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Found 189 results

  1. NEW RUNEQUEST at Dragonmeet! If you're attending Dragonmeet in London next weekend and would like to play a playtest demo of the new RuneQuest - "Ears of the Bull", GMed by Andrew Bean, sign up now and reserve a slot for these sessions now at Warhorn. Slots for HeroQuest Glorantha available too, GMed by Ian Cooper, author of The Coming Storm: https://warhorn.net/events/dragonmeet/schedule/2016/12
  2. We are all familiar with Rune Quest in its various manifestations. We all know what basic/spirit/common magic is. Now here is the question. Is there a spell not otherwise covered within the rules that you think should be there? We all know the sort of cantrip-like magic we are talking about, so nothing OP. To get the ball rolling, here is a favorite of mine: Dry Touch. Active 2pt Cast on moist or damp subjects, this spell causes excess water to be liberated as a short burst of steam, rendering them increasingly dry with each casting. This spell is valuable for drying one's clothes or gear after immersion in water, especially vulnerable gear such as bowstrings, fletching, etc. It is also useful for preserving herbs, protecting wet books and scrolls from further damage, stopping the shrinkage of woolen garments, causing glues and resins to set faster, and seasoning timber with roughly 20 repeated castings. It might even be used to dry simple clay objects in the absence of a kiln with repeated castings. Casting against a live creature is also possible, requiring a successful POW vs POW contest, and inflicting 2hp damage if successful, but limited by the range of touch. The damage can be healed normally but in place of a bandage, drinkable fluid is required.
  3. Is Morrowind based on a tabletop RPG? http://rpg.stackexchange.com/questions/89399/is-morrowind-based-on-a-tabletop-rpg
  4. BROCH GRODDATH A Mythras adventure by Matthew Eager The adventurers are hired to find an unusual object that is believed to be among the collections of a strange, disgraced family, in a great home that is shunned. The item is indeed there, as are clues about the family and its fall...and worse things... BROCH GRODDATH is a “haunted house” scenario, with its own defining twists. Its key features are creepy atmosphere, disorientation, and horror. It touches on several genres and themes, including Low Fantasy, Sword and Sorcery, Cosmic Horror, and Dungeon Crawling. A fantasy milieu is assumed, but with moderate changes it could be played in a modern Lovecraftian setting. This is intended as a one-shot adventure, to be dropped into an existing campaign, without larger implications (unless desired). Probably two sessions are needed to play it out. The scenario is written for four adventurers, but three or five should be fine. Four sample characters are included, for an instant start to a weekend’s fun. Mechanical details have been constructed using the Mythras game system from The Design Mechanism. The write-up should translate well to other d100-style rules (and still other systems, with more work). There are plenty of points for adaptation, to make this adventure unique to your game. What will your BROCH GRODDATH be like? Download the FREE TASTER and start plotting… http://www.drivethrurpg.com/product/193 ... s_id=10499
  5. Killer quote from Sandy: "Frodo is Frodo–not a “thief” or a “rogue” or a “warrior” or whatever. He is an individual. RuneQuest was the first game I’d seen which let my character be himself, instead of trying to fit into some mold. Even the more-flexible molds that modern Pathfinder and D&D 5e have developed are, to me, just larger prisons. In RuneQuest, I can just do things, and get better at those things over time. I don’t worry about what Feat is next in line, or what weapon specializations are best." http://geekandsundry.com/4-reasons-you-need-to-play-this-38-year-old-rpg-now/
  6. Anyone here planning on going to DunDraCon? http://www.dundracon.com/ Anyone planning on running (especially RQ ( most especially a playtester/demo-monkey running RQ:Next ) ) at DunDraCon? I see the good folk at DDC already have a special "Basic Game" track (adhering to a strict format) for CoC7 (also FAE & D&D5) ... http://www.dundracon.com/Submit_Game.php?Type=COC7 N.B. much-less-strict format can be had in the general game, but I believe those games are expected to run about 8 hours, instead of 4. For those who've never been to a 'Con -- it's really worth going! If you live in/near the SF Bay Area, or can arrange a visit over "Presidents Day Weekend" (17-20 Feb) -- I urge you to do so! My own reaction, driving home after the first time I attended, was "That was great! Let's go again next weekend!" Alas for annual events...
  7. If you missed the RuneQuest Classic Kickstarter, you can now preorder at Backerkit: https://runequest-classic-edition.backerkit.com/hosted_preorders
  8. "At last I'll be able to afford some clothes!" - just added the infamous cover of PLUNDER - Treasures for RuneQuest to our Redbubble store. (15% off everything there - t-shirts, mugs, posters, phone cover, notebooks and more for another couple of hours) http://rdbl.co/2clhB4E
  9. The latest designer notes from Jeff: http://www.chaosium.com/blog/designing-the-new-runequest-part-11/
  10. MOB

    Gloranthan Runes

    We've added Runes to Redbubble...
  11. I've been working on updating my collector's checklist for RuneQuest/Hero Wars/HeroQuest/Glorantha. The list has grown to over 1600 entries. Any comments and/or corrections would be appreciated. Thanks to those that have helped so far. Major additions include French, Japanese, and Finnish language items and Sara Evans Art and Greydog Designs items. Also included (in red) are the reprints from the RuneQuest 2nd edition reprint Kickstarter. These items should appear throughout the year. This is the only case where I have added items to be released in the future. Arcana Glorantha 0.9.1 (A RuneQuest, Hero Wars, HeroQuest Collector Checklist).pdf
  12. I host an RPG group here in Downtown Vallejo. We play at the Hub, the local Oddfellow's Hall at 350 Georgia off of Highway 29. The gaming group now meets second and fourth Saturdays from 12 pm to 4 pm. I use the sixth edition rules of Runequest. I usually run something based in that system, whether Monster Island, Glorantha or some other BRP related product. I also would really like to run The Great Pendragon Campaign for Pendragon, roleplayimg in the times of King Arthur. Another one which I would like to run again is Beyond the Mountains of Madness, mythos explorations of the Antarctic. Or Horror on the Orient Express, another Call of Cthulhu campaign. I am a competent gamemaster and have no trouble teaching beginners or running large groups.
  13. We're excited to have Jason Durall (who Chaosium fans will know as the author of the BRP 'Big Gold Book') on board for the new RuneQuest! http://www.chaosium.com/blog/-jason-durall-joins-design-team-for-chaosiums-new-runequest
  14. Hey all, if you're looking for a good deal on Eternity Realms products, I've made a saving bundle that gives your $35.00 USD in books for $18.00! The bundle includes the Eternity Realms core book, Gigas Monstrum 1 and Gigas Monstrum 2. Be sure to get it here!
  15. 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!
  16. Thought this could be useful: http://2ndage.blogspot.com/2016/07/runequest-classic-edition-char-gen.html Enjoy!
  17. The newest segment of the RuneQuest Designer Notes is up at the Chaosium mainsite http://www.chaosium.com/blog/designing-the-new-runequest-part-5/ Designing the New RuneQuest - Part 5 Posted by Michael O'Brien on April 27, 2016 By Jeff Richard A few thoughts on RuneQuest combat... RuneQuest combat is a fundamentally different experience than in most other roleplaying games. First, and I think most commonly talked about, the actions in a RuneQuest combat correspond with what we imagine might actually happen in a melee - someone swings a sword at you, you are in big trouble unless you can parry it with another weapon or shield or get out of the way. Unlike level-based games, in RQ all human beings have more or less the same range of hit points, unless increased as the result of magic or from heroquesting. People often call this the "realism" in RuneQuestcombat mechanics. However, I think that misses the point. The realism of RQ combat IMO is not in the values given for hit points or the specific spread between hit locations, or how skill values are calculated. It is from the results of combat - from the inherent dangers in resorting to violence. Combat always poses a risk in RuneQuest. I was playtesting the new rules recently with a group of players that included Rob Heinsoo. What everyone noted is how deliberate the decision to resort to violence needs to be in RuneQuest - battle is dangerous, and not something lightly undertaken. Not only that, but RuneQuest is not balanced in the traditional sense. Your characters will regularly encounter things that are simply more powerful than they are and the only sensible response to these encounters is to flee. The Crimson Bat, Cwim, heck even some Full Priest dragonewts and their followers, could wipe out whole parties of rune lords and rune priests. Some monsters are so dangerous that the only way to have a chance is to first quest into the Gods World to find some mythological vulnerability or bypass. The result of this is a sense of fragile mortality that is utterly unlike most other RPG experiences. In HeroQuest, you play the protagonist of a narrative, in 13th Age, you play an epic hero - but in RuneQuest, no matter how mighty you are, defeat and disaster is always just around the corner. You could say it is anti-heroic heroic fantasy. No matter how it is sliced, RuneQuest is crunchy. But granularity that is not used in play can be discarded. A lot of the RQ3 granularity read better than it played, and I've gone through and tried to hack it out. Remember, rules that don't get used shouldn't be in the book. As we continue to fine tune the new Chaosium edition of RuneQuest, more and more I find I'm stripping rules down to about RuneQuest 2.5, and then we're working in the consequences of Runes and Passions. The new combat rules are primarily derived from RQ2, including how certain attributes such as hit points and weapon characteristics work. However, Runes and Passions have a potentially big impact on combat mechanics - but not on the combat results. Both Runes and Passions allow the character to be inspired within certain limitations. For example, the Air Rune is the rune of violence and destruction. A character in the midst of a melee combat may try to call upon the primal powers of Air to get a bonus to their sword skill. A character strongly loyal to their temple may try to inspire themselves when carrying out a cult mission. In playtesting, people have strongly role-played their Runes and passions and have a game incentive to do so. But inspiration can and does fail, resulting in penalties across the board. There are no hero points or luck points to bail the adventurer out - and in the end even your Rune Lord-Priest with their heroquest gifts will face mortality's sharp bite!
  18. One of people who tried out the playtest version of new RuneQuest at the Chimerades convention in France earlier this year has written up his impressions. A lot certainly got covered in just a few hours! http://2ndage.blogspot.com.au/2016/06/runequest-4-first-impressions.html
  19. In which Jeff explains why the new edition is simply going to be called "RuneQuest": http://www.chaosium.com/blog/designing-the-new-runequest-part-9
  20. Jeff's latest design notes here discuss the new Family Background mechanics: http://www.chaosium.com/blog/designing-the-new-runequest-part-8/
  21. Jeff's newest RQ Design Notes discuss the limitations of the "zero to hero" RPG trope, and what the new RuneQuest is doing about it: http://www.chaosium.com/blog/designing-the-new-runequest-part-7
  22. Version 2.0.0


    My spin on an RQ 4 Character Sheet. Just for fun.
  23. Version 2.0


    The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.
  24. Version 1.0.0


    Humanoid Character Sheet from House game revamp
  25. So I am soon to begin a new campaign of RuneQuest, reffing for my two best friends and girlfriend. They are all fairly green players so I am very much looking forward to introducing them to the wonders of Glorantha. I'm planning to set them in Sartar, near Starfire Ridge just after the initial, but not complete domination, of Sartar by the Lunars as Orlanthi that get embroiled in rebellion. It's looking like I'm getting two Babeestor Ghor initiates (played by the two most brutal women in my life, fittingly) and un-confirmed on the other friend but probably an Orlanthi warrior. My initial plan is to have the two Babeestor Ghorians at the Ernalda Temple by Clearwine, and have them tasked to escort an Ernalda priestess to the made up village of Broken-Sword, the sight of an old Humakti fortress (now ruined) which has been moved into by a small clan and turned into a village. My premise is, the crops are failing and the priestess is coming to pray for their renewal. There they meet the other player and begin adventures in Sartar, probably starting with a hunt for some missing villagers (it ain't going well for the people of Broken-Sword) that ends up with them on Starfire Ridge fighting broo. Beyond that and a couple of random ideas, I don't have a massive plan for how they end up embroiled in anti-Lunar rebellion or on general adventures for them. Anyone got any thoughts/concepts that have worked for them or they think would apply?
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