new gm

Cuediin

Mongoose
Hi there, I am new to gming and looking for tips in running scenarios. I am to start with the initiation from white dwarf. I tried running a test but keeping up with Ca and npc hps was hectic. Any tips please? I plan to use poker counters to help manage Ca turns.
 
Cuediin said:
Hi there, I am new to gming and looking for tips in running scenarios. I am to start with the initiation from white dwarf. I tried running a test but keeping up with Ca and npc hps was hectic. Any tips please? I plan to use poker counters to help manage Ca turns.

Poker chips for cas is good.
For npc HP then use the simplified rules for all non-villain types. It greatly reduces bookkeeping. You can place dice next to them to indicate the dmg they have taken
 
Thanks for the advice. After doing a test run, I had decided to use npc option rules for basic npc trash. Is there any easy way to get information on cults or grimoire spells please? Have looked around on line but doesn't seem to be much.
How do you handle looting corpses for items? Just use common sense with the type of mob and the items they were wearing and how they died?
 
Cuediin said:
Thanks for the advice. After doing a test run, I had decided to use npc option rules for basic npc trash. Is there any easy way to get information on cults or grimoire spells please? Have looked around on line but doesn't seem to be much.
How do you handle looting corpses for items? Just use common sense with the type of mob and the items they were wearing and how they died?

Depends on what setting you play in ? What role cults and grimoires play in the world changes massively from glorantha, to elric, to deus vult or eberron. The Rq wiki does have some of both.

Yes, use your common sense for loot - no random treasure tables here. Humanoids can have a lot of gear, while wild animals rarely guard treasure. Also, there is no wealth-per-level to adhere to.
 
Hi Dan,
ATM i have gone with the flow and am running second age of Glorantha. That way they can have common magic to help where possible.
I think tonight I may make them members of a cult as part of the initiation.
 
BTW I forgot to ask and I am unsure, but do APs diminish after an attack where they have been damaged, or are they persistent?
It is unclear if DMG should "break" or diminish armour or if armour is a mitigation for several CR's

It just wasnt very clear in the core rules.

thanks.
 
Cuediin said:
BTW I forgot to ask and I am unsure, but do APs diminish after an attack where they have been damaged, or are they persistent?
It is unclear if DMG should "break" or diminish armour or if armour is a mitigation for several CR's

It just wasnt very clear in the core rules.

thanks.

The ap does not diminish from dmg, only through the sunder combat manoeuvre.
 
APs do not degrade after a hit, they remain the same normally. There are some exceptions such as acid damage (see page 53) and the Combat Manoeuver Sunder.
 
Hi me again,
Well, I ran the initiation scenario as previously mentioned.
It went well, everyone had a good time, which is of course the main reason for playing :) The unfortunately managed to kill all the god learners, because one of them stealthed into the cave and while the PC passed her stealth roll, i did an opposed perception roll on Baylis to determine if i saw her or not.
We both succeeded but she won the outcome so i deemed i couldnt do a surprise attack, then they killed all the god learners.

The manticore arrived, and with the positioned on high ground for the sling, and the ground for melee, they all managed to get SR's greater than the Manticore. 1 ranged, 2 melee attacks later, The manticore failed its attacks, and then they finished it off. Reading the scenario, i felt, it was too easy, so its "female mate" decided to find out what the trouble was, and was finished off with a critical to the head.

I felt cheated out of getting some blood out of the PCs, but alas, I guess it is our lot.

I wonder if I could have done anything differently to try and make it harder, but, felt, that, as a GM I am in the end, supposed to make it challenging, but, not to outright try and kill them all dead dead dead :)

Any thoughts or comments please?

We are still shying away from magic quite a bit, which I dont mind, because I dont know the magic systems all too well, even after reading thruogh the core rulebook.
I think my main problem is the different types of magic and how it is obtained / accessed / recieved.

Any chance anyone can point me in the right direction to help me understand which books I need to read to find all this information out?

As an aside, the PCs became rune touched at the end of the scenario.
I have read a bit about it, but it didnt seem to explain how I am supposed to work it or handle it as a GM . . .
Can anyone point me to the right manual I need to buy please?

Thanks,
Cuediin

edit: they want to play again next saturday, so was thining of devising a none magic based encounter, possibly some kidnappings or something of town elders. i looked at "river runs up it", but there seemed to be alot of magic and intense RPing I didnt feel comfortable running at the moment. Are there any other simple scenario's premade I could borrow for now please?
 
Well, if it's the first time they're playing and you're dm'ing then don't worry about it being too easy. It's better they get comfortable and feel like they're achieving something, than it being properly challenging (as long as it's not boring). There will be plenty of chances of ruffing them up later and throwing real tough monsters after them.

- Dan
 
Looks like your players discovered the power of getting the drop on the opposition.

Couple of other options. As you say, A River runs Up it is very involved. If you follow the links to Living Glorantha, "Flowers in Her Hair" is much more oriented around beginners and is set just two rivers along from the Initiation ceremony.

A more traditional ceremony is devil's gulch in Signs & Portents. (I forget whether it is 92 or 93.) It's not immediately apparent but it was playtested in Glorantha and was set in the neighbouring clan to the Howling Wolves. It is a pretty dangerous scenario though. Perhaps nice for a GM's revenge.

On the magic front. Just stick with common magic. Most common magic takes 1 CA to cast and does something fairly simple. As they're young PCs they're too green for divine magic yet.

The runetouched table is in the magic chapter in the rulebook. Again, most of the effects are pretty simple.

Hope this helps.
 
Welcome to the boards Cuedin.

GM'ing can be quite daunting when you first start out, so well done for having a go. After awhile you'll develop your own systems for handling things like tracking CA's and so on, but the best advice is always the simplest. Just use the KISS (Keep It Simple, Stupid) principle and you'll be fine.

Cuediin said:
Hi me again,
Well, I ran the initiation scenario as previously mentioned.
It went well, everyone had a good time, which is of course the main reason for playing :)

Well done. Doesn't matter how achieve that result, that's what you want. Make sure though, you are included in 'everyone'!


Cuediin said:
I felt cheated out of getting some blood out of the PCs, but alas, I guess it is our lot.

It is my friend, it is.

Cuediin said:
I wonder if I could have done anything differently to try and make it harder, but, felt, that, as a GM I am in the end, supposed to make it challenging, but, not to outright try and kill them all dead dead dead :)

This is absolutely the correct way to go. Just play the monsters/villains how you imagine they should be played and as "smart" as you can and all will be well. There will be times when you roll really well and beat the snot out of your players, enjoy them when they come, but don't try to force it or you'll just get disappointed/frustrated.

Sounds like you guys are having a good time, keep it up.
 
Thanks so much for the advice and encouragement guys.

Next question :)
When it is stated that a PC or NPC misses a CA, is it their next CA they miss, or ANY CA?
Eg: Order for combat is
PC1 (3 CA)
PC2 (3 CA)
NPC1 (2 CA)
PC3 (2 CA)

so order of CA's would be for the CR
turn 1 - PC1
turn 2 - PC2
turn 3 - NPC1
turn 4 - PC3
---
turn 5 - PC1
turn 6 - PC2
turn 7 - NPC1
turn 8 - PC3
---
turn 9 - PC1
turn 10 - PC2
-- end of CR--
PC1 hits and stuns NPC1 (didnt atttempt parry/ evade) for 2CA.
So then when PC2 hits NPC1, I guess NPC1 is not allowed to parry/evade as he misses that CA, and then it misses his own CA, which means he can then parry/ evade if it wants to when PC3 has a go . . . .
(all the while the PC's get a modifier because he is dazed?)
But if he misses his CA, does he keep his CA to spend during that CR, or is it forfeited as well? In that, when it comes to what would have been his next go on turn 7, and if he doesnt parry or evade at all, he would get another go at turn 11.

Or basically is
Miss CA == Forfeit CA



Cheers,
Cuediin
 
Cuediin said:
Thanks so much for the advice and encouragement guys.

Next question :)
When it is stated that a PC or NPC misses a CA, is it their next CA they miss, or ANY CA?

On the next x CA (x being the number he's missed) he cannot do anything. The easiest way to handle it is to say that he is forced to choose the "Do Nothing" action for the next x CAs.

- Dan
 
Dan True said:
Cuediin said:
Thanks so much for the advice and encouragement guys.

Next question :)
When it is stated that a PC or NPC misses a CA, is it their next CA they miss, or ANY CA?

On the next x CA (x being the number he's missed) he cannot do anything. The easiest way to handle it is to say that he is forced to choose the "Do Nothing" action for the next x CAs.

- Dan

Which opens him up to all sorts of nasty CM's.
 
Took the hit today, and bought the RQ2 and Glorantha bundles from DriveThruRPG, suppose it will give me more source material and ideas :)

Wonder if I can convince the wife about getting an ebook reader now? :) LOL
 
jarulf said:
Ordered one yesterday, an ebook reader that is. Not a wife ;)
I would've thought those of you up to date with all this modern technology would prefer some sort of tablet, iPad thingy.
 
Back
Top