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Arcadiagt5

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Everything posted by Arcadiagt5

  1. I have to admit I’ve been curious about this topic for a while so... +1 basically.
  2. Lots of good fiction recs in the comments too. The Oath of Swords one is accurate and about as funny as it sounds (which is to say: very). 🙂
  3. I'll have to test that, thanks for the tip.
  4. I'm running two campaigns relatively successfully but pretty much everything has to be built manually using the character sheet. One game uses Roll20 VOIP, the other uses a Discord voice channel. The character sheet has some quirks that you might need to be aware of. For most characters I add an aster * to occupational skills, and a # to cult skills to help with end of Season experience checks. Do not do this to Spirit Combat. The look up from the skills sheet to the main page Spirit Combat macro is dependent on the skill name. The NPC sheet doesn’t handle damage bonuses or special/critical success multipliers. One enhancement to the main sheet that would be useful would be a separate column for magical bonus damage that isn’t doubled on a special or crit, especially if you type in Bladesharp modifiers, etc.
  5. I will just note that, somehow, I think I managed to delete my Colymar Tribes map from both Roll20 games so having this thread here was really useful today.
  6. Not if the tie is measured by success level only. If they both had 100% stats then the normal success range is 21-95 or 75%. The chance of both getting a normal success at that point is about 56%. Two specials adds about another 2%, two crits is negligible. 5 ties in a row is still a small chance but I think it’s roughly 6% chance based on the above.
  7. More of a demon, but The Throat of Winter on the Jonstown Compendium features Krampus
  8. Ahh but we're sneaky that way. Besides, what sort of pirates would we be if we didn’t hide from those pesky air elementals?
  9. Absolutely agree. The best thing from an experienced GMs viewpoint is how reusable it makes the starter set material. I'm, somewhat jokingly, starting to worry that all the established players will buy this thing out leaving not enough for the new players. 🙂
  10. It doesn’t help that the isometric layout of the “map” in the GM Adventures Pack is more of a picture than anything, and doesn’t have anything approximating a scale. I think I found a useful map in the Jonstown Compendium, but I don’t have a link handy (at lunch on the iPad ATM). I've run the adventure twice and have done a write up on my blog - I don’t think I'm allowed to post a link here but google “Pirates of the Burley Griffin” & “Of Plans and Consequences” and you should find it.
  11. Something I relied on heavily when I ran it, and one of the reasons I'm really looking forward to the RuneQuest Grand Campaign.
  12. For what it’s worth here’s my experience with The Battle of the Queens:
  13. I will admit that I often refer to trollkin as the comedy troupe in combat scenes given the generally high skills of RQG characters. That said, my players tend to take them seriously. Criticals happen after all, and I’ve managed to get an Orlanthi to use a Lightning on a trollkin simply because their “shoot and scoot” tactics were that annoying.
  14. Very true. However given how alien the average Dragonewt is in outlook and philosophy I would have to think really hard before I allowed such, and I think I'd have to really trust the player to handle it from a roleplaying perspective. I'm honestly not sure if the concept of a Dragonewt PC or a Chalana Arroy PC would be harder for me to manage / write material for.
  15. Thanks for that, some interesting stuff to consider there. So, conceivably the events for a mostali would all have happened to that mostali, possibly the same for the aldryami (although there it might have been random other members of the initiate group that reported their experiences back to the collective view). I'm not familiar with the Sazdorf clan, I really only have familiarity with/access to the RQG material for the current edition. Agreed that Beastmen get interesting, but I’m wondering if you couldn’t stipulate something like the Company of the Manticore from Urvantan's Tower as the mechanic for a group of Beastmen to have gotten involved with one kingdom or another and use the events from there. I’m hoping we'll get some indication of how Chaosium approached this when they release the non-human pregens.
  16. Can we please get some discussion of how family history works (or doesn’t) for nonhuman PCs?
  17. Thanks, and of course that raises the opposite issue to Aldryami in terms of family background.
  18. Interesting. Probably not for me as far too few of these games are turn based which I desperately need due to reflex/coordination issues. There’s a reason my main computer game is Fate/Grand Order - apart from liking the setting it gives me time to think between turns on the difficult content.
  19. I think that there will be non-human pregens in the PDF version. So, presumably, yes there will be ducks. Or at least one duck. (But that did remind me to post a question re non-humans generally and the family history. See separate post).
  20. Also, are there any non-human playable races with the opposite problem? Shorter than human lifespans, enough so to put the grandparents history a further generation back?
  21. With the Starter Set coming, and the promised non-human pregens, one thing I’ve wondered about generating non-human characters is how does the family background work if the race in question has a significantly longer lifespan, e.g. Aldryami. (I also have a purely mechanical issue in that I don’t have my characters roll stats but instead assign from a 18-16-16-14-14-12-12 array & that doesn’t quite work with the different stat dice. But that’s honestly a lesser issue to me than I how I fit the characters into Glorantha).
  22. It’s not a particularly common spell for many cults. I don’t recall many offering it as a starting spell during character creation. Chalana Arroy perhaps? But even there Sleep and Heal are more likely to be picked.
  23. Loving the look of this. To add a slightly more useful piece of feedback: the how to play section is excellent from the perspective of a new player. I think it will really help new players just pick up and go.
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