Draconis13
Mongoose
I have been running a MRQ Glorantha campaign for about 6 sessions now. In running my game I have been finding a lot of important materials which arent ruled into this set or have the rules merely glossed over.
I was wondering what house ruling or older edition retrofits you use. As a new player(and gamemaster) I was largely ignorant of a lot of the older rules but was able to pick up a fair amount of older books off ebay and such.
First thing is metals, especially iron the new rules have something about a negative to your magic points for each enc of raw iron carried. I am using the old rule of 5% magic resist/fail in place of this as it seems like iron was meant to defend against magic in addition to suppressing it. Aluminum apparently does not inhibit movement in water meaning its suited to aquatic races or adventures. While lead doesnt impede stealth skills as the darkness metal absorbs light and noise.
Languages, The MRQ books merely go into how everyone has 50% native language but does not go into which ones are present in Glorantha. Thankfully Cragspiders lair had a huge listing of this I printed out for use in game.
Truestone and Adamant are pretty much missing. I found out truestone has this amazingly interesting ability to store divine magic but only what was cast into it the first time. from what little I have seen of Adamant I am assuming its something like AP 20, HP unbreakable. Truestone also looks like its really big in the setting from "The Travels of Biturian Varosh"
I solved the physical rune problem in my campaign by merely allowing each runecasting rune a trainable advanced skill that can cast all runes associated with it. Cults allow you to cast cult spells outside of the usual restrictions. Such as Orlanth Adventurous allows you to cast Bladesharp tied to the mastery runecasting skill rather then metal or skybolt to air rather then chaos. Shamens can make charms off the runecasting they know and sacrifice pow for the runic power.
Gloranthan calendar. Being new to the setting I had absolutely no clue as to how this was arranged. Thankfully I found http://www.soltakss.com/calendar.html which cleared that right up. It also gave me a guide to when exactly holy days and events happen on.
This kind of information is pretty critical to running a campaign when it says acolytes must spend X amount of time at the temple and attend certain high holy days. Not having cult high holydays in the Cults of glorantha book was shocking too me with how much emphasis is place on actually having to spend time at the temple attending events.
The biggest problem I have actually had so far is stating out NPC's in such a magic heavy setting. I can easily throw together various fodder such as trollkin or bandits but actual foes with runecasting or sorcery is making my head spin. I realized also that many minor foes would have access to folk magic as well (thanks Clan-tula)
On the flip side making magical or normal treasures in this system is just fantastic using the rules detailed in the companion and arms and equipment. I can design a non magical suit of armor that is actually somewhat unique and interesting, normal by the book platemail being sort of a hoplite armor but exquisite platemail that is bastion and bulkwark starts coming closer to the field plate of knightly orders.
Herbs and plants, ??? I have seen some stuff but its more of a formula to make something up that does this.
Non Lethal damage in combat I may of missed something here but it seems like its made to force use of grapple or lassos.
I would really welcome any input in regards to this cause A lot of my campaign has been sort of a testing ground to try and build up a solid base from which to play from. As well as trying to acclimate to the myth and magic of the setting.
I was wondering what house ruling or older edition retrofits you use. As a new player(and gamemaster) I was largely ignorant of a lot of the older rules but was able to pick up a fair amount of older books off ebay and such.
First thing is metals, especially iron the new rules have something about a negative to your magic points for each enc of raw iron carried. I am using the old rule of 5% magic resist/fail in place of this as it seems like iron was meant to defend against magic in addition to suppressing it. Aluminum apparently does not inhibit movement in water meaning its suited to aquatic races or adventures. While lead doesnt impede stealth skills as the darkness metal absorbs light and noise.
Languages, The MRQ books merely go into how everyone has 50% native language but does not go into which ones are present in Glorantha. Thankfully Cragspiders lair had a huge listing of this I printed out for use in game.
Truestone and Adamant are pretty much missing. I found out truestone has this amazingly interesting ability to store divine magic but only what was cast into it the first time. from what little I have seen of Adamant I am assuming its something like AP 20, HP unbreakable. Truestone also looks like its really big in the setting from "The Travels of Biturian Varosh"
I solved the physical rune problem in my campaign by merely allowing each runecasting rune a trainable advanced skill that can cast all runes associated with it. Cults allow you to cast cult spells outside of the usual restrictions. Such as Orlanth Adventurous allows you to cast Bladesharp tied to the mastery runecasting skill rather then metal or skybolt to air rather then chaos. Shamens can make charms off the runecasting they know and sacrifice pow for the runic power.
Gloranthan calendar. Being new to the setting I had absolutely no clue as to how this was arranged. Thankfully I found http://www.soltakss.com/calendar.html which cleared that right up. It also gave me a guide to when exactly holy days and events happen on.
This kind of information is pretty critical to running a campaign when it says acolytes must spend X amount of time at the temple and attend certain high holy days. Not having cult high holydays in the Cults of glorantha book was shocking too me with how much emphasis is place on actually having to spend time at the temple attending events.
The biggest problem I have actually had so far is stating out NPC's in such a magic heavy setting. I can easily throw together various fodder such as trollkin or bandits but actual foes with runecasting or sorcery is making my head spin. I realized also that many minor foes would have access to folk magic as well (thanks Clan-tula)
On the flip side making magical or normal treasures in this system is just fantastic using the rules detailed in the companion and arms and equipment. I can design a non magical suit of armor that is actually somewhat unique and interesting, normal by the book platemail being sort of a hoplite armor but exquisite platemail that is bastion and bulkwark starts coming closer to the field plate of knightly orders.
Herbs and plants, ??? I have seen some stuff but its more of a formula to make something up that does this.
Non Lethal damage in combat I may of missed something here but it seems like its made to force use of grapple or lassos.
I would really welcome any input in regards to this cause A lot of my campaign has been sort of a testing ground to try and build up a solid base from which to play from. As well as trying to acclimate to the myth and magic of the setting.