So who's playing?

gamesmeister

Banded Mongoose
There's been lots of discussion on rules and modifications on these boards...but who's actually playing at the moment?

We had one scenario write-up posted recently, but other than that it's been very quiet on that front.

So if you are playing, where is your campaign set? If you're playing in Glorantha, in what age is your campaign set? At what level have you pitched your campaign? (starting, seasoned, veteran etc) . Are you using the rules as is, or have you made changes. If you're using the rules straight from the rulebook, have you encountered any problems? Lots of potential problems have been raised on these boards with the MRQ rules, but have those problems turned out to be no more than a storm in a teacup?

And most important of all, are you having fun?
 
Started running a modified version of the old RQ2 Tin Inn pack (Gringles and Rainbow mounds)
The characters names I cant remember, four players with the following cult mix and no real rationale while they're together.
Babester Gor, Humakt, Issaries merchant, and an Orlanth Adventerous.

They are starting characters and unfortuately limb loss was rife all round.
The centaur raider managed to impale the humakt through the left leg, whoes bacon was saved by the merchant.

Overall the night went well and the continued limb loss bought back memories of running it under RQ2. It was fun and played well... next week on to Rainbow mounds.


The only real house rules that came in to play
Parry armour was doubled up
Resilence is Con x5
Persistence POW x5
Force STR x5
Players can cast cast Cult spells at Theology%

Haven't really used the Divine Cults in anger yet, but everything seems a little overpriced.
Things I did notice, folk really need armour, even 2 pt leather.
 
I should be running in a few weeks time, when we've tied up the current pirate game.
Timeline - Second Age
Location - initially, travelling from Guglar (Maniria) to Drom (Ralios) via Praloria
Character types - t.b.a. but most of the characters should believably be able to sign on as caravan guards. No Dragonspeakers.
Likely Encounters - enraged hsunchen, unstable drifters, arrogant God Learners, vengeful ghosts, wannabe lordlings, mysterious ruins
Level - low medium.

As I've mentioned before, this will be run in a hybrid between the Iron Heroes d20 build, and a d20-fied MRQ magic system, so my input on the rules issues involved is of limited use to anyone else here. :)
 
Running 2-4 campaigns (depending on how you count it).

One is play-test for a set of scenarios in a campaign thread to be published soon, and includes several different "groups" of players who get different results, they've found, when comparing notes afterwards :D. The feel is flexible but primarily generic fantasy with a 6th-8th century focus rather than Ancient greek or 10th-14th century. Initial skills are approximately similar to "Starting+". More at the end of the month...

The second campaign is currently a larger single group based in a non-Gloranthan world with different cults and a slightly amended Rune magic system. There's a mix of skills and types in the party, from a noble deb. to a noble espionage whizz to an animal trainer to a barbarian. The group has really got into the flexible nature of RQ.
 
I am GMing campaign on 2nd Age Glorantha, started with Rune of Chaos adventure, and then it expanded to campaign.

All players are starting level human characters. Rules are used pretty much as-is, with few little tweaks:

* if character gets major wound, character will die on blood loss twice as fast as stated on book
* armour penalty is halved for combat skills (not for dodge) from book
* parry table: Attacker overextended - result happens when defender gets critical parry vs. normal successful attack
* opposed skill test - we are using criticals and fumbles (book doesn't state if criticals are in use really), and we are using skill halving variant from Legendary Heroes book
* as an GM, when we are rolling for fatigue, I usually give bonuses for fatigue rolls in beginning, but if activity continues on same level for longer period, I lower bonuses, and after a while I start giving penalties for the rolls. This way even the high resilence guys are getting tired on sooner or later (probably later, of course)

No problems so far, expect that quite many times I forgot some new rules and start using some RQ3 versions instead. I think most of our group feels that new rules are improvement over RQ3 version.

And yes, we are having lots of fun!
 
We're playing a tabletop game, set in the 2nd age of glorantha, very inexperienced characters.
I also run a small online game, though currently on hold, set in the 3rd age.
 
Exubae said:
Started running a modified version of the old RQ2 Tin Inn pack (Gringles and Rainbow mounds)

Ahh, I'm getting that warm fuzzy feeling inside that I always get when I hear the name 'Gringle'. :D

Exubae said:
Overall the night went well and the continued limb loss bought back memories of running it under RQ2. It was fun and played well... next week on to Rainbow mounds.

Lol, I remember it exactly the same way. The first time I ran it under RQ2 it was carnage!

Rainbow Mounds is very cool, particularly the.... (just in case your players are on these boards, this section has been removed. You know the bit I mean...) 8)
 
Hey there,
I ran the Rune of Chaos adventure for my group. All seemed to go ok, some of them didn't like how the challenges were setup mechanically but as a whole most everyone seems to be getting into the system. The only problem seems to be trying to balance players of different races. An elf is just so much better than a human and dex seems to be THE big stat as going first and having more actions seems more important than being strong or having extra hitpoints. Even the dragon newt with his low str and hp was doing better than the human just because of init and combat actions.

Anyway, after rune of chaos I had the broo steal Viktors body and the PC's went into the forest to track them down. The first night they setup thier watchs. Very first watch the Dragon newt was on watch and their were a couple broo sneaking around, he failed his perception vs thier stealth, (with only a 15 skill for the broo it is not hard to win by rolling lower when both parties fail). 2 of the 3 broo hit him in the surprise round in the exact same location, knocking him unconsious and leaving the sleeping pcs vulnerable. Noone managed to make thier perception rolls (with penalties for being asleep) and thus had my first party death under this system. I was just going to have them be enslaved by the broo but it was decided that with the imbalance between a mixed race group to just start a new campaign.
 
For the next game I am having everyone start on that group of islands in eastern Glorantha that is a shattered continent and have them sign up as marines protecting a small merchant vesssel against pirates. Everyone is going to be human and they are trying to decide what pantheon to all belong to, they are leaning towards Orlanth/Solar as one of the guys like sthe Volcano Twins, the other 2 are currently undecided but it looks like there will be a healer, a wizard, and a blacksmith/craftsman. Hopefully this one doesn't end the way the first did.

FGO
 
For the next game I am having everyone start on that group of islands in eastern Glorantha...

I'm not just drumming business, but you are going to want to pre-order the Player's Guide. There is some stuff specifically for the Vithelans in there.

Hell, there's stuff specifically for EVERYBODY in there, but since you are looking at likely having some Vithelans and all...

Bry
 
That is the general plan. We can't start back up until end of Jan do to one of the guy's work schedule. As none of us have ever played Rune Quest or Glorantha (we have played Stormbringer) we don't know much about the setting. I am loaning the glorantha book for the others to read so they can get a better idea about the region they will be starting in.

FGO
 
There's a very nice shared world map on the MR Qwiki site.

http://mrqwiki.pbwiki.com/SharedWorld

Question: has anyone done anything with it? Are there any moves to develop it communally as a viable RQ setting?

Having done a bit of this Shared World Development over on Gwenthia, I'm keen to get involved with something else too. Any plans? Any interest? If so, shall we get together somwhere and talk about it?
 
Loz said:
There's a very nice shared world map on the MR Qwiki site.

http://mrqwiki.pbwiki.com/SharedWorld

Question: has anyone done anything with it? Are there any moves to develop it communally as a viable RQ setting?

Having done a bit of this Shared World Development over on Gwenthia, I'm keen to get involved with something else too. Any plans? Any interest? If so, shall we get together somwhere and talk about it?

I had some ideas for one of the regions, but since no one seemed to be working on it, I never really did anything.

One question though, as I have never really worked on a shared world. The area I wanted to develop would be a largely wild, unexplored area, with players discovering much of this 'lost world' being a big part of my plans. Can something like that work in a shared world? It seems it would be hard to detail 'wild' areas without the secrets having to become common knowledge.
 
Rurik said:
Loz said:
There's a very nice shared world map on the MR Qwiki site.

http://mrqwiki.pbwiki.com/SharedWorld

Question: has anyone done anything with it? Are there any moves to develop it communally as a viable RQ setting?

Having done a bit of this Shared World Development over on Gwenthia, I'm keen to get involved with something else too. Any plans? Any interest? If so, shall we get together somwhere and talk about it?

I had some ideas for one of the regions, but since no one seemed to be working on it, I never really did anything.

One question though, as I have never really worked on a shared world. The area I wanted to develop would be a largely wild, unexplored area, with players discovering much of this 'lost world' being a big part of my plans. Can something like that work in a shared world? It seems it would be hard to detail 'wild' areas without the secrets having to become common knowledge.


The shared world idea was/is one of Matt Thomason's projects, and just sort of stagnated when Matt got sidetraced by other things, like editing and writing for S&P.

I had sent him sone info from the olf RQ Questworld campaign pack to help use asa template for organizing the thing. In theory we could section off areas and such, but it all really depended on how we could get along and make decisions about things like mstery/Wild areas (maybe we could call it personal space?), technology, cultures and what not.

I'll try to jog his memory about the project. It was a good idea, and several people were interested. It either would be a very interesting project or utter chaos.

Perhaps both.


Unless this is a different shared world project?
 
Rurik said:
. . .

I had some ideas for one of the regions, but since no one seemed to be working on it, I never really did anything.

One question though, as I have never really worked on a shared world. The area I wanted to develop would be a largely wild, unexplored area, with players discovering much of this 'lost world' being a big part of my plans. Can something like that work in a shared world? It seems it would be hard to detail 'wild' areas without the secrets having to become common knowledge.

My setting, Leshan is being developed as a 'shared world' setting with our local group all picking an area to contribute towards, and we'll be rotating gamemasters in an effort to keep any one of us from getting burned out and dropping the campaign.

One of the guys has chosen a section of the large, undefined jungle lands to develop in much the way that you are suggesting, and part of what we are doing is that things that wouldn't be 'common knowledge' are not being released part and parcel to the rest of the contributors until someone has a need for information on that area, or until at least one adventure has visited those parts.

of course, for a large, international shared world group that wasn't playing together, that becomes a bit more problematic, and you have to rely on the maturity of your players, or ask them to limit reading things on the wiki until they have been in the area (sort of like dealing with any other published setting).

For instance, my first session next saturday, when we kick off the campaign, will involve the characters going to a 'deserted' burned out village to retrieve something for a mage who had to leave in a hurry during the recent wars, and who has subsequently lost a leg, making travel a bit more problematic.

Details on the current state of the village (maps, inhabitants, etc.) will be released to the other GMs after the completion of the session, modified to indicate which, if any bandits they killed off, for instance, should such be found there :wink: .

In this fashion we hope to have a good shared world experience, and still maintain a bit of 'mystery' for us as players.

I have high hopes for it, the character concepts the players have posted have been very interesting.

Anthony
 
Rurik said:
The area I wanted to develop would be a largely wild, unexplored area, with players discovering much of this 'lost world' being a big part of my plans. Can something like that work in a shared world? It seems it would be hard to detail 'wild' areas without the secrets having to become common knowledge.

Absolutely no reason why this shouldn't work. All that's needed is an idea of the geography, the history of the area (and perhaps how it relates to neighbouring areas), lkely denizens, and then some locales that can be used for adventure hooks. You can keep the secrets to yourself, hint at what might be there, or just disseminate false info. It can all work.
 
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