Simple Question - Simple Answer

Lord Kruge said:
Is Blood Magic in danger of being cancelled like Runequest Adventures was?

I don't have any connection with Mongoose (other than as a customer) so my answer is purely guesswork.

I think Blood Magic is less likely to be cancelled than RQ Adventures for the following reasons

1) Adventures "traditionally" don't sell as well as source books. If a group decides to use the Blood Magic rules in their game then one or more players may buy the book in addition to the GM, but only one person in a group ever buys the adventures.

2) I assume the sales figures for RQ Companion are dissapointing, which has lead to this decision. Like that book, RQA is just reprints of material that has already appeared in S&P, which is free. People are less likely to buy a book made up of adventures they have already read (and especially already run).

3) If Blood Magic (which I believe is setting independant) is cancelled, it would suggest that Mongoose has lost faith in RQ as a "generic" fantasy game. You might be able to use "Spellcom" as a gauge for how popular it will be, but that was a "Wraith Recon" setting book, so might (legitimately) be overlooked by players interested in Glorantha/Elric/C&C/Deus Vault, who may at least consider a "generic" book that may be (at least in part) applicable to their setting of choice.
 
DramaticExit said:
Any objections to turning this into a general/miscellaneous Q&A thread? The title fits and I keep coming up with odd questions here and there.
I'd rather see questions posted under a meaningful title.
 
PhilHibbs said:
DramaticExit said:
Any objections to turning this into a general/miscellaneous Q&A thread? The title fits and I keep coming up with odd questions here and there.
I'd rather see questions posted under a meaningful title.

+1
 
DramaticExit said:
Any objections to turning this into a general/miscellaneous Q&A thread? The title fits and I keep coming up with odd questions here and there.

Here's a few from my side. Some are rules orientated, some are general Glorantha experiences.

  • 1) This is possibly a little metagamey. Just how important are CAs? It seems that you'd almost always want 3 which, due to rounding up, is fairly easy to get (e.g. INT 13, DEX 12). A related question: in your groups, how many players do not have 3 CA?
    2) Common Magic Magnitude 3 and above spells take multiple CAs to cast. When do you make the roll to see if they're successful? When you start casting or when you finish casting? If the former, is the casting stopped before completion so the future CAs are not wasted?
    3) In Character Creation you sometimes receive Lore(Any) for an Advanced Skill option. Am I correct in thinking that cannot be used for any magic related Lore (e.g. 'specific theology'), as magic related Lores are only available under the Magical Skill heading.
    4) From Cults of Glorantha, Allied Cults can teach you spells. These spells have certain restrictions and are cast at a lower Lore(specific theology). Now, some gods (e.g. Orlanth) have multiple Cults, such as Orlanth Adventurous, Rex, Thunderous etc. All of these use Lore(Orlanth) for casting. They are also not listed as each other's Allied cults.. So.. can you learn spells freely - within rp and setting constraints - from other cults of Orlanth with no penalty to casting?
    5) Armour seems expensive for starting characters. Is armour intended to be a rarity for game balance reasons? Is the early-campaign norm for RQ2 a party money-gathering exercise, to buy some decent armour?

I too, think questions are better handled in their own thread. But to answer Q1:

If you intend your game to be fairly combat intensive, CA's IMO are crucial to a PC or NPC's survivability. In every encounter we've played so far (which would probably be around 15) creatures that run out of CA's in the middle of combat are killed or incapacitated quickly.

Most PC's have 3 CA, those with 2H weapons average 2 and 1 or 2 have 4 CA's.
 
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