek and Sam both skin dudes for magical power that Harrek is at least as well rounded as Sam.
  7. @Redmoongodess Yeah I'm familiar with the Samuel Haight stuff. I'm not a fan of metaplots in general, but they're not innately bad, and as I've noted before at some point you have to pick a starting time. Would you raise the same objection to the God Learners and the EWF? To Arkat and Gbaji? Presumably not because they're in the past, right? Well, if you go with the new 1625+ timeline for RQG then so is the liberation of Sartar - and honestly, I don't think that's innately awful. (The main reason I set my campaign to start in 1615 was because I think The Cradle is an awesome scenario and I want to run my players through it). Plus, Argrath/Kallyr/Harrek are far more interesting and well rounded NPCs than Samuel Haight ever was. I mean don't get me wrong, I'd love to see supplements that supported a game set in the West (I suspect sorcery will need to be a lot more fleshed out than RQG has at the moment for that to be feasible), or with PC Lunars. I presume that as long as RQG proves reasonably profitable we'll eventually get that, and in the interim I assume @Nick Brooke and others will continue to produce quality work on their web sites - fan material, sure, but that's no bad thing if it's high quality. I don't see Chaosium moving in a "Argrath and His Amazing Friends" direction, personally - YGMV has been around for a long time, after all.
  8. Forgotten Realms is doing fine with Elminster and Driz'zt though. The fact that a character is important to the story doesn't mean they'll assume that importance in game - I am one of the bigger "if it's important, I want the PCs doing it" types and I still plan on Argrath existing - just not letting him do all the cool stuff while the PCs are bystanders. Perhaps they'll help him. Perhaps they'll oppose him. Perhaps they'll kill him and feed his soul to the Bat.
  9. ARGH! That has caused me existential angst now. Seriously that looks great, but I've just now realised how much I'm missing - none of the Pavis & Big Rubble Companion stuff, and it doesn't seem to be available anywhere. (I do have the Pavis Trade Talk issues, surprisingly, but the only Ye Booke of Tentacles I have is the 2nd one). I suppose one can't have everything.
  10. Isn't all metal in Glorantha the blood or bones of gods that were injured/killed in the Godtime, or is that no longer the case?
  11. lol. "Again", you say. I don't even know what that is!
  12. Actually, side note - I don't see "Urox" referenced anywhere in RQG. Do Orlanthi just call him Storm Bull now?
  13. (shrug) I'm just here for the one liners.
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