Runequest blog

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Banded Mongoose
I recently started my 3rd age Borderlands campaign, set in Prax, and using a slightly modified version of the Mongoose ruleset.

Mainly for my players, I've created a blog to recount their deeds as they go through the campaign, and also to store any background notes or house rules I send them. If interested, you can see the results so far at http://www.gamesmeister.com/runequest. I'm hoping the players will add some background details for each of their characters soon, although it could be some time before all that arrives.

If you've seen any of Ian Thomson's original campaign notes, you will find much of this very familiar...I make no apologies for this as most of my players are new to both Prax and Runequest, and so this is ideal material to introduce them to one aspect of the amazing world of Glorantha.

Comments welcome.
 
Nice. Well written reports, and good campaign ideas.

But this starts a sorrowful subject. We are not supposed to be running a MRQ campaign in the Third Age. Not that anyone can prevent you from doing it, but the "official" sources do not contemplate this possibility. Of course, the MRQ source books about "classic" Glorantha cults contain enough information to run a Pavis/Prax campaign, barring some details like resurrected Humakti and the like.

But a question I want to ask you, and it is not a trivial one, is: how do you handle Lunar cults and Lunar magic?
 
RosenMcStern said:
Nice. Well written reports, and good campaign ideas.

Thanks :)

RosenMcStern said:
But this starts a sorrowful subject. We are not supposed to be running a MRQ campaign in the Third Age. Not that anyone can prevent you from doing it, but the "official" sources do not contemplate this possibility. Of course, the MRQ source books about "classic" Glorantha cults contain enough information to run a Pavis/Prax campaign, barring some details like resurrected Humakti and the like.

Nothing that a few tweaks can't handle :D Seriously, if you have the original source books it's a breeze. If you haven't, I can imagine it's a bit more difficult, but no more so than trying to play first or second age before the arrival of MRQ.

RosenMcStern said:
But a question I want to ask you, and it is not a trivial one, is: how do you handle Lunar cults and Lunar magic?

Again, with the original source books and other material available online, it does not take a lot of effort to convert the cults to MRQ. It's primarily a question of which rune magic spells to give them, and porting the divine spells over to the MRQ system, which again is not difficult. In fact, I've found it a lot harder to port the nomad gods over, as it's a paradigm switch moving from theist to spiritist cults. The major ones have already been done of course in Cults 2, but there are all the minor spirit cults to deal with, plus there is the problem that all the classic material assumes the spirit cults will still have access to divine magic.

At the moment I'm using a similar system for Lunar Magic as previous versions of RQ i.e. during dark or dying phases you can only cast 1pt spells, during crescent phases 2pt spells, half moon phases I allow up to magnitude 4 spells to be cast, and during the full moon any magnitude spell can be cast and all lunar spells have their duration doubled. I may tweak this system as I use it, but as yet the one lunar in the party has not had the opportunity to sacrifice for any divine spells so I've yet to see it in action.
 
Updated with the latest escapades.

Thanks to Soltakss for his help with the Humakti / Yanafal Tarnils mythology. What I ran probably wasn't overly accurate, but the non-participating players had a blast playing the Humakti death lords during the myth, so we got to see truly high level combat first hand.

More on that subject in another thread :D
 
Wow, you know how to pack it in. :) What a great adaptation. Its great to see this: familiar but distant territory. I hope you get to visit Garhound...

Cheers

John
 
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