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Found 10 results

  1. From: So for a little context, my player was completely new to role-playing games when we started and was very willing to ask questions about the purpose and effects of the game rules. So my quoted post is really summarizing a process of attempting to think about and with these rules and then finding them difficult to use for our purposes. Why? Well, I can mostly speak for myself, and as a somewhat experienced player of RPGs in general. But one thing that has been a serious question is whether invoking a Passion or a Rune and rolling to augment is a representation of something the character is doing, or a metagame action the player is doing outside of the fictional space of play. (The text says that it's a character action, for what it's worth, "An adventurer may attempt to be inspired by their Passion and request a Passion roll to augment a skill, with the gamemaster’s approval", RQG p. 236.) And the reason why this is a question of import is because the mechanics of augments are a fairly simple gambling operation- you have x chance of a good outcome and y chance of a bad outcome, so you make a calculated decision about whether it's worth that chance for a +20%. But what's actually happening? Let's say that I am playing Vasa-nya, a Yinkin initiate, and I decide to roll for Passionate Inspiration using her 70% Loyalty (Sartar) Passion. Obviously, there are five possible outcomes here. On a 01-04, she gets a critical success, an experience check, and +50% augmenting an ability for the duration of the scene or task. On a 05-14, she gets a special, +30%. On a 15-70, she gets a regular success, +20%. On a 71-97, she gets a failure, -10% to all rolls in the scene forward. On a 98-00, she gets a fumble, -1d10% to the Passion value and a random duration of Despair that completely disables her for that entire duration. That's the mechanics. What's going on in the fictional space? Is Vasa-nya thinking hard of Rex, Country, and Mom's Apple Pie, and 4% of the time, this motivates her so strongly it strengthens her feelings, and 66% of the time it motivates her, and 27% of the time it demotivates her, and 3% of the time it causes her to fall into a depressive spiral? What does this randomness represent, psychologically? And these abilities on the sheet, if they are at 80% or above, force mandatory rolls in some circumstances to dictate the player's actions. This is one thing for Passions, but for my player, the fact that Runes seem to be connections to the outside world of Glorantha meant that they took it as "so if I go above 80%, I end up getting mind-controlled by the Air Rune every so often?" To be a little bit flippant. And then on top of that, are Runic personalities meant to be package deals? If I'm strong in Air, am I passionate and violent and proud and unpredictable? Setting aside whether having consistent pride or passionate expression is compatible with being unpredictable, how should I, as the GM, react to a player who is passionate but not violent, or violent but humble? Are they acting in keeping with the Air Rune or out of keeping with it? For that matter, how do the Runic personalities for Water and Moon work, in practice? Should I ding a player for not saying that they seek liberation from the material world at least once a session if they've got a 90% Moon Rune for casting Reflection as often as possible? How do I reward them for playing in concert with their high Moon Rune? Of course, I've played in Pendragon and loved it. But Pendragon made sense to me because it was Arthuriana and derived from Malory. And Malory is just filled with people having psychotic breaks and psychogenic fugues. So fumbling a Passion roll on my character in battle and having her run off into the woods and spend the rest of the year trying to build seawalls against the encroaching tides was appropriate for the setting. And Traits are virtues and vices and concrete, singular things, generally. Pendragon doesn't produce psychologically realistic people, as such, but it produces a particular type of fictional character. And Pendragon's 80% rule (there the Famous traits at 16 and above) always made sense to me because (though I didn't articulate it that way at the time) the fact that these were Famous Traits and Passions meant that they had a implicit social context. You were pushed into fulfilling them because the expectation is on you to behave "in character" as your socially defined self. This was not always realistic, or even often realistic, but it had a meaning that I grasped right away, even if at the time I was chortling at how I had developed a starting Love (wife) Passion of 23 (115% in RQG) because I was marrying a fairy with superhuman APP and I had rolled a very high random component. I don't grasp that meaning for RQG's equivalents. Are we (my player and I) just missing something? What are your thoughts on Passions and Runes as things that define character psychology, and the mechanics associated with that?
  2. Hey everyone. I started a blog post exploring the Disorder Rune and how we might be able to use them to craft interesting stories. This is the Second in a series of posts where I explore each Rune and what each area those runes cover and how we can use them as themes or as building blocks for storytelling. Post RuneQuest: Disordered thoughts on Disorder.
  3. A link to a blog post about this below but the first rune I plan on tackling is the Disorder Rune. Been thinking of an encounter that revolves around the Disorder rune and playing around with what aspects of disorder I want the theme of the encounter to reflect. So question for the group; outside of misfortune what aspects of Disorder appear in Glorantha. What kind of things in the day-to-day life of a Gloranthian person would be affected by the presence of the Disorder Rune? https://monstersandmusings.blogspot.com/2021/10/runequest-runes-that-govern-and-shape.html
  4. Version 1.0.0

    200 downloads

    The PNG files needed to make your own Roll20 Token Marker Library with Glorantha Runes. Created from the font provided by Chaosium.
  5. Our group is struggling with how to decide whether to allow Form Rune augments. For example, in the White Bull Campaign episode #2, one PC used his Mobility Rune to augment (technically, "inspire") their Climb skill to climb the walls into Pavis. @Jeff allowed it, didn't bat an eye. My initial reaction, watching, was "o.k., reasonable, but let me think about it". (Note - Jeff, might be nice for education if you occasionally questioned the players, asking them to explain why their Passion or Rune made sense as an augment. They usually do, but this might help others learn ) Certainly Climb involves movement. But so does every other Agility skill. And there's already a runic augment for that - Water. If a GM allows Mobility to augment all agility skills, plus dozens of other skills that involve movement, the it becomes a pretty all powerful augment. OTOH, if you don't allow Mobility to augment any Agility skill, that seems restrictive. Note: my character has a high Water, chosen specifically so that, when I really need to Dodge or Climb, I have a chance at a bonus. When I really need to Spot or Communicate or Hide, I'm on my own... Our group is very much confused and on the fence. One player is "certainly that makes sense". I am leaning towards "if there is another official Rune for that skill, the player should really use that instead, or a Passion". Another player is "Certainly not". In his view, Mobility might make you climb faster, if speed matters, but it won't augment your skill percentage. I find this an intriguing approach too. Thoughts?
  6. Greeings, this is my first post. You may salute it. Or if you prefer something less onerous. Hi. Nice to meet you. I find the idea of having all the different runes affect or represent different parts of a characters personality interesting and especially so with the elemental runes as they seem to create the greatest base difference between the (human) culture groups of glorantha. Even when they're not clustered together cultures with the same elemental rune seem to have, or at least I assume they do, core similarities seeing as every human has one, and only one, and elemental runes are to my understanding something you're very likely to inherit. That said out of all the elemental runes the sky/fire rune have the vauguest and fewest personality traits numbering only two. Loyalty - yes sure I understand that, but Purity? What's that even suposed to mean? On top of that I've found no mention of the lesser elemental runes like light or heat, or cold for the darkness rune. Something I'd find very interesting to know seeing as they are only part of their original runes so their personalities should be slanted somewhat differently. Another thing tha's sorely lacking because of the limited mention of how elemental sub runes impact the personalities of pelorian women. That is the female elemental rune of Peloria, right? Or is that only Dara Happa? There is plenty of information on how the storm and earth rune affect orlanthi men and women and some relating to how the sky/fire rune affect pelorian men but nothing about pelorian women and the light rune. (The only thing I've managed to gather is that the sky/fire rune abd the earth rune don't mix easily but that's neither here nor there.) If anyone could help explain this to me I'd be very grateful. (If anyone want to discuss the personalities of other runes feel free just don't detract too far from the main topic at first, please. The other runes aren't my main interest right now. Although I'd like to know if the earth, storm and water runes have sub runes of their own.)
  7. I think that the addition of Passions and Rune Affinities are one of the more interesting aspects of the RQG rules. There are some ways in which I feel they could be more fully integrated into the system. While Rune Affinities are integral to casting Rune Magic, there are no spells or skills which interact with them in any way; Passions can strongly influence or even mandate behavior for PCs and NPCs alike, but there are only two spells that interact with them mechanically, and no skills that do so. How do you feel about this? Why doesn’t Soul Sight let you see the target’s strongest Rune Affinity? Why doesn’t Insight let you realize that someone is driven by a strong Loyalty or Love? I’m using them that way. What interesting ways are you using Passions and Affinities?
  8. [Further to the earlier thread about Ernalda houses.] The Runes important to a culture are often reflected in its gateways. From left to right: An Earth Rune gate. A lintel can support less weight than an arch; upper levels are of lighter stone, brick or a wooden palisade. This design is common in Orlanthi lands. A Luck Rune. The eastern gate of Runegate is in this form. The slanted uprights can support a little more weight than an ordinary lintel but this form is little used, because Luck can be good, or bad. A Solar arch incorporating a Sky Rune. An arch distributes weight better than a lintel. A Lunar arch incorporating a Moon Rune. This functions as an arch but requires more skill to build. This design is not entirely practical as a defensive gateway but is commonly found in major Lunar temples.
  9. While preparing a new HeroQuest Glorantha character for a new player, who wants to use Flamal as his patron deity I've run into the issue, that the runes given for this god differ depending on the source book you're using: Sartar: Kingdom of Heroes, p. 106 - a rune, which could be read as Aldrya but probably should be Plant, Life Guide to Glorantha, Vol. I, p. 150 - Plant, Infinity, Plant HeroQuest Glorantha, p. 141 - Plant, Harmony, Plant Which rune combination is the correct one to use (in a HeroQuest context)? Although the Guide of Glorantha should be the definite source if in doubt, I tend to use the HeroQuest Glorantha version (besides other reasons because it is the latest publication). But I would like to get some confirmation (from an official source would be greatly appreciated ).
  10. A question over on the G+ group from Olivier Dubreuhas prompted this post. Olivier asked "Cannot a Sable have an Earth rune ? Why ?... Some clarification would be useful, to me at last." One of the early things I started doing for the Prax book was looking at the makeup of what the Praxians are from the bottom up. First I looked at the populations, the cult info from Cults of Prax and any other relevant info that was available. This all ended up in a giant spreadsheet. Every so often I go back and tweak it as a new piece of info appears or @Jeff says - "that doesn't look right we need to change it." It's been pretty sable for three years now. One of the tables is the rune spread of the tribes and hopefully it answers Olivier's question: Major Tribes only 10% of all Praxian men have the Storm Rune, except the Bison where it is their major rune and so 94%. 2% of all Praxian women have it. 10% of all Praxian women have the Earth Rune, except the Bison where it is their major rune and so 94%. 2% of all Praxian men have it. 85% of Impala men & women, 43% of Sable men & women have the Fire rune, everyone else 1% 85% of Morokanth men & women have the Darkness rune, everyone else 1% 85% of High Llama men & women have the Water rune, everyone else 1% 85% of Morokanth men & women have the Darkness rune, everyone else 1% 43% of Sable men & women have the Moon rune, everyone else 1% This for guidance for NPCs and does not to reflect PC makeup.
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