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soltakss

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Everything posted by soltakss

  1. If you regard the outcome of the game as a narration, over-generous or too strict handling of these abilities will create plot holes and precendences that you are going to be saddled with in your next scene already as the narrator. Alongside with the narrative techniques of the pass-fail cycle, there is also something like a spotlight cycle to keep in mind. Which is harder to maintain if the plot hook that creates the scene or scenario is anchored in a specific player character. Personally, I think that HeroQuest works best if you forget about myriads of rules and just concentrate on the basics. For me, the Pass-Fail Cycle is meant to be a tool that enables the story to continue while keeping track of consequences, it is not meant to be minimaxed or broken down into detail.
  2. I have a vague recollection that Citizenship of Pavis is only available to those who own property, but would have to look it up to be sure. Joerg has got it right, I think. In rural or traditional areas, all the land is owned by the Clan or the Temple and is allocated out on the basis of need and reward. Those favoured by the clan will get the best land, those out of favour will get the marginal land. Sometimes, the land is owned by bloodlines rather than clans, but the principles are the same, the different families in the bloodline are allocated sections of land. In Clan-based towns and cities, it will be similar, with most of the land held by organisations and allocated out. So, a building might be owned by one clan and apartments allocated to families from that clan, or a Guild might own a building and allocate rooms to craftsfolk to use. In cities, instead of bloodlines, families might own land, but they are effectively the same anyway. Private ownership of land can be tricky.Are you given usage of the land until you die? Does this carry down to your descendants? What is the difference between permanently having usage of the land or owning it? Can such title be transferred to someone else? I think that is the difference between being permanently allocated land and owning it, you can transfer the title to someone else if you own it. Although Glorantha has a tithe for every cultist, it does not seem to have much in the way of taxation. nowadays, we assume that tax is an individual burden, with each person paying their own tax, but historically that wasn't always the case. Landowners would be taxed and they would then raise their own levy on their tenants, to pay the overall tax. So, Tax Collectors would come to a clan and demand 10% of the Clan yield and the Clan would ask its members to pay something towards that. Owners of land would be thus liable for taxation.
  3. Unfortunately, that's what appears to have happened. They may have had several people looking at it, but not someone who is really picky about rules. Fortunately, we have many such people on this forum, myself included!
  4. One thing that the rules don't have is values for other problems. So, for example, there is no Harvest modifier for Disease, Drought, Flood and so on. I have a section on the Sacred Time economy in Secrets of Dorastor, so might add the following: Event Light Moderate Severe Raid -10% -20% -40% Drought -10% -20% -30% Flood -10% -15% -20% Disease -10% -20% -30% Cattle Raiding +10% +10% +10% Rustling +10% +10% +10% The Cattle Raiding and Rustling Bonuses are when you do it to other Clans. When it happens to you, it counts as a Light Raid. Disease can be mitigated by using Sunripen or sacrificing to Mallia, Floods and Droughts can be mitigated by using extensive irrigation, as the canals can be used to drain away floodwater more easily.
  5. Sun County describes farms with a little white stone marking each farm, these are sacred to Ernalda. I would think that these allow the land to be included in one big casting of Bless Crops, so the Priestess can bless all marked hides of land in one go. Ideally, I would like a way for multiple Ernaldan cultists to pool their Bless Crops so they can cast them together, perhaps using some kind of Ritual. In RQ2/RQ3 you would just use Mindlink, but Mindlink no longer exists. That way, a Clan with a powerful Ernalda Temple could cover all the clan lands at once. In Sun County, the Ernalda temple covers the whole of Sun County in one big spell casting. Assuming they do any healing at all (which they normally would), likely including a herbal garden. They would definitely have some land to support the temple. A herb garden makes a lot of sense, especially one with healing herbs. To a certain extent, it doesn't matter that much. a really good farmer without Bless crops will be as effective as a mediocre Farmer with Bless Crops, but a really good Farmer with Bless Crops might get better Income from a single Hide. The best you'll get is to double the Income, no matter what the Bless Crops used, so there is kind-of a limit there. No, the difference is that a good farmer with Bless Crops has, on average, a better yield so has a higher average Income, due to Specials and Criticals. But the major difference is between having a lower skill and failing fairly often or a higher skill and usually succeeding.
  6. Don't worry, Secrets of Dorastor has more men than women warriors, not particularly by design. There is a Scorpion Queen, a Water Nymph, several daughters of Doasta, a very dainty Unicorn Rider and the Mistress of Light, Guardian of the Fires of Heaven, who is a proper hard Vampiress Angel. The men are probably more dangerous though, both as Horrors and as normal encounters.
  7. Also, the difference between using Bless Crops and not using it isn't that much for a single Hide. It gets really useful when you have multiple Hides, as each one is increased to around 150% of the normal Income.
  8. Yes, sorry, I was ignoring the first point.
  9. Bless Crops is stackable. However, I would say that any piece of land only benefits from one casting.
  10. That's how we do it in our currently-stalled Dark Ages game. Players can use the Background or Profession as a Trait, as well as their One Unique Thing and so on. It can be a bit confusing, as they are written in different places on the Character sheet and don't link to a skill.
  11. Ok, even better. We cast Bless crops 10 on 1 Hide of land. This gives a +200 to our Income skill of 50%. On a Really Bad Year without Bless Crops, you are likely to have a -60/-30/0 Income, equating to 5%/20%/50%, with an income of 41L/48L/63L, but with Bless Crops it becomes 190%/220%/250% and an income of approximately 95L/98L/101L. On a Really Good Year without Bless Crops, you are likely to have a 0/+30/+75 Income, equating to 50%/80%/125% and an income of 64L/80L/90L, but with Bless Crops it becomes 250%/280%/325% and an income of approximately 101L/104L/108L. So, the difference between a Really Bad Year with no Bless Crops and a Really Bad Year with Bless Crops is just over 50L. The difference between a Really Bad Year without Bless Crops and a Really Good Year with Bless Crops is between 45L and 60L. So, really, just having 1 Hide means that using Bless Crops gives you a bit more, but not much. I have attached the spreadsheet that I used to work out the average values. SacredTimeIncome.xlsx
  12. So, looking at a couple of scenarios and apologies for a long and detailed post. Please correct me if my figures are way out. Really Bad Year: Previous Years Omens: Cursed -25 to Harvest Roll. Invasion: -40 Harvest. Previous Harvest: Famine -10 Harvest. This gives a -75 Harvest, so the possible results are: 01-85 Famine, 86-95 Bad, 96-100 Good. There is a bug in the table, where it has 95 twice. So, in all likelihood, we are going to get Famine (-60 Income), but have a chance of Bad (-30 Income) or good (No change to Income). As we have a +100 Income, that really equates to Famine +40, Bad +70 or Good +100. The Bless Crops gives +100 to Income. So, let's assume the Adventurer has the Farm skill, they get Farm + 40 for Famine, Farm +60 for Bad and Farm +100 for Good. For the other Hides, they get Manage Household + 40 for Famine, Manage Household +60 for Bad and Manage Household +100 for Good. Assuming a middling skill, this equates to a chance of 90/110/150, which gives a good chance of succeeding. Really Good Year: Previous Years Omens: Blessed +20 to Harvest Roll. No Raids no effect on Harvest. Previous Harvest: Superlative +15 Harvest. This gives a +35 Harvest, so the possible results are: 01-25 Good, 26-60 Excellent (+30), 61-100 Superlative (+75). So, for a Good Harvest we are on +100 Income, for Excellent +130 and for Superlative + 175, which for our 50% skill gives us Good 150%, Excellent 180% and Superlative 225%. Again, this gives a good chance of succeeding and an improved chance of getting a special or critical. In practice, what it means is that an Adventurer is likely to get a full income for hides, rather than a half income. Bear in mind that every extra hide has income shared between Adventurer and Tenant. Assuming a farmer with Farm (80L for the first Hide and 40L for other Hides). On a Really Bad Year without Bless Crops, you are likely to have a -60/-30/0 Income, equating to 5%/20%/50%, with an income of perhaps 80L/100L/160L, but with Bless Crops it becomes 90%/120%/150% and an income of approximately 240+L/240+L/240+L. On a Really Good Year with Bless Crops, you are likely to have a 0/+30/+75 Income, equating to 50%/80%/125% and an income of 160L/220L/240+L, but with Bless Crops it becomes 150%/180%/225% and an income of approximately 240+L/240+L/240+L. So, on a Really Bad Year, the difference is between an income of 80L-160L or over 240L, representing an increase of 80L-160L. On a Really Good Year, the difference is an income of 160L-240+L or 240+L. Specials and Criticals make a bit of difference, obviously, but they particularly affect the higher skills, so further increase the benefits of Bless Crops. So, what does this mean? Casting Bless Crops 10 on a 5 hide estate effective triples income on a Really Bad Year but just moves it up slightly on a Really Good Year. It effectively makes a Really Bad Year the equivalent of a Really Good Year. Assuming a Free farmer for the original hide and a Poor farmer for the others, the Cost of Living deductions are 60L + 4x15L or 120L in total. so, with Tithes taken into account, an unsupported Really Bad Year means you cannot pay your people enough to maintain their standard of Living, so they presumably drop one level. Using Bless Crops means that even a Really Bad Year means that their is a surplus.
  13. Some people say that is routine, but I would say it is extra. That way, those areas with a higher number of cultists with Bless Crops get more benefits. So, the first point adds +20 to the occupation skill rating for Sacred Time calculations, then any extra points used in addition to expanding the number of hides give +20 to the Income roll. Interestingly, this applies to the Income Roll, not the Harvest Roll. To me, it would make sense for this to affect the Harvest Roll (Actually, working through the example, it doesn't). As a GM, I would say this needs to be cast on the High Holy Day of the cult, or on a Holy Day, with the land only benefiting from one casting. So, if your stead has 5 hides of land, casting Bless Crops 5 gives a +20 to your skill at sacred Time. Casting Bless Crops 10 gives you +20 to your skill and +100 to the income. For a single Initiate, having 10 Rune Points is quite an investment.
  14. You are quite welcome to cast harmony and then go and meet the Crimson Bat. Tell us what happens afterwards, if you can. The spell description says: So, rolling 01-05 means that it affects everyone in range of the spell, assuming it has blasted through their Countermagic. As to the Crimson bat, as Peter says, it absorbs all magic cast at it. You could argue that it is an area effect spell, so isn't cast at the target, but, as far as I am concerned, if it has to overcome POW to have an effect then it is effectively cast at the target. Not according to the description. In our old RQ2 days, Allied Spirits with high POW cast Harmony, to force people to stop fighting. Anyone still fighting was then hit by Sleep spells.
  15. We used to have a 6 word answer, but in RQG I'd allow a number of words up to the Adventurer's CHA. We also had GMs who would count on their fingers and say"Well, that's a tough question, I ...". Or you could describe a vision the adventurer has. We did this in a scenario, where I had used Divination to see if Orlanth favoured us attacking an enemy stronghold, the vision came back with angry stormclouds, everyone else said that meant Orlanth was against it but I argued that he was for it as he is God of Storms. Try to phrase the question so that it has a Yes/No answer, or ask a specific question as to who did something. That way, the GM has less wiggle room and, believe me, GMs use all the wiggle room they have. Divination can be a useful tool, but it should not break a scenario. Sometimes, the Deity does not know the answer, or does not want to reveal it. Deities use clues and hints as often as straight answers, so if a Deity responds to a Divination with a straight answer be worried.
  16. I just made that up, but it sounds reasonable.
  17. It depends on what you have available. If you have Sun County, River of Cradles, Strangers in Prax and shadows on the Borderlands, then a Praxian campaign makes sense. If you have Troll Gods, Into Troll Realms and Trollpak then a Troll campaign makes sense. RQ3 didn't really have a Sartar setting, except for Apple Lane/rainbow Mounds/Snakepipe Hollow. You don't mention having RQ2 material, but if you had the RQ Classics or Gloranthan Classics, then Pavis & Big Rubble, Borderlands and Griffin Mountain are excellent, as is the Cult Compendium. If you have the HW/HQ material, a Sartar Campaign makes sense. There is a handy map of all the RQ2/RQ3 Scenario Locations, which might come in useful. However, my preference would be a Pavis/Prax Campaign, as that always gets me going and there is so much material available.
  18. I wouldn't use a spell, just perform the act and get a bonus. You don't need a spell for that. So, if I drop some food on the ground "For the ancestors" or pour some beer on the ground "For the fallen", I should get some kind of bonus for that. It doesn't need a spell, otherwise you end up with hundreds of spells. Some acts might be specific to certain skills. So, I might go into a Tarshite's house and leave my shield outside, indicating that I come in peace (+10% customs) or go into a Heortlander's house and bring my shield inside, indicating that I am willing to defend them against enemies (+10% customs). Wearing a red cloak when visiting a Yelmalian is rude (-10% customs) but taking it off before you go into their house is polite (+10% customs).
  19. This is the kind of thing that I have seen Players raise as something that would add flavour to a game. i have usually said that they should come up with some example and they happily go away and think of a dozen or so things. Then they start using them in play and use all 12, then after a few weeks they only use 10, then 8, then 6 and then eventually they forget about doing these things. It is like the various Lightbringer Challenges for a Wind Lord. I used to love them and would trot out the verses every time we met a Lightbringer, an Earth Priestess or a thing of Chaos, many a Broo heard "Foul Slime, Curse of Existence, Begone!" before they passed away. However, some Players find them tedious beyond belief and just dismiss them with "Yeah, yeah, I know we say that". If you want to give something, then allow each thing you do give a Bonus of +10, but cap them off at a maximum of, say, +20, so it doesn't mater how many you do, the benefits don't get better. Some things don't work with a bonus, for example the "Dying with a weapon in your hand" means you either go to Valhalla or you don't.
  20. In Glorantha, that would be Delecti. He also inhabits fresh corpses until they go off, then he gets into a new one.
  21. Don't forget that Argan Argar gained the spear from his defeat of Lodril. He uses shadow to protect Trollkin armies from the sun.
  22. Once a hick backwater, always a hick backwater. From memory, Greymane was active but then pretty much disappeared, that's about it.
  23. As has been mentioned, most Lunar Tarshites are sort-of Orlanthi under the skin, so conform to that kind of hospitality. In my Glorantha, there are some Lunars who very strongly express that they are different, that they have changed and that the Red Goddess broke the rules. So, they deliberately use the Yelmic Hospitality Rules, or their own Lunar Hospitality Rules, instead of the Tarshite ones. To a certain extent, it doesn't matter. "Don't cause harm to your guests" is a common thing for all Hospitality Rules, for example. However, there might be some differences, so a Lunar might feel free to hand guests over to other Lunars, whereas a more traditionalist Tarshite might refuse.
  24. Right, I am mapping these out, so they fit the style of the other maps in Dorastor. i have the mountain ranges and the sacred Peaks of Orlanth, but when I look at the areas of effect on p 297 of the Guide to Glorantha, I noticed that they differ from my measured radius. On close inspection, it looks as though they are diameters not radii. So, on a Windsday, you get the benefit in a circle of diameter 100 miles, not a radius of 100 miles.
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