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soltakss

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Posts posted by soltakss

  1. One of the things I love about the new way that Glorantha is described is how PCs are closely tied to their Bloodline/Clan/Tribe/Whatever, as it gives a sense of belonging, a reason for doing things and sets boundaries.

    One of the things I hate about the new way that Glorantha is described is how PCs are always closely tied to their Bloodline/Clan/Tribe/Whatever, as it restricts them and forces them down a certain path.

    I really like the Rootless Adventurer idea, able to travel around and get into adventures. You don't see Orlanth Adventurous sticking around Stormstead all the time, no he's off gallivanting, duffing up trolls, stealing from Mostal and liberating nymphs. I blame that Ernalda, she comes along, ties him down and he forgets all his mates and sticks around Stormstead, just being a big wet cloud.

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  2. 5 hours ago, Steve said:

    Very minor pedantic correction - it's the GM Sourcebook that will have the heroquesting rules, not the Campaign book. 

    Thanks, they have mentioned it for both, but it was originally in the GM Sourcebook.

    Also, pedantic corrections are what we do best.

  3. They also said that they want to be where Call of Cthulhu is now, with a release every 2 months, and think they can achieve this by mid-next year.

    In the meantime, the Jonstown Compendium should have lots of goodies.

  4. 4 minutes ago, Atgxtg said:

    The rules used to say you could improve you skills by buying experience potions, too, but it was a bad idea so it got dropped.

    What? They dropped that? inconceivable!

     

    5 minutes ago, Atgxtg said:

    I mean a Lunar governor could just make a big payoff to the Orlanth cult and become a member of high standing. In a couple of years they could probably co-opt every local cult and lunarize them. 

    Hee, hee, hee, hee!

    We hide our secret plan in the open, where nobody can see it.

  5. On 11/26/2019 at 7:31 AM, Qizilbashwoman said:

    Soooooo is Hon Eel's spin in Tarsh and Her subsequent revelation as Human Sacrifice God connected to/imitation of Ana Gor, or no?

    Probably. Hon Eel spent a long time studying Solar Mythology before competing with the Reverend Mother of Horses (?) to produce the strongest sun Deity and also spent time learning the secrets of the Earth before appearing in the innermost Earth Mysteries when she assaulted Tarsh, so she has a history of intense mythical study before embarking on a project. That would probably have included Ana Gor and similar Earth Mysteries.

  6. On 11/26/2019 at 5:33 AM, Qizilbashwoman said:

    One of the most deeply misleading things about Peloria is that it looks like Mesopotamia but honestly it's basically Russia in climate, complete with reindeer herding shamanic peoples right in the northern bits

    Normally, yes, but the Lunars have trashed Winter and driven it back, to improve the climate.

    In any case, you can grow a lot of crops in Russia.

    They make great rye bread as well! 😀

  7. On 11/26/2019 at 9:35 PM, Qizilbashwoman said:

    You know how Earth Witch (Serdrodoso) is a specific thing? A shaman cult for Earth rune. You don't Rune worship her.

    I am very wary of making comments such as that.

    People do worship entities such as the Earth Witch as a Rune Cult, if they get enough worshippers together. It might start as a spirit Cult but end up as a permanent Rune Cult.

    On 11/26/2019 at 9:47 PM, Qizilbashwoman said:

    Oh, Oakfed! Yeah, He doesn't have temples, right?

    There's an Oakfed Shrine in one of the RQ Classic Supplements, maybe the Puzzle Canal, I can't remember. It had a ball of fire, or something, that zapped anyone who tried to enter.

    Also, Temples to Lodril have shrines to Oakfed, as Lodril's son.

     

  8. 6 minutes ago, M Helsdon said:

    Nothing that appears in the Jonstown Compendium is canonical. The book has a YGWV warning near the front.

    Yeah, yeah, yeah, we hear you, but everyone will accept it as canon, even if you and Jeff don't agree.

    Such is the price of genius, i am afraid.

    • Like 3
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  9. 3 minutes ago, g33k said:

    But again, the question becomes -- how much realism do we want to model???   Do we really want different rules for parrying manufactured weapons vs. parrying "natural" weapons?

    Nowadays, I ask "What do I want to happen" and go from there.

  10. Wyters don't worship, Wyters are worshipped.

    Imagine a Great Temple, that would have a number of Minor Temples to different deities, as part of its collective worship, many of these would have Shrines to various Heroes and Subcults. Each Shrine or Minor Temple would have its own Wyter, as would the Great Temple. These Wyters defend their own areas and accept POW from their own cultists. However, a Wyter for a Yelornan shrine in a Yelmalio Temple would not give its own POW to the Wyter of the Yelmlaio Temple.

    Cultists might sacrifice to more than one Wyter, though, so a Cultists who belongs to both Yelorna and Yelmalio might sacrifice to both Wyters.

  11. On 11/29/2019 at 8:25 PM, M Helsdon said:

    if you click on the link, on the Left Hand Side, you can tick a box that subscribes you to news about the Jonstown Compendium. So, hopefully, that will indicate new releases.

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  12. 23 minutes ago, Qizilbashwoman said:

    this is part of the "Sister sacrifices Emperor" event, except YGMV?

    Yes, I remember reading the Guide and seeing that the Red Emperor commits utuma, thinking "Hey, that's cool". It might be part of a greater ritual, of course. It isn't the kind if thing I'd just make up, as I'm not that creative.

  13. On 11/26/2019 at 10:53 AM, Crel said:

    So I suppose what I'm looking for help with is more like half "information on Heortling city-culture," and half "how to present that at a game table" without assigning reading homework.

    The first thing is to look at what is different between a Heortling Clan/Tribe and a Heortling City.

    A Clan is made up of a number of Bloodlines, which are groups of related people, often sharing a common ancestor, and their spouses. A Tribe is made of several Clans, tied together by cultural or magical bonds.

    A City, especially in Sartar, is made by a Confederation of Tribes.

    This, for me, means that inhabitants of a City have a weaker tie to their original Bloodline, Clan or Tribe, as these are less important than the tie to the City. Obviously this would be different for every person in the City.

    A city could be ruled over by a Ring, this is similar to a Clan ring or Tribal ring, but members are often balanced, so one Tribe or Clan doesn't have too much influence. Each tribe or major Clan might have a single place on the City Ring, for example. Each City would have a set of Statutes that indicate what the Laws of the City are and which offences can be tried under City Law and which could be tried under Clan/Tribal Law or even Cult Law. Disputes may arise when something happens that is not a crime under City statutes but is a crime under Clan Law.

    Bloodlines may well be set up in the City, perhaps living together in apartments or buildings close together. Clans or Tribes may well be given a Quarter each, by Quarter I mean a District, not just 25% of the City. However, a lot of people in the City may well owe no allegiance to a single Bloodline, Clan or Tribe, instead owing allegiance to the City. This might include outlaws, banished from a Clan but able to live in the City.

    Craftsfolk organise themselves into guilds, which are effectively organisations of fellow Crafstsfolk. these are often cult-aligned, especially if the Craft has an associated Cult. However, they are not aligned to Clan or Tribe. Jewellers have a lot more in common with Jewellers of other Tribes than with their own Clansfolk. Powerful guilds might have a spot on the City Ring.

    City Folk are more sophisticated than their rural counterparts. they have shed a lot of their rural ways and can regard their rural cousins as country bumpkins. "Hey, do you remember when Erik Longsword brought a herd of cows to pay for his new sword? What a bumpkin, he should have just sold them in the market and paid for the sword with his coins!"

     

    • Like 2
  14. On 11/29/2019 at 11:11 PM, midwinter said:

    It's a scene from "I'm for the Hippopotamus", a Bud Spencer and Terence Hill movie from 1979. 

    I thought it looked like Bud Spencer and Terrence Hill. I loved their cowboy films. Weren't they the Left Hand of the Devil and the Right Hand of the Devil?

    • Like 1
  15. 9 minutes ago, Atgxtg said:

    Okay, I'll ask: Why should my giving a temple a 10000L bribe, donation make me a fanatic?

    Because that's what the rules say.

    I can prove my Loyalty and Passion by making a huge donation, far exceeding anyone else's.

    10 minutes ago, Atgxtg said:

    I could see it making the temple better disposed towards me, but it shouldn't make me more devout.

    Bribing increases your chances of passing Examinations as well, to become an Initiate or Rune Level. RuneQuest cults are great!

    These aren't puritanical Christian cults, where ostentatious displays of wealth are frowned upon. These are Bronze Age cults where giving enough money to build a new room on the Temple makes you more devout.

    • Like 1
  16. On 11/25/2019 at 12:39 AM, BWP said:
    On 11/22/2019 at 9:41 PM, soltakss said:

    RQ3 had an awful lot of RQ2 stuff in it as well.

    I'd be interested in which RQ3 Rules you think have been dropped from RQG.

    Well, APP back to CHA obviously.  I've heard the arguments and I don't know that I disagree, except that now we have the obvious cases of ugly critters now having limits on their magic etc., which I think is yet another clear example of "let's write a new rule and not really think about the consequences".

    Sensible hit point calculation and location distribution.

    Sensible skill bonus calculations.

    A better way of determining species characteristic maximums.

    Missile target locations.

    A more integrated combat system that incorporates movement and other tactical options.  (I'm not really including the change back to 12 SR, since the number of SR in a round is an arbitrary value to begin with, and any particular arbitrary number is as good as any other, assuming that everything else related to SR calculations is adjusted accordingly.)

    Combat and damage rules that actually make sense as written.  I'm not claiming that RQ3 was perfect in this respect, but it was better than the hot mess that's RQG.

    Is knockback in RQG?  If not, then that's something that was dropped.

    I don't miss the "Fatigue" rules, as such, because they were not a strength of RQ3.  The concept of Fatigue is not a terrible one, just a real bear to actually administrate.  I can't really remember the ENC rules from RQ2, but I don't recall having any real problems with it, but I liked the RQ3 rules better (when Fatigue was removed from consideration).  I don't know what the equivalent RQG rules are, if there are any.  (I don't think I've ever been involved in any game where encumbrance and carrying capacity was not kind of hand-waved most of the time, but I think that it's important for any game to address the issue in some way -- better to have a system you don't like than no system at all, IMO.)

    Thanks, I'd have to check the RQG rules to double-check, to see how they differ from RQ3, if they do differ.

    Some of those are very subjective, but I see what you mean. 

    On 11/25/2019 at 12:39 AM, BWP said:

    Related to the above, the complete absence of non-humans from the RQG book is ridiculous.  Not only does it mean you can't play anything other than a human, you can't even meet anything that isn't a human.  The bare minimum that should have been included is a short list of common animals, so your players could at least fight a rock lizard or something.  Nowhere in the RQG advertising does it tell the prospective new customer that "this is not a complete game, there's more stuff you need to buy before you can play anything interesting."  The treatment of non-human PCs is obviously worse in RQG (the basic rulebook), and similarly obviously worse than in RQ2, because that at least gave you stats for many non-humans, even if there was almost nothing related to character generation for them.  Add in the RQG Bestiary and we're at least back to the same as RQ3 -- no better, no worse; but RQ3 didn't force you to buy an extra book to get to that point.

    Yes, I think that RQG was just too big to contain a lot of stuff about non-humans.

    On 11/25/2019 at 12:39 AM, BWP said:

    Finally, I've not looked at the RQG magic rules in detail, so can't really comment extensively, other than I am not yet convinced that switching spell limits to CHA is a good idea (as touched on above).  I need to study and compare the rules sets more before I can come to any firm conclusions.  I don't really have any problems with the other changes to the magic systems that I've heard about, except maybe sorcery -- I really like the idea of the RQ3 manipulation skills but the overall execution was horribly flawed.  I think I miss the idea of familiars and how they're created, too (again, though, the actual rules were bad).  I suspect a lot more work may be required to develop the RQG sorcery rules further.

    To be honest, the RQG Sorcery rules look similar to, but different from, RQ3 Sorcery. As I have no intention of playing a Sorcerer, I won't check the rules, as they don't interest me.

     

  17. 10 minutes ago, g33k said:

    (looks askance at some of the River Voices char-sheets, and stories of the campaign, and wonders why soltakss -- of all GM's! -- is being so parsimonious with a little +2% on a one-time roll ...)

    You are looking at it all wrong.

    Why am I bothering with a +2 when the PCs could slap a wodge of 10,000L to increase their Loyalty by +500 and get a +200 permanent increase? 

    That's what you should be asking!

    • Like 1
  18. On 11/30/2019 at 4:06 PM, jajagappa said:

    @soltakss I believe posted a nice video thumbing through it on the RQ Facebook page.

    I spammed several groups with it, but here is one.

     

    On 11/30/2019 at 8:26 PM, M Helsdon said:

    If the assumptions and speculations are in error, then that's my bad.

    They are now canon.

    22 hours ago, Kloster said:

    I can ensure you that the work you showed us is among the finest fan work I have ever seen about any RPG. So, if there is any error in your assumptions, I don't care

    Exactly what I thought.

    • Like 1
  19. On 11/30/2019 at 12:38 AM, Ian Absentia said:

    Well, now we need to define "Western US".  Region?  Sub-region?  Era?

    Now, that's more like it.

    We do nothing better than take a cool idea and over-analyse it to death.

    I heartily approve.

    • Haha 3
  20. On 11/30/2019 at 2:43 PM, None said:

    I see. So why didn't they like the Dragon Sun?

    They did like him while he was around. Then they all claimed not to have liked him at all, after he was killed.

    In my Glorantha, after the Dragonrise, the Dara Happans turn to a lot of secret knowledge about the Sun dragon and his cults and bring some of them back.

    The Red Emperor commits Utuma, to atone for his sins, so he does that as the Golden Sun Dragon, which is just another Aspect of Yelm the Emperor.

    On 11/30/2019 at 3:50 PM, Eff said:

    The Dragon Sun themself is described as "not an emperor" though passing all Ten Tests and wearing the regalia properly. They were apparently so popular they brought about a significant amount of conversion to solar draconism, and had so much raw power nobody even tried to rebel until Karvanyar. And then Karvanyar's dynasty spends about a century first overthrowing EWF rule of Kostaddi and Saird, and then purging foreign influences from Dara Happa and promoting the "Yelm Is Not" movement. 

    Well, they would say that, wouldn't they? He cheated on the Ten Tests, he wasn't really an Emperor, he was a Dragon not a Person and so on. He looked like an Emperor, behaved like an Emperor and ruled like an Emperor.

     

  21. 1 hour ago, g33k said:

    If someone gives 100L as part of making a Loyalty roll, do they get +5% to that roll, AND +2% permanent Loyalty?

    Yes, that's how I read it.

    1 hour ago, g33k said:

    Given the word "cumulative", should the bonus on the roll be +7% rather than +5%?

    I would say the +5 is a bonus to your current skill, which is increased by +2 permanently afterwards.

    Bribing the Gods is a good thing.

    • Like 2
  22. 12 minutes ago, Steve said:

    Thank you for the massive vote of confidence in my reporting.

    Why do you apparently disbelieve what the people who were at the seminar are reporting was said?  You realise that MOB was part of the panel talking about this, right?

    I think this really meant that SDLeary would have liked to hear the whole seminar, rather than not believing your summary.

     

    • Like 1
  23. On 11/29/2019 at 11:20 AM, buckwheats said:

    as a newbie in Glorantha I am trying to get a grip on the awesome concept of heroquesting.

    As are many experienced Gloranthaphiles.

    There are many views and rules about HeroQuesting, mainly because it has never been properly addressed in the rules. Maybe RuneQuest Glorantha's (RQG's) upcoming campaign Book might have some answers.

    However, I have developed some ideas about HeroQuesting over the years.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    What I want to know is, how is it done? On the one hand from the point of view of the hero quester and on the other hand ruleswise (RQG). 

    For me, a HeroQuest when you overlay a Myth onto a Situation. 

    Ruleswise, I would say that a HeroQuest can be treated as a 1 Point Rune Spell that you can use to start the HeroQuest. So, you might have Orlanth Gains Woad or Zorak Zoran on the Hill of Gold as HeroQuests. it might be that more powerful HeroQuests cost more points, but let's say 1 point for now.

    So, you gain a HeroQuest Runespell and cast it, probably using it like a Common magic spell in RQG, so using any of the Runes of the cult.

    What this does is it puts the Myth of the HeroQuest over your current situation. In effect, you turn a situation from something where anything could happen into a situation where you know fairly well what might happen. As a Player, treat this like playing in a Scenario that you have already read. You know roughly what is going to happen and what you need to do to get through the various stages, or Stations, of the HeroQuest.

    So, from the point of view of the HeroQuestors, what happens?

    If you are doing a re-enactment HeroQuest and play the parts of deities, you become the deity. So, you become Orlanth or Zorak Zoran. This means that you can take on the form of that deity and can draw things from that deity. It also means that you are restricted, to a certain extent, by being that deity. You summon the Myth, which means that part of the God Time comes into the normal world, as Myths are what makes up the God Time. So, if you did Sandals of Darkness to steal something important from some trolls, then you become Orlanth, the troll caves become Wonderhome and the Troll Priestess becomes Kyger Litor. You see things both as they were and as they are, at the same time. So, the troll caverns might look like they always do, but overlayed with the God Time views. think of this as having a Virtual Reality headset that superimposes one image on top of what you can see, so you might look around Pompeii and see the ruins as well as virtual Ancient Romans walking around a reconstructed Pompeii. you do the HeroQuest and come out with the Prize at the end, meeting obstacles, talking to people, perhaps fighting people and returning with the Prize.

    Ruleswise, what happens is that you might be able to cast magic that you don't have, perhaps at double cost. So, a Storm Bull worshipper on the Storm Bull Kills the Devil HeroQuest might not have the Berserker spell, so might cast it with double the Rune Points, just because Storm Bull uses it in the Myth. You have to follow passions and so on in a certain way, so someone entering Hell might have to make a Brave roll. HeroQuestors might be able to learn new Runemagic on the HeroQuest, in which case they lose POW and gain the spell as normal, but it is immediately available and can be cast using your Cult's Rune Points. If you bring back a Prize, you can either keep it to yourself or share it with your Cult. so, you might gain a rune spell or your cult might gain a new Rune Spell.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is it "just" ritualistic reenactment wholly done on the middle plane?

    It can be.

    • A Temple Ceremony is like a Nativity Play, a Thanksgiving Reenactment, Walking the Walls in Ulster, or even like a reenactment of the Crucifixion that some people in the Philippines do. People take part in the ceremony to strengthen the myth being reenacted.
    • A practice HeroQuest is normally done on the Middle Plane and is often a reenactment.
    • An Other Place HeroQuest is done where the HeroQuest was originally done. So, someone might do the Lightbringers' Quest and go down into Hell to bring back someone who has died.
    • An Other Side HeroQuest happens on the God Plane and allows the HeroQuestors to establish a God Time Myth about themselves.
    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is it a ritualistic reenactment (or “just” a ritual without the reenactment) that transports the heroquester to the desired hero plane (in person or just the soul, like a dream journey)?

    There are examples where this happens. The Earth King in the Snakepipe Hollow Earth temple does this, as he is physically present while his spirit is away searching for powers.  There was a DreamQuest supplement that did exactly this.

    Personally, I prefer HeroQuests where people physically do the HeroQuest.

    I also think the Myth brings the God Plane to the current location, so you effective go to the Hero Plane by doing this.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is it a conscious “planeshift” to the heroplanes by a spell (which spell?) at the climax of a ritual or a portal at the center of holy site/the bottom of a nameless dungeon/the belly of a true dragon?

    It can be, depends on the HeroQuest.

    if you are HeroQuesting to get powers against Daga, you might do the Orlanth and Aroka heroQuest, where Orlanth fights a Dragon and releases Heler from its belly. this could be abstracted by going to a Dragon temple and freeing a prisoner who has Rain Magic, or it could involve fighting a dragon and bringing back someone who has been swallowed by the Dragon. it all depnds on the particular situation.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is there a connection between the hero planes and the spirit plane? Could a shaman get to the heroplanes via the spirit plane?

    Yes, as the Spirit Plane touches all the other Planes.

    A shaman might travel through the Spirit Plane to an area that overlaps with Hell to gain a powerful Darkness Spirit, or might go to that part of the Spirit Plane that touches the Sky to gain an Angel Spirit, or that part of the Spirit Plane that touches the Crater to gain a Lune. 

    Shamans probably HeroQuest in the same way as everyone else, but their Prizes might be different.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is it all of that or more? Does it vary depending on the Hero Quest? Or is it nothing like that?

    Yes.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Is there a definite (upcoming?) answer?

    I dearly hope so, but don't know what is in the book that details the HeroQuetsing Rules.

    On 11/29/2019 at 11:20 AM, buckwheats said:

    Or does it fall under YGMV (which I could live with)?

    At the moment, it is definitely YGMV, which is no bad thing, really.

    On 11/29/2019 at 11:50 AM, Akhôrahil said:

    I'm wary of giving strict answers here

    Every answer regarding HeroQuesting is an interpretation of a vague principle, so all answers are good.

    On 11/29/2019 at 11:50 AM, Akhôrahil said:

    but one thing that is definitely something that exists is the difference between "Otherside" heroquests (where you pass into a hero realm) and "This World" heroquests, where you remain in the regular world (albeit in an enhanced state, which can be identified by people you meet on the road). See for instance the Lawstaff Quest, that begins as a This World heroquest as you travel to Arrowmound, and only there pass into a hero realm. 

    Yes. I also use Other Place and Other Side HeroQuests as being different, but that is more about how I see HeroQuesting.

    On 11/29/2019 at 11:50 AM, Akhôrahil said:

    While on the other hand, if you reach the Underworld by jumping down a hole (like the one in Delecti's Tower), you're emphatically physically transported there.

    Yes, you are. There is a Doorway in the Sazdorf Caverns that leads to Hell, jumping down Hell Crack gets to Hell, sailing down Magasta's pool gets to Hell, swimming through the Tarpit on the Shadow Plateau gets to Hell, performing the Six Stones Ritual at the Six Stones transports you to the Six Stones in Hell,  there are many different ways of getting to Hell.

    On 11/29/2019 at 1:34 PM, kirinyaga said:

    As I understand it, all of this is true depending of the heroquest and the level of involvement from the heroquester. There is even a difference between heroplane and godplane heroquests.

    That's how I play it, but inherently they are the same HeroQuest, just performed in different places.

    On 11/29/2019 at 1:54 PM, Eff said:

    I'll say there are 20 total tests in this quest, a number I just made up but which is nice and round for percentage calculations. 

    Our questers managed to pass 15 tests out of the 20. That's a 75% success rate, so let's say that they get the majority of what they ask for, but are still missing a major component. The questers undertook this quest to negotiate peace between the Stiff-Bristled Pig Clan and the Hummingbird Clan of the Ditali people, as their feud is threatening to fracture the Ditali confederation by bringing about war between two Trader Princes. 

    Their failed tests were mostly in the realm of prideful behavior (the questers weren't content to let Urox fight the Chaos monster and they refused to let Paratur take a treasure from them), so I conclude that while their quest has succeeded in cooling down the feud, there are still prideful people in the leadership of both clans who refuse to make peace. Time for the players to conciliate in person...

    It all depends on what they are doing and how the HeroQuest works. They might just get a Consequence of some kind or the failed portion. So, your example is a good one, as the HeroQuest succeeded, as the feud is cooled down, but some people still refuse peace.

    This is the "yes but" approach.

    On 11/29/2019 at 6:13 PM, Tindalos said:

    The most tricksterish way I can explain it (and therefore best!)

    A heroquest ritual is all about tricking the universe into thinking that two events are the same event.

    That's an interesting way of looking at it, thanks.

    On 11/29/2019 at 6:13 PM, Tindalos said:

    By using ritual dress, the right items, doing it in the right place at the right time, you're saying that you are the entity who did the deed, and thereby getting some of the same reward/punishment for doing it.

    The more accurate things are, the more the universe is fooled, and so the closer things are. That dragon costume is at the same time a dragon, and things get hazy between the two because to the God Plane, they are both one thing.

    People watching it may just see the costumes, but the more powerful the quest, the more they see the god time influence.

    Yes. this also means that someone in the HeroQuest could be a ringer, who has slipped into the HeroQuest. Some, some Storm bull Initiates reenact Storm Bull Slays the Devil and find that a powerful Broo HeroQuestor has somehow replaced the spindly little broo they found in the Marsh, bursting out and killing them all. When Sheng Seleris ruled Dara Happa, the Red Emperor did this himself by dressing up in fish scales and ambushing the nephews of Sheng Seleris who were performing the Ten Tests, or however many there were back then, killing them all. 

    19 hours ago, Crel said:

    Heroquesting's tough to handle at the table, because while there's a great deal written about it, IMHO none of it feels quite solidified because the minds behind RuneQuest & Glorantha never quite settled on how to run it. The above conversation gives a pretty good summary of what's going on "in world" for different sorts of heroquests (This World/Other World, etc.). As Jajagappa noted heroquest rules will be coming sometime for RQG, but don't hold your breath.

    I've been running HeroQuests at the table for many, many years, with great success. you just have to have a rules framework that works for you. 

    19 hours ago, Crel said:

    As mentioned above, the Book of Heortling Mythology also discusses heroquests (although I don't own a copy) but so too does the Stafford volume Arcane Lore, according to its descriptor. I haven't read that either, but I reckon it should be mentioned for sake of completeness. King of Sartar also has some mythology & heroquesting stuff in it, but from my memory of reading it, I'm not convinced it would be the most helpful resource for a GM running a game.

    The Book of Heortling Mythology mentions HeroQuests, but they are normally in the form of myths, as I recall, but am probably wrong.

    Arcane Lore is a very mixed bag of different HeroQuesting rules sets that, frankly, contradict each other. it is interesting from a HeroQuesting Lore point of view, but I definitely wouldn't recommend it as somewhere that someone new to HeroQuesting should look for rules, ideas perhaps but not rules.

    4 hours ago, Steve said:

    Also see Simon Phipp's excellent website with tons of resources on heroquesting, including suggested rules - http://www.soltakss.com/indexsoltakss.html

    Thank's for the mention.

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