RUNEQUEST (news?)

Actually most cults if used as per the letter of the law were not that good for 'adventurer' types.

We used the simple expedient of having a Temple of Many Gods in most places. A large hall with small 'prayer' rooms for each god if you like.
 
TRose said:
I hope that they keep the Rune magic similiar. I always love the idea that members of different cults had different and unique spells. The only complaint I had about the Rune magic( magic that came from the Gods) was the need to renew them at the right size temple. If you joined a smaller cult the gm might have to twist things around so you had a temple where you could learn and renew spells

The campaigns I ran were often geographically static. Pavis/Big Rubble, Balazar, Dragon Pass. The best I ran the players were part of an Orlanthi clan and slowly gained in position within the clan (ie: more and more dangerous missions). That way I never had the problem of cult temples.
 
One of my players decide she want to be an Ax maiden of Babeestor Gor, which is a very good cult for some adventoures.But the only temple In Prax I could justifty was at the Paps, and in truth that was pushing it.
I came up with the idea of holy relic. A Holy Relic if at a temple of any size would grant a specific spell if the proper rites where performed. It also gave quest for my players to do. For example go to the tunnels hills(fun place) get the stone shield and bring it back to the earth temple in Pavis. And as long as it was enshrined there people could renew great parry.
 
TRose said:
One of my players decide she want to be an Ax maiden of Babeestor Gor, which is a very good cult for some adventoures.But the only temple In Prax I could justifty was at the Paps, and in truth that was pushing it.
I came up with the idea of holy relic. A Holy Relic if at a temple of any size would grant a specific spell if the proper rites where performed. It also gave quest for my players to do. For example go to the tunnels hills(fun place) get the stone shield and bring it back to the earth temple in Pavis. And as long as it was enshrined there people could renew great parry.
The Babeestor Gor Axe Maidens do have a strong presence in the Paps, they guard the Ernalda rituals there (if memory serves from Cults of Prax - will have to check later - I think they are mentioned in the travelogue (Biturian Varosh??). So I would expect a pretty good sized temple there given their responsibilities.

In my campaigns I rule that major Earth temples would be able to provide the sort of support needed for B Gor as long as they were not actually hostile for some reason.
 
Just reading these post about Orlanth, Daka Fal, and Stormbull are showing me that Glorantha is not dead. I can't wait to get my hands on the open source stuff to look at the rules.
 
Deathdealer said:
Some interesting comments regarding the new Runequest from Matthew Sprange.

http://hofrat.blogspot.com/2006/02/runequest-update.html

I can't wait to see this game.

Oh this looks good! No blocking a two handed axe with a rapier any more (because it's always been common sense that it should just break). And all those players who say they can use a rapier and heavy tower shield together are in for a shock. Heavy mashing weapons are finaly being paid the respect that they deserve! :).
 
I have to agree that this is very exciting. I always felt that RQ was one of the best core systems, especially the way they handled religion and magic. Sorcery needed the revamp (if you ever saw Strangers in Prax, you know what I'm talking about). Still, I'll be buying at least the core rule book.
 
I think they might have the workings of an ideal system. The talk about the difference in Parry and Dodge are particularly interesting to me.

When you dodge, you have to either lean over to let the weapon swing by you, or you have to actually move your feet. Depends greatly on the reach of the weapon used to attack you and if you want to strike back. Jumping aside or back, may get you out of the reach of the weapon, but you would also have to step back in to strike.

But it should be noted that the axe is not a very good parry weapon, and the momentum can leave the axe wielder open to a return blow.

Should be interesting how they do it.
 
dunderm said:
When you dodge, you have to either lean over to let the weapon swing by you, or you have to actually move your feet. Depends greatly on the reach of the weapon used to attack you and if you want to strike back. Jumping aside or back, may get you out of the reach of the weapon, but you would also have to step back in to strike.
Absolutely, and that was the whole point of dodge - it is partially abstract but gives you the choice in the end to either step back in to strike OR to run away. It's a wonderful way of not getting too detailed but still enabling such an action in game turns and limiting "break-off" arguments.

On another step it can also be used to emulate the dreaded attack of opportunity for D&D players shifting into RQ.
 
Oh man, I am so excited by this! One of the major discussion issues in our RQ campaign was making fights more "cinematic" - we used the example of swinging from chandeliers etc. in the old robin hood movies. If the new system facilitates this, I'm buying two copies. No, three.
 
Hi,

1) What about a preview of the new game?
Who shall be the artist of the art in the books of the future RQ series?
Olds from Glorantha or RQ ?

2) I read somewhere (don ' remember where) that MGP will release minis for Runequest as they do for the Starships trooper. Is it right and who will be the artists, sculptors, etc ...

Thanks

Kolat, your humble Shaman :roll:
 
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