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Showing content with the highest reputation on 04/02/2018 in all areas

  1. I would argue that the "Bindings" for such long-term elemental spells would almost certainly look (to the un-initiated) an awful lot like a water screw or pump. Yes, the Reason they work in glorantha is myth and magic, rather than physics, but the end result will be remarkably similar to our own ancient world. IMG.
    2 points
  2. I expect a lot of tech is tied up in secret guild/cult techniques that blur the line between magic and craft. Imagine all the little tips and tricks that a Gustbran initiate is taught along the way. Are the secrets of safely gathering arsenic and alloying it with bronze to make stronger armor and blades magic? Well, anyone could theoretically try it, but if you haven't been taught to enact the story of how Gustbran learned to safely do it, there's a decent chance you'll end up poisoning yourself in the process. Is that distinguishable from magic in Glorantha? Not really. Flintnail's cul
    2 points
  3. David Scott: Why develop water screws and pumps when you can enslave (long-term binding enchantments) elemental spirits to move your water up hill or along to fields? Why build cranes when sorcerers or priests can animate very heavy stone and lumber loads to walk themselves to building sites? Magic tends to suppress technological innovation and application in my Glorantha unless you experience the highly disturbing examples of Zistorite and God Learner pragmatism which threaten the fabric of the magical, spiritual and divine worlds operating pervasively under the surface of Glorantha.
    2 points
  4. We’ll Jest purchased my family’s GenCon Bages we had a grate time as a family last year. My kids enjoyed GenCon more then DisneyWorld so if you never taken your family I would encourage you to do so. Looking forward to this year.
    1 point
  5. Exciting news from our friends at H.P. Lovecraft Historical Society!
    1 point
  6. You know, this was my first reaction on reading the 13th Age rules. I thought to myself, "This game is billed as story-oriented? It wouldn't know a story-game if one came up and bit it on the ass." But having spent some time reading 13th Age books and rolling them around in my head a bit, I've found a new perspective. It's clear that 13th Age is designed for experience groups rather than novices. (In fact, it's a horrible product to try and use out-of-the-box if you don't have prior D&D experience.) As such, my reading of the Running A Game chapter is that it essentially says, yo
    1 point
  7. The simple answer in RQ was, "Shit no, that costs too much permanent POW and I lose my elemental to boot; (footnote) go build a shaduf you lazy peasant, this is still a muscle power economy." Well, everyone has at least a dozen trained sorcerers in their back pocket for such emergencies. It isn't like sorcerers and priests have their own agendas after all. I am sure they have nothing better to do than get a job in the construction industry and put their hard won magic to use in the service of common laborers (Total Sarcasm). You are talking revolution and class warfare Evilroddy, do
    1 point
  8. i miss the generic rule set approach of HQ2. I love HQG, but in my opinion we should have a wide range of genre booka for other settings as well. Given how simple HQ2 is and how it can portray narrative/fictional gaming settings, it really should be taking a page out of the book by Evil Hat's approach to FATE rpg and present itself as a nifty set of mechanics that can be used for various settings. Well HQ2 initially did this, but the idea seemed to have been steamrolled over by HQG. I would have hoped to see a range of genres/settings such as Pulp Adventure, Crime Noir, Murder Myster
    1 point
  9. I have Mythras and I like it. If I do put stuff out it will be pretty much Mythras enabled too.
    1 point
  10. Thanks, this is all useful. We hope to have a couple of projects that will help address these underway in the next few months. We probably won't announce anything much else before UK Games Expo
    1 point
  11. Having a QuickStart version of any system serves two very core purposes: 1. It is a low risk, low expense way to try the system. For someone new to the system, or even roleplaying in general, splashing out $50 (for example) on a core rulebook is a big leap. Alternatively, spending maybe $10 on the QuickStart (or just grabbing a FREE PDF) is a very low risk, low cost way to tempt them to TRY the game. 2. We want the game to be very approachable. If we can present the core concepts of the game, get them creating a character, and playing it via a 64 page (or less) product, that very muc
    1 point
  12. Nostalgia aside, I'm glad that, this time, you guys didn't go for a woman fighting a monster. I was quietly hoping you wouldn't. This cover is so much more representative of what the game is about. I keep coming back to peek at it!
    1 point
  13. Print.slasar: A prominent dwarven business owner named Agbardixitle Blackchert is acting as a frontman for a group of Pavic merchants who are interested in reopening the mines at Dwarf Knoll if the ore body is rich and sustainable enough. He hires and sends the party plus a few other mercenaries to guard and protect a couple of dwarven mining experts from Pavis. One is Ojadarr Veinsusser a curmudgeonly old Mostali who knows mining but is also a disreputable alcoholic and is down on his luck. The other is Porbeen Pluton a younger and more responsible dwarf who is acting as the assistant to
    1 point
  14. The Guide entry Dwarf Knoll and the Copper Caves tells us it was a former Dwarf city in the God time full of Mostali Ghosts. It's not marked as an oasis (but YGMV). Flintnail met Pavis there and there may still be Dwarves within. Otherwise its a 5 mile wide rise on the plains of Prax. Looking at my master Prax map reveals one oddity about the place: This map overlays the water demesnes (yes spelled wrong on the map!) of Prax on to the grazings. The water demesnes are the hidden extent of various water spirits in Prax (we'd call them catchments). Every water demesne in Prax but one ha
    1 point
  15. I was trying to get the newtling benefit from potentially being eaten during indenture, and the only thing I can see making up for loss of yet asexual individuals is draconic magic for brood protection. The dragonewts get helpers for whichever chores usually placed on the scouts, leaving the scouts more space for self-discovery. Child care is part of our primal programming, seated so deeply that we even care for creatures of other species displaying similar traits. Which is mercilessly exploited by the likes of Disney. Maturing through childhood and puberty is in a ver
    1 point
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