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Ian Absentia

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Everything posted by Ian Absentia

  1. I've shared this before, but my vision of the Zola Fel and environs is the inland shrub-steppe of the Columbia River Basin. Look! The rise to Vulture Country! And, look-- the Zola Fel! Maybe even Weis Cut. !i!
  2. Isn't Rowsby Woof a hero/demigod among the rabbit hsunchen peoples? !i!
  3. I reckon that, as in a world operating on science and not divine influence, Prax is composed of a sequence and patchwork of climate-driven ecosystems. Chaparral where marine air precipitates moisture on highlands and hills, shrub-steppe as it becomes increasingly arid inland, steppe and desert as it grades into the Wastes. And, to be fair, there's a wide variety of generic or colloquial terms describing local specifics (plains, grassland, veldt, savannah) that could be employed in describing one part of Prax or another. The Zola Fel, due to either magic or physics, is a greenbelt for obvious reasons. !i!
  4. Steppe or shrub-steppe. Chaparral suggests marine moisture precipitating on mountain slopes. Looks dry, but it's decidedly lush in comparison with steppe or desert. Because why not discuss the ecosystems of Prax? !i!
  5. Guilty as charged! And I'd neglected the Mythras tables, which are quite good. One of the things that emerges from these discussions is the realisation that BRP-adjacent SIZ scales best with that 3d6 range, then gets increasingly wonky as you approach either the very large or the very small. !i!
  6. Oh, duh-doi. RQG, p.52. Adventurer Sizes. Which might suggest that I'm closer to SIZ 15. !i!
  7. So far it looks like you've gotten the usual references to weight and mass, which mean little in the context of the question: "I'm 6 feet tall - what SIZ am I?" I seem to recall something somewhere for BRP-derived games that addressed SIZ as, you know, relative size, and not as a scientific quantity, but I can't think of where now. Attached is a scan from White Dwarf #14 ('cause I'm old!), which will be sure to court controversy. Though intended for D&D1e, it's height and weight tables for humanoids on a 3d6 scale. I feel it's a little forgiving on the distal ends of the normal curve (I've personally know people much shorter and much taller than suggested), but it's a couple of tables that formed a foundation in my mind for several decades, and an interesting springboard for conversation. I welcome the inevitable refutation! On a personal note, I'm 6'2" and 185 lbs, and I somehow know that I'm SIZ 14, which might even be generous. I honestly do not recall how I arrived at that number. !i! WD14_H-W.pdf
  8. There are some scaling differences as well, but as an abstraction of something resembling reality, they don't really matter that much. However, when mixing and matching weapon/armor effects and creature abilities between the two, you'll sometimes find yourself saying "Oh, that was much more/less deadly than I expected." !i!
  9. I'll see your Stephen Strange and raise you a Tony Stark: ...who are, of course, flip-sides of exactly the same character. One Science, the other Magic. All the same prestidigitation. Slight differences in wardrobes and facial hair. The holographic UI invokes the mandalas and magically inscribed sacred spaces that are, in fact, "shadows" of transdimensional spaces where they intersect with ours, er, Glorantha's. !i!
  10. Quoted for emphasis. I realise that things have changed over the years, but particularly in Pavis, feel free to engage in more conventional RPG activities at first (whatever that means) and drop in Gloranthan details little by little. Hostile natives on zoo animals, the occasional dwarf or troll, talking tapirs herding man-beasts like a scene from Planet of the Apes. And, of course, tension with the Lunar occupiers/settlers (at least until the ethnic cleansing commences). Pavis is a great starting point to allow gradual course correction toward a more "realistic" Glorantha. !i!
  11. The less prominent older sister no one talks about because crazy Jezra hogs all the attention and gets abducted by bandits (or was it baboons that time?) and (possibly) eaten by hyenas? Yes, I love the Raus family, and Jezra especially. She has been, to me as a GM, the exquisite intersection of Princess Jehnna from Conan the Destroyer and Jen Yu from Crouching Tiger, Hidden Dragon. I hope her sister has an easier time of it. !i!
  12. It was especially bad, even for the Dark Ages. I've described my ire here before. I'm almost sure that I've been much harsher elsewhere. They took money for that thing. But back to the topic at hand... !i!
  13. I express hatred for no Chaosium title other than Blood Tide. Do not encourage its exchange by paying money for it. It's stunt rules were workable, though. I endorse the recommendations for Classic Fantasy, though. !i!
  14. Going a little off-script, I've had my best success in introducing one or two new players to Glorantha through loosely adapting classic fairytales. Young people learning the rules of the real world, but subbing in details from Glorantha. My favorite for a single player has been "The Herd Boy's Dilemma" which is really just Jack and the Beanstalk/The Hobyahs; for two players, a variation on Hansel and Gretel/Red Riding Hood works well. Both feature peripheral introductions to Gloranthan cultures and customs; deep dives into the specifics have not gone over well. The surprise that monsters can talk and may even have rights alone may be worth the price of admission. The Woodsman-in-the-Wings, ready to save the PCs if things go too wrong, is usually a member of an exotic cult or military order who serves as a springboard for local-yokels to leave home and see the world. !i! [Note: It occurred to me that the scenarios I described above were used pre-RQG, when starting characters were far less competent. However, for an introductory adventure, perhaps more focused characters would be less daunting to new players. A couple of specialty skills/abilities, no laundry lists of background details.]
  15. I happen to have a small fistful of broos right here, if you're interested, though I don't recall the manufacturer. (Actually, I just found a sprue of extra broo heads, and it reads Ral Partha, not Citadel.) !i!
  16. When I was doing some metal embossing years ago, we'd make impressions in light metal sheets (usually copper) then fill the back sides with a mixture of wood glue and sawdust for strength. There were a variety of chemical treatments we'd use for different finishes, too, but spray paint may be simplest. !i!
  17. The mechanics of Aquelarre are recognisably similar, but vary somewhat in scale. Most importantly, though, the game features an abundance of information on the summoning of angelic, diabolic, and demonic powers, and there are rules for possession, both voluntary and involuntary. You should be able to adapt what you find to BRP with some effort. !i!
  18. And hard to compare where a Mythras Special Effect may affect the results of a combat exchange in a way that differs from simple Hit Point attrition. In Mythras there are more explicit ways to win a fight than simply reducing an opponent's HPs to zero. !i!
  19. Please read them again. Then play them before commenting on them, especially before making recommendations about them. Because you were mistaken to one degree or another on most every point you tried to make. !i!
  20. Welcome to the world of RPGs, where you choose the trappings of your abstractions to suit your taste. In another game, it'd be arbitrarily different systems to model physical combat preferentially versus any other encounter. Which is clearly what some people want when they complain that a given system makes physical combat indistinguishable from any other conflict. !i!
  21. Then perhaps the general BRP forum would be an appropriate place to discuss it? For all the talk of letting people like what they like (for which I was reasonably taken to task), there's a noticeable effort to take the wind out of M-Space. !i!
  22. Granted, and agreed. Though, as you point out, the degree of abstraction is largely a matter of taste. And, as I alluded, the most recent release of The Comae Engine features some innovations (i.e., Lenses, which affect Extended Conflicts at a level of narrative mechanics). Other, perhaps more conventional adaptations may be in the wings. And I wasn't necessarily referring to the author. Going back to the OP, I agree with the suggestion of digging deeper into manageable body of published work for M-Space for exactly what it brings to the table. BRP has done nothing new in the 7 years since. !i!
  23. My point being that whether managed by attrition or accretion, or even the binary Yes/No of a success/failure roll, the abstraction of hit points that you seem to be arguing against is present in every game outside of a purely narrative system (and arguably present in even those). These were always options that one could adopt or develop in M-Space, and that you may already see in the most recent release of The Comae Engine or soon in other releases in development. Despite the sudden shift in Chaosium's intransigence, there are plenty of other reasons to not abandon a decade or more of innovation and revert to the almost half-century-old hodge-podge of BRP. !i!
  24. I've favored this mechanic for many applications in the past, and it was about to be my suggestion for this thread. But then I settled on the thought that Light Side and Dark Side aren't so much polar opposites in dynamic balance with each other as they are competing impulses. I'd rather favor the use of Passions as suggested up-thread. And every potential Jedi holds these two contradictory ideas simultaneously. Being committed to the Light Side doesn't mean that you don't feel the Dark Side -- it means that you're in control of it. Mechanically, track them both on a scale from 1-20 (or 1-100, however you please), and key moments of conflict result in an Opposed Roll between the two contradictory Passions. A master of the Light can still have a really dangerously high Dark Side Passion, and thus we see some of the great Jedi masters inexplicably corrupted and joining the Sith (and Darth Vader redeeming himself in his final act). !i!
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