Hi Veeky Forums so I'm looking forward to GM a round set in glorantha...

Hi Veeky Forums so I'm looking forward to GM a round set in glorantha, because it's a lovable crazy mess and not the 106th incarnation of Tolkiens work.

The thing is I'm looking for a system/edition that handles the setting well without causing a seizure like the new editions.
1d4 Chan mentions that there was a rather good edition with feel good-creat your own stats vibe, but do far my research was fruitless. Does anybody know to what 1d4 is referring or a good system ?

Also thread for anything glorantha related.

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Reminder that heroes and priests especially become more powerful by performing a hardcore LARP.

The touchy-feely game in question is HeroQuest. And the RQ-edition you want is 2eRQ Classic, or the new RQIlostcount if Chaosium manages to not fuck it up.

Why wouldn't you use the newer editions? I thought the latest Runequest game was pretty solid.

I will take a look at 2e classic. Thank you my man, anything after the whole "legend" stuff is painful to read.

Yeah it is solid but it is far too rules heavy for me to keep the game flowing and causes new non-native English speakers to cry in pain.

Have a duck.

RQ6 is the game you won't even be able to pry from my cold dead hands, but it has little to do with Glorantha.

Forgot to ask, is HQ fun and how does 2e classic handle rules in it's design?
I DO like some crunch as GM since I'm also an avid Mg 1e fan and GM.
But in cases like Shadowrun or Pathfinder I just get the feeling during play that I have to work against the game to have fun.

>tfw all the amazon thread spam makes you want to run a Glorantha game where earthshaker-riding ernalda cultists are harassing a sister's army lunar garrison alongside a female-led reindeer hsunchen tribe
But I will be good and avoid the magical realm.

My dude, more power to you then and not so if you and your friends have fun with it, but translating during play causes some great rump rustling to me.

That's why I 'm looking for an edition that has a simpler rule economy. Not down to FATE levels but I don't want to get the feeling that I'm doing taxes.

Glorantha thrives on being a hairs length away from being a magical realm, Jesus, that's how we got it in the first place because somebody wanted to get laid
Embrace it fellow imperialist.

Actually glorantha is much closer to Tolkien in spirit than your average pulpy D&D fantasy setting

Because it tried to create a works where magic is magical and there is a sense of wonder mixed with dread while the strings of fate are held by cosmic forces ?

TL;Dr because it's good and not just a Cashgrab ?

I meant "even more so", sorry.
Not going to judge you for your fun.

Anybody know anything about the "stormbringer" system?

Heroquesting is the best.

It's BRP for Elric.

Is it any good ?

Because right now I would look into 2e classic, Mongoose 2e (sceptical here because they got a bad reputation) and BRP/stormbringer.

BRP is genericised RunQuest. Stormbringer is effectively RuneQuest with a different magic system and some other setting-related fuckery. If you aren't playing in Elric's world, there's no reason to use Stormbringer over RuneQuest.

It's really fun and having a meta game once in a while is sweet.

I enjoy it.

In HQ2, you'll typically have 6 main abilities, known as keywords.
These will likely include: Your Culture (Heortling, Praxian, Dara Happan, etc), your Community (clan, warband, temple, etc), your Occupation (hunter, farmer, soldier, etc.) and then your three runes.

Usually you start with one elemental rune, one power rune, and one other one. They're used for basic and divine magic.

But with the keywords you also have abilities that act as specialisations of them, known as breakouts. So your soldier may specialise in using sword and shield, or a cavalry charge. You might have the ear of one of the nobles on your clan ring as a breakout of your community keyword. And of course you can breakout specific magical effects from your runes.
And you can also take abilities as stand alone things, to represent things you're good at, but aren't part of your keywords.

All these abilities will be rated on a scale of 1-20... sort of. If an ability would progress above 20, you instead go back to 1. And stick a Mastery Rune afterwards, to represent an increased level of success.

Yeah, that's a bit complex, it's hard to explain sometimes.

that dosent sound so bad, just branching.

>he doesn't larp hard enough to enter "die in the game die in real life" rules
This is why your clan is weak

In spirit it's basically the best of the pulps and Tolkien.
I think people forget that there's only two systems to ever actually have Fritz Lieber's Lankhmar as a setting, and only RQ got it right.

The game you're looking for is Heroquest 2.
It is very simple and elegant, but still makes it easy to portray any kind of character.
And the best part is that despite being very simple, it still offers players meaningful choices in terms of mechanics and tactics.
The main book you want is "HeroQuest Glorantha". From there on, all you need is just as many setting books as you can get.

>I think people forget that there's only two systems to ever actually have Fritz Lieber's Lankhmar as a setting
There's at least three. AD&D, RQ, and Savage Worlds

That sounds like alot of fun potential, will definitely take a look at it.

Is there anything that sets Heroquest 2.0 apart from Heroquest glorantha ?

When I ran it, I made (among other things) a reference sheet explaining the basic mechanics and character creation, which I'll post for you here (there might be some minor houserules in there).

There are some minor tweaks, but it's pretty much the same.

Thank you fo telling me about this, always thougth it was just a board game since htat was all google brougth up.

Seems hella neat and intuitive so far.

I often joke that I need to call it HeroQuest: No, Not That One.

Heroquest 2 has a small section on how to use the rules for Glorantha.
Heroquest Glorantha uses the same ruleset but dedicates the entire book on how to play with in in Glorantha.

looks like i'm hella in love with this one.
In most ""rules light"" systems i know character decisions seem to become inconsequential, but this one got a lot of deep going on without getting more complex than needed.

It's fast to play and encourages creativity.

What's not to love about it.

Some people get rump rustled about glorantha, but not everybody develops good taste.

Not only that, but there's a lot of meaningful tactical decisions to make during scenes.
E.g. who to augment and when, how to declare your goals in such a way that they don't actually contradict the enemy (and thus can go unposed). When to spend HPs.

The one thing I really dislike is that it uses the same currency for both character advancement and as a consumable boost durign play. This always makes players hoard them, and makes budgeting a chore. I'd rather keep them separate.

To be fair, so far it looks like the PCs start as fairly competent adults and not as some random fighty dudes that die when they are cornered by three houscats.

It's not a problem of the player characters not advancing, it's a problem of them not having HP to spend because they just leveled "Underwater Basket Weaving"

My uneducated guess would be that could be easily prevented by saying: "Yah know, maybe you should have some HP extra before you raise that ability, just in case something bad happens and you wan HP."

Of course this could be entirely avoided by having two pools.

Maybe you should sacrefice some more cows to boot your LARP powers, or is your clan bad at animal husbandry too ?

>Peace loving
>Ducks
Do these people live on planet Earth?
Splitting the normal gain into two pools sounds fine? Or is one used more then the other?

Splitting the gain in two does not resolve the hoarding issue.
Better is to have an XP pool only for advancement(and give slightly less total), and have a separate, fixed, HP pool that resets every session (or every couple of sessions).

>Do these people live on planet Earth?
At least not on the one i know, they are little feathy bastards who evolved into angry pillows but their mind is still at giant dinosaur.

Sounds reasonable, but i will wait and see how my players handle it, no reason to pad the corners if you don't have babies.

Ducks and goats are asshole rapists though, I don't get the complaints in that image.

One of the changes in HQ:Glorantha is that you get 3HP at the start of each session. And any you don't spend are gone.

So if you don't use them in session, you can use them to increase your abilities.

Now, this doesn't prevent hoarding, but it at least lessens it a bit.

Personally, I'd make heavy use of directed improvements (p. 106) instead. If a hero does something particularly important in story, spending focus on it. Then you give them a directed improvement towards that.

So for instance, if one hero spends a bunch of the session negotiating with the clan ring, trying to convince them to aid the heroes on their expedition, while another searches for the right items to take on it, and a third just spends one last night with his wife before setting out, you can give them directed improvements based on this. (The first could improve their relationship with the clan, or to their negotiation abilities; the second could pick up some new charm or godsblood crystal; the third probably just improves his relationship.)

Okay so i have some qeustions regarding HQ2.
If i take my first flaw it get's a rating that is as high as my best ability, does that mean that if i increase my best ability further, so does my flaw or does ist stay the same from character creation on unless something specific happen ?

Then there are breakout abilites for runes mentioned and one can use said breakouts without being able tu use the rune directly.
let's say i have the fire rune, could a breakout ability be the ability to create magical light ?

It increases as you go. And yes, that's completely in keeping with fire.

>mfw I remember making that for the Runic Men threads
Happy days... happy days.

Okay so anybody can develope "supernatural" abilites by rune breakouts.

And say I'm a really good farmer with rank 25, and my flaw is "swims like a rock" it's ranks 25 too.

If i Improve Farmer to 26 the flaw becomes also 26 automatically.

I guess those threads should have been archived in sup/tg/ after all.

>tickle the walktapus
Yeah, no chance that could go wrong in any way.

Eurmal worshipers get out, you always get kicked from the ring because you keep dicks with your shit on the sides of every temple.

Orlaront did nothing wrong.

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Pretty much.

For flaws, it's so you don't end up with heroes whose weaknesses are really minor. Heroes should always have some big fatal flaw to them, to make them more interesting.

And as for magic, yeah, pretty much everyone's got a little bit of magic (Basic Magic, p. 113 in HQ:G) and your breakout magic is just more specialised and important. You can leave it as just "Create Light" or make it more detailed, such as having it be "Everburning Torch" as an item or charm, or otherwise describing how and why you make it.

Of course, many more powerful ways of using magic are gained from initiating into a god's cult, or other magical society.

Buncha hipsters in here
Real men worship Orlanth

Only thing they are good for in any ring is taking the blame.
And even then only if you got tricksters, not pyromaniacs or kinslayers.

Urox is a Kinslayer. Does that mean you disparage the Uroxi?

>not worshiping Lord Death on a Horse

>Not worshiping the embodiment of justice and loyality.

It was a dark time when god killed god and kin slew kin. He has atoned and actively atones by spending all of his time destroying Chaos.

There is a difference between being something and trying to be the embodiment of it.
would't like to have any bulls around if i can avoid it tho.

>not worshiping the King of the Gods, one of the most powerful entities in Glorantha

The Red Emperor?

Well duh, it's not like any real orlanthi had the choice of NOT worshipping him, but your focus can lie elsewhere.

Red Emperor is a demigod
Literally a godlet

>Worshipping the king of gods when you could worship the Emperor of Gods

Orlanth is a wreck without Ernalda
Worship a more stable god like Urox

Not all Orlanthi are initiated into his cult! He's just so powerful that the culture is named after him.
Orlanth beat Yelm fair and square. Get over it.

Orlanth wrecked the entire world.

>the 106th incarnation of Tolkiens work.
>Elves and dwarves existing means it's basically LotR

But why don't you worship a Stable God, Elmal, if you want more stable?

Don't forget that Glorantha has black ducks, who are all warlike and savage.

Shag a Glorantha elf and say that again. Or eat some Glorantha dwarf-made tinned food.

Orlanth lost to Yelm in all contests, and then broke the rules and attacked him because that is the only thing of which a barbarian like him is capable. He then used help from a Trickster to win.

Yelm won those contests because the judges were autistic and couldn't handle change. The fight wasn't breaking the rules, it was a legitimate contest and the only one where the judges couldn't be shitty and biased in determining the victor.
>He then used help from a Trickster to win
[citation needed]

Orlanth back then was not Orlanth we have now.
Killing the Emperor was part of his journey, just like the Great Compromise was part of the journey for both Orlanth and Yelm. Tragedy befalls any Orlanthi who forgets that Yelm is the Emperor by Orlanth's own admission. Tragedy befalls any Dara Happan who forgets that Orlanth is King by Yelm's own admission.

Orlanth agreed to the rules of the contests and the judges. He was just sour grapes because he couldn't win because he was inferior.
It was only with the Sword called Death, found by a Trickster no less, that he was able to win anything and only then by threat and fear.

The wreck of the world was merely the end result of the elder gods denying the natural order. They stopped the growth of the world because they feared change, so the world had to be destroyed and remade.

They do not like each other, or even understand each other, but they are still friends.

This is now a duck thread

No.
I did just buy the Ducks a Guide to Durulz book after I found it in a used bookstore last week though. Cheap too.

So you make my point for me, he proved his superiority with that sword. Who found it initially is irrelevant.

Flaws increase automatically, yes. But you can change them as your character grows (unless your GM is an ass).
E.g. you could start with "boyish" (so none of the grown adults take you seriously), but after getting stronger and older, you decide to change it to "swarms of admirers" (everywhere you go, you get swarms of bitches trying to jump you, making it impossible to go anywhere in secret and very hard to hold a serious conversation without getting interrupted).

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I should really get HQ:G from the sound of it.
Too bad deliveries cost a bitch, guess I'll have to make do with a PDF and a tablet.

Orlanth cheated and lied and lead chaos into the world. He lost the contests, then attacked the judges and claimed he won. He is no judge. He is no King.
He is less than a stickpicker, he is just a trickster.

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Salty Solar. He won a legitimate contest of weapons, and Yelm was dead at the end of it. Killing Yelm wasn't against the rules. He lost fair and square.

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It's hard to live as perfect greek-celtic-viking bishonen.

The more you try, the less cool ducks seem.
I like them in KODP and in the Colymar campaign (especially the scene where you get smuggled into the swamp by a drunk boatduck), but all the artwork of hardcore Donal Duck wannabes takes away a lot of the charm.

Well, i'm currently ppassing over it and i really like what i see.

i think ducks are only cool when they try not to be, that was the mistake mongoose made too.
If you highlight an underduck too much they just become special snowflakes and self-inserts.

Salty Yelmaboos like you are why we still get Chaos everywhere. The Great Compromise happened, get over it and stop rocking the boat. You will never be relevant again and even your own pantheon hates you.

Chaos only exists because of Orlanth and his tribe and family. Before Orlanth, there was no chaos and the world was good.

He lost that contest. The judges still did not find for him. He just attacked someone. There was no rule against murder because it was a new thing found by a trickster. According to the rules, Orlanth lost.
Any rule you make is going to be broken with tricksters involved.

Now you are just doing your best to bring the salt rune into existence.
Let the past be past and focus in the important.
Getting those lunars to leave.