Runequest: Roleplaying in Glorantha

Best Selling RPGs - Available Now @ DriveThruRPG.com
For me "canon" and actually playing in the setting are sort of two seperate hobbies. I like learning all the details for fun, but in an actual game I wouldn't use half the stuff and blatantly contradict plenty of it.
Even taking canon on its own, although I find it fun to fill in the blanks and implications an author of course shouldn't stick to canon in many cases. I'd rather a work develop its own themes and characters etc, i.e. it's often better to do something that makes literary sense than "setting logical" sense. (I'm aware the two aren't always cleanly seperated).

Matthew Dawkins of Onyx Path and Aaron Dembski-Bowden of Games Workshop often make the point that canon is more for the IP holders as a tool for easing content production and not something for fans to feel constrained by.

As a funny point often many historical texts or books on the philosophy of history will point out the difference between history and the past and the futility in seeking consistency to the Nth degree in the former. So even history can have a canon problem.
 
Last edited:
Runequest, Mythras and Harnmaster are all on my list to eventually get around to studying and trying out their combat systems, but I gather none of them really make a detailed map&counter wargame out of combat, so I expect it will be looking for ideas and mechanics I might be able to incorporate.
There is a supplement for Mythras called Mythras Companion that does add map&counter to the main combat rules. I don't think I'd ever use it when running it as an RPG, but I've had a blast using it for 1v1 skirmishes with a couple of fighters on each side. Especially given the detail of individual unit combat it gets from "base" Mythras.

Hopefully when Mythic Babylon comes along I can get a game of Akkadians vs Sumerians or something going.

Now if only there was somebody here to play a 1v1 game in play by post, but they'd need to be a real Mythras robot :dice:
 
Mythras adds mass combat rules in "Mythic Britain" and in "Ships and Shieldwalls", and tactical combat in "Classic Fantasy" and the "Mythras Companion". Tactical combat provides grid-based D&D style combat rules for a battlemap and miniatures style of combat encounter. Mass combat is for large military clashes of many hundreds or thousands, but movement and positioning is abstracted, it's not done with a counters-and-board approach. I did adapt the system though for exactly that but I had to create the rules for movement, ranges, and so on. It's highly abstracted, very fast to play and lethal, PCs can get involved with commanding and they can participate fighting with a unit.

XYIZMTY.png


aWOEzoO.png
 
For me "canon" and actually playing in the setting are sort of two seperate hobbies. I like learning all the details for fun, but in an actual game I wouldn't use half the stuff and blatantly contradict plenty of it.
When I use a published setting, I always work from the understanding that for purposes of the game, it is my setting. If a player knows some factoid from reading supplements that I didn't include, I don't consider it a mistake on my part.

On the other hand, if a player approaches before the game to ask if an element that I didn't know about will be in the game, I'll generally try to work it in.
 
For me "canon" and actually playing in the setting are sort of two seperate hobbies. I like learning all the details for fun, but in an actual game I wouldn't use half the stuff and blatantly contradict plenty of it.
Even taking canon on its own, although I find it fun to full in the blanks and implications an author of course shouldn't stick to canon in many cases. I'd rather a work develop its own themes and characters etc, i.e. it's often better to do something that makes literary sense than "setting logical" sense. (I'm aware the two are always cleanly seperated).

Matthew Dawkins of Onyx Path and Aaron Dembski-Bowden of Games Workshop often make the point that canon is more for the IP holders as a tool for easing content production and not something for fans to feel constrained by.

As a funny point often many historical texts or books on the philosophy of history will point out the difference between history and the past and the futility in seeking consistency to the Nth degree in the former. So even history can have a canon problem.
There is a quote from Marc Miller that goes to the effect that "Canon is for publishers." Canon exists primarily to stop different parties from writing and producing material that conflicts with each other or is otherwise incompatible for some reason. For an individual DM it's of interest as source material but there's no reason to consider it binding unless you're actually publishing material for the setting.

Unfortunately, canon is also something of an attractive nuisance. We've all met That guy who has learned the Players and DM's guide, Monster Manual 1 and 2, Fiend Folio and Unearthed Arcana off by heart. We've all met the crusty old grognard who's read all of the 'zines, flame wars on the mailing lists and has 35 year old copies of all the material on a bookshelf somewhere. Some of us are the crusty old grognard who's read all the 'zines, flamewars on the mailing lists and has 35 year old copies of the material on a bookshelf.

The issue isn't with the canon itself but rather canon abuse - folks who use it to try and argue with the GM to get their way on something or start dick waving contests to show who can cite its most obscure minutae.

If you're into world building there's a temptation to scope out the history, cultures and customs and geography of a world in great detail, and it can be fun to do that. However, most people don't really care about it. In practice, world building is useful to give context to an adventure - without having done some work on the background I find that adventure material (at least stuff I write) is sterile and lacking in animation.

My experience is that it's a sort of cyclical process. You start with a world, which can be done in a lot of detail although it doesn't necessarily have to be so. Then you set some adventures in it and evolve the setting with the adventures. After a few cycles of this you start to settle on something that feels lived in. You can do a great deal of detail in a world that never sees the light of day - nor actually needs to - apart from indirectly affecting adventures.
 
Last edited:
It's a bit unfortunate that sometimes folks feel smothered by Glorantha. The epic Gloranthan canon works well as a background tapestry to whatever game you want to run. A lot of it can happen off-camera and you bring it into your game at pivotal times, or you keep it in the background.

It's no biggie. For those that liked the earlier editions, RQG can be played pretty much the same way as we did with RQ2 or RQ3.

The beginning characters are much more powerful in terms of skills and magic, but I think I saw rules for starting with less experienced characters.
I doubt they will be the dirtcrawlers of RQ2, but they won't be borderline mythic heroes either.

Setting adventures in the regions of Pavis and Prax can feel just as wild west as it always has, as if Sergio Leone was filming Glorantha.

As far as Rune Magic goes, it is much more playable, but once you use your runepower up (measured as Rune Pts), then you have to wait for pivotal times to recharge and at pivotal locations, so there is a balancing factor. From what I can see, this will be better than RQ2 and RQ3 which no one wanted to use Rune Magic as it was so hard to get again.

Anyway, my point is that Gloranthan canon can be merely a background canvas, and its much the same if you play in Middle Earth, or even Faerun.
 
Last edited:
There is a quote from Marc Miller that goes to the effect that "Canon is for publishers." Canon exists primarily to stop different parties from writing and producing material that conflicts with each other, or is otherwise incompatible for some reason. For an individual DM it's of interest as source material but there's no reason to consider it binding unless you're actually publishing material for the setting.

I didn't know (or have forgotten) this quote...but I've been applying it for ages:tongue:.
When I referee a game, canon is what I say it is. Yes, my Glorantha ain't gonna be the same as Greg Stafford's...nobody's Glorantha could possibly be, IMO. I still like my Glorantha as it is, though I haven't been spending much time in it:thumbsup:.

Yes, if a fact exists in canon and I don't know about it, it probably doesn't exist in my Glorantha (if it doesn't conflict with what's been established and you let me know, I might consider including it). If that makes your dinkie sad, consider that the same is true about facts from the canon that I simply didn't like.

Conversely, facts that I thaught merited expanding upon are being expanded upon. There might even be stuff that's in no supplement:shock:!
And if the above leads people to say that I'm not really running Glorantha*...well, they're entitled to their opionions. I'm entitled to telling them that I'd still use the name Glorantha, but if they want to, they might consider it written as Glorant'ha, which is obviously much different:devil:!
And I also treat in-jokes that I don't get the same way as I treat Monthy Python in-jokes: as venting off steam that should be squashed if it starts interrupting the game too often.

BTW...panties? What panties, there's no such items in My Glorantha - it's too modern:gunslinger:!

*Or Exalted, Tekumel, Legend, Talislanta, Mythos World, or whatever - Insert Setting That I've Been Running applies here.
 
There is a supplement for Mythras called Mythras Companion that does add map&counter to the main combat rules. I don't think I'd ever use it when running it as an RPG, but I've had a blast using it for 1v1 skirmishes with a couple of fighters on each side. Especially given the detail of individual unit combat it gets from "base" Mythras.

Hopefully when Mythic Babylon comes along I can get a game of Akkadians vs Sumerians or something going.

Now if only there was somebody here to play a 1v1 game in play by post, but they'd need to be a real Mythras robot :dice:
Oh ok then, I guess I need to bump Mythras Companion up on my list!
 
Raleel Raleel have you got much experience with the Tactical combat in the Mythras Companion?
 
Raleel Raleel have you got much experience with the Tactical combat in the Mythras Companion?

extensive. We don’t use facing but we do grid based combat in my local game. Have for several campaigns. If you like grid combat they are a good choice. also works nicely for D&D style spells and such.

I require my group to move after they attack. It’s not in the rules, but it was in the RQ6 version, which are otherwise the same. It makes more sense from a war gaming perspective. It also eliminates some small holes in the rules, and promotes the use of ranged weapons, especially thrown ones.

I have tinkered with movement a bit, and I know that Bilharzia Bilharzia has made his own set of streamlined rules for this.
 
In RQG I love that all Common Rune Magic is available to cult members Initiate-level and up, this is so much more versatile than in the earlier Chaosium versions of RQ.

It's very free form as how those spell abilities manifest will be dependent on what Rune is used to cast them, and what Deity those Rune Pts are from, and how the setting can justify it.

For example, a classic Common Rune Magic Heal Wound ability can be performed using the Harmony Rune, with runepower dedicated to Chalarna Arroy the Healing Goddess. The recipient would be overcome with tranquility, and magical healing would take place.

The same Heal Wound could be cast using the Earth Rune, with runepower dedicated to Ernalda the Earth Mother. Perhaps the trappings would involve plunging the affected limb into a hole dug in the ground, or covering the wound with mud. The magical healing would only kick in after the mundane trappings have taken place, so probably much longer to achieve this than in the previous example.

The same Heal Wound could even be cast with the Air Rune, with runepower dedicated to Orlanth the Storm God. Perhaps the physical trappings require lots of free-flowing wind, so getting oneself up on high ground (atop high buildings, hills, mountains etc) may be necessary for this to work at optimum.

So yeah I really like how the new RQG makes Rune Magic more versatile.

My only concern is that I am surprised that Initiates can also choose additional specific Specialised Rune Magic spells.
Given the wide range of uses with Common Rune Magic, it just feels a little overpowered having initiates also have access to Specialised Rune Magic.

I think Special Rune Magic should have been reserved for the higher cult ranks of God Talkers, Rune Lords and Rune Priests.
It just seems wrong that if common folk can access it, then it tends to detract from the importance of the high cult membership roles.

Just wondering if anyone else using RQG thinks along these lines, or is it just me?
 
Last edited:
In RQG I love that all Common Rune Magic is available to cult members Initiate-level and up, this is so much more versatile than in the earlier Chaosium versions of RQ.

It's very free form as how those spell abilities manifest will be dependent on what Rune is used to cast them, and what Deity those Rune Pts are from, and how the setting can justify it.

For example, a classic Common Rune Magic Heal Wound ability can be performed using the Harmony Rune, with runepower dedicated to Chalarna Arroy the Healing Goddess. The recipient would be overcome with tranquility, and magical healing would take place.

The same Heal Wound could be cast using the Earth Rune, with runepower dedicated to Ernalda the Earth Mother. Perhaps the trappings would involve plunging the affected limb into a hole dug in the ground, or covering the wound with mud. The magical healing would only kick in after the mundane trappings have taken place, so probably much longer to achieve this than in the previous example.

The same Heal Wound could even be cast with the Air Rune, with runepower dedicated to Orlanth the Storm God. Perhaps the physical trappings require lots of free-flowing wind, so getting oneself up on high ground (atop high buildings, hills, mountains etc) may be necessary for this to work at optimum.

So yeah I really like how the new RQG makes Rune Magic more versatile.

My only concern is that I am surprised that Initiates can also choose additional specific specialised Rune Magic spells.

Given the wide range of uses with common Rune Magic, it just feels a little overpowered having initiates also have access to Specialised Rune Magic.

I think specialised Rune Magic should have been reserved for the higher cult ranks of God Talkers, Rune Lords and Rune Priests.
It just seems wrong that common folk can access it, and it tends to detract from the importance of the high cult membership roles.

Just wondering if anyone else using RQG thinks along these lines, or is it just me?
I agree, especially since there is really only two grades within cults now, Initiate and Talker/Priest/Lord. Access to Rune magic would be a good way to distinguish them.
 
Last edited:
These are my mods to Mythras combat Raleel mentioned: https://docs.google.com/document/d/1S9F7TaV_2AEYPrPIxino-K4Owog7STu9t3iKA0LU3i8/edit?usp=sharing
It is probably quite hard to understand if you aren't a Mythras player/GM. I made the changes because of Round/Cycle confusions and tracking. When I've read people talking about modifying Mythras combat I often see mentions of removing Special Effects, my impulse is to do the opposite - make Special Effects more common. As well as compressing action into Rounds these homebrew also makes Defensive Special Effects much more common, my group used more Defensive SEs in the first combat when we tested this than in the previous two years of playing. Unless it's a critical parry, my players will generally choose to save their Action point to make an attack.

I've used a fair bit of Classic Fantasy style tactical combat in the past, but now less and less, effectively I've gone back to the core rules, except for my mods, and Raleel's changes to movement which I've included in Mythwrack.

Mythras still has the issue of "Special Effect Analysis Paralysis" - where a very large number of special effects are available right from the start to players who generally have no idea what to choose or why. On the one had I have tried to provide a path which restricts SEs and allows the PC to learn more as their combat style skill increases but it is difficult to make this feel organic and can be frustrating if you want to use a SE that seems common (like Trip Opponent) but can't because you haven't learned it yet. On the other side I like the look of DCC's "Mighty Deeds of Arms", and perhaps there is a way there of re-organising Mythras' Special Effects.
 
In RQG I love that all Common Rune Magic is available to cult members Initiate-level and up, this is so much more versatile than in the earlier Chaosium versions of RQ.

It's very free form as how those spell abilities manifest will be dependent on what Rune is used to cast them, and what Deity those Rune Pts are from, and how the setting can justify it.

For example, a classic Common Rune Magic Heal Wound ability can be performed using the Harmony Rune, with runepower dedicated to Chalarna Arroy the Healing Goddess. The recipient would be overcome with tranquility, and magical healing would take place.

The same Heal Wound could be cast using the Earth Rune, with runepower dedicated to Ernalda the Earth Mother. Perhaps the trappings would involve plunging the affected limb into a hole dug in the ground, or covering the wound with mud. The magical healing would only kick in after the mundane trappings have taken place, so probably much longer to achieve this than in the previous example.

The same Heal Wound could even be cast with the Air Rune, with runepower dedicated to Orlanth the Storm God. Perhaps the physical trappings require lots of free-flowing wind, so getting oneself up on high ground (atop high buildings, hills, mountains etc) may be necessary for this to work at optimum.

So yeah I really like how the new RQG makes Rune Magic more versatile.

My only concern is that I am surprised that Initiates can also choose additional specific specialised Rune Magic spells.

Given the wide range of uses with common Rune Magic, it just feels a little overpowered having initiates also have access to Specialised Rune Magic.

I think specialised Rune Magic should have been reserved for the higher cult ranks of God Talkers, Rune Lords and Rune Priests.
It just seems wrong that common folk can access it, and it tends to detract from the importance of the high cult membership roles.

Just wondering if anyone else using RQG thinks along these lines, or is it just me?
Yea, all of that makes me happy to stick with RQ1/2... I get that in RQ1/2 Rune Magic may be hard to replenish and thus players may be reticent to use it, but I prefer that to seeing it thrown around willy nilly. One might argue that it actually makes it more realistic that Rune Priests really wait for a serious situation before tossing rune magic off.
 
I posted something similar over on the RQG FB threads, but most members there didn't seem concerned about it.

Of course one or two of them starting ranting about Glorantha as if I had no idea about the setting and so forth, which is a bit ridiculous considering I have had RQ2 since 1985, and a reasonable collection of Gloranthan lore and products fill my bookcase.

It was clarified that Initiates aren't the common folk (although many NPCs seem to be intiates...), and that the majority of the population are Lay Members, so becoming an Initiate is seen as a decisive step.

The PCs start off as Initiates as default, just to make things more heroic, and the rules are not trying to emulate the common person - most of the PCs will already be veterans of some recent conflict.
Given the very simulationist origins of the previous RQ editions, this was quite a different assumption that I had been working from.
In fact some of the charm of RQ was that you were very vulnerable, and may eventually get to become very powerful - but this progression was in no way a certainity.

RQG assumes that because the PCs are central to the plot, they therefore are more heroic, and start out a bit more powerful, hence why they are already Initiates at the begining of the game.
That's fair enough, although there are plenty of other games that do this, and it's a bit unusual that Chaosium went with this approach, especially considering that they already have HeroQuest Glorantha for this.

But it does change things considerably if initiates are not representing the common folk, and that the bulk of people are lay members.

So looking at it from that point of view, I suppose it isn't a deal-breaker that Initiates have access to Specialised Rune Magic (although I still would have preferred them just to have Common Rune Magic).
The era of RQG is set a decade after the previous editions, and Glorantha is hurtling into mass turmoil once again as the Hero Wars starts. This makes sense that many of the Lay Member population becomes Initiated, so the whole setting is becoming more high-powered.

If we play, I aim to start my games earlier n 1615 however, as I have heaps of old RQ2 stuff to play thru. During this time the majority of people are Lay Members, so being Initiates makes the characters notable from the start. If the PCs survive long enought, we'll get to the new RQG scenarios, and they should be pretty powerful veterans by then.
 
Last edited:
I posted something similar over on the RQG FB threads, but most members there didn't seem concerned about it.

Of course one or two of them starting ranting about Glorantha as if I had no idea about the setting and so forth, which is a bit ridiculous considering I have had RQ2 since 1985, and a reasonable collection of Gloranthan lore and products fill my bookcase.

It was clarified that Initiates aren't the common folk (although many NPCs seem to be intiates...), and that the majority of the population are Lay Members, so becoming an Initiate is seen as a decisive step.

The PCs start off as Initiates as default, just to make things more heroic, and the rules are not trying to emulate the common person - most of the PCs will already be veterans of some recent conflict.
Given the very simulationist origins of the previous RQ editions, this was quite a different assumption that I had been working from.
In fact some of the charm of RQ was that you were very vulnerable, and may eventually get to become very powerful - but this progression was in no way a certainity.

RQG assumes that because the PCs are central to the plot, they therefore are more heroic, and start out a bit more powerful, hence why they are already Initiates at the begining of the game.
That's fair enough, although there are plenty of other games that do this, and it's a bit unusual that Chaosium went with this approach, especially considering that they already have HeroQuest Glorantha for this.

But it does change things considerably if initiates are not representing the common folk, and that the bulk of people are lay members.

So looking at it from that point of view, I suppose it isn't a deal-breaker that Initiates have access to Specialised Rune Magic (although I still would have preferred them just to have Common Rune Magic).
The era of RQG is set a decade after the previous editions, and Glorantha is hurtling into mass turmoil once again as the Hero Wars starts. This makes sense that many of the Lay Member population becomes Initiated, so the whole setting is becoming more high-powered.

If we play, I aim to start my games earlier n 1615 however, as I have heaps of old RQ2 stuff to play thru. During this time the majority of people are Lay Members, so being Initiates makes the characters notable from the start. If the PCs survive long enought, we'll get to the new RQG scenarios, and they should be pretty powerful veterans by then.
Bah, go with your gut, Initiates get Folk/Battle Magic. There's always Spirit Magic and Sorcery if they want more spells.
 
Some here:

And a colouring book:
 
Some here:

And a colouring book:
Good work. I want the Cults books and the Troll Pack especially.
 
For anybody is Australia, New Zealand or it's cheap to ship from there the King of Sartar book is going for very cheap due to last stocks there.

 
Mythras adds mass combat rules in "Mythic Britain" and in "Ships and Shieldwalls", and tactical combat in "Classic Fantasy" and the "Mythras Companion". Tactical combat provides grid-based D&D style combat rules for a battlemap and miniatures style of combat encounter. Mass combat is for large military clashes of many hundreds or thousands, but movement and positioning is abstracted, it's not done with a counters-and-board approach. I did adapt the system though for exactly that but I had to create the rules for movement, ranges, and so on. It's highly abstracted, very fast to play and lethal, PCs can get involved with commanding and they can participate fighting with a unit.

XYIZMTY.png


aWOEzoO.png
This looks amazing. Is there a file or a PDF of this? I would buy the hell out of this if it was official.
 
Bah, go with your gut, Initiates get Folk/Battle Magic. There's always Spirit Magic and Sorcery if they want more spells.

I think there are too many spells in Runequest, such that many copy other versions elsewhere. I am kind of at the point where I tend to convert it to Savage Worlds. When Modern Age: Powers comes out I might look into that too.

It just simplifies absolutely everything.
 
I think there are too many spells in Runequest, such that many copy other versions elsewhere. I am kind of at the point where I tend to convert it to Savage Worlds. When Modern Age: Powers comes out I might look into that too.

It just simplifies absolutely everything.
I think there are too many spells in nearly all the games I play. I have found power/spell cards really help save time leafing through books.

My experience of Runequest 2 was that we internalised what the battle magic did - Bladesharp, Healing, Repair, Counter Magic, Dispel Magic, Disrupt, Demoralise, Harmonize, Befuddle got used a lot more than anything else. Oh light, that got used with extension Rune Magic a lot.

If there was a Glorantha treatment of Savage Worlds it would definitely up my interest in the system :smile:
 
Last edited:
Some here:

And a colouring book:
Most of the supplements are available POD, but not directly through Lulu. You have to order them through the Chaosium website, and Lulu fulfills the order.

That includes all the adventure supplements (Pavis, Big Rubble, Borderlands, Griffin Mountain) as well as Trollpak and the Cults of Prax and Terror books.

You also can't mix POD items with anything held in the Chaosium warehouses - the order will fail saying that something is out of stock. Instead, place two orders, one for POD and the other for anything else. Shipping is still pretty reasonable (in the UK at least).

Confusingly, the core rules are held in stock by Chaosium, everything else is POD. Getting that order placed was a two-whisky evening...

Physical quality of the POD books is high, they look like they've been re-set in modern design software from scratch. There are minor clarifications and additions, but the layout and illustrations are the same as the originals. You get the PDF for free too.

Content is as wonderful as it ever was. Trollpak in particular is a bargain - nearly 300 pages of background, maps, cults, character stats and adventures for $30. All this stuff is dripping with gaming use - contacts, rivalries - and not all of them are "kill the troll" scenarios. When they are - those folks are smart and prepared...

As an aside, other currencies are riding high against the US$ right now, and Chaosium prices everything in dollars. Some great bargains to be had.
 
Last edited:
I think there are too many spells in nearly all the games I play. I have found power/spell cards really help save time leafing through books.

My experience of Runequest 2 was that we internalised what the battle magic did - Bladesharp, Healing, Repair, Counter Magic, Dispel Magic, Disrupt, Demoralise, Harmonize, Befuddle got used a lot more than anything else. Oh light, that got used with extension Rune Magic a lot.

If there was a Glorantha treatment of Savage Worlds it would definitely up my interest in the system :smile:
Glad someone agrees me with.
Enchant Weapon would cover things like: Blade Sharp, having your weapon covered in fire or ice - each one would be just trappings anyway.
You could do the same with Conjure / Create Weapon. There are so many types each one would be a trapping too.
Then we have numerous Barriers, or Shield variants. Again all the same.
Same goes for Blast, Bolt, or Burst; same too for Aura (Damage Field).
Leap I would import from Supers 2ed anyway.
Dispel is in SWADE.

You pretty much have a majority of the spells right there.
And quite honestly, SWADE would remove the gritty combat which for me needs to go anyway such that epic adventures can be had.
 
The thing I don't like about generic energy spells, at least if energy type can be chosen at casting time, is that it totally wipes out "immune to X, vulnerable to Y" monsters since you can avoid immunity and even hit vulnerability. I also like effects like D&D where lightning, fire, and cold area effect spells all have different shapes. Such variety makes different spell foci actually differences.
 
The thing I don't like about generic energy spells, at least if energy type can be chosen at casting time, is that it totally wipes out "immune to X, vulnerable to Y" monsters since you can avoid immunity and even hit vulnerability. I also like effects like D&D where lightning, fire, and cold area effect spells all have different shapes. Such variety makes different spell foci actually differences.

In SWADE the type is a trapping,. So having one spell does not mean you know every trapping imaginable.
Plus in SW super 2ed, there are also rules for different types of AoE damage. Still learning SWADE intricacies, though I would be surprised if it did not have that too.

Mutants and Masterminds - you have to pick your energy type at chargen, and any AoE is a modifier to price at chargen.
 
This looks amazing. Is there a file or a PDF of this? I would buy the hell out of this if it was official.

Thanks, I made this for the end of a campaign, so it was very limited to that game at the time. The Mythras mass battles system adapted pretty well to a hex & counter style, although it changes some of the special options since in the RAW system movement and manoeuvring is abstracted. It's a very fast and lethal way of resolving large battles. I made up all the counters and map to play on Roll20 and it worked pretty well. All the counter art I ripped off from various sources.
 
Banner: The best cosmic horror & Cthulhu Mythos @ DriveThruRPG.com
Back
Top