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  2. I recall mention of some other sub-forum "maybe" being a good idea, previously. My fading, semi-senile brain tells me that Trif said he'd be willing, but wanted to see some actual sign it'd be used; he didn't want to just put in the work for a very-occasional thread, ie. to not much purpose... Easy enough for us in the peanut gallery to say "Do this work... just because. It'll make the forum... more symmetrical. Or something." Personally, I'd LOVE to see some ElfQuest and/or Ringworld action. If Chaosium could show there was interest/demand, it might induce the Pini's and/or Niven to re-up the license!
  3. Hello! Just wanted to check in to see how everything was going. Still very much looking forward to the book when it comes out.
  4. Yesterday
  5. If you're PCs are mostly space-bound there are options too. These are inspired by Elite: Dangerous, an open-ended spacefaring game 1. trading - planet X needs a supply of Y. But we don't know where to get Y - take this (harmless!) cargo to Z. Ah, there may be someone who doesn't want it to get there or wants it for themselves - salvage. Pick up this escape pod/illegal goods/remnants of a space battle in sector Q. How do we know it's there? Just a hunch.. - passengers. Transport these nutty demanding tightwad pilgrims safely to planet P without going crazy (thanks Jack Vance!) 2. mercenary/bounty hunting - Faction A is warring with Faction B in system Z. Kill a bunch of Faction A/B's ships for us! You'll be a hero (for our movement) - Take out this particular pirate or space monster who has been hassling traders in system Y. You'll need to track him down first (try the dodgiest bar planetside) - Destroy a target on planet X belonging to Faction B. But watch out for Faction A! - Rob the cargo holds of traders from this lucrative system (hey that's piracy!) Well do it in the name of Moff Tarkin then (OK, that's just privateering, no problem) 3. Exploring - sell data about distant planet P to local planet X - take a scientist or explorer to a distant alien ruin 4. mining - look for the motherlode, an unexploited system with rich deposits. Watch out for other prospectors and pirates
  6. It probably wouldn't hurt to have a couple more sub-forums under Mythic Worlds, even if they don't get a lot of traffic. And having a sub-forum in the first place might even encourage some more threads. I don't think Trifletraxor spends that much time trawling the conversations here anymore, but you could always PM him to ask. For a beetle, he's remarkably approachable. 🐞
  7. One thing I forgot to mention is that the questionnaire was a bit leading in terms of "fantasy world" as something set somewhere between the late Stone Age and the High Middle Ages. It might be on purpose, but it might not be. There are some cool fantasy things to be done outside of this range... Wyrm is taking care of the early Stone Age, 7th Sea is taking care of the 17th century stuff (mostly European but not just that), to some degree Blades in the Dark and others are taking care a bit of the 18th/19th century but I think there is a LOT of wiggle room to do more here (and Victorian London doesn't have to be limited to Cthulhu by Gaslight horror games). There are some games of urban fantasy set in the modern days, from the more classic (Dresden Files? Tales from the Loop? Maybe Rivers of London?) to the more weird and dark (Unknown Armies), but that might not quite be what you have in mind when you talk about a "fantasy world".... but hey, even when it comes to some Magicians/Harry Potter/Mortal Instruments type modern fantasy world, I think there's also still stuff to be done in the gaming space...
  8. Calamity Comes to Selgos, Session 1 Short version: I love my players, and this gloriously gonzo campaign. The Hook for the Session The player characters are going to Selgos to cash in the favours an aristocrat owed them. Also, one player has a magic item she wants to investigate. Before IC Play As my players are all completely new to Glorantha, I am dribbling out setting bits. This session had a few bits: An explanation of the Uz An explanation of Castelein An explanation that there are 52 total tombs with various body parts of Castelein. IMG, the Great Tomb of Castelein in Selgos contains the right hand and both feet of Castelein A discussion of the trade trying to shift toward the sea and Fay Jee, but friggin' Handra. This went too long (just over half an hour), and everyone was getting impatient, but they were also asking a lot of questions. My plan for the Session My goal was to set up a problem the PCs need to solve: The aristocrat that owes them favours is in financial dire straights To avoid bankruptcy, she has allowed recruiters from the warlord Greymane to set up shop at her vineyard just outside the the city walls of Selgos One of the PCs was branded a coward for not properly killing and pillaging in Greymane's last march into Esrolia The head recruiter's son is an obnoxious hothead, and he will cause violent trouble in town that may come back to haunt the PCs and their noblewoman ...that was my plan. What Happened: None of That The PCs also find out Greymane's men are in town, and none of them are big fans of a massive army, so they agree quickly they DEFINITELY need to make a ton of money to keep their noblewoman out of Greymane's pocket. The Initiate of Donandar offered to put on a benefit concert. They spend the day planning & promoting the concert The Ditali healer actively avoids Greymane's men while promoting the concert. He also finds out that herbs and alchemical components are being stolen from merchants in town. He does not know that these are ogres collecting things to summon the Cacodemon. The Merchant of Jubal rolls a COMPLETE VICTORY on trying to hunt down political gossip on the city, and a major victory for promoting the concert. As a result, I basically showed her the core relationship map of the NPCs. Also, I decided that since they are planning on holding the concert in honour of their noblewoman in the main plaza, I decided that the Greymane recruiters hold a rally in the plaza every night. I am explicitly leaning into what the PCs are asking for, and I am going to give them a Manirian Battle of the Bands. The Skald with the magical instrument plans the concert with the innkeeper who is allied with the noblewoman, Happy Steve. Upon finding out that she will be having competition, she marches over to the Greymane-aligned bar, announces her intention to hold a concert, and then rolls to try to show her stuff. She burns a HP to get a complete victory... using a magical instrument. This game is increasingly inspired by Tenacious D. And that was our short, 2.5 hour session. The game is goofy and glorious as my PCs scheme their way into being economic players in Maniria, and the Bard is actively seeking fame and fortune. Along the way, they're going to tick off Greymane's lieutenants, and confuse the current lord of Selgos, who is going to FREAK that his younger sister is apparently trying to endear herself to the public. I love how proactive my players are. They plow ahead, and make glorious messes that they totally own.
  9. The PCs could be spies, officially making the social rounds and attending all the best parties, but really scoping out officials, military leaders and other persons of influence to learn who they are, how they think, who they associate with, etc. Once they Get the big picture, they can engage in subtle (or not so subtle) blackmail or misinformation schemes as well as actually stealing secrets and technology.
  10. Agreed. It's fun to see something that seems straightforward escalate. It sounds like you have a great world of your own in the oven. Is it for personal use or do you have larger plans?
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  12. I'm primarily interested in seeing what people other than me and the folks I play with look for in a game setting because I'm nosy. I've posted this several places, so I'll get several skewed subsets to look at. It's been fun to read people's input so far. I agree 100%, no both this statement and the one on Harn. When I ran Harn, I stripped all the fantasy out of it other than the gods and some fey stuff I jammed in for my own entertainment. Feudalism is "transparent" to most players. It also gets a knee-jerk "just another western European medieval game" shrug-off from a lot of gamers because it's been so widely done. Still, I love me some barons and house knights. Absolutely! Thanks for taking the time to play along!
  13. I've played it. It was a great evenings play. I am of course biased as part of Bwt but we really had fun.
  14. Rather high, I guess. One of my earliest world-building project long before I encountered codified role-playing was about humanoids without any humans involved, with pecari-like steeds, and a different feel for physics as the humanoids were significantly smaller than humans. Applying the square/cube law does change "minor" things like carrying capacity. No spell magic - all magic comes from items. Creating these requires special substances. Rather pedestrian Iron Age or late Western Roman, with magic stepping up some of the technologies. Metal may be inferior to knapped jade-like crystals that can be endowed with special effects, so technologies may retain skill sets you don't expect in Dark Age or Medieval fantasy. The setting has gates to other places and realms under different skies, connecting to a crystal world. This does effect travel and trade. Yes. Given my topologically linked system of (presumably) planets, expansion into the wild away from the gates is a big disadvantage. Depending on how far the gates are spaced apart, the wild may be less interesting. Dark Ages feudalism is fine. High medieval feudalism has been done to boring death. All of that in their places, modified by the topological network and unexpected interactions. Warfare across the gates isn't really an option, unless you manage to create a bridgehead strong enough and sufficiently supplied to ward off the previously unchallenged power in place. There are realms which have deities or demon-like beings that would be as active as Icelandic folk lore has the elves and trolls to be. There are invasive supernatural powers. Shades of grey is what you'll find. I like my low stakes tying in to higher stakes. Yes. I have at least one realm in an asteroid belt with breathable atmosphere, for instance. And realms with "bad atmosphere" requiring breathing aids or filters or isolation. These may still be interesting because they may provide short cuts between gate routes. I admire the concept of the Ports of Call in Men of the Seas, and that concept is applicable to space ports or gate-connected places just as well. I guess in QW terms, you could assign certain difficulties based on the nature of the current realm. With my quite fragmented setting, you would learn about the world as you explore it, be it into the wilds, or be it into the network of gates. Discovering gates in the wilds is a major theme, I suppose. Having a non-secret gate will make the place somewhat less wild, or at least very well protected. I am a world builder at heart, and my setting allows lots of world building. I like living worlds, and accumulation of lore. This setting of mine does have some major struggle, but it is protagonist and antagonist driven. And every now and then you will encounter a new antagonist with a new scheme that may have been in operation for very long.
  15. It is a wonderful collection. We did a live play of one of these: https://www.youtube.com/watch?v=V2BC_A_n6TM
  16. I'm not sure a questionnaire will really help you figure out what you want in an RPG setting -- at best it will give you a skewed version of what a subset of the people on this forum enjoy, and that means it will be skewed at least two or three times cumulatively... But hey, I like questionnaires! No preference but I like leaning into it: if it's high fantasy then make it HIGH FANTASY GODDAMMIT. It could be a "Futurama-style satire" where magic and monsters are everywhere but are mostly there for the social commentary, or it could be a high-concept thing where you really dive into "What it would look like" if there was, indeed, that much magic and this many monsters. On the other hand, if magic and monsters are rare, they should be scary or super powerful or other similar inflated importance to compensate for the fact that they're rare (like, say, what Cthulhu Dark Ages or Cthulhu Invictus try to do). That one of the things I don't like so much about Harn: it tries to be a super realistic medieval simulation, but it half-heartedly throws a bit of fantasy in there without really making much use of it IMHO. Whichever. It really has to do with the themes and feel of the setting. Plus, in a high fantasy setting where transportation, resource production, warfare, communication, and even maybe entertainment are all virtually 21st-century level thanks to massive amounts of magical infrastructure, it doesn't matter so much whether that's complemented with Renaissance-style muskets vs. Medieval-style swords vs. Stone-age hatchets IMHO. I guess what I'm saying is that your fantasy elements might take over your technology levels... depending on how your magic is, i.e. "magic as science" (like most mainstream fantasy settings where you have a list of reliable spells) vs. "magic as alchemy" (where it's not as reliable) vs. "magic as a truly alien/unpredictable/corrupting/whatever thing". At this point I should really plug books like GURPS Fantasy, GURPS Thaumatology, and other similar "GURPS genre books" which are, like, 90% systemless, and really go into this kind of meta-analysis of genres to show you all the options you can imagine for a custom game/setting, what that means, library/cinema references for all of them, etc. Again, depends on the themes you want to deal with in your setting. I personally tend to fall back more often on the human side of things, i.e. Magic Colleges ruining the environment by harnessing natural forces beyond what is safe, political alliances with nomad clans and monster factions and what that means for the local population caught in the middle, the ravages of imperialism, the dangers of nationalism, etc. A feudal system is good for some commentary on the modern loss of the middle class and the power structure of the 1%. Etc. It's not so much what the setting is, as much as what the setting is trying to tell, and how. That's often the difference between a good sci-fi or horror movie, and a "meh" one, even though both have flying cars or cool death scenes or whatever. See above: whichever, it depends on what the setting's "heart" is. I'll add that the advantage of feudalism is that everybody know about. The further you stray from it, the more the people reading you book need a history lesson 101. Gray is always better IMHO because, first, it reflects our real world's inherently complex reality, but also because it offers more opportunities for intrigues and storylines. That said, sometimes it's nice to have a simple black and white world where you play the good guys against the bad guys. I find it harder to pull off however because it requires a particular treatment throughout the setting that really screams "this is a comicbook world!" or "this is an anime game!" or something, and that often breaks down when you have adults playing that for longer than 3 sessions in a row (which means you would need to make the setting mainly appropriate for one-shots). But maybe that's just me and my group, we try to overthink things? Again, it depends. In a REALLY HIGH FANTASY world where you play the Uber Mages and you can influence entire nations, destroy a castle in minutes, and flatten an army in seconds, you better make the stakes high! On the other hand, a gritty street-level fantasy world where you play orphans recruited by the thieves' guild would have stakes only as big as the neighbourhood or, at best, the city itself (and this might actually be more dramatic and gut-wrenching than when the stakes are impersonally wide!). It could even be small stakes in a high fantasy world: try to save your family while 2 Uber Mages destroy your entire valley because it happens to be in the way. Hey, that's the one thing where I can something else than : "it depends" I like some element of familiarity, or at least some kind of internal consistency or basic rule by which you can grasp how this setting works. I like the idea of Numenera's setting, for example, but I had problems relating to it because it felt a bit too much like an "anything goes" kind of setting. I'm OK reading dozens of pages if the first page grabs me Ideally, all the other pages are just refining this first picture and "concept" of the setting... and you could potentially skip 3/4 of the lore and still fill in the blanks during play and end up not too far from "canon". In Glorantha, for example, you can explain the basics of the world and of an Orlanthi clan in under a couple pages, and then you can sprinkle the rest in the character creation process (family history, homeland, cult). You might spot that's kind of what RQG does. Either way is fine by me. I'm more interested in having a clear picture of what everybody's agenda is, so I can extrapolate future events, rather than reading a pre-established future history and having to reverse engineer the NPC's agenda in order to know how they would react to the PCs interfering. If the future history is also given as a bonus, that's good too but it's optional, and, frankly, for a new setting, I wouldn't spend much time on this until after I know that people like this setting enough to play more than a few scenarios. There, I hope it helps!
  17. Beer With Teeth are happy to offer Vinga's Ford, an adventure for RQG, set in Dragon Pass but transferable to anywhere you can put a river. https://www.drivethrurpg.com/product/315517/Vingas-Ford?affiliate_id=205935
  18. With this rule can the magic point cost of casting a spell be zero?
  19. Planetary Sons? I suppose that Dara Happan court ceremonial will have circular parades which may be understood as dance. The rites planned for the inauguration of the New Lunar Temple had a celestial dance, What would conversation with the bride or groom to be have to do with a Dara Happan Yelmic marriage, or its proposal? Not really. It's the act of a peasant. Being caught at that may bring demotion or sideways promotion to "interesting" offices, like the Dorastan census. (Jaxarte got off lightly.) Is your use of "Yelmish" rather than "Yelmic" indicating anything? Superior physical abilities for the price of a slight eating disorder? It isn't a bastard if the mother is (or becomes, within pregnancy) a regular concubine of the father (or other groom). All of that doesn't take into account that the powerful Yelmic families have embraced the Lunar Way. There may be purists around, but Argenteus behaves like the epitome of a Dara Happan noble. If only by virtue of his office.
  20. good examples, speaking from experience. Yes, it is possible to run a squire only scenario. Could even do that for a couple of years. Be mindful of giving too much glory as the glory awards are scaled for knights. But, running some adventures to give faces to names which will come up again in later times when they are knights? Priceless!
  21. The Lunars helped fund the new college at Sog City University, so of course they were good!
  22. Thinking about marriage raids. The model would be Orlanth and Ernalda. Woman wants out of an oppressive marriage she can't escape for some reason, gets guy to come challenge her husband, sometimes it escalates into a battle, she goes back with her new protector, marries him. (I could also see this being a custom where you have to overcome your future wife's guardian in three contests to then marry her.)
  23. Death and Life are not likely to mix long term. To become one, they get divorced (severing from their old life), but they can after becoming initiates go through the Resheathing ceremony to remain within society which could include marriage. (Storm Tribe is where this is described) There's also the fun bit about are children from a Humakti, because they embody death, undead? I can't remember where that is from. But they do mention no find undead ever lock onto the kids. I would imagine if a follower of Humakt wants to marry it's on their own without a match maker. After all, they have no family status for someone to marry into. They are more likely to just enjoy the company of favored partners, imo then to marry. If they retain any desires of such things at all.
  24. My recollection of those UK rq cons is that the Lunars were generally seen as the bad guys, in scenarios and in the big freeforms. As a counterpoint to this, during the Fronelan freeform 'How the West was One' the Arrolian Lunars were accepted into the side of those who were fighting the forces of evil Chaos. The Lunar players from the Lunar Empire joined the side of All Chaos. I echo the thoughts of others upthread who note that in Glorantha, excess and evil are native to all cultures. It is responsibility of each culture to manage their internal affairs. I'm sure we can all point to times in history and note rulers and elites who are delusional and who see enemies and conspiracies everywhere.
  25. You and me both, buddy! You and me both! Dang it, I posted before I was ready. I also wanted to thank you for the input! It's all good and we line up on the majority of points. Thanks for your time humoring me.
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