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Nel

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Nel last won the day on December 27 2017

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  • RPG Biography
    I began playing D&D and RQ many years ago, GM'ed Ars Magica for more years, until I met HeroQuest 1, which became my default RPG system for a time and introduced me into an epic and anthropological way to play in Glorantha.
  • Current games
    My own rule systems, which happen to be the antipodes of the BRP.
  • Blurb
    Rather narrative than indie

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  1. In my Glorantha I try to reflect the puns from English to Catalan. Reaching Moon = Lluna imminent With "imminent", I meant "impending". And when the Moon was at its full power, "imminent" would become immanent.
  2. Nel

    Gloranthan mythemes

    Rather than a trans-human, I'd say that Harrek would be tantamount to a cyborg: Not bio-mechanically, but bio-spiritually enhanced by the White Bear. This is exactly what I was asking for. It looks like that the typical kin conflict in Glorantha is not among brothers (representing each one different archetypes or foundational paradigms), but among uncles and nephews (which suggests a generational relay).
  3. Nel

    Gloranthan mythemes

    An obvious Gloranthan mytheme is Danger of science, which the GodLearners personified. It explains why Glorantha hasn't become a transhumanist setting: Acording to the Gloranthan mindset, the use of natural resources (i.e., daemons, spirits, lesser gods, etc) would be an abuse. That Hubris of knowledge explains also why Illuminated characters are hazardous for commoners.
  4. One of the subjects that most appeal to me from Ancient mythologies is how they manage mythemes showing different moral values from our current ones. So, I'm particularly interested in knowing how Stafford and his successors managed sensitive issues such as: (I provide examples from Greek and Christian mythologies) - Brother A kills brother B: Cain and Abel Romulus and Remus - Brothers A and B kill each other: The Aloadae Eteocles and Polynices - False accusation of seduction: Potiphar's wife to Joseph Astymadeia to Peleus Phaedra to Hippolytus Stheneboea to Bellerophon I don't name more truculent mythemes because they might be too much politically incorrect.
  5. I have no problem with Eagle's Nest. Actually, I didn't understand why that name is so sentitive for you until I recalled a certain nazi building and googled for it. In that case this shows how we come from different cultural backgrounds. To me, Eagle's Nest just reminds a mountain hut in Catalonia: Niu de l'Àliga It's odd how we carry our real world prejudices to a suposedly neutral and fictional setting.
  6. A brief example game of Dreams in 3D First of all, I choose the Dynamic mode, thus my only two zooms are going to be Raise and Widen. 1d6: 1-3 = Raise, 4-6 = Widen A Raise zoom means that its subject becomes more relevant, feelings are stronger, the risk is higher. A Widen zoom means that its subject is put into context, gets related to another elements. Now I create a character and a situation. After randomly taking a look at the Guide I choose a small place, the Troll Woods. I read some snippets and open the Glorantha wikia to have some canon to begin with. I am Corkun, a Kitori from the Troll Woods. I am telling the tribe elders about my visit to Styx Grotto. (By the way, I use to play in first person because I find it to be more immersive) Who is Corkun? What can he do? Why did he go there? I don't know yet. These facts and many more details will be improvised during the game if they are needed. Turn 1 1d6: 5 = Widen I felt hopeful. I left home alone, but Imit joined me at Neqat before leaving the Troll Woods. And many more Kitori and trollkin joined us as we were approaching the Shadow Plateau. Turn 2 1d6: 2 = Raise Why wasn't I afraid that anyone attacked our troupe? It was Imit who realized why we were safe: She pointed to the sky and commented that a thick cloud was covering us from sunrays since many hours. That was a good omen! Turn 3 1d6: 4 = Widen I'll never get used to the maze that Styx Grotto is! From the shelters in the ground, through solid rock tunnels and bridges over streams, down to deep caves with polished walls and covered by black glass that are the remnants of Azek Loradak, the palace destroyed in the battle between Ezkankekko and Belintar. The Bifid priest guided our troupe to the Trail of the Tail. How nicely she pronounced the D and Z sounds with her tongue! She explaint us that this ravine is the mark on the ground left by the Great Serpent when its tail crushed Belintar's feet. Turn 4 1d6: 1 = Raise At last, the day came: Freeze Day, Movement Week, Sea Season. We celebrated the Bigger Serpent by dropping on the Trail of the Tail the snakes each one of us had been properly feeding during the year. Our anaconda! The one I hunted. The one our whole tribe cared for. How powerful it looked around the post on the tribe square! You all would be proud of our anaconda if you watched it fighting against all the other snakes. They hissed! They bit! They entangled! They suffocated! They swallowed each other! Until there were only two left: Our anaconda and the python Imit brought. You all can be proud of our anaconda for it ate the last competitor! The Bifid priest blessed our anaconda while it crawled the Trail of the Tail down to the deepest caves. Turn 5 1d6: 3 = Raise After our fellows from the former Kitori Empire congratulated me, our tribe and the Troll Woods, the Bifid priest invited us to dance the Stompers' Echoes. You all know that this is my favourite ritual, and I assure you that I stepped as heavily as I could. When we finished, my knees were pleasantly trembling, and I was barely breathing with a fulfillment smile on my lips. Finally, the Bifid priest carved our tribe's rune on the wall of the Trail of the Tail: You all can be proud, for our tribe has helped to feed a new Great Serpent. While coming home, Imit realized that an even thicker cloud covered our troupe from sunrays during the whole trip. This is a good omen.
  7. One of my preferred readings from Antiquity is the Description of Greece, where the 2nd century Greek traveler Pausanias describes many cities, buildings, statues and sceneries along with historical or mythical events related to them. I already designed Journey, a game for writing a travelogue. And I played a business trip from Walim to Nochet. Now I want to test my new game, Dreams in 3D, in Glorantha. But this time my aim is to go sightseeing larger than Real World places. I mean larger in a loose sense: An amazing landscape as the Arrowmound in the Skyreach Mountains, a massive temenos as Esrola's Throne in the Shadow Plateau, or an impressive masterwork as Iphigios' Statue of Hwarin Dalthippa in Jillaro. Imagine a character who visits a place: What does he see? Why is it relevant for him? How does he feel? Dreams in 3D is a game whose purpose is evoking sensations by describing places or moments.
  8. Should we guess John Wick's Super Simple Game is something alike Michael O'Brien's Maximum Game Fun?
  9. I'm amazed that no one has yet pointed out Two steps from Hell and their orchestral soundtracks, which fulfill what I might tag as "mainstream epic". Otherwise, if you prefer an anthropological approach, I'd suggest to look for music from RL cultures performed with suitable instruments. For example, would Hsunchen play these increasingly disturbing drums? They are from Extremadura, Spain, and they appear in a rural drama film, Los santos inocentes.
  10. Players and GM agree agree about which Positive and Negative Aspects apply as modiphiers of the 2d6 the player is about to roll. Only one Positive Aspect and only one Negative Aspect per roll, at the most. The modiphier of those Aspects is their level, which is known since they were created: No, and: Negative aspect at -3 No, but: Positive aspect at +1 Yes, but: Negative aspect at -1 Yes, and: Positive aspect at +3 Positive Aspects have no cost, and they stay in game until the PC fails the roll in which they were used. Negative Aspects don't grant any Hero Point to the PC who suffers them, and they stay in game until the PC passes the roll in which they were used. PCs must pay 1 HP in order to use NPC's descriptors as modiphiers in their own rolls. NPCs' descriptors are like FATE's Aspects, FU's descriptors or HQ's keywords and capacities. Just a description until they need to be stated due to PCs' actions. Then they get a level of Opposition from +2 (very easy) to -5 (impossible), be it assigned by the GM or by the Pass/Fail Cycle. Hey, I didn't say I invented anything! ;-)
  11. I don't want to derail this thread, so I started a new topic:
  12. So far, HeroQuest is the rule system that fits better our narrative style, but the opposing rolls tend to result in ties too often, and we don't like Marginal Victories or Defeats. They are fine in Extended Contests, when players want to tell how the conflict evolves step by step. But we don't use to have more than one Extended Contest by game, being the rest of contests Simple, which end in draw. That's rather frustrating! So we tried FATE, but it was too gamist. Thus, after merging HeroQuest, FATE and FU's resolution system, we ended up with our own hack, Fets i prets: https://drive.google.com/open?id=0Bz3yUt8lNxwhX3hnNU9tcXlBZDA Unfortunately, it is written in Catalan, so I summarize the basics: - Forget the opposed rolls: Only players roll. - Forget d20s: Only 2d6. - Dice resolution as in FU: No, and / No / No, but / Yes, but / Yes / Yes, and - We keep keywords, capacities and flaws with easier to sum and substract numbers: Three keywords (begining at 2, 2, 1), six capacities (beginning at +1), 5 points to distribute among them, two flaws. - PCs begin every game with 3 Hero Points. They are lost when the game is finished. Players can obtain more HP by completing Quests (à la 7th Sea 2nd ed.) - Aspects: everywhere, everything and everybody. Also, players can create them with "and" and "but" results: No, and: Negative aspect at -3 No, but: Positive aspect at +1 Yes, but: Negative aspect at -1 Yes, and: Positive aspect at +3 - Boasts, oaths and vows are another kind of aspects. PCs can have only one of each kind. - Simple contests are resolved with this formula: 2d6 + PC's Keyword and/or Capacity + Positive aspect + Boast or Oath + Augment - Opposition - PC's flaw - Negative aspect Result of the dice: 3 or lesser: No, and (create a Negative aspect at -3) 4 or 5: No 6 or 7: No, but (create a Positive aspect at +1) 8 or 9: Yes, but (create a Negative aspect at -1) 10 or 11: Yes 12 or greater: Yes, and (create a Positive aspect at +3) - Extended contests use the very same formula, but the resolution is similar to HQ's, aiming to get 5 Resolution Points. Result of the dice: 3 or lesser: Antagonist +3 RP 4 or 5: Antagonist +2 RP 6 or 7: Antagonist +1 RP 8 or 9: Protagonist +1 RP 10 or 11: Protagonist +2 RP 12 or greater: Protagonist +3 RP - Consequences of Extended contests: Protagonist's RP - Antagonist's RP - 6: Antagonist wins. Negative aspect at -3 - 5: Antagonist wins. Negative aspect at -3 - 4: Antagonist wins. Negative aspect at -2 - 3: Antagonist wins. Negative aspect at -2 - 2: Antagonist wins. Negative aspect at -1 - 1: Antagonist wins. Negative aspect at -1 + 1: Protagonist wins. Negative aspect at -1 + 2: Protagonist wins. No aspect is created. + 3: Protagonist wins. No aspect is created. + 4: Protagonist wins. Positive aspect at +1 + 5: Protagonist wins. Positive aspect at +2 + 6: Protagonist wins. Positive aspect at +3 There are a few more details, but you can easily guess them if you know HQ and FATE. Anyway, if there's any doubt, please let me know.
  13. Before moving to my own FATE-ish HQ hack, we used the latest HQ:G, and previously HQ2, and even sooner HQ1. I don't miss at all the AP bids from HQ1, since they certainly disrupted the flow of narration by introducing a maths-game we all felt out of place.
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