Jump to content


Popular Content

Showing content with the highest reputation since 08/04/2020 in Posts

  1. 10 points
    Well, the shaman has been reworked today, the formatting altered to make everything fit, an index generated, so here it is, sans front and back cover. Now just to get approval and do another round of proofreading. There are other things I could have sketched, but I don't want this to turn into a monster like Armies and Enemies, and I am presently out of material/ideas for more text. Not certain what my next project will be - there's insufficient seed material for a similar book on the east of Genertela.
  2. 8 points
    Latest. Latest estimate: one more for Ralios. Possibly a few fillers, but most chapters are now full (the Ralios one is as well, but there are five pages without an illustration).
  3. 8 points
    It's on Greg's main Dragon Pass map he used in his house campaign too.
  4. 7 points
    If you're not writing an official supplement for Chaosium, Glorantha canon is nonsense. No setting survives contact with actual play. This is true of all games and all settings. Don't waste hours researching who the thane of Whozitstead is according to canon. It's your game. The thane is who you need it to be. Don't like how a cult is written up? Change it in your game. Change ANYTHING that doesn't fit your vision of YOUR Glorantha. Have fun running your game and your players will have fun running it. Leave laborious research, synthesis of disparate sources, and thesis writing to the halls of academia. It's not required to run a game for your friends. I'll bet far more RQ games have NOT been run due to worries about canon than have actually BEEN run. Don't fall into that trap.
  5. 6 points
    But Chaos isn't the death of the world. Absence of Chaos in Glorantha would mean its death. So at a basic, fundamental level, that spiritual message carries an important truth about the universe. Is that truth dangerous? The theory of special relativity is dangerous, too. Comparative mythology is extremely dangerous. That doesn't make them any less true or meaningful, it just assigns a moral responsibility to not be Occluded. That being said, though, speaking as someone who would probably be Illuminated in Gloranthan terms, in that I have "dodged cult strictures", as it were, in at least three times over, without suffering from "spirits of reprisal"/ the supposed inherent consequences for dodging said strictures, not all cultural responsibilities are created equal. Some of them are genuinely oppressive! Now, Glorantha is nicer than the real world, in that two of those specific strictures canonically do not exist anywhere in it, and the third one is probably somewhat local. But that doesn't mean that there aren't strictures which bind people unjustly amid the ones that are morally important. So, you know, "dodging your responsibilities" can be a moral decision, and more importantly, the construction of an awareness of what is Truth and what is Illusion, that is to say, what applies universally/objectively and what applies particularly/subjectively is itself intrinsically spiritual. Being able to join any cult doesn't really mean much. You still need to make sacrifices and attend worship to regain your magic. You still need to engage with the cult in order to do that, too. Someone who's initiated to Orlanth and Sedenya and Jolaty and Rathor and Waha and Pamalt and Wachaza and Octamo is not going to be able to maintain a normal life, and they'll need to be fantastically wealthy and have a constant source of incoming wealth that they don't have to work to gain, or else be a fantabulously temporally powerful figure, in order to actually use all that delicious, delicious Rune magic, (and let's not even contemplate how much time it takes them to build their personal mojo up to get all those spells and have them actually be usable) and then have it be replenishable, rather than a single-use trick they can pull out for a single moment and then have to spend potentially a year or more working to regain. Or, to put it another way, an Illuminate that tries to do cult-shopping for power is extremely likely to have such little MP, in RQ terms, that they can fire off one or two exotic spells and then they fall over asleep. And if we assume that RQ kind of generally represents aspects of Gloranthan reality, then that reflects something about whether Illumination is actually the expressway to direct power. Now, joining cults to gain their secret knowledge of the world and expand your worldview without then maintaining those associations indefinitely, that's something that's much more practical, and is essentially exactly what Arkat did... but it's also not something in the rules for any Gloranthan game. You can't really call it "munchkining" because it exists in a space where it's not definable in rules terms and its relation to fantastic sources of power is left inarticulate, allowing the people playing in Glorantha to decide what it means for themselves. Which is only right and proper. Or, to put it another way, the amount of effort I put into playing an Illuminated character and having them quest for power by uncovering occult knowledge and chaining it together, if it was put into someone behaving according to socially conventional ways, would almost certainly produce someone far more directly powerful in every dimension. Weird, mystical behavior allows you to be a weird mystic... but Alakoring slew the Diamond Storm Dragon anyways.
  6. 6 points
    But without them, how would we shudder before the decadence of fondue? (Asterix in Switzerland)
  7. 6 points
    False dichotomy. Fairness can be fun. (Also, unfair games aren't necessarily fun, but I don't think you're arguing that. 🙂 ) It absolutely can be. If my players go into a fight, they know that their actions and the dice will decide the outcome, and that the question of whether someone dies or not will not depend on what the GM feels like. This adds stakes and tension that just aren’t there if they can be confident that no PC will die except when dramatically proper. But under this way of playing, it becomes really important that the rules are good, because they will actually be used. I question the point of using a very crunchy system like RQ and then just handwaving things. There are much better systems to use for that. You want a dramatic arc built in, HQG provides that.
  8. 6 points
    On Saturday, April 25th, 2020, Darren Happens and Pookie would have been hosting Glorantha Games 2020, a one-day roleplaying convention dedicated to the world of Glorantha. Unfortunately, the global COVID-19 pandemic meant it was one of the first roleplaying events to be cancelled. The response in the gaming community has been to take our hobby online, so that is where Glorantha Games 2020 is going. Glorantha Games 2020: Glorantha Comes Home will take place on Saturday, October 3rd, not in Birmingham, but wherever you are. Just like Glorantha Games 2019, there will be two game sessions for the day, followed a pub meet at our virtual local. If you have a game you want to run on the day, whether for QuestWorlds, 13th Age Glorantha, and of course, RuneQuest: Roleplaying in Glorantha, please let us know. Game sign-ups will be via Warhorn and each GM will arrange the means of running her game online. Please sign up here: https://warhorn.net/events/glorantha-games-2020 #WeAreAllUs!
  9. 6 points
    I always play that it's the end of the melee round after you drop to 0HP before you die. This provides chance for last minute healing attempts.
  10. 5 points
    I really like this turn in the thread because it raises the question of the scenarios people naturally gravitate toward when confronted with the possibility of a liberation of consciousness from normal constraints. The conceptual hurdle isn't so much "is this possible" or even "how is it done" but figuring out what to do with it. What kind of life you want to build. What kind of world. Where the natural supports and resistances emerge. How dynamic conflict happens or doesn't. What is no longer fun (maximum Glorantha fun) and what remains fun. "Power" and the will to power are interesting terms here. Classical Stafford Mystics renounce agency on the way out of the normal constraints that bind consciousness to society. They abandon active desire (money, success, fame, glamour) and simply surrender to the status quo. After all, they're told, all this is "spiritual materialism" and chasing a transitional object. Of course saying "no" is its own power move, a form of cheating. If the renunciate simply wants out of the world of power relations, the door is always cracked. But once you find that route, temptations are endless. Nobody's watching. You can get what you want now. God's away on business. I don't think we meet a lot of the people who really escape the web of time. They're gone and very few come back . . . the ones we know are the ones who come back because they had unfinished projects they wanted (desire) to pursue. In god's absence the world could be managed better in some way, maybe with a different mix of systems or an empire more or less. Or they're just hungry for something: swap a goddess because you can. Work a wonder. Make a gesture. Communicate something. Go back to the cell of power relations because it's a comforting fit. After all, it's your shape and size. The world feels like home. It's not really a dumb theory that Glorantha and all these world bubbles are a form of fly paper that attracts consciousness and all the characters are more or less stuck in their roles, recycling postures. But it passes the time. And when they find people playing on their level, the interactions might get ugly but it's better than drinking alone.
  11. 5 points
    And now he has! Because everyone likes a happy ending I wanted to update this story to let you know that I am one of the players who've joined Trotsky's comeback, and a jolly good comeback it is. I've also returned to RuneQuest after a long hiatus and am loving the new material. Finding an online game was the barrier for me, but I just got lucky and happened to be browsing the roll 20 LFG forum at the right time to see the needle in a haystack of a RQ game amongst all the D&D spam.
  12. 5 points
    I have always had a soft spot for percentile based RPG's. I am amazed that I am just now finding BRP. I am reading and rereading sections of the book and loving what I am seeing. My question to all you more experienced folks is: Besides the basic rules, what optional rules/subsystems are you using, and why? Also, if it helps or makes a difference to my question, I will be running low to mid fantasy style games. I will thank all of you who read and/or respond to this post now, and let you all know anything you share will be greatly appreciated.
  13. 5 points
    Latest. Needs a little more work... May be room for one more... Hmm, the sketch does need a few changes but... it is also larger than anticipated as it drives the chapter over another page, so I am going to have to eject something else. Maybe I should remove the horns from the headdress...
  14. 5 points
    Tossing the clack is a (for poor people fairly substantial) sacrifice to the god of the market. But then, a lot of magical ritual is hidden in our modern day-to-day rituals. "Good day!" - that's a blessing, with the monotheistic culture of modern Europe and its colonies having no need to point towards the source. Other such rote exchanges are of a similar nature, like wishing "bon appetit" in place of a prayer of thanks even in atheist households. The magic of well-wishing, calling it down from a divine source, pervades our cultures, even the most profane forms of it.
  15. 5 points
    If you are planning to write for Glorantha then sticking to canon is a reasonable strategy. I don't, so my Jonstown Compendium supplements are "Gloriously non-canonical", as is my website. However, if you are planning to run games in Glorantha, then I would advise to ignore canon completely. There is a lot of stuff coming out for Jonstown Compendium that can be used in games that is not canonical and a lot more on many websites. Ignoring those is fine, but you would have so much more fun including them.
  16. 5 points
  17. 5 points
  18. 5 points
    If it’s typically MGF to not use the rule, it shouldn’t be written that way. After all, the rules are supposed to support good play, not be an obstacle. If this makes me a rules lawyer, I wear the badge proudly.
  19. 5 points
    As far as I can tell, in RQG, there's nothing special happening when changing your Statement of Intent, so by RAW, it doesn't cost anything to drop what you're doing to run and Heal a dying comrade. However, there are still problems: As mentioned previously, there's the difference being mortally wounded on SR10 and being mortally wounded on SR3. Even ignoring every rule except movement, that means someone would have to be within 6 meters from the victim if they're struck on SR10, compared to being able to come rescue a friend from as far as 21 meters away if they're struck on SR3. Or possibly 3 and 18 meters respectively if you count that it takes 1 SR to cast the spell (depends if you're casting Rune magic or Spirit magic), but hey, I said "ignoring every rule except movement" so let's not go into details 😛 In many cases, all the other PCs will be engaged in Melee, so they need to disengage first in theory. That takes a round to happen, more or less, but it's not clear from RAW when exactly the PC is free to run to their friend's side. Using MGF to let a character disengage from melee and run 15 meters in the span of a couple Strike Ranks seems like an incredible abuse of MGF. There is obviously a limit to what a GM should do in a given situation, no? So let's say in that case, too bad, the character dies. But what about 10 meters with 3 SRs to spare? Or 7 meters and 4 SRs to spare? If only there was some guideline to help GMs draw the line in a sensible place.... oh wait Recommending that character death is mostly, or even partially, reliant on MGF is incredibly non-welcoming to newbie GMs and players in my opinion. MGF is just another name for "Rule Zero" or "The Golden Rule" and other names for the same principle, which is that the GM should always feel free to override the rules in special situations or in service of the story. Which means that if we bring up MGF in rules discussions, it should be accompanied by the special circumstances that called for MGF. If we invoke MGF regardless of the situation's circumstances, that's a called a house rule. Stated another way: it's one thing to use MGF for special situations, but it's another thing to have to rely on MGF for what is arguably a very common situation (everyone is in melee, and someone gets badly impaled). If everybody is using MGF for this kind of mortal wound situation, it means the rules themselves aren't maximally fun to begin with, surely? Hence, the house rules. Or second editions of rulebooks. Or whatever. Another thing that some people miss is that it's rare (and, I'll argue, undesirable) that there's only one rule affecting one situation. Rules form an ecosystem that is supposed to work as a whole. So for instance, sure, you have a house rule that the character dies only at the end of the next round, or on the next round on the same SR as when they were struck. That's fine, and that fixes problem #1 above. But your work is not done because there's problem #2 (all PCs being engaged in melee). You potentially need to figure out which SR the character is "free" to go help the fallen PC after disengaging, so you know how much time they have before the PC dies. Maybe you're not using Strike Ranks at all? In which case you need to figure out how your action economy works, and whether allies have, on average, a decent shot at saving a friend. Or maybe you don't even want to bother with all this and your house rule is that when you reach 0HP, you die after CON rounds or CON minutes unattended. That's simple, and it still forces PCs to not leave someone behind, but it means there's less incentive to heal someone right away, which means the player whose PC is injured might have to wait longer, excluded from combat, than with the other crunchier rules. And I'm not even going into the fact that the mortality rate of a specific system does have a big impact on how this system "feels" and whether we like it or not. So again, leaving that up to MGF has less to do with dealing with special situations, and more to do with "make your own rules"...
  20. 5 points
    The extinct "dragonewt" nation of the Elder Wilds were technically more-or-less flightless birds in communion with Rinliddi and proto-Kralorela. When Nysalor cursed the reptile nations the dragon who ate it lived in the east and that's how they get their scales there.
  21. 5 points
    This isn't on our production schedule, and I doubt it will be any time soon. Firstly, we don't have the current bandwidth, so we would have to farm this out. Secondly, farming it out would not be that easy because very few people enjoy converting stat blocks. Thirdly, even if we did farm it out to someone willing to do the work and could do it well, we wouldn't do a single book with basically the whole book done twice. Griffin Mountain would be 500 pages! We would just "dual stat" the book. In the end, the most likely thing to happen would be a volunteer working with Chaosium to convert the stat blocks to RQG, which we could then make available as a free or low cost PDF. We could even do all of them collectively as a POD book. Any volunteers to do the stat conversions?
  22. 5 points
    Some of us have lived through several such purges and await the next purge with interest.
  23. 5 points
    When you've finished playing our new one-to-one scenarios in Does Love Forgive? , check out Jon Hook's Spark of Life in the Miskatonic Repository. It's another adventure designed especially for one Keeper and one Investigator. More Call of Cthulhu to help you pass time in lockdown or socially isolate with a friend or loved one!
  24. 5 points
    My RQ:G character illuminated towards the end of my group's last session. He'd had several brushes with dragonewts, a dream dragon, Argrath, and it all culminated in achieving Draconic enlightenment in a Storm Age dragonewt meditation chamber, during the Sacred Time of 1627-28. The same character underwent initiation to the direct cult of Arachne Solara during the same Sacred Time. How does Illumination change this character on a moral and interpersonal level? Before Illumination their personality was built around the interplay of the Darkness, Harmony and Movement runes, driven by devotion to Argan Argar, their family and their community in roughly that order. None of that went away with illumination. Realizing that all the world is a dream has so far simply meant that the character has a more profound respect for others, dissasociated elements of the one dreamer, sharing the one dream. He was an inveterate foe of Chaos before Illumination, not out of hate so much as pity and revulsion for what Chaos does to those it corrupts. Illumination would seem to have only intensified that pity, while lessening the revulsion, as the character comprehends how unnecessary the suffering of the Chaos-tainted is. Illumination has fundamentally changed the character's relationship with the gods. Now that he better understands the limitations their current mode of existence places on the gods, he is more willing to transgress strictures and taboos in order to succeed at higher-order goals. Those goals all revolve around advancing the health and prosperity of their community though, the character was not psychologically defined by a revenge quest before illumination, so the stripping away of cultural relativism has not, so far, resulted in their descending into sociopathy. Robert Caro once wrote that power itself doesn't corrupt, it simply reveals who a person was all along. If simply being freed from cultural taboos and divine retribution made Argrath, Sheng Seleris and other similar illuminates into monsters, that is probably a reflection of something in their personal characters rather than a quality intrinsic to illumination.
  25. 5 points
    For the purposes of Alter Creature: People of the Wastes Bison Tribe, Great Tribe, Waha’s Covenant. High Llama, Great Tribe, Tribe Waha’s Covenant. Impala Tribe, Great Tribe, Waha’s Covenant. Morokanth Tribe, Great Tribe, Waha’s Covenant. Sable Tribe, Great Tribe, Waha’s Covenant. Men-and-half, Independent, Earth Tribe. Baboons, Independent. Basmoli Berserkers, Independent. Bolo Lizard Tribe, Independent, Waha’s Covenant, Earth Tribe. Cannibal Cult, Independent. Newtlings, Independent. Ostrich Tribe, Independent, Waha’s Covenant, Earth Tribe. Pol-Joni Tribe, Independent, Waha’s Covenant, New Tribe. Rhinoceros (Rhino) Tribe, Independent, Waha’s Covenant. Unicorn Tribe, Independent, Waha’s Covenant, New Tribe. Zebra Tribe, Independent, Waha’s Covenant, New Tribe. Oasis Folk. River Folk. ---- Major Tribes have full representation at the Paps Waha’s Covenant, those who benefit from the covenant. Represented at the Paps. Like the Great Compromise can be changed within time. Earth Tribe, once under Ernalda's care, now under Eiritha's nominal care. New Tribe, created since the Dawn. Independent, part or no representation at the Paps.
  26. 5 points
  27. 5 points
    Issaries saw this really, really cool hat that Kyger Litor was wearing (woven by Cragspider herself during one of those decades while she was waiting for someone to actually come by to visit and hear the omens), but he failed his Bargain roll and had to trade away his tongue to get it (figuring that he'd just hire Eurmal to steal it back). But Kyger Litor ate the tongue instead. As a consequence the illiteracy plague struck, but Glorantha was blessed with some really, really cool hats to wear.
  28. 5 points
    For full disclosure, there were points in writing the article that I was an uncertain Rick Meints. 🙂 Greg and Sandy were both very supportive when providing feedback. When I asked Greg about how he approached writing Gloranthan material he kind of leaned in and said in a slightly low voice, "just make it up in a way you find interesting".
  29. 4 points
    Posted over on Facebook, but it's of my favorite Gloranthan deity, Hwarin Dalthippa the Conquering Daughter, so have to share here as well. https://www.deviantart.com/kleioscanvas/art/The-Conquering-Daughter-851479865
  30. 4 points
    How is this different from America in the 20th century, Darius? Is factory slaughter different? Is American Exceptionalism and Patriotism different? All we do is rejoice and thank God for slaughtering enemies in massive job lots. Obama's first action was a drone strike that hit only civilians and he continued to rack up massive civilian casualties. The children of soldiers who died or were maimed in Afghanistan are now dying and being maimed in the same war in Afghanistan. We just fed our own children to COVID "for the economy": 97,000 infected officially due to the school openings. This is the worst take I've seen on this site.
  31. 4 points
    And since we're on the subject...
  32. 4 points
    And it's time for more of my babblings about Maniria. This time, I'm turning my attention to the mysterious, the weird... the Dragonewts of Ryzel. What we know about them is... pretty limited: They have been there since they marched with Palangio the Iron Vrok into Maniria (History of the heortling people) It appears they remained after Palangio left There are approximately 8,000 Dragonewts in Ryzel (I forgot to add this before) They have their own Inhuman King (many sources) They hunt humans in Ryzel, but nowhere else (Guide) They have absorbed a few Slontan ruins into their territory since the flood, such as Gualal and Hermat (Guide) They trade insects used to make a brilliant red dye to the Trader Princes of Jubal in exchange for something that humans find eccentric or even humiliating (Guide) They use Newtlings as slaves (Guide) There is a famous tailed priest named New Wyrmish who is rather disgraced among the Dragonewts, but is very open to humans There MIGHT be communication to Dragon Pass newts ....And that's it. Literally, that's it. That's... not a lot. If a game was set in Jubal or Kaxtorplose (or anywhere in Nimistor, or in Handra), there would need to be a lot added. I was planning on writing some interpretation and filling gaps, but I'll do that tomorrow. Night.
  33. 4 points
    Canon is that which people read about. Non-canon is the result of actual play. Beware of orthodoxy in creative pursuits. !i!
  34. 4 points
    So the spirit side of Chaos is represented by Thed (spirit & chaos runes). So there are chaos spirit, chaos vortices, and chaos realms. The most obvious chaos realms will match real world ones, like the Devil's Marsh and Larnste's Footprint. Vortices, more localised chaos spots, perhaps created and fed by a thed shaman. Chaos is already represented in the shamanic initiation by Bad Man who was birthed by Kajaboor. Chaos spirits are easily represented by the current rules, just give them a chaos feature. Thed's not out yet (God of Glorantha), if you have access to any old versions of her cult (Classic Cults of Terror is available, and one of the sample pages is Thed's spirits). Also Thed has Daka Fal as an associate cult and so is an ancestor worship cult and so you can have any flavour of Broo spirit you like. Mixing Chaos features with spirits can be great fun. Here' my favourite chaos spirit moment from the cover of Cults of Terror.
  35. 4 points
    They can't act freely, but they can be what they are. Displeased Orlanth? That windstorm just blew the roof off your house. Displeased Ernalda because you've been brawling in her fair city? Oh, she's withdrawn her protection against Mallia from you and your kin. The gods still have some potency in the world, not just spirits of reprisal.
  36. 4 points
    Striking how clearly it resembles the human head from this angle. I haven't seen it anywhere else.
  37. 4 points
    I'm not sure if this has been mentioned before, but: - The visible Earth Cube is a butt. - The two major continents are the cheeks. - The Seas is the crack. - Magasta's Pool is the, um, keyster. - Gata's head is somewhere deep down rooting for divine clams or whatever.
  38. 4 points
    Rules aren't the opposite of fun, otherwise we would all be playing Amber Diceless (and, well, arguably, everybody should be playing Amber Diceless at least once!)... or, even just straight up freeform improv. Instead, what are rules for? They give structure and texture to a storytelling game. I can hand-wave rules away, modify them, or ignore them. I frequently do all of this. But the farther I depart from what the game was supposed to be about, the less reasons I have of playing that game in the first place. If I find myself adding lots of crunchy rules to a rules-light game, I might as well play the same story with a crunchier system. If I find myself ignoring rules often because they get in the way of the story, I might as well play that story using a lighter system, or at least a more streamlined one. And, depending on the players, changing the system might affect the story anyway, but that's another topic, and we're already hijiacking the current topic. You could slightly better (IMHO) re-express your point in the form of "is your game consistent, or is it story driven?". That is, given the same situation ("X is trying to do Y with Z"), but different narrative contexts (plot B vs Act 1 climax), are you going to make very different rolls? To some degree, all games are at least a bit story driven. For example, nobody except the purest simulationists will do anything about fatigue or the effects of heat until that one adventure where the PCs have to trek for a week through the Forbidden Pits Of Devil's Inferno, because then that's a plot element. Other games completely embrace this story driven aspect, like HeroQuest, where it's actually less about X doing Y with Z, and more about the fact that it's a climax (which, by the way, recreates the narrative tropes where something is super hard to do for the hero at the end of Act 1, but is super easy to do several times in a row in the middle of Act 3). Different game systems might be in different spots along this axis, but a particular GM's style will then move it further either way. I have played in a couple campaigns where the GM used a simulationist (crunchy) system but kept hand-waving things away to make the story go a certain way. I wished that GM had chosen a different system because what some people might consider "more fun", I thought was "inconsistent" (and, once, borderline "I don't even know what I'm supposed to roll for anymore"). You spend time and points to make a character that, say, will be fast, but it doesn't matter as much because you'll be able to move fast enough if the story warrants it... why even play with a system that models character movement speeds then? It often felt like "it's more fun if you can move fast enough to do X in this scene" was actually really the GM not wanting to deal with the consequences of the character not being able to do X, which IMHO could have been just as fun, or the GM not wanting to say they should have advanced the story past this entire scene instead of playing it out. Anyway, sorry, I keep making this thread drift away. I'll try to shut up now
  39. 4 points
    We're basically seeing the battles of nihilism, existentialism, absurdism, and something like pan(en)theism-vs.-solipsism play out in different modes of illumination. Although I think most illuminated characters we have display a mix more commonly than leaning too heavily into any specific category. But these are challenges everyone has to face when coming to terms with the Ultimate.
  40. 4 points
    Newtling bachelors risking a term as slaves/indentured servants (and in quite a few cases, food) for a reward in dragon magic they can use as adults to defend the breeding ponds are what I assume to happen in Dragon's Eye, too. Maybe not in the Elder Wilds or Ormsland, and certainly not on Teleos or in Kralorela. (The 'newts there use Kralori humans instead? By force of Empire?)
  41. 4 points
    Don't forget that Nysalor cursed the Dragonewts at the same time he cursed the Trolls, but a True Dragon awoke and ate the curse. Since then, Nysalor had Dragonewt mercenaries. So, the Dragonewts of Ryzel might be the result of the failed curse, or the results of the curse once the True dragon ate it, or something else.
  42. 4 points
    My suggestion, for starters, is just ignore the Sorcery chapter. It's explicitly incomplete, and makes life easier if you're just starting out with the game to avoid it. If you've got a player who gets attracted to it, let them do the work of learning the system. You have two main magical resources: magic points and Rune points. Rune points are used for big spells from the gods, and magic points are used for little spells that pretty much anyone can learn. Sometimes, a Rune spell also requires you to spend magic points, but it'll be noted in the spell description. An example is the common Rune spell "Heal Wound," which heals hit points equal to the magic points spent. Your magic points come back over the course of 24 hours, but Rune points only come back when you worship your god. You always resist spells with your POW characteristic. You always use your POW characteristic to overcome someone else's POW, if that's required to affect them with the spell. In general, if the spell's going to harm them, you need to overcome their POW. How many magic points you have doesn't matter for resisting spells or casting spells on others. It also doesn't impact your casting percentage. There's multiple exceptions to these rules (for example, shamans operate a little differently), but don't worry about them while starting out. Let's assume I'm playing my Odaylan adventurer, Kali Stormwalker. He has 14 POW, and knows a bunch of different spirit magic spells and Rune spells. If I want to cast a spirit magic spell, I say what spell I'm casting (statement of intent), then say that I'm acting on the appropriate strike rank. This is my DEX SR, plus 1 SR per magic point beyond the first in the spell. I know, that's an awkward phrasing 😕. On that strike rank, I roll my POW×5, or 70%. If I roll under, I've cast the spell successfully, and I reduce my magic points by three to 11. If I fail, I don't touch my magic points. Then if I need to overcome the opponent's POW, my GM will call for me to roll a D100 on the resistance table (and will sometimes ask to double-check what my POW is, cuz I'm a greedy bugger and tend to sacrifice it wantonly for extra Rune points), and he'll compare my 14 to the opponent's. I tell him my roll, and he tells me if I overcame their POW or not. To cast a Rune spell, you need to roll under your appropriate Rune affinity. You might still need to overcome POW if you're trying to harm someone. If you succeed, you mark down those spent Rune points. You don't have to worry about rolling POW×5. Rune spells are cast on strike rank 1. You can do other stuff after, but you can't cast more than one Rune spell in a round, and you can't cast other magic in the same round you cast a Rune spell. For example, if I'm casting the Sleep spell I recently won from a ghost on an enemy troll, I declare that I'm casting Sleep. Sleep's a three-point spell, so it takes place on my DEX SR +2 strike ranks. I roll a 45 to cast, comfortably under 70%. Then I roll to overcome my opponent's POW, and roll an 88. My GM informs me that, no, I did not succeed, not by a long way. The next round I decide "Screw this, I'm just going to smack the troll." So I declare that I'm casting one of my Rune spells, Bear's Strength, then charging. On SR 1 I roll against my Beast Rune 85%, and succeed. I mark off 2 Rune points, leaving me with 7 remaining. My STR characteristic doubles, and I charge the troll with my broadsword, planning to hack them to pieces.
  43. 4 points
    IIRC the Ryzel colony of dragonewts was founded by or under Palangio the Iron Vrok during the Bright Empire, possibly as a part of the peace deal Nysalor made with the Pass newts. If we regard the dragonewts of Dragon Pass as newt orthodoxy, the Ryzel newts seem to be the second most orthodox group in all of Glorantha. The Kralori newts with the use of the Dragon Emperor as their inhuman king are weirder. (But then, they would say that they are the truly orthodox newts, and the Pass ones are corrupted by their survival in weakness.)
  44. 4 points
    Awaiting clearance. Hopefully I can run Jack o'Bear's Picnic, where the Lord Ralzakark has hand-picked a group from the cream of his forces to rescue someone very dear to him from that most dangerous foe in Dorastor, a group of Adventurers. All being well, I would be using Google's tools, with Google Keep as the meeting software, Google Chat for individual messaging, Google Drive for storing various things and Google Sheets for Character Sheets and Dice Rolling. I am desperately trying to reduce the amount of acid and overt horror, to make it a U or PG Scenario.
  45. 4 points
    The first known photo of a Hound of Tindalos.
  46. 4 points
    The Guide seems to assert that all Dragonnewts were killed off by the start of Time, except the ones in Kralorela and Dragon Pass; all the others are offshoots of that. There are 8000 Dragonnewts in Maniria (by contrast, 200,000 in Kralorela and 20,000 in Dragon PAss) If they came with Palangio, they were originally connected to the Third Council and the creation of Nysalor. They would have been part of the Dragon Pass community originally, thus the connection to the ones there now. Since they hunt all over Maniria, they probably have Dragon Paths to favored hunting grounds.
  47. 4 points
    And here's the seminar for those who missed it... https://youtu.be/euArSoDgmfg
  48. 4 points
    Actually, Pavis/Sun County can run on quite naturally from Apple Lane… My campaign has started based on GM screen, but the characters generated have passions that are perfect to take on the Vasarna role, i.e. after the Battle of Queens they go to Argrath, to persuade him to try for the “crown” of Sartar. There’s even a hook in GM screen adventures for this, Salinarg’s Cairn. My lot have a couple of Yelmalians so Argrath might be sending them to help Rurik in his problems taking command of Sun County. Yelmalians from outside won't have the political issues of the county with Lunar links, or indeed extremists trying to purge the old order, and can keep any problems quiet from the rest of the hierarchy. Also, there’s a character from New Pavis, so there’s opportunity for adventures in the rubble… The very first Scenario of my campaign was the adventurers rescuing the slaves kept at the Lunar Manors during the liberation of Sartar. This means they’ve got some very important people well disposed to them, including a Lhankor Mhy sage, who will help untangle Argrath’s claims, and set the characters on the right path…
  49. 4 points
    Actually, I suspect you may have misinterpreted what I was trying to describe. I was trying to say that Joh Mith doesn't really use his Bargaining skill to achieve the "buy at half cost" results. When he is talking to hunters and such for pelts it's more a simple "take it or leave it" situation, and there are plenty of hunters willing to take the deal. That aspect of economics is pretty universal. In our world, game stores, for example, basically pay half price for the games they usually sell to customers at retail price. It's not down to any special bargaining power. It's the same in glorantha. Joh has a high bargaining skill, but that mainly gets deployed on big, high value transactions like buying a magic item, not his "here's a Lunar for that stack of pelts" deals. It reminds me of most episodes of the tv show "pawn stars" and the interesting deals made in their pawn shop. Lots of people come in and say "I want $1000 for this watch because it's worth $1000". The store staff politely point out that they mainly buy stuff to resell it. Thus, they can't pay $1000 for a $1000 item since there is no profit in that. They then offer maybe $500 and usually make the deal. If the seller wants way more, they usually end up with no deal. It's obvious some of the staff are quite good at "bargaining", but they still pretty much follow the half price rule most of the time and don't rely on their bargaining skill to talk down the price. I wholly support regional price differences. After all, I quoted them as existing for Balazar, where non-local goods are usually 2 or 3 times the prices they would be elsewhere, like in Dragon Pass, Tarsh, or the Lunar Empire. The rule of thumb I would adopt for any distinct region is to simply make a short list of which goods categories are plentiful (and thus cheaper) and which are rare (and thus more expensive) for that region. Joh Mith figured it out for Balazar. I'm sure Biturian did as well for Prax and Dragon Pass. I'd be tempted to just let any player character merchants do likewise.
  50. 4 points
    Is this sort of thing helpful? A rough comparison between the two on page count Rough comparison of Glorantha Sourcebook contents & Guide to Glorantha contents : Comparison, If anyone would like to correct any of this please do.
  • Create New...