Jump to content

Ian Absentia

Members
  • Content Count

    289
  • Joined

  • Last visited

  • Days Won

    1

Ian Absentia last won the day on October 1

Ian Absentia had the most liked content!

Community Reputation

286 Excellent

1 Follower

About Ian Absentia

  • Rank
    Self-Actualised Gigantopithecine

Converted

  • RPG Biography
    Ages of playing BRP games, several years of writing for at least one of them, one day resuscitating it.
  • Current games
    RQG, HQ, and occasional odd FATE-based things
  • Location
    Seattle
  • Blurb
    Audentes Fortuna Iuvat

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. "Everything was fine with our system until the power grid was shut off by dickless here." !i!
  2. I have been Greg-splained by players at the game table before. Recently, even. It's a tedious and demoralising affair. But it's also part of the appeal of playing in Glorantha for some. They just need to be reminded that what they read in Lost Guides: Sartar+Prax may not be an actual reflection of playable reality. !i!
  3. Well, that was a helpful discussion regarding psychic abilities that went south. !i!
  4. We're discussing the list from the BRP Big Gold Book? if so, you're on the money about some psychic abilities seeming more like superpowers...and you'll find them in either the magic or superpowers sections of the book. I've used all three sections a la carte, picking the powers that suit the setting. Now, the setting is what's really going to determine the appropriateness of any given power, with, say, The Ipcress File at one extreme and perhaps X-Men or even Lensmen on the other. What's the genre backdrop against which the players will be using their psychic abilities? How obvious are the powers in use? How understood/believed/accepted are they by society at large? How much is too much? !i!
  5. Land of Giants, dealing with the Beowulf legend. More Germanic than Norse, but almost directly portable. Great stuff! And you're right about using virtues to help define cultural beliefs, even if individual characters don't necessarily adhere to them themselves. David Dunham used this several decades ago in his famous "PenDragon Pass" game, for which I think we can thank in some confidence the introduction of passions and runic affinities in RQG. Okay, the latter we may attribute more to HeroQuest, but what are affinities but case-specific virtues? !i!
  6. a) I lose points for not reading that book more closely. b) I gain points for being right on the money. In the end, Even-Steven! !i!
  7. I actually wasn't trying to be a doubting Thomas, but as you point out, there are many other very fulfilling letters that occur earlier in the alphabet. "Profit" and roleplaying games are infrequent and often uncomfortable bedfellows. !i!
  8. Emphasis mine. That's an ambitious leap from A to Z. !i!
  9. Well, there it is -- under the Byzantines, along with Neoplatonism! I hadn't noticed it before. It's worth noting that the religious virtues underlined for Manichaeism appear to be the virtues of the spiritual world, not the material. And these, by the way, are the virtues I'd assign to the Cathars of the 12th-14th centuries. !i!
  10. That, quite simply, is because you are impure. Pick a lane and it all becomes much clearer. [Edit: Also, that's where Spiritual vs Material may be more useful in a game of Manicheanism.] .:.Ian
  11. The Manicheanism angle is really just a side thought. It was one of the dualistic, gnostic religions that emerged at the same time of -- and had a mutual influence with -- early Christianity. https://en.wikipedia.org/wiki/Manichaeism In essence, there's a good and spiritual world ruled by a good deity, and a bad and material world ruled by an evil deity. We're effectively stuck in the middle, and could go one way or the other. In game, this could provide two paths of "virtue," the irony being that they might both lead to heaven. The '90s game Kult (Swedish, in fact!) played with this concept. !i!
  12. Have a look here at what I was playing with for a Buddhist and Shinto take on the KAP virtues for a samurai game set against the Genpei Wars: http://genpei.pbworks.com/w/page/13885658/Character-Creation One could, conceivably, even use something like the D&D 9-cell alignment matrix and choose the paragon virtues and bonus rewards for each of the alignments. But keeping it simpler than that, to prevent dilution of the benefit of actual virtues, think about what's generally important to the society in which you're playing and keep the virtues focused on that goal. Another neat idea, taking a sort of Manichean approach, would be to create Spiritual/Material or Good/Evil virtue paths that ultimately lead to the same virtue bonus. !i!
  13. I wonder if @g33k meant a game mechanic within the context of the convention scenario -- points accrued to determine a "winner" at the end of scenario play, or somesuch. Most commonly, these are hidden goals that each pre-gen character is supposed to achieve by the end of the game. These could be reflections of the write-up in the Ringworld rulebooks. !i!
  14. The map is not the territory. That way lies madness. And Gregging. !i!
  15. Not sure if it was intended or not, but Prax (at least the Zola Fel valley) is pretty much the Palouse* of Eastern Washington. The visual and contextual puns on California and the SF Bay are much more obvious. [*Edit: I meant the Columbia Plateau and the channeled scablands in comparison to the Zola Fel. The Palouse might be more like Praxian prairie.] !i!
×
×
  • Create New...