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Raebon

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Everything posted by Raebon

  1. Yeah, most def! I did a session zero but more to set the stage of Glorantha and make sure everyone was cool with dying horribly because a trollkin got a lucky roll. Nobody's died yet, but one player almost died twice in the first session: two rock toads nearly ripped her in half (one had the left leg; the other had the right arm), and then a baboon pegged her in the chest with a stone hard enough to put her down, bleeding to death. So far they're cool with wandering around finding work where they can. Got an initiate of Lankhor Mhy, two Daka Fal aspirants going to find a shaman, and a would-be Black Fang Brotherhood assassin about to get his first job. Ah, boosh! Thanks Simon! I couldn't settle on a way to handle it and it would have fairly major implications on the game, so it's nice to have that settled. Also because my lankhor mhy initiate only became one because he spent 45 weeks solid training up his alchemy skill 😛
  2. Much obliged! I think I'm going to err on the side of cult priority. The origins of my group's characters are ill-defined, so cult loyalty works better methinks. Probably I'll tie it down locally, to an extent. Loyalty order might be: temple-cult-city, or something like that. One rule question I'm trying to nail down: do you need to learn by experience in between training of non-combat skills? The rulebook didn't seem totally clear on this point to me,and I could see the logic going either way tbh.
  3. Man, right? I took my group straight from 5e DnD and they seem to behaving a whale of a time not murdering everything they meet.
  4. Fair enough! Helps to know other people had fairly similar thoughts on how to run things. Couple of rules questions: does training in non-combat skills require learning by experience in between? It seemed ... odd that if you wanted to improve map making or alchemy, you needed to do it while trying to dodge arrows at the same time. How did people handle shamans back in the day? Could they become rune level characters? It seemed strange to me that there'd be a career that could never get rune magic. I've basically just inserted shamans in place of priests for some of the tribal cults and created a system for them to acquire rune magic by fighting spirits for it. Thanks y'all!
  5. Hi everyone! New referee to 2e, running some new players through a moderately homebrewed campaign. Had a couple logistical questions for the venerable grognards. The cult requirements are a big one. They're all over the place, and some practically preclude adventuring as more than a hobby (looking at you, Lanhkor Mhy and The Seven Mothers). Do you enforce them? I've more or less decided on merely requiring tithes from initiates and rune level characters, the idea being that proper adventurers are rare and valuable commodities to cults. My players are averse to running a rotating cast of characters and, for the moment, I am too. Maybe when someone unceremoniously dies we'll change our minds. Even requirements for being a lay worshipper can be stiff: mandatory attendance at weekly worship scenarios is tricky in a campaign where I'm enforcing travel times, and random encounters, bad weather and getting lost can all slow you down. How do you handle cult/tribal relations? While the cults seem to be entities unto themselves, loyalty to one's tribe could come into conflict with cult loyalty. And for cults that are part of tribal life (Waha, Daka Fal, etc), what happens if your tribe comes into conflict with another tribe, but all the leaders are part of the same cult? Lastly, I've been debating using the optional character creation rules for any replacement characters. But I've noticed sometimes you end up with a character who's ostensibly been trained in weapons they don't have the stats to wield. Any suggestions? Handwavium? Perhaps they were instead trained with a roughly analogous weapon? Thank you for your wisdom Ancient Ones, and may Arachne Solara bless thee!
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