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soltakss

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Everything posted by soltakss

  1. Journalists, gangster's molls, and old biddies of independent means make excellent female Investigators. Also, there are no reasons why people cannot play female adventurers, as many female adventurers are in books. Look here for an enormous number of female detectives.
  2. These were based on being challenging NPCs for a RQ2/RQ3 Campaign that played weekly during term-time, then just weekly after we had left University, for many years. Personally, I think the "One Experience roll per Season" from RQG sucks and won't have it in my game.
  3. I think he might have healed Mastakos, who was lamed when his sinews were ripped out. But, I may be misremembering.
  4. To be honest, I don't care about that kind of thing as a GM. If it is important, I assume that an average miniature base is 1m across and use that as a base.
  5. To be honest, it is not disturbing to me, it is a welcome trend. My main RQ2 character was a gender-swapped character in 1982, starting out as a woman and then changed to a man by attuning a cursed item. In all my Jonstown Compendium supplement, I use they, rather than him, wherever I can. It's only polite. I learned that "they" could be used as a singular pronoun when I was in school, in the 70s and 80s, so it is not new. Personally, I would rather alienate the small minority who campaign against wokeness than the small minority that are woke. Actually, I would prefer not to alienate either, but given the choice I am happier to alienate the anti-woke brigade. Apologies if that includes you.
  6. The PCs were produced using RQ2 rules and several years of play. We converted to RQ3 and used those rules for several years. Playing a high-level PC is the same as playing a low-level PC. However, some things need to be taken into account: High Level Characters have more Runemagic, and probably multiple Rune Pools, which means they spend Rune Points more freely High Level Characters with Heroic Casting use their personal Magic Points to cast some, or all, Runespells, so spend them even more freely High Level Characters are often Rune Lords with D10 Divine Intervention, so can come back from the dead High Level Characters often have better Spirit Magic, with lots of bound spirits, so can cast larger variable spells RQ3 had things like Strengthening Enchantments, that could increase General and Locational Hit Points, making them harder to disable/kill in combat What is important to a Low Level Character could be unimportant to a High Level Character High Level Characters are likely to be involved in politics, the future of Kingdoms and the direction of cults Multispell with lots of stored Magic Points, is a game-changer Unfortunately the PCs from the Dorastor Campaign were from RQ2/3 and would need a fair amount of conversion to get them to RQG standards. The combats would probably work slightly differently as well. I don't have character sheets for any of the PCs in that campaign, as I was the GM, not a Player. To be honest, the tactics are pretty much the same as you would see in any RQG game. First round, your Allied Spirit casts Multispell 2, maybe, as you cast Shield on yourself. Second round, your Allied Spirit casts massive spells on you and your weapons, Protection 8, Bladesharp 8, Mobility. You cast Truesword on your sword. Third round, you might use Hate (Chaos) or Death Rune to give you a bonus to combat, then close for combat and your Allied Spirit casts Dispel Magic 8 three times, against your opponent's defensive magic. Fourth round, your Allied Spirit casts Demoralise 3 times, or Disruption 3 to shatter a limb. After that, you attack and parry, or attack and dodge, hoping to hit them and do enough damage to overcome their armour. Your Allied Spirit keeps healing and Dispel Magic in readiness, in case it is needed. Sometimes, your Allied Spirit casts Runemagic on friends or enemies, as needed. This thread is the first I have heard this, so apologies if you have asked elsewhere and I have missed it. You play them in much the same way as other PCs. Good point. Winning can mean running away and hiding. If one PC doesn't have Mobility it's even better! Sometimes I'd force the fight. Heidi popping up and attacking the PCs is one example. However, I only do that for one of a few reasons: It's funny The NPC hates the PCs There is a good reason for the NPC to attack The NPC is a mindless, hungry beast Our RQ2 Players would use Multimissile barrages "to go for the crits", which is not a tactic I'd seen before, but was very effective, especially when multiple PCs targeted the same NPC. Apologies that I have not been able to give round by round examples from a campaign that ended over 25 years ago, for which I do not have any character sheets. All good points. Many of the tactics from RuneMasters still work well. I agree. Most of Secrets of HeroQuesting show how you can use your normal rules for HeroQuesting, or that was the intention, anyway. I think we need to differentiate between HeroQuesting and High-Level Play. What EpicureanDM is questioning is how High Level NPCs work in High-Level Play, not how HeroQuesting works. Sure, some of the NPCs gained their abilities through HeroQuesting, but they don't use HeroQuesting in normal play. In theory, you can defeat any of them without having gone on a HeroQuest at all. In practice, however, gaining special abilities makes things easier. Maybe., That is something that RQ6 tried to do, but, in my opinion, ended up over-complicating combat. Thanks. I am under a GM embargo as to reading RQG scenarios, so I miss all of these stats. Excellent stuff, thanks. Your campaign seems very similar in style to ours and shows that: High Level PCs are/were easily achievable HeroQuesting is important Monsters can be beaten with the right preparation and tactics I was not lying about what High Level Campaigns can be like
  7. Different people have different styles of play. None are right and none are wrong. The people who go toe-to-toe against Heroes or the monsters from Secrets of Dorastor would probably have little interest in the Colymar court. It is too insignificant for them. As a writer for Jonstown Compendium, I have no interest in making sure that my scenarios of NPCs are balanced with those of other authors, or with other scenarios published in the Jonstown Compendium. Similarly, I don't expect anyone to look at Secrets of Dorastor and say "Oh, I must make sure that the Broo Son of Thed ruler of Than Ulbar is of the same power level as the monsters from Secrets of Dorastor. Each of the Jonstown Compendium supplements should be treated as standalone supplements. GMs should be able to mix and match them to fit into their campaigns. If they can't, then that is their failing as a GM, not my failing as an author. Exactly. Also, Hahlgrim killed the Vampire Queen from the Tower of Lead. Both were normal humans. We are not talking stunt stas. Sure, you had not seen my reply then, but you keep repeating this assertion. These were all NPCs that the PCs in my campaigns fought and defeated. I had not seen your post until today, so could not have replied. Hopefully, I have provided you with some examples. Not the first time. The first time, Oddi killed Ralzakark using Ironbreaker as a normal sword. The second time, certainly, he killed Ralzakark with Ironbreaker's You Die, I die, ability, to make sure that he stayed dead. Yes. In Oddi's case, he was given it by Hahlgrim, who was given it by Bolthor, who had inherited it from a line stretching back to the king who first gained it. Sure, it is an interesting story and can use Glorantha's myths. Would it? I beg to differ.
  8. Apologies for the long post and for quoting everyone. They are definitely no stunt-stats, all were used in my RQ3 Dorastor Campaign. Yes, these are the truly awe-inspiring and dangerous monsters of Glorantha. Taking them on is the province of Heroes. Are your Adventurers Heroes? Yes? Then come and try to take them on. No? Then work towards becoming Heroes. By the way, there are Levels in RQG, as described on p63 of the RQG Rules: Novice (25% or less): A skill rating in this range suggests a largely untrained skill. The adage “knows enough to be dangerous” applies well here. Amateur (26–50%): Ratings in this range indicate a little talent, some rudimentary training, or dabbling in the skill. Professional (51–75%): At this rating, the adventurer can make a living using the skill. Veteran (76–90%): Skills in this range indicate advanced expertise. Master (91%+): Ratings of 91% or more indicate mastery of the skill. I would add at least one more level, maybe Legendary at 150% and Heroic at 450%. The PCs in our shared RQ2 Campaign reached similar power levels through normal play. 1 scenario a week, 40 weeks a year for 3 tears. It depends on your Campaign, really. If you hit similar levels then you might need similar levels of opponents to battle. Yes, the PCs in those campaigns fought most, or all of the NPCs described in Secrets of Dorastor. When I put out an NPC opponent, I give no thought at all as to how PCs can defeat it. In fact, PCs defeating NPCs is nothing to do with me, so I give no thought to it at all. If Players cannot find a way to defect an NPC, then tough. Here is the writeup of Soltak Stormspear, my main PC in the RQ2 Campaign. He was by no means the most powerful PC in the campaign, but was versatlile. They ranged from about 130% to 300% in terms of skill. Raven was an INT 24 Elf and had Elf Bow of 300%, I think, she also had some Power Arrows that turned a normal hit into a special, a special into a critical; and a critical into a critical special (Impaling damage, ignoring armour). Derak the Dark Troll had about 300% Troll Maul and a higher Sense Chaos, being in Storm Bull as well as Zorak Zoran. Shergar Sunhoof, Centaur Extraordinaire, was my other main PC but his highest skill was about 130%, although he made up for it in sheer bulk and variety of attacks. They were more balanced than RuneMasters and had more magical items, but yes, RuneMasters is not far off. Tactics varied according to the Personality they fought. They just killed the Man of Light in normal combat. Derak killed Heidi the Hydra using nothing but a Golden Dagger, as she really annoyed him by destroying some of his armour. He dove beneath the water and impaled her in the body, then kept pressing it in until she died. He merged with 3 HPs, 1 MP and no Rune Spells left to cast, pretty much. When Ralzakark had Heidi Resurrected, the Party were so appalled that they HeroQuested for tools to kill her. One of the things they gained was Stone to Kill Chaos. They went after Heide with a view to killing her and when they found her, they cast Sureshot on the Stone to Kill Chaos and threw it at her, rolling a 100, a Fumble. I laughed and laughed. Then Brankist Farlow, the Orlanthi, cast Flight on it and argued that it was still moving, so, feeling generous I allowed it and asked him to roll 1D4 for the number of pieces Heidi fell into, they rolled 3, so I asked then to roll 1D20 three times, they rolled two heads and a body, so I said that two of her heads fell off and started to regrow. You should have heard the complaints, out came rulebooks and so on, as they argued their point. I left them to stew for almost 30 minutes before "reluctantly" agreeing, even though I knew that she was dead. I laughed at that, as well. They did not kill the Great Gorp of Slimestone, as all it did when it died was to break up into smaller Gorp that simply merged again afterwards. Brankist killed the Son of Thed with a single blow, but he had an ability that doubled his skill against Broo and another ability that allowed him to double damage against Broo, also his Humakti Gift gave him double penetrating damage against Chaos, so he Teleported to its head and swung with an over 500% attack, doing over 50 points of damage direct to its head. Game Over. It came back later and he did it again. Both times it lasted 1 round of combat. Bolgar, Brother of the Bull, used a Garrotte to kill Cacodemon, by Teleporting behind his head and just pulling until he cut his head off. It also protected him from Cacodemon's Vomit Acid effect. Brankist's combat with the Son of Thed lasted 1 round each time. Derak's combat with Heide lasted probably 50 rounds, or something like that, it took about one session, with the other PCs helping with Mind Link and casting healing spells on him. I used the Fatigue rules, as we played RQ3 then, so combats tired them out. Apart from that, Magic Points was the major limiting factor. Had I used RQ2 Anti-Parry, the fights would have been shorter. Most things would work the same. Anti-Parry, as used in RQ2 and RQG changes combat. Having limited Rune Points would definitely affect things and makes the game less Heroic, in my opinion. Exactly, Dorastor is meant as a gross theme park where Adventurers come to die. My games are not like that, of course, as I am a notoriously kind and lenient GM. Exactly. You have to be near-Heroic to take down Heroes. Sometimes, taking down Heroes makes you a Hero. Exactly. Gaining skills of 300% was not impossible in RQ2 with a long campaign. We did use HeroQuesting in my campaigns, surprisingly enough, but it generally didn't increase skill levels that much. When PCs went to the God Plane, all their skills and Characteristics were divided by 5, making most of them minor players, If they succeeded in using a skill and gained experience, they gained 5D6 points in the skill. This came from correspondence with Greg Stafford and Steve Perrin, a long time ago. However, they didn't do that very often. Yes, there are only so many times you can parry several attackers. Certainly in RQ3 you had to split your skill N-ways to parry N people, so ganging up really helped. Anti-Parry also helps, by reducing the NPC's skill, so that Parrying gets harder, especially with RQG's subsequent parries at -30. We did. maybe we were lucky with rolls, or had more scenarios. We tended to have one-session scenarios rather than scenarios that went on for multiple sessions. See above, Soltak Stormspear's Stats. Thanks. Special Abilities can be a real game-changer. So, Brankist Farlow gained an ability to double skills chances against Broos once per day, by defeating a Broo Hero. He also gained the ability to double damage against Broos once per day, on a different HeroQuest. He used both those abilities against the Son of Thed and cut its head off, by scoring a Critical, as he was attacking at 500% he had a 25% chance of criticalling, and double-doubling damage. They HeroQuested for specific items or powers to destroy specific creatures. So, they gained the Stone to Kill Chaos to kill Heidi, learned how to restore the Mistress of Light, Guardian of the Fires of Heaven, back from a Vampire to an Angel and so on. Oh, I never played the NPC badly, I can assure you of that. The PLs knew that they had been in very dangerous fights. We had four major PCs in the RQ3 Campaign and one secondary PC who was a Sorcerer. Each of the major PCs had skill levels between 150%-300%. Having 4 of those ganging up on you, tooled up with big Bludgeon/Bladesharp and so on was very effective. Derak attacked at SR1 with his Troll Maul and always came in first if there was a SR tie, due to a special ability. With Bludgeon and Crush, he was attacking at between 400-500%, I can't remember exactly how much. So, he would be parried first. Then Solarus Skywatch hit with a Long Spear on SR3, I think, then Brankist Farlow on SR4 and Rilldick Fairplain on about SR4 as well. All were about 200% tooled up. So, to parry all four, the NPC had to split their parry 4 ways, so needed a Parry of 400% to be sure of doing that. Ignoring one of them generally meant a short combat. Yes, the PCs fought her once and then backed off almost immediately. Soarus Skywatch then sold his soul to her, offering to marry her and make her his queen. He also said that they could make her into a non-Vampire, as Derak had previously turned Uzarl, a Mistress race Troll Vampire, back into a Mistress Race Troll, so they knew how to do it. As she hated being a Vampire, she agreed and left the Tower of Lead. So, there are more ways to defeat opponents than combat. Close your eyes and use Darksense? Seriously, if you don't know how to fight her, you shouldn't be fighting her. Which is fair enough. I have played in a High Level campaign for many years and have enjoyed myself immensely. It doesn't suit everyone, though. All good points. Exactly. Joe Bloggs, straight from the Fyrd has no chance against these, unless he Criticals and they Fumble, even then he might struggle. Exactly. Although Boss Fights are out of flavour, these were often Boss Fights. Not always, though, Heidi was an amusing Random Encounter, as she popped her heads out of a pond, spat acid venom at the party, destroyed some of their armour and disappeared again. She resurfaced, only to be hot by an awesomely powerful volley of missile fire that cut off all her heads, so she sank beneath the pond. She then reappeared with twice the number of heads and spat even more acidic venom at them. I laughed and laughed. In fact, I used to laugh a lot as a GM in the Dorastor Campaign. I use their stats as written. If the PCs cannot take them down they shouldn't be fighting them. If they meet them as a random encounter, the PCs don't have to fight them. They can talk to them, side with them, run away from them and so on. We had a very political game, with the PCs siding with various Personalities against other Personalities. That game ran in the mid-80s to the late-90s. There is no way that I can remember a blow-by-blow account of tall their battles. Basically, they went into combat, hit the NPCs often enough and hard enough that they fell over and died. Sometimes they uses spells like Seal Wound, to stop the NPCs from Healing. Quite often they go the first blows in, or Teleported to attack with surprise. They used spells such as Counter Chaos to ignore some chaotic features. As they were in different cults, they were quite versatile. They had also gained special abilities and powers through HeroQuesting. You cast lots of magic and then attack with high skills and doing high damage. It isn't rocket science. Probably two or three rounds. Protection, Shield, Bladesharp/Bludgeon, Truesword/Crush. Don't forget that allied spirits can cast magic as well, as could some bound spirits in RQ3. Casting Healing, casting offensive magic such as Fear, casting spells such as Teleport, using Multispell. Sometimes, but not always. Brankist Farlow defeated the Son of Thed twice with Critical Hits. Derak the Dark troll did a Critical Impale on Heidi and just kept pushing it in and wiggling it about, using Seal Wound to stop it healing. Fairly often, but they were all Rune Lord-Priests. Yes, all the RQ3 fights used the rules of the game. Sure, we also used Critical Impales and Hyper Criticals to do extra damage on really good hits with really high skills, but apart from that it used the normal RQ3 rules. Why is this so difficult to believe? Because we finished playing in 1995 or 1996, more than 25 years ago. Can you remember battles in detail from 25 years ago? If so, you are a far better person than I am. We used the RQ3 rules. It's as simple as that. None of the Monsters presented in Secrets of Dorastor are particularly more powerful than those presented in Dorastor Land or Doom or Lords of Terror. In fact, half the Dorastor Campaign happened before Dorastor Land of Doom came out. Nothing in Secrets of Dorastor is hypothetical or needs soemthing special to defeat them. All are meant to be used in play. Hopefully, the above helps. If not, all I can suggest it to time-travel to our games at Warwick University and afterwards in Coventry and watch the games. Yes, in RQG, those would be the case. In our RQ2/RQ3 game, we had an awful lot of Rune Magic. Agreed. Unless they appeal to her nature and defeat her that way, as Solarus did. That is really important. Sometimes, just surviving counts as a victory. Did you break an alliance between two Personalities? Did you ally with a Personality? Did you gain something you need by negotiating with a Personality? Then you won that encounter. There is a difference between being Dead and Really Dead. Divine Intervention was used a lot in that campaign. Love is fine. The Dorastor range uses RQG rules and is for Glorantha, so they are RQG supplements. Sure, they aren't Chaosium products, except under the Chaosium Banner, but they are still RQG products. Preparation and knowing your enemy is key. Hopefully, I have supplied some examples. My HeroQuesting stuff was based on correspondence with Greg Stafford and Steve Perrin, though Sandy might have answered a few queries. Things that they mentioned as normal HeroQuest opponents were a Dragon with Infinite Armour Points, and a Great Troll with Shield 20/Crush 30. So, they were certainly in the ballpark of the creatures from Secrets of Dorastor. They also said that skills and Characteristics should be divided by 10 on the God Plane. I thought that was too much, so divided by 5. Exactly. A lot of people are very sneery and dismissive of Super RuneQuest. We played using high-level RuneQuest for very many years, with two campaigns lasting well over 10 years each, and enjoyed every minute of them. There is nothing wrong with going out in a blaze of glory. Yes, you do not have to defeat all the monsters in Secrets of Dorastor to win. Surviving is winning. Making a name for yourself is winning. Curing the Great Tree of Hellwood of Chaos is winning. Sure, GMs can always be a dick. I was more interested in a Campaign in Dorastor. Agreed. Exactly, preparation can be the key. Believe me, they were. It depends on how these things go. Apart from the Terrors in the Bestiary, we don't have any examples of Heroes in official Chaosium supplements. I, for one, would love to see how they are written up. You can always kill dangerous creatures with a Critical Hit, or through trickery. Again, no need to be sneery about other people's playing styles. They got lucky, but killed things according to the rules. David and Goliath is another good example, a Critical Impale with a Speedarted sling, doing 23 points of damage to Goliath's head. Easy-peasy. No, no, no, no! Not in my games. In my ghames, the PCs can become Argrath and perform his deeds. In my RQ2/3 Campaign, the PCs killed Argrath, as he was seen by Brankist Farlow as a rival to him becoming King of Sartar. They killed Harrek because he was Argrath's mate. In my last RQ Campaign, the PCs did all the things that Argrath did, albeit unintentionally. They found the White Bull Spirit and became cultists, then spread it amongst the Praxians and Pentians. They performed a fertility ritual that allowed the Giants to produce a baby, then sailed the Cradle down into the Underworlds. They summoned a True Dragon at the Dragonrise. In fact, there was a scene where they needed Argrath's help and went to look for him, finding him in a tavern where he was burbling "You know, I could have been somebody if it hadn't been for those blasted River Voices". Why not? I have grave doubts when someone says "You can never be as powerful as someone", my first thought is Why Not? I can HeroQuest, gain powers, become a Hero and so on. After all, Arkat, Sir Ethilrist, all of the Seven Mothers, Harrek, Argrath, Jar-Eel and all the other did it, so why can't I do it? The difference is, powerful PCs can come back from those things. A PC with an allied Spirit can have Heal Wound or Heal Body cast to heal them from a mortal blow. Divine Intervention can bring you back. You could have higher Hit Points, or tougher hit locations.
  9. soltakss

    Dai-Ichi

    These ones might have just been particularly malicious about it, perhaps spooking and stressing out the horses; horses are notoriously prone to suffering health problems in conditions like that, and it's easy to imagine that more than a few would die under such treatment. The upcoming Woods of Terror has the Forest Goblin that does exactly that, riding horses and tangling their manes, leaving them exhausted in the morning.
  10. I am not sure if Urain is Chaotic, it was in Drastic: Chaos but I never really agreed with that. I like it as Orlanth in a really bad mood with a splitting headache, nagging wife and things he doesn't want to do. Do you need to go Berserk to fight Berserkers?
  11. Orane just emerged from a hole in the ground, so I would guess that she was born of Gata herself.
  12. I can add it to my list of things to do. That might be a good way of doing it. Men worship Joraz but everyone knows that Joraz proved he is descended from Waha, so Joraz cultists can be seen as a Waha subcult, without having to join the nomad cult.
  13. I can second Dario. Alexandre Gauthier did the cover art for Secrets of HeroQuesting and would probably suit Pavis. Leah Owen did a cover for a future Jonstown Compendium supplement and was very quick. Our Spider Woods supplement was done by Elizabeth Browning, but she might be a bit tied up with college work at the moment.
  14. They might still worship some of the Pure Horse deities or Heroes. Alternatively, once he creates the Pure Horse Tribe and integrates it into Prax, women could worship Eiritha. Men can only worship Waha if they are descended from Waha, so Joraz Kyrem might have to HeroQuest to prove that he is a descendant of Waha, otherwise that cult is closed to them.
  15. For me, Ikadz is also a god of punishment, not just torture. His are the fires that will purge someone of their sins, misdeeds, inadequacies and flaws, refining them, through pain, to be a better version of themselves.
  16. Maybe, who knows. It is dangerous to say "All Yelmites behave this way" or "All Lunarised Yelm worshippers behave the same way". Also, most Yelm worshippers are Lunarized to an extent, as the Red Emperor is the Dara Happan Emperor and the head of the Yelm cult.
  17. In the pregnancy battle with the Reverend Mother of Horses (Redline History, 5th Wane as Nick noted above). Well, that is a matter of interpretation, both in Glorantha and for us. Hon-Eel definitely proved that she had a stronger connection to Yelm, by bearing twins fathered by Yelm instead of fathered by a powerful Fire/Sky deity. She was bathed in Yelm's Light, having joined the Watchers before Yelm's Dawn. Some might say that makes her Yelm's Wife. Some might then say that makes her Dendara, as Dendara is Yelm's Wife. My view is that Yelm probably didn't even notice her as he rose, so she probably isn't even counted among the wives of Yelm. After all, you don't have to be someone wife to bear their children.
  18. For our Dorastor range, I have tried not to replicate published stats of NPCs, instead I have either used the stats that I have been using since before Dorastor Land of Doom came out, or I have a note explaining why my stats are different to the published ones. It is easy enough to use RQ2/RQ3 stats with RQG anyway.
  19. If a Wind Lord meets a Telmori they can start with the "Foul Slime, Curse of existence, Lie and whimper before me", then the Telmori simply lies and whimpers before them, the Gloranthan equivalent of BAD DOG!
  20. So, Players should not mind when those same Passions drive their behaviour. They can't use Passions to gain skill bonuses and then complain when they are asked to behave according to those Passions. It is a two-way street. So, Adventurers should act according to those Passions. There is no point having Loyalty (Argrath) and then undermining him by going against his decisions all the time, for example. I would reduce Passions if an Adventurers started doing that, or I would introduce conflicting Passions. So, Adventurers should act according to those Passions. There is no point having Brave as a Passion and constantly avoiding any fighting, for example.
  21. I play that it absolutely does. Zorak Zorani hate Chaos almost as much as Storm Bull, yet they allow Cave Trolls and Sea Trolls to live alongside other trolls without harming them. Why? Because they are fellow trolls. It is one of the areas that Storm Bull and Zorak Zoran cultists don't agree on.
  22. There are several ways an Ogre can escape detection: Use the False Form Spell Avoid Storm Bull cultists Become Illuminated Avoid getting close to Cacodemon Shrines
  23. I love the story that baguettes are the size they are because a soldier in Napoleon's army could store one in each of thigh pockets in their trousers, so carrying a day's rations.
  24. Some people hate the very idea of Passions, as they can force the Adventurers to do things that the Players don't want to do. Personally, I think the strength of Passions is exactly that they can force Adventurer to do things, otherwise they are conflicted in some way. Acting honourably or following a Passion to the detriment of the group is fine by me, both as a Player and as a GM. If you have Fear Dragons, see a dragon, roll the Passion and succeed then you are afraid of the Dragon and can run away, or can try and face your fear. Either is good to me. I have never railed against an GM because they used mind control or command on my Adventurers, nor because they used Passions to drive behaviour.
  25. This was in the Olden Days, before Sword Trance was a thing.
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