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Diana Probst

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Diana Probst last won the day on July 30 2020

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  • RPG Biography
    Writer and artist in Beer With Teeth, a UK Runequest and RPG publishing collective.
  • Current games
    RQ:G and various homebrews.
  • Location
    UK
  • Blurb
    I have been throwing dice at people in anger for some time now.

    People have asked me to stop.

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  1. You are absolutely my favourite person. Maybe even twice.
  2. That's fab. We wanted to have people have to use their own solutions here, because we felt there should not be a single path to victory over such a thing. It's campaign-worthy as a fight, if you decide to take it on. The Eirithan angle's a really good one, and I'll remember it.
  3. Thank you. We worked really hard to make it accessible to as many people and character builds as we could.
  4. Oh, now I think of it... It's up to you how to handle it, of course, and it's written in a way which means that part's left open.
  5. Here's a rundown of the first plot hook box. You could easily repurpose the last bullet and have it be 'orders from above' and that works. The Priestesses work in much the same way, persuading the Yelornan woman to go (and take her friends, while on leave).
  6. There are plenty of plot hooks. The original design of the games was to bring in our more usual PCs, so there was one Straw Weaver (we built the clan around his existence) and the rest of us. I'd look at the Impala Tribe, and give the Straw Weavers something that Sun County needs. That way, the Impala rider's presence can be used as a reason to 'do this little favour' and 'demonstrate you are trustworthy'. Having outsiders is necessary for much of the plot.
  7. Well, obviously I've run the scenario... Thank you for the review. It was a good read.
  8. Dear BRP People! We've released another publication today. http://tiny.cc/Gate-Of-Dusk-PDF The Gate of Dusk has a concise version of Beer With Teeth's Locaem setting, which we hope to expand in the future. As well as an adventure, it's got a new setting area to develop (which we hope to make something of in the future) two short essays about female protagonists and calm minotaurs (no, really), and a lot of standees. If you don't use paper models you can still admire the awesome full body art for every NPC. For VTT players, there is a Roll20 module available, which I believe is the first RuneQuest VTT module on DTRPG/Roll20. http://tiny.cc/Gate-Of-Dusk-VTT. The module is streamlined for the adventure, more than the politics, although there's more than enough to run a game. We left out the setting parts which we felt didn't go well with a VTT module, because the presentation was just wrong, and the infodumps did not play nicely with the handout system. http://tiny.cc/TheGate-Of-Dusk-Bundle Is a bundle with both, for those who would like to have their PDF cake and eat it.
  9. As a GM, the time I'm forcing the PCs to go out and do things is what I call 'the session'. Adventures are when there is a break to the natural order of things in which the PCs perform their occupation. The merchant is in a caravan, or performing rounds of social visits, or selling at a nearby market. The noble is seeing to her lands, attending courts, practicing weapons and giving small judgements. Occupation isn't just a starting package - it's what you do.
  10. He didn't get there by power gaming, though. He got there by kicking things around in the spirit world, and he's respected and feared for his power and the things he can call on. People know that if Erhehta goes to war he's going to bring a heckton of allies and spirits, and things he's bound, and apprentices, and he'll probably go out of his way to hit you in the spirit at the same time as Sanar tramples your tent in a possessed bison body. He got there while being an active shaman and not sitting back away from it all. If you need an in-character reason not to power-game, then 'you will be mocked and your tribe will be shamed' is a good one. A shaman who keeps his fetch hidden in the spirit world and cowers behind it will cause other tribes to think your tribe is weak.
  11. Fancy a challenge? The Dead Place not enough for you? Have the boys been saying you should go raiding more lately? Beer With Teeth promise no scorpion folk, hardly any irritable shamans, and a very low chance of being personally killed by Storm Bull. However, we're not sure this is going to make you more manly in the eyes of Waha. Beer With Teeth have been working hard on our latest publication, and here it is, the Temple of Twins! http://tiny.cc/Temple-of-Twins is 30 pages of adventure including (but not limited to) a crash course on being a woman in Prax, plus a 15-page BWT encounters appendix for those special moments when your players look at each other and wonder why they chose to travel in Glorantha Australia, and why they have just been attacked by thirty peccaries.
  12. The A to B structure that you are assuming isn't always what happens. Assume several writers are working on something. It's merged into a master document. It gets checked by someone who has opinions on all of the writing, and marks them in, but doesn't know where everything cross-references. Getting them to hold the entire document in their heads while checking each problem area is impossible. Someone who knows prices adds in prices. Someone who knows Kralorela or Innsmouth puts in some details which are true and interesting but were not known to one of the original writers. Meantime the table of distances has been updated because a mapping error was solved in a different product, which means there is a new master distance chart. However, that means another bit of writing vital to a plot has been upset which means three new paragraphs of text to add in a complication that keeps the timing on track. Then the art gets flipped because the layout artist absolutely has to put a table in a certain place, or else it can't fit in the chapter, and you've now got people talking about left-handed warriors and an image that clearly shows a minor NPC with a patch on the wrong eye, but if you turn the whole page around the document flow is wrong. It's not a simple process that goes along a measured or even measurable path. It's multiple parallel paths, some of which are lit only by burning torches being juggled by people who would like there not to be 7 of these things please. To have the process going from A to B would mean it took far longer for each book, so to stay in business, any company is going to have to write in a way that fits everything in as efficiently as possible. That means trading time for the higher possibility of errors. I was the final external writer and editor for the Culbrea book, and towards the end of it, I was still combing out errors. I was just about able to hold it all in my head, at least for long enough to comment on the document so I could check them all, and keep the plots and the setting consistent, but it took me three months and a lot of writing to get to the point where I was that familiar with the document. That's not available to most people.
  13. I have run it in an RQG setting, but in 1615ish. See https://beer-with-teeth.games/updating-borderlands-i-mechanics/ for details. My GM had him exist in 1626 as someone who had already dug in his castle and would take a huge amount of effort to move, and was also useful to Argrath. Other options including him moving into a 'haunted' fort (explaining why others were not there) or him being completely exiled from Lunar lands and maybe on the run, so he can be an ex Lunar.
  14. Beer With Teeth are proud to release The Lifethief into the world. A 46 page scenario (including a Praxian encounters appendix with new creatures) for RuneQuest: Roleplaying in Glorantha, it's based on one of the plot hooks in Stone and Bone, although you don't need any previous adventures to enjoy this one. It's got art by me and by Kristi Herbert, and you'll finally get to find out what the Impala shaman, Maserelt, looks like. Then she'll tell you to do something really dangerous but vital. After all, this is Prax. Find it at http://tiny.cc/Lifethief
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