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Found 147 results

  1. If you're still on the fence to back Sandy's amazing new boardgame Kickstarter THE GODS WAR, maybe these Youtube videos will help you make up your mind... 2-hour complete playthrough by Munchkin Games: https://www.youtube.com/watch?v=Jx7_sCD1Qro The Action Phase: https://www.youtube.com/watch?v=PTaxQEiDm_I The Council Phase: https://www.youtube.com/watch?v=Y9BFGSX__O4 The Empire Sheet: https://www.youtube.com/watch?v=v4VE2WGlyW8 The Power Phase: https://www.youtube.com/watch?v=krtYRoqm93M The Great Compromise: https://www.youtube.com/watch?v=3B1ZEoQGh1U The Chaos Rift Struggle: https://www.youtube.com/watch?v=SjAuNqA0LpE Core Game: http://youtu.be/jh40XjHx1cs Gods War Expansions: http://youtu.be/rLyhhym9XJU Faction Sky: http://youtu.be/UWOKMQZOzVA Faction Moon: http://youtu.be/hJF2NwRP_ZU Faction Earth: http://youtu.be/nxzM9ex9BZQ Faction Invisible God: http://youtu.be/NkP-UJBfiQw Faction Darkness: http://youtu.be/etoN0X-IKqA Faction Chaos: http://youtu.be/jpQI0tQ308c Designer notes: https://goo.gl/rt9IzU Testimonials: https://www.youtube.com/watch?v=ZE4IkYMdF1o Q&A: http://youtu.be/sT-l-Z_AE4o Print & Play How To: http://youtu.be/KhNNC0vAcik Figure Teaser: http://youtu.be/cZrpthmIyX8 Teaser: http://youtu.be/yf26KLYESTo
  2. I am returning to Glorantha after many years. Due to the lack of shelf space, I now get everything in pdf. I used to have (from a sketchy memory) Avalon Hill's rules, The City of Pavis softback book, Griffin Mountain softback book, Avalon Hill Gods Box (possibly two), Avalon Hill Trolls Box. I think I had elves and dwarves boxes too. I had a load of magazine publications, Apples Lane and Snake Pipe Hollow adventures. I had some mongoose pdfs about the age before my favourite age with the Lunar Empire. I want to get back into Glorantha, but am a bit bewildered at what I need to get. The bits I liked were the Evil Lunar Empire. I liked Prax and Dragon Pass. I loved the Trolls. I was keen on Elves and Dwarves and Dragonewts. I liked the Pavis city and Griffin Mountain books. I want everything in pdf. I want the basic new current rule system, and some things to get me back to the Gloranthan setting I loved. Simpler rules suits me fine. It is the setting that counts. I am a member of DriveThruRPG (due to my Paranoia and Traveller fix). What do I need? What is the Guide to Glorantha pdf? What do you actually get in it?
  3. We have a cover courtesy of Duckmeister Stewart Stansfield. I've got 60+ pages of content lined up: Lightbringers Quest a different take on a familiar tale by Matt Ryan, which allows players and narrators new to HeroQuest and Glorantha dive right in and see what is special about the rules and setting. God Forgot, by Barry Blatt gives his take on this Zzaburi State within the Holy Country.. Light and Death is a Lunar Adventure set in Dara Happa by Neil Smith. The Awakening is an adventure by Scott Crowder set within exactly 500 Years after the Dragon Kill in Dragon Pass, where the heroes face being trapped in the Dream of a Dragon. Zirta an Umathelan City State setting in Pamaltera (Gloranthan’s southern Continent) by Simon Bray Why the Story is the Best, Mythological fiction by Dr Moose The Land of Flowers a mini-Kralora setting by myself, filled with Kick ass Kung Fu heroes and weird sinister adversaries. Currently the 'zine is in Editorial/Proofing/Art commission, and I'm looking to have it out by Oct/Nov. More details and updates via the Hearts in Glorantha Blog
  4. Sandy has produced a new 'print and play' version of The Gods War, so you can play it before the Kickstarter has even launched! Download here: http://tinyurl.com/j73vqm7
  5. A peer-reviewed academic paper about Glorantha! It's about what it means to be "Orlanthi", and is from the proceedings of the recent 1st Joint International Conference of Digital Games Research Association (DiGRA) and the Foundation of Digital Games (FDG). Interesting quote: "Learning to understand Orlanthi culture is as central in KoDP as learning to jump is in Super Mario Bros. (1985) or learning to shoot is in Call of Duty (2003). It is also one of the things that make the game a challenge: KoDP does not feature any kinaesthetic challenges, so the difficulty is determined by strategic and hermeneutic challenges." https://www.academia.edu/27610983/What_Does_it_Mean_to_be_Orlanthi_Hermeneutic_Challenge_in_King_of_Dragon_Pass
  6. Hey all, a new RQ Design notes is now up at the Chaosium page: http://www.chaosium.com/blog/designing-the-new-runequest-part-10/ ------- Good news RuneQuest fans - the manuscript for the core rules of RuneQuest has now been passed over to Jason Durall for copy editing! Jason's been informally involved with the design team from the beginning as a sounding board, but now he's taking on a very active role (including correcting any of the many mistakes and errors that may have snuck in as I finalized the draft). He'll also be writing the rules examples based on the ongoing character saga within the book. So, what's in the final manuscript? The core rules include character creation, homelands, runes, passions, rune magic and cults (I think there are 17 short cult write ups in the core rules, plus 2 spirit cults), spirit magic, new spirit combat rules, new shamanism rules, new sorcery rules (including notes on Malkionism, Aeolianism, and Lhankor Mhy sorcery), wealth and occupation rules, and material on running seasonal campaigns. Plus plenty more. Right behind the core rules is the Glorantha Bestiary, which has over 60 species statted up, 4 or 5 short cult write-ups (including Kyger Litor, of course), and creating adventurer information for 6+ species (and enough information to wing it with almost all the other Elder Race entries). The third core RuneQuest book is the Gamemaster Book, which includes HeroQuesting information, rules on Heroes (with a capital H), Chaos, Illumination, more short cult writeups (including the Red Goddess, with brand new Lunar magic), magic items, loads of encounters, and 3 or 4 scenarios (by Chris Klug, Jason Durall, MOB, and myself). That's a lot of stuff. That's why we've decided to divide the new rules into three books, because that way we could put out everything we wanted to, and keep each book a reasonable length. And for me, I always prefer having a separate Bestiary from the core rules, and although I am a huge fan of having starting scenarios immediately available, I do think they are better not in the "players book". So I kind of snuck at two bombshells in there, didn't I? First is that the new sorcery system is written. It is NOT that of RQ3 (or even Sandy's sorcery rules). It is much easier and way more Gloranthan than the RQ3 rules. And it will be the likely subject of the next design notes. But the other bombshell is the new rules for playing or running Heroes in RuneQuest. Heroes gain an increasing presence in the otherworld, which becomes a tremendous source of power, but also requires that the hero be worshiped to maintain it (that worship can be regular or propitiatory). A hero can return from the dead, and can gain other abilities such as unaging as a result of heroquest gifts. Heroes no longer need to be "super-skilled" - their "Hero Soul" and heroquest gifts enables them to do remarkable things, even if their actual skills are in the range of a Rune Lord or Priest. And that too will likely be the subject of a future design note!
  7. As we celebrate 50 years of Glorantha, this profile of Greg Stafford by Allen Varney from 2009 is well worth a look. Recently described as "the grand shaman of gaming" by Robin Laws, this article even has a fascinating postcript in which Varney asks Greg to give an inventory of his current tattoos (long ago, it was a standing joke at Chaosium that every employee had to have at least one tattoo). Greg does so, with great sincerity, outlining the mythic significance of his body art (with photo! - "I can fairly say it is nothing like anything The Escapist has ever published", says Varney.) http://www.escapistmagazine.com/articles/view/tabletop/columns/days-of-high-adventure/6709-Greg-Stafford-Mythmaker.3
  8. Wow, check out the new figure teaser trailer for the forthcoming The Gods War - they look amazing, and there's still time to sign up to get the Arachne Solara figure free!
  9. At Gen Con we'll be celebrating the 50th Anniversary of Glorantha at a special seminar on Friday at 7pm. That's right (as you all here would know), Greg Stafford's iconic gaming setting Glorantha is a half-century old, going back so far it even predates RPGs! Greg will be there, as will Sandy Petersen and the Moon Design team who won the Diana Jones Award last year for the monumental 2 volume Guide to Glorantha, along with many other writers and artists who've helped share and create Stafford's mythic universe over the decades. A feature of the event will be showcasing the new Chaosium edition of RuneQuest, currently in the final stages of development, which anchors the rules back into the Glorantha setting after two decades away as generic rules. https://www.gencon.com/events/86379
  10. http://mentalfloss.com/uk/animals/31011/10-quacking-facts-about-ducks Hmmm, using the old RuneQuest Rumour Table key (Griffin Mountain), for Gloranthan Ducks, I would say: 1. R, 2. T, 3. B, 4. M, 5. T, 6. T, 7. F, 8. B, 9. R, 10. M
  11. Hi all, Any know of a computer program out there for creating weather data on a week or season basis based off the chart on page 5 of Griffin mountain? Thanks
  12. Hi all, Any know of a computer program out there for creating weather data on a week or season basis based off the chart on page 5 of Griffin mountain? Thanks
  13. MOB posted this to the Glorantha list, but this really should be here in the RuneQuest Gateway folder! Plenty of info here! ----------- In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium’s new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 editions of game, was a natural fit that harkens back to the genius and originality of RuneQuest", said Rick Meints, President of Chaosium. In late 2015 Moon Design Publications and Chaosium successfully Kickstarted the RuneQuest Classic Edition campaign, a triumphant reissue of the iconic 2nd Edition of the RuneQuest rules and the supplements produced for it: Cults of Prax, Pavis, Big Rubble, Griffin Mountain, TrollPak and many others. “We want to usher in the newest exploration of Glorantha with a tribute to the masterpiece opus of work that has come before. Part of Steve's role is to help insure that this edition contains the best possible game mechanics while maintaining backwards compatibility with RuneQuest 2", said Jeff Richard, creative director at Chaosium. The new version of RuneQuest maintains backwards compatibility with earlier editions, while also containing a number of unique innovations that resonate with Glorantha, Greg Stafford's mythical campaign setting where RuneQuest started and to which it returns. This new edition incorporates Runes directly into both your character and the magic system you use, including their passions and motivations. "The rules reinforce immersion in the setting even more than the original RuneQuest rules did, and ideas experimentally brought forth in Griffin Mountain reach their fruition", said Richard. Seizing this unique chance to get this right, Chaosium has brought in a team of notable game designers to support Chaosium’s rebirth of RuneQuest, including Sandy Petersen (Call of Cthulhu), Ken Rolston (Paranoia, Elder Scrolls, RQ3), Chris Klug (James Bond 007 RPG, DragonQuest) and Jason Durral (BRP, Conan). A special pre-release version of the new rules will be revealed at Gen Con later this year, along with introductory scenario sessions. A wealth of all-new campaign material and supplements for the new edition will follow.
  14. Here are two ideas for Glorantha: 1. "One man in a hundred achieves mastery" 2. "One master equals ten men" They can be taken abstractly, but I'll use concepts from HQ1 to describe them, and the second idea can be applied to game rules.
  15. Version 1.0.0

    138 downloads

    The Hanging Garden, Issue No.4
  16. To celebrate some work successes, my wife wishes to celebrate the occasion, by giving me some hobby funds -- with this money I was seriously contemplating picking up the six map pack, ideally to mount on the wall, as well as possibly the 24 map set of the entire Gloranthan world. I wanted to see what the opinions were of the maps, and there usefulness (primarily the 12x18 maps) in gaming, for those who have purchased them. I have searched online and haven't seen much talk of them. I ask as I know the PDF of the Atlas (which I own) are not vector based and using zoom doesn't net the best result. Thanks!
  17. Howdy I'm picking up on a Savage Worlds powered Glorantha game I've been running sporadically (well, twice) and am coming to the end of the old school tour of Duke Raus' lands. So far we've had Agimori, Morskanth, Tusk Riders, Newtlings, animal Nomads, sneering Lunars etc. and the obvious next step is more widespread cult activity and / or Chaos. Specifically Broos. There are Trolls in the Big Rubble and someone needs to rub a Dragonnewt up the wrong way (so to speak). Are there any other big-hitters to get introduced do you think? If you were introducing new people to the setting what else would you bring to the party? What are the key showpieces that you would just have to show the players? We haven't got a five year campaign to burn through or unlimited attention span, so if you were running a game for new players what would you want to get across in say 1-3 sessions that were the really good bits of Glorantha*? * YGMV
  18. With the RQ2 Kickstarter going well, how are Loz and Pete coming along with RQ6 Glorantha ruleset? I don't see any news on the designmechanism website since the GenCon stuff, so hoping that they or Jeff or Rick can give us some idea of how it goes.
  19. The Dead of Glorantha One of the greatest magics in Glorantha is the living body of a person. There are magics to partake from this magic for other purposes – voluntary sacrifice of magical energy, blood, emotions, even pain and death, but also involuntary donations such as a wraith's or vampire's drain of life, a sorcerer's Tapping, or gruesome sacrifice to enemy demons or deities. But the dead still retain quite a bit of the magic that the life person had. Why else would there be head-hunters (besides the Thanatari) or reliquiars of ancestors or heroes? Even in societies that destroy the body (by cremation, exposure to scavenger birds, ritual consumption of the dead by friends and family, or unconserved burials leaving the body to the worms), there are remnants of the dead which can (or need to) be interacted with. Death was introduced to Glorantha via the Sword Story and subsequent branches of that story. Apparently, destruction or annihilation of a person or deity was known before Death entered the world – Umath for instance was shattered into more pieces than could reassemble. However, Death wasn't the end of existence. It only marked the transition to another stage of being. Something important was lost, but there remained enough that was recognizably the former person. One of the most important cultural accomplishments in order to start into Time was the Separation of the Living and the Dead, a feat usually assigned to the Silver or Gray Age that followed the Greater Darkness (for those who recognized or remembered such a period). King Heort did this among the Theyalans, and other Darkness survival heroes did so among their own cultures. Even after this separation, the dead didn't simply disappear, but they were excluded from the activities of the living for most of their existence (time). With Death also came Undeath, where the dead prey on the living. The Vivamort (or in Ernaldan myth, Nontraya) myth is a companion of the Sword Story, of sidestepping Death by giving up an important portion of Life. A common tale of horror and woes is the rise of dead bodies that attack their former kin or foes, usually under the influence of some foreign and malign controlling agent. If the dead rise on behalf of their kin/comrades, these actions may be regarded as laudable and beneficial to the community, and not necessarily as undeath. In other places, the dead are made to mimic the actions of the living, or do so out of their own volition – e.g. the Fonritian or Dorastan plantations tended by the dead, or the zombie rowers of Kralori warships. Another not so uncommon occurrence in Glorantha is the prescence of a spirit, shade or other uncorporeal remnant of the deceased, as exemplified by ghosts. Sometimes these are counted among the undead – usually when forcefully attached to some remnant of their dead body – but in other cases they are regarded as restless dead. And not all cultures think that the dead should rest – even the Death fanatics of the Humakt cult accept the continuing service of their comrade's ghost to the cult, although they strongly oppose any case of somebody or something else controlling these ghosts than their cult. Then there are the revenant dead - vampires, liches, draugr, active mummies, or even weirder forms of dead flesh animated by its own spirit/soul/whatever (thinking of the impressive noble undead as seen in Tekumel here), fueled by a self-inflicted or external curse. The different cultures have vastly different ideas about what they are made of, what's important about that, and what changes when they lose Life. The Malkioni regard themselves as embodied intellects and energy, and possibly the impression they make on other minds, including the World Mind. Depending on their school of philosophy, their identity simply disappears (Brithini), enters Solace, enters Joy, or even attains an angelic or saintly existence. Theists say that they are made up of souls (some define their body as one form of their soul), and assign different origins and functions to these souls. They also expect the part of their soul that formed a connection to their god(s) to return to the deity's realm in the Otherworld. (They don't have any problem with that existence to be in different "places" of the Otherworld at once, having experienced the non-linear Godtime themselves in their cultic practices. Hence there isn't a conceptual problem for initiation into multiple cults, either – being in one Otherworld place doesn't preclude a simultaneous existence in another place and/or perception. Illumination makes it clear that these really are perceptions of the Otherworld if viewed from beyond.) The Kralori think of their souls as a unit that goes to the waiting place to join the god/dragon-emperor when he ascends. Animists perceive themselves as part of the spirit world to which they will return after their embodied existence. Possibly to be cleansed of identity, possibly to be reborn, possibly to retain their identity in the company of their ancestors (and after a while their descendants, too). All of these cultures accept that they leave something behind, too, and that the stuff left behind still has some connection to whatever notion of self they have. That's why they have funeral rites or commemoration services, even for absent bodies (like e.g. drowned sailors, victims of "natural" catastrophes, or bodies lost on a battlefield yielded to the victorious side.) All fear the abuse of these remains. I wonder if there is (or was) a culture in Glorantha that had its members turn into a trove of memories (like a book, grimoire, clay tablet, seal, or a crystal storing visual memories, to be left in the care of their surviving kin/company. If the Praxians summon their ancestors to stand besides them in battle, is this viewed as necromancy by their foes? If a dead cultist continues as a cult spirit aiding a living member of the cult, is this sidestepping Death? When a dead hero is manifested by its worshippers to aid them, is this breaching the searation of the living and the dead? When the dead claim the place of the living on those special holy days in Nochet, how do the many non-Esrolians deal with that? And are their own dead – probably having received a funeral service in the manner of their own culture – participating in this parade of the dead? Will smoky bodies of cremated Orlanthi walk in stride with mummified buried bodies of Esrolians, and possibly skeletons picked clean by scavenger birds (in Grazer style), and whatever burial customs the other foreigners in Nochet practice? Would Kralori who expect their dead to wait for Godunya's ascension meet the "rest" of their deceased? How do the Malkioni deal with this (and the proximity of the Antones Estates to their own part of Nochet)?
  20. 132 downloads

    The King of Dykene, Skilfil Heartpiercer, has been informed that some of his people from the Blue Dog tribe in the Northern extremes of his land have gone missing. The normal scouting parties of the Blue Dog tribe have not been able to discover anything useful and the King has decided to hire some adventurers to discover what has happened... Return to Griffin Mountain can be played as a standalone module… However, to make the Games Masters job much easier you should also have the Gloranthan Classics Volume III - Griffin Mountain source book, available from Moon Design. This adventure has been specifically written for Rune Quest 3, but should be fairly easy to convert to any other version of the Rune Quest Role Playing Game system.
  21. As I've stated elsewhere, I'm fairly new to BRP. My aunt however, is not. She started playing RuneQuest in the 80's and with all my talk recently of BRP she is really starting to miss her adventures in Glorantha. I know that she would love to go back. ...and I would love to take her back. Yet, there are a few problems. First, I've been building a world in my mind and on paper ever since I started playing D&D and while it would be great to do some Gloranthan adventures - I prefer to use my own world. (The solution that I have come up with is to link them in some fashion.) Secondly, I know very little about Glorantha; have very little resources about Glorantha; and don't have months of time to read all the many books that I could find. Here is where (hopefully) you guys come in. I do have some information about the world and I've been going over them when I can. This also raises many questions lol. I'm hoping that perhaps you will be able to answer some questions that I have, as well as provide me with other information of importance. Questions: 1. Is there any possible way to travel to Glorantha (magically or otherwise?) It seems like I read somewhere only natural born citizens are able to travel to and from Glorantha. 2. Is the "Second Age" the same as the "Imperial Age"? If so, where can I find information specifically about the Modern/Current Age? (If the history of Glorantha has changed since the 80's I want to introduce her to the current Glorantha) 3. How do you pronounce "Genertela" and "Pamaltela"? 4. Is there any particular castle or landmark of renown throughout the lands? If so, can you tell me a little about it? (This is more about a way to describe to her character where she is (and having the player figure it out) without spelling it out.) That's all I can think of as of right now.. I'm sure more will come in the next few weeks. I hope noone finds my request too troublesome, and rather views it as an opportunity to introduce me to a world that has brought many people incredible joy throughout the years. Thank you, Nakana
  22. While impatiently waiting for the Guide to Glorantha to be finished, I need to go through all my accumulated material to satiate my hunger for more knowledge about the setting. I have decided to start reading HeroQuest – Roleplaying in Glorantha, that is HQ 1st edition (or Hero Wars 2nd ed. depending how you want to frame the issue.) HQ1 rather than HQ2 because the older edition is closely tied to the world of Glorantha and contains a lot of information about it. But I am also interested to learn more details about the system. The rather freeform narrativism does not really appeal to me overmuch; I'm much more into more crunchy, simulationist roleplaying games such as RuneQuest and HârnMaster, (Well, you can argue that HQ is simulationist, it just attempts to simulate literary and visual fiction rather that the cold cruel facts of Real Life™) although it is always good to keep an open mind and try to expand one's horizons. Still, I am mostly interested in questions such as what games like HeroQuest can teach and have taught to GMs and designers of different games like RuneQuest, etc. I posted this in the Glorantha forum because I'm mostly interested applying said teachings for roleplaying in that particular fantasy world, but more general discussion is also appreciated. I should point out that I have not played HeroQuest or any other game in the "Narrativist" school of roleplaying. It is not that I am against it, just haven't had an opportunity (don't go to conventions etc.) I have read quite extensively about the differences between the editions but am also interested in hearing what people think is good and what is not. I prefer the idea that a fantasy roleplaying setting is a living world that goes on whether or not the player characters make anything significant of themselves. That is why I'm not a big fan of the central theme of HQ that the player heroes are the focus of everything, which is, I believe, shown very well e.g. in the pass-fail-cycle mechanism of HQ2. Sure, the PCs are always the focus of an adventures and campaigns, but changing the level of challenges to fit them seems a bit like D&D with levels and such, which leads to all kinds of questions about setting ecology and so on. But I do understand why many people might like something like that. To each his own. One more thing: A question that intrigues me is why would a "freeform" (if that is the right expression) game be better for Glorantha than a more old school approach like RuneQuest. I mean, most of the societies in Glorantha are quite restrictive about how their members must behave and what they can do, so the "You can be anything you want!" -philosophy of HQ doesn't seem a perfect fit. I'm guessing it has something to do with the concept of Heroism: the Heroes of Glorantha are considered to be kind of like cosmic level comic book superheroes who can rise above the limitations of the mortal worlds. I on the other hand prefer the kind of view that heroes are people and as such have their weaknesses and limitations that they must, willingly or not, overcome to become and achieve all they can. So I think I will always find a system geared more towards a human level than a cosmic level preferable. Hope that wasn't too rambling and people will find some points to comment upon and share their ideas and experiences.
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