dorward
Mongoose
I'm about to take the plunge and GM a RuneQuest game despite having almost no experience of the system or the Glorantha setting. Happily for me, I still have more experience of it then my players, which should stop them running rings around me.
After reading some of the older threads on the forum, I went for Blood of Orlanth, which has managed to be one of the most engaging campaigns I've read. Now I'm on the verge of running it (the plain Orlanthi version) and will be hitting character generation in a few days.
I'm fairly comfortable with walking people through rolling up a basic fighter type, but there are a couple of areas that I'm a little shaky on.
First up, the campaign calls for seasons adventurers. I found the rules for that without much trouble, but I don't know how to advise people on spreading the skill points around. With D&D the way to go was usually to max out as many skills as possible, but I'm guessing with RQ things might be a little different. Any hints here?
The rest of my questions are about magic users.
I gather that buying a copy of the spellbook is essential if you want to roll up a starting character who can use magic (and it looks pretty important for anyone serious about spellcasting - the core book has only a limited selection of spells). Is that right?
Rune Magic - is it feasible to run a character who is focused on RuneMagic? The books suggest that it isn't powerful when compared to other types of magic, so should it be left as something people dabble in while their real skills are focused elsewhere?
Divine Magic - The requirements for gaining spells seem quite arduous. Is this a case of a character needing to be good with other skills and saving spells for emergencies?
Sorcery - If I remember rightly, this is something Orlanthi generally don't dabble in and is accompanied by fear and suspicion. Would it be best to avoid this for player characters?
Thanks.
After reading some of the older threads on the forum, I went for Blood of Orlanth, which has managed to be one of the most engaging campaigns I've read. Now I'm on the verge of running it (the plain Orlanthi version) and will be hitting character generation in a few days.
I'm fairly comfortable with walking people through rolling up a basic fighter type, but there are a couple of areas that I'm a little shaky on.
First up, the campaign calls for seasons adventurers. I found the rules for that without much trouble, but I don't know how to advise people on spreading the skill points around. With D&D the way to go was usually to max out as many skills as possible, but I'm guessing with RQ things might be a little different. Any hints here?
The rest of my questions are about magic users.
I gather that buying a copy of the spellbook is essential if you want to roll up a starting character who can use magic (and it looks pretty important for anyone serious about spellcasting - the core book has only a limited selection of spells). Is that right?
Rune Magic - is it feasible to run a character who is focused on RuneMagic? The books suggest that it isn't powerful when compared to other types of magic, so should it be left as something people dabble in while their real skills are focused elsewhere?
Divine Magic - The requirements for gaining spells seem quite arduous. Is this a case of a character needing to be good with other skills and saving spells for emergencies?
Sorcery - If I remember rightly, this is something Orlanthi generally don't dabble in and is accompanied by fear and suspicion. Would it be best to avoid this for player characters?
Thanks.