Oh, I haven't noticed folks doing that... is that a thing within the Glorantha fan community?
I had some initial resistance to RQ6/Mythras... I wasn't sure about combat maneuvers and other bits... but I don't remember the Mongoose connection being a block.
I too am cautious when considering Mongoose products as they are too often shoddy. Having said that I am thinking seriously of getting some of their Traveller products. Hope I’m not disappointed.

Regarding RQ6/Mythras, like Simlasa I was also initially resistant because in my head I had decided it was too complex. However after playing some of the combat trainer modules I have changed my mind.
 
Personally, I find the the presentation and art of RQG godawful: the worst kind of overproduced kitsch. The porno pig sacrifice killed it for me even before I’d fully grasped the horror of character generation. Indeed one might say that the art and layout are an accurate representation of the rules.

I'm a big fan of Simon Roy whose art is featured in RQG, this is from Tiger Lung

tIaq8Ic.png


I found his depiction of spirits and the spirit world to be possibly the best I have seen far from "overproduced kitsch". Some of the art is a bit too slick, maybe, but Chaosium use dozens of artists.
 
Oh, I haven't noticed folks doing that... is that a thing within the Glorantha fan community?
I had some initial resistance to RQ6/Mythras... I wasn't sure about combat maneuvers and other bits... but I don't remember the Mongoose connection being a block.
Yes, I have heard it from some members of the ChaosiMoon crew. Before the release of RQG it was clear from comments coming from the new Chaosium that a) Certain members of the design team did not like RuneQuest and b) They had not even played RuneQuest 6. The impression I got was they relied on received wisdom and their existing biases. They may have had the "right" to do that, but it's still poor design practice.

OIighHX.png
 
Yes, I have heard it from some members of the ChaosiMoon crew. Before the release of RQG it was clear from comments coming from the new Chaosium that a) Certain members of the design team did not like RuneQuest and b) They had not even played RuneQuest 6. The impression I got was they relied on received wisdom and their existing biases. They may have had the "right" to do that, but it's still poor design practice.

OIighHX.png
That was so funny I almost choked on my coffee!!! :grin::grin::grin:
 
Oh c’mon if this is considered porn then we should go back to banning the 1957 French film ‘And God Created Woman’ which launched Bridget Bardot’s international career.

I saw more nudity on the covers of my old Savage Sword of Conan comics.
Beware this image - behind those womens' shoulder blades are boobies, so let’s call a censor, heh heh

I can’t tell if this is a jest or not !!!!

I quite like this artwork. Given that Greg Stafford and Jeff Richard both referenced HBO Rome as one of the closest representations on how they saw everyday Gloranthan life, then I think this artwork accurately depicts the nature of ancient era rites and religious/magical practices

I do agree that there is starting to be too much stylised art creeping into the RQG products, The artwork is very good and definitely has its place in presenting the more mythical setting element, but I would also like to see more gritty and/or adventurous artwork, hinting at the earlier pulpy influences that Stafford also described. As a youth he loved Howardian sword and sorcery, and I think this should also come thru just as much as the stylised mythical art direction for Glorantha.
 
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Mechanically there are big differences, even to newbies. As for complete outsiders seeing the differences as pedantic, that goes for all RPGs - I see all versions of d&d as the same, and I don't care about the difference, an attitude that would doubtless send devotees of the old cave crawling game into fits.

Special Effects, or combat manoeuvres completely changed combat, older RQ doesn't model this at all, and you are left with hacking things into pieces. More subtle but almost as significant is the de-escalation of damage in Mythras. It removed armour and damage stacking, so that it is almost impossible to get gross levels of AP/HP and damage, with RQG it's the norm. As players, you may of course prefer the high-magic and combat-hacking of older RQ.

Spirits are completely different in Mythras and fit perfectly into Glorantha, RQG sticks with sprits-as-spell-banks and that's it. A shame because Animism is one of the best magic systems in Mythras.

Sorcery, although I am still not a fan, is far better in Mythras than RQG. The uselessness of sorcery for PCs in RQG caused so much grief on the BRP forums the sorcery thread was locked. Why sorcery is in there *at all* is a mystery, it's from RQ3 for a start.

I do not agree that Chaosium's RQG is simply a great presentation of Glorantha - the art is great admittedly. It has changed the feel of the game from a player's and PC's perspective. Gone is the ordinary adventurer, to be replaced by the Runic-Bound-Ass-Kicking-Lightning-From-Fingertips-Hero. Again this may be attractive to new and old players, but it's very different from the old Glorantha RQ experience, and it has come from a design directive of "this is what the Glorantha experience should be like" - essentially Magical Runic Superheroes Save the Day.
I pretty much agree with most of this, except I quite like the presentation of Glorantha as a setting goes.

I am definately on the same page regarding many of the RQ6/Mythras amendments being improvements on the earlier RQ system

I also am not a fan of the power level for beginning RQG characters.
I found that RQ2 started beginning characters too low, basically dirtcrawlers. There is a charm to that, but due to the harshness of the system the chance of not surviving more than one or two sessions was quite real, and unlike a game like D&D B/X it was quite arduous by comparison to roll another character up on the spot.

RQ3 was a bit better as far as that went, but RQ6/Mythras gets it about right.

The issue for me is that RQG went too far the other way, perhaps it was due to the concurrent development of HQG and 13AG, but beginning RQG characters at Initiate level seems fine until you read that Initiates are now far too powerful - in addition to an array of Basic/Spirit Magic spells, they can cast all Common Rune Magic abilities and often begin with some additional Specialised Rune Magic as well. This feels much more in keeping with what I envision as abilities for Acolyte (God-Talker) rank and above.

This effectively starts characters well on their way to being Runemasters, so it’s like rolling up beginning D&D 5E characters at Level 10.
I get that the writers were sick of playing dirtcrawler characters, but it feels like they skipped an entire stage of character experience here, which is really quite weird and also a bit selfish. There is a small box for making less experienced characters that looks like an afterthough, and it is clearly not the direction that they will be envisioning for published campaigns.

(Having said that, from briefly looking at the current published adventures, they do look like they would work just as good with less experienced beginning characters - not RQ2 starting levels, but RQ3/RQ6/Mythras levels seem reasonable)

Although I love the idea of canon meta-campaigns, I also don’t want just epic level adventures as a mainstay for RQG. Some down and dirty investigations, expeditions, and short combat crawls work fine as well, not everything has to do with mythical resonance, that’s more heroquesting and such.

So yeah while I like what Chaosium is doing with Glorantha as a setting, I am not enamoured with how they are shaping the player-character experience.
 
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I was in some Roll20 group that turned into a playtest group for... I'm not sure, I think RQ6/Mythras was out already... but I remember one of the guys running it was an RPG 'YouTube influencer' and not a BRP guy... he kept referencing 13th Age for some reason.
It felt like having guys from the boat shop over to do maintenance on your car... "Well, these wheel wells aren't watertight! We'll have to fix that!"
I dropped out pretty early on, once the Glorantha trivia started getting a bit too thick.
 
13th Age is it's own rpg game and setting by a collaboration between Rob Heinsoo & JohnathanTweet (prolific rpg designers, including D&D 4E), set in the 13th Age of their own setting, The Dragon Empire. It is quite a good fantasy setting and a good game to play, with player characters aligning themselves to various ‘Icons’, who are great patrons who provide power to their champions. A bit like a greatly simplified D&D 4E with one or two narrative trappings.

Then the authors did a sideline game approved by Chaosium to use their mechanics in the Gloranthan setting. The title ‘13th Age Glorantha’ makes no sense for a game which is taking place in the Hero Wars near the end of the Third Age of Glorantha.
A title like ‘Hero Wars of Glorantha’ or ‘Glorantha D20’ would have suited it much better.
The inclusion of an additional chapter outlining the core D20 mechanics would have enabled it to completely stand alone without referencing the 13A core book.

Actually 13AG is a pretty good D2O system for portraying Hero and Epic characters in Glorantha. It's like a simplified D&D 4E with lots of Heroic Feats and such. It also works well with the character concepts baked into the Gloranthan cult structure as Classes.
The artwork is also quite good, as they used many of the artists who previously worked on Chaosium’s Guide To Glorantha. Some of this artwork has been reused in RQG, but I would have loved to have seen a few of the larger panels show up in the RQG core book.

I think the mentality of 13AG and HQG definately had an impact on the RQG development, considering the big shift in RQG is that it doesn't take too long for beginning RQG characters to get to be Runemasters.

Which is a shame, as I would have greatly preferred an additional RQG Runemasters supplement to focus on playing Epic characters.

The RQG core book really should just allow you to begin as proactive begining characters, as part of the fun is surviving to become more notable and learn to wield greater power and abilities.

It just seems wrong to me to start characters too proficient right from their first session.
 
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Oh c’mon if this is considered porn then we should go back to banning the 1957 French film ‘And God Created Woman’ which launched Bridget Bardot’s international career.


I saw more nudity on the covers of my old Savage Sword of Conan comics. Behind those womens shoulder blades are boobies, so let’s call a censor, heh heh

I can’t tell if this is a jest or not !!!!

I quite like this artwork. Given that Greg Stafford and Jeff Richard both referenced HBO Rome as one of the closest representations on how they saw everyday Gloranthan life, then I think this artwork accurately depicts the nature of ancient era rites and religious/magical practices

I do agree that there is starting to be too much stylised art creeping into the RQG products, The artwork is very good and definitely has its place in presenting the more mythical setting element, but I would also like to see more gritty sword and sorcery artwork, hinting at the earlier pulpy influences that Stafford also described. As a youth he loved Howardian sword and sorcery, and I think this should also come thru just as much as the stylised mythical art direction for Glorantha.
Sorry to disappoint on the real world porn. #PubnotHub.

I am entirely serious about images of animal abuse. I just walk away.
 
I'm a big fan of Simon Roy whose art is featured in RQG, this is from Tiger Lung

tIaq8Ic.png


I found his depiction of spirits and the spirit world to be possibly the best I have seen far from "overproduced kitsch". Some of the art is a bit too slick, maybe, but Chaosium use dozens of artists.
If kitsch is, “once again but without real feeling” I submit that your own observation makes the point very well:


Yes, I have heard it from some members of the ChaosiMoon crew. Before the release of RQG it was clear from comments coming from the new Chaosium that a) Certain members of the design team did not like RuneQuest and b) They had not even played RuneQuest 6. The impression I got was they relied on received wisdom and their existing biases. They may have had the "right" to do that, but it's still poor design practice.

OIighHX.png

Chaosium is a bit like Orson Welles: living its life backwards. Welles should have started with Jerez sherry adverts and finished with Citizen Kane. Chaosium should have started with clunky story games, then Pendragon, then Call of Cthulhu, RuneQuest and finally the glory of Glorantha.

“Overproduced”: try reading RQG on an iPad.

As ever, DGNED!
 
I am entirely serious about images of animal abuse. I just walk away.
Yes I can understand the stance on animal abuse, but sacrifices were part of the in the ancient world (sometimes not just animals) - cruel and very egocentric on the part of practioners, but when viewed from an ancient world perspective it was just how things were - no more egocentric than people today buying steak from a modern-day butcher - so I think that its fair to depict it in an art piece like that, just as long as its not in every temple artwork

But tolerances vary, and I guess this could be an issue for some people

Whilst I have no qualms with this piece, it could have easily been presented as a smaller b&w piece illustrating daily temple life. I would have preferred the emphasis on big full-colour one page artwork to depict more rollicking sword & sorcery scenes like something Frazetta, Sanjulian, or Brom would paint - that would definately add more adventure and enjoyment to the book
 
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Yes I can understand the stance on animal abuse, but sacrifices were part of the in the ancient world (sometimes not just animals) - cruel and very egocentric on the part of practioners, but when viewed from an ancient world perspective it was just how things were - no more egocentric than people today buying steak from a modern-day butcher - so I think that its fair to depict it in an art piece like that, just as long as its not in every temple artwork

But tolerances vary, and I guess this could be an issue for some people

Whilst I have no qualms with this piece, it could have easily been presented as a smaller b&w piece illustrating daily temple life. I would have preferred the emphasis on big full-colour one page artwork to depict more rollicking sword & sorcery scenes like something Brom or Frazetta would paint, that would definately add more adventure and enjoyment to the book
I was merely describing how RQG killed the enthusiasm of one long-term RQ/Glorantha fan. I also agree with the remarks that you, Bilharzia Bilharzia and Simlasa Simlasa have made about why some of us bounce off NuRuneQuest and NuGlorantha.

Having said that, there were some very distinguished critics of the ritual slaughter of animals in the ancient world. Cicero thought that it revealed the basest element of human nature, opposed the use of public funds for such corrupting practices, and noted that even the “vulgar crowd” evinced, “a kind of belief that the animal has something in common with mankind.” A well-known deity remarked, “I delight not in the blood of bullocks, or of lambs, or of he goats.”

As you note, Glorantha was at its best when GS was playing a variation on popular fiction, no more serious than Asterix the Gaul. Bastardised Jung and supposed ancient world “scholarship” just makes the venture risible.
 
As you note, Glorantha was at its best when GS was playing a variation on popular fiction, no more serious than Asterix the Gaul. Bastardised Jung and supposed ancient world “scholarship” just makes the venture risible.
“Risible”? To each their own. Some of us appreciate more historical authenticity (in some areas, anyway). Animal sacrifice seems reprehensible to modern society (despite eating veal and lamb without any qualms at all), but sometimes those things make the setting feel more “real” to some of us. Maybe these things can motivate the heroes to change the status quo.
 
It's certainly no big deal for me, it does add to the authenticity of the setting.
Having said that, the focus on the mix of daily life authenticity, as well as the mythical elements, seems to drown out the more pulpy rollicking sword & sorcery elements of the setting. I like all things in moderation, and just wish there was a bit more 'adventure' in the RQG book at times.

Greg Stafford's original inspirations for Glorantha certainly did include a fair number of academic authors with a focus on archaelogy and anthropology, and in more recent years he would have expanded his reading significantly. He was also influenced by a plethora of mythical tales and sagas, and this comes through quite strongly in most presentations of Glorantha.
Both of these things do lend themselves very well to making Glorantha feel as realistic as possible, and this is great for rich setting immersion.
I think Jeff Richard got this part right, it's just that there is quite a heavy focus on it.

Greg Stafford was also very influenced by classic Harryhausen cinema, and by rollicking sword & sorcery novellas penned by Robert E.Howard, Fritz Leiber, Michael Moorcock, and Clark Ashton Smith. Sometimes I think the adventurous spirit of those later influences gets lost in the cascading wave of everything else.
 
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It's certainly no big deal for me, it does add to the authenticity of the setting.
Having said that, the focus on the mix of daily life authenticity, as well as the mythical elements, seems to drown out the more pulpy rollicking sword & sorcery elements of the setting. I like all things in moderation, and just wish there was a bit more 'adventure' in the RQG book at times.

Greg Stafford's original inspirations for Glorantha certainly did include a fair ammount of academic authors like Conolly, Stone, and Coles, to be sure; and in more recent years he would have expanded his reading significantly. He was also influenced by a plethora of mythical tales and sagas, and this comes through quite strongly in most presentations of Glorantha.

Greg Stafford was also very influenced by classic Harryhausen cinema, and by rollicking sword & sorcery novellas penned by Robert E.Howard, Fritz Leiber, Michael Moorcock, and Clark Ashton Smith. Sometimes I think the adventurous spirit of those later influences gets lost in the cascading wave of everything else.
While I don’t look at RPG influences so academically, I think this gets at what bothers me about the direction Glorantha has been taken. But my reaction rather than walking away from it is to stick to the Glorantha I started playing and take bits from the new stuff. If there’s a bit of culture that helps my game and it doesn’t invalidate stuff I’ve already internalized, I’ll take it. If I can use some other bit to inspired adventure I will use it.

My objection to the artwork would be less about the depiction and more about how it increases the cost of the product.

I also walk a fine line on all the cultural wars stuff. I’m not going to glorify animal exploitation (animal sacrifice as an example) but I’m also not going to sanitize it away. I’m also not going to do a deep dive on the implications of broos of herdmen…
 
I must be in a bit of a finicky mood, because I absolutely love RuneQuest, but because of that there are always going to be personal preferences.
(and probably because there is a sense that we can freely discuss criticisms and clarifications here, unlike over at BRP Central these days...)

One thing I have been wanting to say for a while is that I don't dig the RQG core book front cover art.

I actually like that picture as a good piece of art. However I feel that it looks like an opening panel from a graphic novel, and for me it seems it would have been better placed as an internal art piece, rather than be the front cover

This is a hobby which has seen some absolutely great cover artists whose work truly captures the fantasy vibe so well.

Works by Jeff Easley (AD&D), Larry Elmore (D&D, Dragonlance), Angus McBride (MERP, RM), and Brom (Dark Sun, Conan) really set a high standard.
Look at rpg cover art by current luminaries like Martin Bergstrom (Symbaroum), Paul Bonner (Trudvang), Ralph Horsley (AiME, WFRP 4E), or Gawain & Chane (Fateforge, Esteren).

In my opinion the RQ6/Mythras cover art is much better, as it captures the action perfectly, and also manages to pay respectful homage to the classic RQ cover art.

Actually the artwork by Aaron McConnell on the front cover of 13AG does a great job of capturing both the feel of Glorantha and the adventurous spirit of sword & sorcery.

I just think RQG needed something like these pieces to really do it justice.
 
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“Risible”? To each their own. Some of us appreciate more historical authenticity (in some areas, anyway). Animal sacrifice seems reprehensible to modern society (despite eating veal and lamb without any qualms at all), but sometimes those things make the setting feel more “real” to some of us. Maybe these things can motivate the heroes to change the status quo.
Oh, please don’t get me wrong, I love historical authenticity in my RPGs. See the threads on “Best historical settings” and “Resources for historical games”. I even posted a little fan supplement, Milites, which would allow anyone so minded to hack Pendragon over to eleventh-century Germany.

However, as I understand it, we are both having fun using and abusing history to make and play games we like. It’s when individuals start taking it a bit too seriously and begin eliding make believe with scholarship that it all becomes silly. I’ll stick with risible since I can imagine the look on the faces of some distinguished historians if one came running into their rooms with another crackpot theory. They have to take the evidence as it appears not pick and choose to spice things up. I believe that even Peter Von Danzig Peter Von Danzig who publishes great historically authentic games would agree with that position.

My own lodestar remains Donald Featherstone who wrote in 1962: “Therein lies one of the fascinations of war games - one can remake history to suit one’s own ideas”.
 
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I love the theme in Glorantha about how beliefs can affect physical reality. I dislike the gonzo elements, high magic, and high power level of Gloranhta. Is there a campaign setting with the belief theme, but without those other elements?

Perhaps I should just stick to RuneQuest 2 and 3 Glorantha books. My research seems to indicate things got more powerful and magical from the HeroQuest era and beyond. I love the idea of playing in Sartar under Lunar occupation, however, but it seems those book are from the HQ and RQG eras.
 
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I love the theme in Glorantha about how beliefs can affect physical reality. I dislike the gonzo elements, high magic, and high power level of Gloranhta. Is there a campaign setting with the belief theme, but without those other elements?

Perhaps I should just stick to RuneQuest 2 and 3 Glorantha books. My research seems to indicate things got more powerful and magical from the HeroQuest era and beyond. I love the idea of playing in Sartar under Lunar occupation, however, but it seems those book are from the HQ and RQG eras.
Yes stick with RQ2/3 era. RQ1/2/3 is entirely during Lunar occupation. Some RQ3 scenarios start to get a big high up the power curve. Even the Giants Cradle is rune level. But there’s plenty to support a lower power level.
 
Glorantha, Glorantha, Glorantha...it keeps dragging me back!

I was having a really good look at my RQ2, RQ3, RQG, RQ6, and Mythras books today. Something positive to do while I am getting over COVID.

I still get alot of nostalgia reading RQ2. It's kinda a bit clunky as a system, but in some parts it's also very straight forward. It has a richness to it that is hard to capture again, and it's great reading the RQ2 supplements with it - everything feels so much more simple without the lore burden of Glorathan canon that I came across from the 2000s onward

So RQ2 is kinda winning on vibes in so many ways

However, as far as game mechanics, I definately feel I will choose to go with RQ6 or Mythras (almost the same ruleset) for whenever I run Gloranthan games.

I think I actually prefer reading my RQ6 core book to the Mythras core book - they are near identical at times, but I still like the RQ6 book. I even prefer the RQ6 character sheet to the Mythras character sheet, possibly on account of nostalgia for the 'little human' hit location record that reminds me of the earlier editions of RQ.

I find RQ6/Mythras is a logical extension of the earlier RQ rules. I still love RQ2 and RQ3, but RQ6/Mythras just does a few things better for me. Having characteristics as skill base chances, and a wide range of combat manuvers are biggies for me, amongst lots of other edits around the edges. At the core it is the same old RQ engine that I love, but where it has made changes then almost every time I prefer the RQ6/Mythras version.

Regarding Chaosium's latest version of RuneQuest (RQG), I do find myself enjoying reading it, but it's more the look and production of the book than anything else. I do really like the immersive family history timelines which you do in RQG character generation, although they should have been presented as a optional part of character generation, not the other way around.

I unfortunately get the sense that RQG will likely play much more inconsistently in comparision to the RQ6/Mythras rules.

RQG also feels quite clumsy at times. It bolts on far too many things to the RQ2 chassis that I feel the old RQ2 charm gets lost in the end result.

The power level in RQG is definately not to my taste. RQG intends to match the power levels of HQG, and I think this is a major shortcoming.

RQG begining characters often start as Initiates, having a wide range of variable Spirit Magic and a quite wide scope of Rune Magic abilities, with lots of Runepower (Rune Pts) to cast them.
This makes the characters quite powerful from session one, and the gap between Initiates and Runemasters is much less. Things are just getting too epic right from the start and that puts most scenarios into that zone of play pretty early on.

One thing I like with RQ6/Mythras is that Spirit Magic (Folk Magic) is kept to cantrip/utility range, and Initiates start out accessing a limited amount of Rune Magic (Theisism), and also have a more appropriate degree of Runepower (Devotional Pool). The gap between Initiates and Runemasters is much more significant, and gives the characters something worth striving for.

This also keeps the scenarios at a more manageable level, not necessarily always edging into mythic-epic territory like RQG tends to aim for.

As far as a campaign setting, its pretty easy to convert RQ2 and RQ3 opponent stats to RQ6/Mythras, they are often close enough. Same core characteristics, skills port easily, and for RQ6 HP I would just reduce 1HP from each of the RQ2 hit locations (that's more or less about right). The only thing I would specifically recalculate would be the damage bonus according to the RQ6/ Mythras table. I guess if I was prepping a session I might look more closely at the differences between significant opponents (like notable enemies, large beasts, and centrepiece mythical creatures), but otherwise most of those npc stats can get handwaved on the fly.

Doing this allows me to easily run all my old RQ2 and RQ3 adventures, and I should be able to do likewise with any RQG content - I just may need to knock back magic levels with most RQG Initiates opponents, or bump a few of them up to God-Leaner (Acolyte) rank instead, depending on who they are.

If running RQ6 I'ld probably find a way of porting the RQG Family History Timelines during the character generation process for Glorantha, as that's a great way to get a sense of character background right from the start. Although I would want the characters to end up with a more reasonable list of Passions, as RQG really starts characters with too much Passion-bloat ( I guess it's to go along with too much Skill-bloat, heh heh).

There are lots of epic-mythical elements in the current HQG and RQG adventures, but if I primarily run RQ2 and RQ3 era scenarios then these things will tend to be more background canvas, rather than front and centre. I have a good back catalogue of RQ2/RQ3 adventures sitting in my library ready to go, they will be very easy to convert on the fly. Plus if the mythical elements are only background features, it lends itself to the kind of stories that I can easily lift from general classic fantasy modules (D&D, RM, etc), and just convert the stats as well as retrap the settings and cultures as I need them. The Mythras Classic Fantasy line of modules would work perfectly as well, I could use the Mythras opponent stats almost-as-written, and easily retrap some of the settings to the more ancient flavour I need for Glorantha.

Which is more the style I would like to keep running my Gloranthan stories at, and leave the mythical-epic stuff for later on if the characters advance up to being Runemasters.

So yeah, I know now my way forward for Glorantha :shade:
 
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For those of you who are looking at this and don’t know about it, the Mythras encounter generator has many Gloranthan creatures already done up for you,. Hannu, who runs the site, has been running a Mythras Gloranthan game for pretty much the entire time rq6/Mythras has been out. He keeps all of his notes on notesfrompavis, which is pretty fantastic for any Mythras player or GM.

im pretty stoked to run a TMNT style game with Mythras’ Destined this Friday. We rolled against the random animal table then eyeballed creatures and we were good to go. The adventure is a pretty loose investigation which is sort of cyberpunk meets big trouble in little China. One of my players is pretty super in to the system already.
 
For those of you who are looking at this and don’t know about it, the Mythras encounter generator has many Gloranthan creatures already done up for you,. Hannu, who runs the site, has been running a Mythras Gloranthan game for pretty much the entire time rq6/Mythras has been out. He keeps all of his notes on notesfrompavis, which is pretty fantastic for any Mythras player or GM.
Yes I keep forgetting that Encounter Generator at Notes From Pavis - it's really great, I bookmarked the page many moons ago but seem to have forgot about it. I'm definately moving it up from and centre in my Favourites List now. Hannu has done some great work with this site, and it's going to be very useful for me.
Thanks for the reminder!
im pretty stoked to run a TMNT style game with Mythras’ Destined this Friday. We rolled against the random animal table then eyeballed creatures and we were good to go. The adventure is a pretty loose investigation which is sort of cyberpunk meets big trouble in little China. One of my players is pretty super in to the system already.
Wow this sounds alot of fun! I never envisioned TMNT style for Destined, but looking at the Powers, yeah it's an easy fit - "Cyberpunk meets Big Trouble in Little China" - now that's a great selling pitch for the game, I can see this being a few fun sessions ahead for you mate :grin:
 
Yes I keep forgetting that Encounter Generator at Notes From Pavis - it's really great, I bookmarked the page many moons ago but seem to have forgot about it. I'm definately moving it up from and centre in my Favourites List now. Hannu has done some great work with this site, and it's going to be very useful for me.
Thanks for the reminder!
No problem. I knew you had it somewhere as it has come up before. Mostly figured someone else might need it since we were getting all Glorantha.
Wow this sounds alot of fun! I never envisioned TMNT style for Destined, but looking at the Powers, yeah it's an easy fit - "Cyberpunk meets Big Trouble in Little China" - now that's a great selling pitch for the game, I can see this being a few fun sessions ahead for you mate :grin:
I’m pretty excited. I was thinking up an adventure and opted for mystery. Took a lot of queues from movies and matched the beats largely. Then it turns out my idea was pretty close to an adventure in the TMNT core book, so I went with that. Then I felt I needed to test some cyberpunk stuff :smile: one of my players is on this board, and while I don’t think he reads it much, I’ll talk more after I run it.
 
By the way, I've said it before, and I'll say it again:
"With BRP Wars, it's always less an 'Edition Rumble' and more an 'Edition Ramble'"
...:grin:
Haha, it sure seems that way. :hehe:

Honestly, though, I don’t know how I missed this thread until today.

And I really didn’t think there ever was an edition war. I thought everyone knew Mythras was the best? :wink:
 
Continuing my RQ/Mythras/Glorantha obession at present, I stumbled across a brief presentation on the RQ editions, for those who want to be brought up-to-date.
Would have been nice to spend a bit more time discusding RQ2/Classic, an old fave of mine.
I agree more or less with most of the presenter's comments, although his concerns regarding the Lulu print versions of Mythras are no longer founded (I have several recent Lulu books and they are fine). I also think Glorantha is probably the best presented in RQG, but I would go with RQ6/Mythras as the best set of mechanics to run, whether it's Glorantha or otherwise.

Anyway, this may interest some here:

 
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Semi related aside, my wife is traveling for work and emailed me asking if I had the Malleus Monstrorum for CoC. I replied nope, not yet it's on my to get list but I've been trying to be good and other games had higher priority.

She replied back, well get it, I want to read through it. lol. So I've now ordered it and the Keeper Deck that goes with it just to be a completionist.
 
Continuing my RQ/Mythras/Glorantha obession at present, I stumbled across a here's a brief presentation on the RQ editions, for those who want to be brought up-to-date.
I agree more or less with most of the presenters comments, although his concerns regarding the Lulu print versions of Mythras are no longer founded (I have several recent Lulu books and they are fine). I also think Glorantha is probably the best presented in RQG, but I would go with RQ6/Mythras as the best set of mechanics to run, whether it's Glorantha or otherwise.

Anyway, this may interest some here:


Hehe, you can see my comments beneath the video from a year ago, moaning and bitching about the font/type. lol
 
Hehe, you can see my comments beneath the video from a year ago, moaning and bitching about the font/type. lol
The pdf versions between Mythras and RQ6 doesn't really make any difference to me, but regarding the hard copy versions I greatly prefer the RQ6 book
(lots of reasons, and font size is among them)
 
Semi related aside, my wife is traveling for work and emailed me asking if I had the Malleus Monstrorum for CoC. I replied nope, not yet it's on my to get list but I've been trying to be good and other games had higher priority.

She replied back, well get it, I want to read through it. lol. So I've now ordered it and the Keeper Deck that goes with it just to be a completionist.
The Malleus Monstrorum is a beautifil full colour slipcase double edition - there is no way you will be disappointed, it's a real treasure :shade:
 
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