New Runequest - what to expect

atgxtg said:
I could see that being the case for beginning adventurers, but as the campaign progresses the goals should begin to appear more atainable. JUst wondering, how long did character last in your RQ groups?

It was too long ago for me to remember, but I distincly remember an angry farmer with a pitchfork killing couple of characters and Snakepipe Hollow chewing two groups of adventurers.

atgxtg said:
Is there a reason why the population of your game world is so hostile to the player characters? Is it just bad luck, or have the PCs been ticking people off, or is the GM just running a hostile setting. I seems sort of perculair to me that your group is under threat of death is so many cities that it becuase a major part of your travel plans.

Well, this was Warhammer and we got a tip about chaos worshippers hiding out in multiple possible locations. To be on the safe side we burned them all. Then there was the argument with the local guild, which ended in couple of guild members floating in the river and we running as fast as we could. Also my character's brother was powerful figure in one of cities and when I asked (demanded) politely (drunk) a moderate loan (most likely to be spent on alcohol) from that cheapskate he had the nerve say no and even called the guards after I started to trash his home. Then things got a bit hazy but threats were exhanged and I think I vomited over the guard captain. Oh, did I mention my character is on self proclaimed leave of his military service and there were few other incidents...

atgxtg said:
Okay, so why do the locals want to lynch your group? ANd why did the group kill the leader of the local garrison? Unless you got a very good reason, it is not something that you want to do.

We sure did! He had the key to this lock and he was quilty of kidnapping and being a complete bastard. Well, we don't have any proof about the kidnapping but we all feel pretty sure about that and he was most certainly a first grade bastard. We haven't have time to search the body but he should be carrying the key with him. There wouldn't be any point leaving it at the office (crossing fingers). We still haven't located the lock in question but we have a vague idea where it should be. It is at the entrance to the devil worshippers lair, whose existence has been questioned but we work only according to the facts so they should be there...
 
Mikko Leho said:
..... we got a tip about chaos worshippers hiding out in multiple possible locations. To be on the safe side we burned them all ...... we don't have any proof about the kidnapping but we all feel pretty sure about that ...... he should be carrying the key with him ...... but we work only according to the facts

:lol: :lol: :lol: :lol: :lol:

Are you quite sure about that last bit?
 
lol!

So, let me get this straight... you kill a guy because you think he probably has the key on him that opens a lock that you have only a vague idea of where it should be, which is at the entrance to the lair of a bunch of devil worshippers that you're not sure really exist.

"I love this plan. I am excited to be a part of it." :)
 
Mikko Leho said:
atgxtg said:
Okay, so why do the locals want to lynch your group? ANd why did the group kill the leader of the local garrison? Unless you got a very good reason, it is not something that you want to do.

We sure did! He had the key to this lock and he was quilty of kidnapping and being a complete bastard. Well, we don't have any proof about the kidnapping but we all feel pretty sure about that and he was most certainly a first grade bastard. We haven't have time to search the body but he should be carrying the key with him. There wouldn't be any point leaving it at the office (crossing fingers). We still haven't located the in question lock but we have a vague idea where it should be. It is at the entrance to the devil worshippers lair, whose existence has been questioned but we work only according to the facts so they should be there...

For someone not familar with Rune Level characters, you group sure acts like a bunch of Uroxi Storm Khans.

With that style of play, no womnder you never saw high skill pencentages. Juding from the examples you have given life expectancy for the characters in that group can't be very long.
 
SteveMND said:
So, let me get this straight... you kill a guy because you think he probably has the key on him that opens a lock that you have only a vague idea of where it should be, which is at the entrance to the lair of a bunch of devil worshippers that you're not sure really exist.

The original plan was the steal the key from the local garrison. To do this the wizard was to make himself invisible and the bard to cast levitate spell on him. Now because the levitate spell was casted by bard our wizard couldn't control his flight pattern and our bard couldn't obviously see him. With a running start and the wind blowing to right direction we were however confident that he would fly nicely over the garrison walls. After a agreed time the bard would lower the wizard to the garrison yard. There he would have about 10 minutes to check whether the kidnapped noble woman was there, look for the keys and escape. My character was even willing to borrow the wizard a crowbar to break open any locked doors he might encounter.

All in all the plan sounded pretty solid, but when the wizard's player returned he called it a bad plan and would do nothing of the sort. A bit unsportsmanlike I would say.
 
atgxtg said:
Mikko Leho said:
atgxtg said:
Okay, so why do the locals want to lynch your group? ANd why did the group kill the leader of the local garrison? Unless you got a very good reason, it is not something that you want to do.

We sure did! He had the key to this lock and he was quilty of kidnapping and being a complete bastard. Well, we don't have any proof about the kidnapping but we all feel pretty sure about that and he was most certainly a first grade bastard. We haven't have time to search the body but he should be carrying the key with him. There wouldn't be any point leaving it at the office (crossing fingers). We still haven't located the in question lock but we have a vague idea where it should be. It is at the entrance to the devil worshippers lair, whose existence has been questioned but we work only according to the facts so they should be there...

For someone not familar with Rune Level characters, you group sure acts like a bunch of Uroxi Storm Khans.

Aww, give them a little credit. A Storm Khan's logic wouldn't have gone much farther than: "Me no like little man. Me kill." All this lock and key nosense would be way, way over his head. Most Storm Khans are like walking Occum's Razors. The simplest solution, etc. "Me find door. Me break!"

On the other hand, we've had a couple of actually intelligent Storm Bulls in our campaigns. They are scary, scary bastards.
 
Well, this was Warhammer and we got a tip about chaos worshippers hiding out in multiple possible locations. To be on the safe side we burned them all. Then there was the argument with the local guild, which ended in couple of guild members floating in the river and we running as fast as we could.

Sounds like warhammer. :) I especially like the part "To be on the safe side we burned them all". Great.

Long live Emperor Karl Franz!
 
SwordSage said:
Aww, give them a little credit. A Storm Khan's logic wouldn't have gone much farther than: "Me no like little man. Me kill." All this lock and key nosense would be way, way over his head. Most Storm Khans are like walking Occum's Razors. The simplest solution, etc. "Me find door. Me break!"

I think that Storm Bull behivor is by choice, rather than by limited intellect. Mores the pity. :roll:

Heck, if nothing else, they need to have enough INT to have attack skill percentages break 100%. :shock:

SwordSage said:
On the other hand, we've had a couple of actually intelligent Storm Bulls in our campaigns. They are scary, scary bastards.

I know what you mean. It's seems that when they act like an idot they have a certain childlike innocence an naievetee that excuses some of thier actions. Combined with thier goal of destroying Chaos you always have a sort of "They meant well." attitude about them.

When they get inttelogent they losse that and com across as more mean, evil and vicious. THey are probably better at fighting Chaos, loose fewer followers, but just seeem to loose style points.
 
atgxtg said:
SwordSage said:
SwordSage said:
On the other hand, we've had a couple of actually intelligent Storm Bulls in our campaigns. They are scary, scary bastards.

I know what you mean. It's seems that when they act like an idot they have a certain childlike innocence an naievetee that excuses some of thier actions. Combined with thier goal of destroying Chaos you always have a sort of "They meant well." attitude about them.

When they get inttelogent they losse that and com across as more mean, evil and vicious. THey are probably better at fighting Chaos, loose fewer followers, but just seeem to loose style points.

Exactly. They stop being your dumb hick cousin who you want to have at your back in a bar fight and start being a little brown-shirty.

I do love that Orlanthi society takes care of it's sociopaths by encouraging them to be stone-drunk most of the time and suicidally fanatic against unkillable chaotic horror stories the rest of the time. And treating them like total idiots in general.

"Yeah, Axer, your horned helmet is sooo cool. Have another beer. Oh, look! Broo! Kill, Axer! Kill!"
 
SwordSage said:
Exactly. They stop being your dumb hick cousin who you want to have at your back in a bar fight and start being a little brown-shirty.

I do love that Orlanthi society takes care of it's sociopaths by encouraging them to be stone-drunk most of the time and suicidally fanatic against unkillable chaotic horror stories the rest of the time. And treating them like total idiots in general.

"Yeah, Axer, your horned helmet is sooo cool. Have another beer. Oh, look! Broo! Kill, Axer! Kill!"

LOL. Funniest thing I've read all week!

Of course, the idiot cousin usually starts the fight...

TO be fair though, we really have to appreciate the Uroxi contribution to Orthanthi Society. I mean, if it wern't for them, and the Humakti, Chaos and Undead would probably wipe out half a clan before the rest of the Orthanthi finished up with thier poetry. :D

"Foul scion of chaos..ieeeeee!"
:shock:
 
Huh, we played Storm Bulls quite a bit differently I guess. They never (or mostly never) charged Chaos without a plan or a good chance of success.

We very much played up the idea that if there was Chaos that the Storm Bull couldn't kill, he (or she) made sure to report it back to the cult so that they could get a force large enough to handle it. Some even allowed characters who had inadvertently gained chaos features to live. They were just put on a "I'll kill you later" list. One of those on the list died and took out a lot of chaos with her. Two others were cured of their taint through quests.
 
The whole 200% thing sounds very odd to me. Is this the way many people out there are playing RQ?

I know that stormbringer has unearthly high skills but its new for me that RQ has the same.

Here's something frightening:

Ralzalkark has a magic Greatsword
Attack: 366%
Parry: 336%
Damage: 2d8+3d6+6

If this is a little too tough for you, you can practice on the Mad Sultan
Scimitar 262/260 dam 3d6+2
Sickle: 255/260 dam 3d6
Great Axe: 235/245 dam 4d6+2
Composit Bow: 195/50 dam 1d8+1 (x3)

You know what they say -- if it has stats, it's meant to be killed...
 
Lord Twig said:
Huh, we played Storm Bulls quite a bit differently I guess. They never (or mostly never) charged Chaos without a plan or a good chance of success.

Probably not that much differenelty. Part of the above comments were a little tounge in cheek. Plus with gamers being gamers, we always run into someone who can't plan or just thinks he can charge enverything a cut it down. Plus considering the nature of Chaos (unpredictable) you can often miscalaculate your chances of success.

Still, by the way Storm Bull is protrayed in cult lore and heroqyuests, he is quite literarly "Strong as a Ox, and almost as smart." Worshpiiers trying to push they way through on brute strngth are emulating Urox.


We very much played up the idea that if there was Chaos that the Storm Bull couldn't kill, he (or she) made sure to report it back to the cult so that they could get a force large enough to handle it. Some even allowed characters who had inadvertently gained chaos features to live. They were just put on a "I'll kill you later" list. One of those on the list died and took out a lot of chaos with her. Two others were cured of their taint through quests.


Generally the "if I can't kill it I got to report it to someone who will" rule is part of the cult. It is just that the decison is a judement call, and that usually isn't an Uroxi strongpoint. In some cases, Uroxi have used a Face Chaos spell to drag the local villagers out to help eradicate the Chaos threat. Usually successful, but getting half the viullagers killed, even for a good cause, doe little to endear one to the local population.
 
Quire said:
Urox said:
Damage: 2d8+3d6+6
F**king hell!!
And with 366% attack, I think there is going to be a lot of specials and crits...

GM: Ok, Ralzakark swings his magic Iron greatsword at you -- you can see the silver runes on it pulsating. Let's see, he rolls a 30... The hit location is your left arm.
Player: I try to parry with my bronze broadsword at 75% and get a 8!
GM: Okay, you parry, and his blow slices your broadsword in half before severing your arm...
 
Urox said:
Quire said:
Urox said:
Damage: 2d8+3d6+6
F**king hell!!
And with 366% attack, I think there is going to be a lot of specials and crits...

GM: Ok, Ralzakark swings his magic Iron greatsword at you -- you can see the silver runes on it pulsating. Let's see, he rolls a 30... The hit location is your left arm.
Player: I try to parry with my bronze broadsword at 75% and get a 8!
GM: Okay, you parry, and his blow slices your broadsword in half before severing your arm...

Well techincally, in RQ 3 the parry would only cost the sword 1AP, so Ralzakark can pick it up for treasure and sell it. I doubt anyone will buy youar arm though. :shock:
 
You know what they say -- if it has stats, it's meant to be killed...

Heh. That reminds me of my absolute favorite gaming quote of all time. In the old Call of Cthulhu game, where it listed the quasi-god's attacks, it read, simply: "Eats 1d4 adventurers per round."

No damage listed, no attack chance listed, nothing like that. Just simply 1d4 adventurers per round. Pure brilliance. :D
 
Quire said:
Urox said:
Damage: 2d8+3d6+6

F**king hell!!

- Q

That is not scary, this is scary as hell (taken from http://www.soltakss.com/ralz1.html):

A PC has broken one of the Rules in Fort Wrath and has been taken by the Sword Broos for punishment. He is taken to a room caked with blood where spirits scream and weep uncontrollably.

The guards strip him as Ralzakark enters the room carrying a stick made of ebony, carved with runes and moaning softly. As Ralzakark begins to swish the rod from side to side, he explains that this is one of Ikadz' Punishment Rods and is designed to make miscreants atone for their sins through pain. The first blow would contain all the pain the target has ever felt, the second that of his parents, the third of his grandparents and so on. The pain will sear through the bones and will strip the evil from him, ensuring that next time he obeys the rules which are set out for everyone's good. As he swishes the Rod, even the Air screams in pain as it passes through. The PC feels the pain as it comes close to him.

Finally, the guards grab him and force him down onto a punishment frame where he is spreadeagled face down, unable to move.

Then one of the guards announces that Ralzakark the Merciful has decided not to punish you after all but to bless you with a child .......
 
Strike me more as someone having a S&M B&D fantasy and projecting it out in an RPG session. All that "swishing the rod" stuff followed by terms such as "spreadeagle" and "bless you with child" seem more suited to a Playgirl Letters column that to a RQ session.
 
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