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Found 32 results

  1. Version 1.0.0

    56 downloads

    An in-depth explanation of the effects of damage for "RuneQuest - Roleplaying in Glorantha". Contains comprehensive examples.
  2. With the release of RuneQuest: Roleplaying in Glorantha on PDF, this thread is to catch any typos or errors spotted. Please note them here, quoting the page number, the error, and the suggested correction. Many thanks.
  3. We've sent out our latest RQG Preview, featuring preliminary sketches of Andrey Fetisov's wonderful piece of the adventurers in Snakepipe Hollow. Plus the finished work. We've also reminded everyone that RuneQuest goes on sale tomorrow (June 1st)! The preview list is here, if you'd like to join it: http://eepurl.com/dtqE9T
  4. Hi. I've got some questions related to shamans and fetches that I've been trying to figure out. I'm playing RQ3, but will appreciate answers from other systems. My group have played RQ for a long time, so we have plenty of house rules and rule specifications, but we always try to find answers in the rules and supplements before changing/extending rules. Sorry that this is a bit long, but here goes: 1) Can a fetch cast spells when the shaman is not discorporate? The RQ3 magic book states that the fetch appears on the mundane plane and guards the body while the shaman is discorporate. It also states that the fetch can cast spells, and has access to the shamans' spells, in this situation. The RQ3 Magic Book however never states that a fetch can cast spells 'on it's own' in regular situations (when the fetch is on the spirit plane and the shaman is in his body). Can a fetch cast spells when the shaman is not discorporate? If it can, can it do so 'independent og the shaman, effectively enabling the shaman-fetch-pair to cast two spells at once? In my current Glorantha the answer to 1a) and 1b) is yes, but is this consistent with general Gloranthan thinking, RQ3 or other RQ versions? 2) Can a shaman and fetch send sprits back and forth between planes? RQ3 Magic books describes that a fetch can hold spirits that the shaman has beaten, and that the shaman can use these spirits later for healing, exorcism etc. This implies that a shaman can beat a sprit on the mundane plane, and then transfer that sprit back to the spirit plane via the shaman-fetch-link. Later, the spirit can be pulled into the mundane plane though that same link (no Summon needed to transport a spirit between planes). Is this correct? If so, when a spirit is pulled from the spirit plane into the mundane plane, will it become visible? (would it not have to in order to initiate spirit combat?) Can a shaman use a control spell and send a spirit into the spirit plane and the fetch instead of beating it in spirit combat? 3) If a fetch can cast spells, can it cast spells on the mundane plane? The answer to question 1) above will obviously impact this question. I also imagine that the answer to question 2) should impact this question. Can a fetch cast spells on the shaman? Protection etc to prepare for combat, Healing during combat and even when the shaman is unconscious? Can a fetch cast spells on targets on the mundane plane that the shaman is touching? Can a fetch cast spells on targets on the mundane plane that the shaman is not touching? The fetch will need to perceive the target somehow. Thanks and regards, -Terry
  5. Jeff and Jason have passed on some exciting news: layout and proofreading of RQG is all-but-done ("we're just doing some final finishing up and tweaks"). The book is truly both a thing of beauty, and also a very easy-to-use reference when playing the game. Stay tuned for an announcement soon about preorders! Art credit: "Binding an Earth Elemental" by Andrey Fetisov
  6. What's been keeping Jeff busy after the RQG rules themselves headed over into layout? Find out here... https://www.chaosium.com/blogwhats-happening-with-rqg-2-the-gods-of-glorantha
  7. MOB

    Show don't tell

    Here's another great visual representation from the new RuneQuest: Roleplaying in Glorantha, showing strike ranks and reach of a weapon. As we all know, RQ combat is relatively quick and simple, but deliciously realistic and immersive. And always potentially deadly. More about the progress of the layout is in Jeff's recent update.
  8. Hello everyone, It is my first time writing in this forum. I am writing this message because I am writing diverse materials about Glorantha blending, adapting and developing different sources such as articles from the fanzines Ye Book of Tentacles, Tradetalk and Tales of the Reaching Moon with up to date materials such as The Guide to Glorantha or the Stafford Library. The thing is that I need someone to review my materials because I don't know if I am missing important details or not, so I need someone more knowledgeable to give me a second opinion.I inform you in advance that everything is written in Spanish, in case that may be a problem. Keep in mind that all are incomplete works that I update daily, well more like thrice a week. here's a dropbox link with all my materials:https://www.dropbox.com/sh/1bl6lr46ipfzfkm/AAAKveg8TITMuv08H-slDOdYa?dl=0These are the materials I am working on right now: Afinidades rúnicas: the set of rules I use for the runic affinities, including the use of the chaos rune.La tercera profecía: a campaign settled around the Kingdom of War in 1620 that tells events that precede the War against War.Los hsunchen: an article about the hsunchen with systems to make them more colourful and fun to play.Notas Glorantha: an adaptation of RQ6 rules for the Glorantha setting.Resumen magia: a mash-up of third and sixth edition rules I use for magic.El hijo pródigo (now a part of Cuentos apócrifos): a tale about the first owner of the Magic rune and how it ended up in the hands of Arachne Solara.
  9. In our last update, Jason revealed the new RuneQuest logo, and the process we went through to get there; in our newest Design Note, here it is on the cover of the book itself, with amazing art by Andrey Fetisov! Jeff also details where we are with the whole RQG project. Well worth a read... https://www.chaosium.com/blogdesigning-the-new-runequest-part-23/ (please note, the cover is still a work-in-progress!)
  10. This is the new (and final) logo for RuneQuest: Roleplaying in Glorantha! In our latest RuneQuest Designer's Notes, Jason goes through the "logorrhea of logos" the game has had in its storied 40 year history, and how we went back to basics to create a logo with "an old world feeling but was relatively clean and not artificially weathered or aged". And here it is. Read more from Jason here: https://www.chaosium.com/blogdesigning-the-new-runequest-part-22/
  11. So... I have long presumed that Cthulhu profits are the core of the Chaosium business; that -- beloved though they are -- Runequest & Glorantha (and all the other lines, including card-games, etc) are simply too small to keep Chaosium going... at least, not at the scale they are going. There is the Cult of Chaos (organized play aka "demo monkey" program), which AFAIK nominally allows RQ/HQ/Glorantha content, but ... well, there's not much THERE there, for non-CoC stuff. I understand that Chaosium INTENDS to have ths stuff in place... eventually... I recently looked at the number-of-articles in each AbChaos since nuChaosium re-started that irregularity, and simply counting titles-of-articles it's clear where Chaosium is putting (the majority of) its energy. Good lord, just look at the number of 3rd-party licensees & products for each line... it's clear where the buying public is putting (the majority of) its energy money, so I'm not criticizing Chaosium! So I'm pretty confident in my presumption. But then I noticed something here on BRPCentral... Glorantha forum - 15K posts Runequest forum - 9K posts Cthulhu forum - 4K posts And I had a hard WTF moment: why does the RQ/Glorantha community have so much more ardent activity, but so much less in inclination to buy stuff, than CoC ???
  12. Good news - layout for the RuneQuest: Roleplaying in Glorantha core book is underway! More news from Jason in the link: https://www.chaosium.com/blog/designing-the-new-runequest-part-21/
  13. The latest RuneQuest Design Note is a status update from Jason. https://www.chaosium.com/blog/designing-the-new-runequest-part-20/ It also features some very nice RQG art from Andrey (as, BTW, does the previous Design Note, #19: https://www.chaosium.com/blog/designing-the-new-runequest-part-19/) The topic for the next Design Note is "The return of the resistance table", by Jeff.
  14. Version 1.0.0

    83 downloads

    A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.) cc'd from https://fabledlands.blogspot.co.uk/2017/06/sweet-is-revenge-questworld-scenario.html?m=1 with permission thanks to simonh for mentioning. uploaded as both unified pdf and docx from original web page formats.
  15. Jeff has some good news about RQG; even better news if you're coming to Gen Con... https://www.chaosium.com/blog/designing-the-new-runequest-part-18/
  16. "Hill Country" by Andrey Fetisov. New art for the new RuneQuest.
  17. There was a RQCon in Japan this weekend! Seven tables of players came to give the new Quickstart Rules a try-out. Call of Cthulhu is huge in Japan (it sells more copies there than any other language). Maybe RuneQuest will be too some day...
  18. Hey Guys, So, I've decided to resurrect my childhood German, and I thought, what better way to do this than to find things I know deeply and think about more than perhaps is sensible, but to do those things in another language! yay. I know there's a body of RuneQuest material out there in German, and Call of Cthulhu as well. How many forum members are German speakers? Are there German forums? I'd appreciate a gatekeeper to point me in some useful directions. CP
  19. A new RuneQuest Design Notes from Jeff, outlining some of the refinements to the rules we're making, based on the Free RPG Day feedback: http://www.chaosium.com/blog/designing-the-new-runequest-part-17
  20. Here's a sneak peek inside the RQ Quickstart Rules, which will be released on Free RPG Day 2017 (Jun 17) and available at Chaosium.com from July 1st. The 48 page Quickstart Rules feature everything you need to start playing, and includes a new adventure "The Broken Tower" and five pre-gen characters. http://www.freerpgday.com
  21. Hi all, DevaCon is fast approaching! On April 29th in Chester, UK we're having a one day games convention in the Crowne Plaza (Prince of Wales suite). There'll be Call of Cthulhu, The One Ring, but also some non-Gloranthan RuneQuest! We'd love to see you there! https://devaconblog.wordpress.com/
  22. Here's the latest RuneQuest Design Note from Jeff, this time discussing the "initiate trap" and RQG's solution: http://www.chaosium.com/blog/designing-the-new-runequest-part-16/
  23. Version 1.0.0

    37 downloads

    This is a Character Training worksheet in excel, although I call it a training minigame because it's damn fun. (OK maybe not damn fun. But more fun than calculating training.) A few comments: Sadly, it does NOT run in Google docs, and I don't know GD's feature set well enough to know if it ever could. Costs are generally based on the estimable Kim Englund's excellent training costs table- listed on the 3rd tab. 2nd tab explains the various matrices used to generate the results. Having made too much training time available to my players early on, and them having lots of cash to blow, I spent a lot of time thinking about the cost/benefits of training. I couldn't argue much with the costs in Kim's table (far better than canon), I thought about "what are the other possible drawbacks of training hard constantly?" Injury: the consequence of training is, of course, the omnipresent chance of injury - strains, sprains, or worse. So I built this sheet based on risk levels for various skills. The odds of being injured are lower with a MUCH better skilled trainer, or training slowly. Of course, trying to train hastily, or self-train (for skills where that's possible) increase the risk of mishap. (Self training significantly reduces but doesn't eliminate the costs as well.) The second consequence is uncertainty: in real life, you never know of course when you're going to "get better"...just that you eventually, probably will. Thus this table. Select the skill to be trained (there are also generic categories like "Other, risky, cheap" for skills not listed) and enter your current skill, relevant skill category bonus, INT (makes training easier if you're smart), APP (makes training cheaper if you're pretty). It will tell you if you can train it by yourself, and you decide if you will do so, as well as if you are taking it slow & careful, normal, or hasty. It then tells you the risk level as a result. Yes, training high levels of climb all alone is damned risky. Finally, I didn't like the determinism and predictability of the RQ canonical method of "ok I have 40 hours to train, so I can train that for 37.8 hours and get a check, woo." Thus, this table turns the mechanism on its head. A player recognizes that "oh, I have some free time, I'd like to train" and tells their DM what they'd like to train in - the DM fills in the details, and gets a result like "After 16.5 hours, and a cost of 45p, you get a skill check." The DM has to tell them "ok after about a half week, you get a check." or "you've trained for a couple of days but haven't gotten a check when the Fire Nation attacks..." It also gives the result, if the DM wants to use it. The sheet will give a result based on the final risk level, and the consequences of a fumbled check. (Screenshot above.) These can be severe...my suggestion is that when training highly dangerous things, serious thought be given to training slowly. Ultimately, the player has to make realistic decisions, recognizing if they're extremely skilled in something, it can take WEEKS of training to get a check. Will they really have weeks to spend? Only their DM knows... Let me know if you have questions.
  24. A new RuneQuest Design Note from Jeff: http://www.chaosium.com/blog/designing-the-new-runequest-part-15 Icv2.com has noted we're "pulling in a lot of star power for the new edition". Indeed we are: members of the RQG design team include Steve Perrin (RuneQuest), Sandy Petersen (CoC, RQ), the 'rune czar' Ken Rolston (Elder Scrolls, RQ3), Chris Klug (DragonQuest), Jason Durall (BRP, Conan) and the 'grand shaman of gaming' himself, Greg Stafford.
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