New Runequest - what to expect

atgxtg said:
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.

:D
 
Urox said:
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...

Gah :(

The Dorastor Land of Doom suppelement really sucked when it tried to give statistics for things. The writers grasp of the RQ-3 was terrible, and resulted in just the sort of super-RQ tripe you quouted.

Check out Lords of Terror for an example of though and scary things done right, without resorting to such pointless munchkinism.
 
Mikko Leho said:
That is not scary, this is scary as hell (taken from http://www.soltakss.com/ralz1.html):

*sigh* Simon Phibb...

When I was eighteen (a long time ago) a group of fifteen year old RQ enthusiasts in the neighbourhood played a Glorantha game in mr Phibb's style. Karrg's Sons, vs. Wood Lords, vs. hero level Ogre Humakti, vs...

Always trying to figure out how to get more armour points (iron chainmail, with iron platemail on top, and then you start enchanting), ad nauseaum.

Amazing that somebody doesn't get bored with that after decades of the same.
 
Adept said:
Gah :(

The Dorastor Land of Doom suppelement really sucked when it tried to give statistics for things. The writers grasp of the RQ-3 was terrible, and resulted in just the sort of super-RQ tripe you quouted.

Check out Lords of Terror for an example of though and scary things done right, without resorting to such pointless munchkinism.

After a thousand years, don't you thing Ralzalkark would have gained some skills with his weapons?

That said, our group never directly confronted Ralzalkark. Ralzalkark was smart enough to never need to get directly involved.
 
Check out Lords of Terror for an example of though and scary things done right, without resorting to such pointless munchkinism.

Such as the Crimson Bat???!!!!!!!! Or am I thinking of Cults of Terror?
 
adept - The Dorastor Land of Doom suppelement really sucked when it tried to give statistics for things. The writers grasp of the RQ-3 was terrible, and resulted in just the sort of super-RQ tripe you quouted.

you are fully right. This is the way to power gaming like d&d. Interestingly if you look at older CoC modules back in the 90ties it seems they had a similar approach. There you find often human skill heights which are not logical. In such cases it appeared to me that they evaluate the strength of the opponents on the strength of the player group and not according to the logic of the world. (which is quite a bad move in module design)

On the other hand if an immortal hero in a world has 1000 years to perfect his skills maybe he can be reach these skill levels of 300%. But the question is. How did he survive this long under the deadly RQ rule system? Especially if you take in account that he has to train and practice the whole day to reach these heights of skill. I would like to know this.

Our group plays in 95% of the cases "normal" people without all these heroic stuff in a skill range of 40-60%. We like it this way. But if MRQ is good in presenting heroic adventures, who knows? Maybe then we are trying something new. :)
 
Enpeze said:
How did he survive this long under the deadly RQ rule system?

Guile? Luck?

And knowing when to run away as fast as you can. :lol:

I seem to recall that most of my RQ characters' early careers were mainly composed of running away as fast as you can...

:D

- Q
 
Quire said:
Enpeze said:
How did he survive this long under the deadly RQ rule system?

Guile? Luck?

And knowing when to run away as fast as you can. :lol:

I seem to recall that most of my RQ characters' early careers were mainly composed of running away as fast as you can...

:D

- Q


Good tactic. Comes very close to reality. :)
But seriously. 1000 years of permanent luck?
 
"But seriously. 1000 years of permanent luck?"

Ol' Ralzy here is a living quasi-deity. He's supposed to be that good, because the players aren't expected to take him on directly. Just like they aren't supposed to take on the Red Emporer, Argrath, Gbaji, etc. directly (depending on the time period and allegience, etc.)

In the Glorantha Secrets book, I recall how one of the authors wrote about having to deal with super-powered creatures (like the Mother of Monsters) in the book, and whether some of them would actually be better presented as 'natural forces' as opposed to statted creatures per se, so powerful were they.

I sit Ralzy squarely in that category. The stats, like the stats ultimately used in the Secrets book, were there to give the GM a rough idea of exactly how ridiculously powerful they are. And they should be, as they are quasi-deities in most ways.

While they don't have a lot, Glorantha is still well-populated with such massively-powerful individuals. They are the Heroquesters, the gods-on-earth, the invincible heroes and villains that call the shots on a global scale. Some are content to deal with just a small area (Doraster) and others potentially the entire world (Lunar empire), but that doesn't make them any less powerful, not should it...
 
Enpeze said:
Good tactic. Comes very close to reality. :)

It occurred to me, just after I posted: 'come to think of it, running away very fast is mostly what I did when playing LIVE role-playing starting characters. Oh, AND whenever I encountered 'combat' in RL, too...'

- Q
 
burdock said:
Check out Lords of Terror for an example of though and scary things done right, without resorting to such pointless munchkinism.

Such as the Crimson Bat???!!!!!!!! Or am I thinking of Cults of Terror?

THe point of the Crimson Bat stats isn't to show that you can fight it, but to show why you can't. Basically, this shows why 1000 Uroxi don't stand at the walls of Pavis and kill the damned thing.

People see the stats for the thing (oops, sorry that's Mothra :D , I mean the CB) and say "THere's no way We can kill that monstrosity!"
 
THe point of the Crimson Bat stats isn't to show that you can fight it, but to show why you can't.

I tried to kill it once.But I didnt get close enough. I managed to sneak in to about a mile of the thing.
 
burdock said:
THe point of the Crimson Bat stats isn't to show that you can fight it, but to show why you can't.

I tried to kill it once.But I didnt get close enough. I managed to sneak in to about a mile of the thing.

The best idea I had for killing it was to keep a SVer Spirirt on hand, just in case. I figured 200 sever spirits, backed up with a lot of MPs someone will get an 01 in there somewhere. :shock:
But, man, wouldn't that tick off the Lunars. :evil:

"Hey Lunars! Why don't you send the Red Goddess down next week and we can get this whole thing overwith once and for all!" 8)
 
atgxtg said:
The best idea I had for killing [The Crimson Bat] was to keep a SVer Spirirt on hand, just in case. I figured 200 sever spirits, backed up with a lot of MPs someone will get an 01 in there somewhere.
I hear the resurrection makes the Bat extra hungry...
 
Urox said:
atgxtg said:
The best idea I had for killing [The Crimson Bat] was to keep a SVer Spirirt on hand, just in case. I figured 200 sever spirits, backed up with a lot of MPs someone will get an 01 in there somewhere.
I hear the resurrection makes the extra hungry...

What doesn't? :D


You just gottan have to good sense to wip out all the local bat worshippers too. That way they have to remaninfest the monstrosity somewhere else!

BTW, It would make a great namer for a superhero character. "Beware thiefs and other ne'er dowells. The Crimson Bat approaches!" :shock: :D
 
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