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Joerg

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Posts posted by Joerg

  1. Argan Argar has a literacy requirement for initiates and upward, which means they are lay members of LM almost by default. AA seems to be the go-to cult for troll literacy, and the cult is known to make the best use of trollkin, e.g. with the introduction of the spearkin.

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  2. 1 minute ago, radmonger said:

    Many centralised hydraulic empires did. Not so many loose tribal confederations.

    Unless they had the need to pay for mercenary services from normal state coffers.

    Glorantha is built on myth and fallen civilizations. Esrolia was another solar-dominated patriarchalic place before Orlanth freed Ernalda from Harono, and that civilization may have spread beyond just modern Esrolia.

  3. If we are talking tubers, why not something like topinambur (also called Jerusalem artichoke or earth apple)? The plant is from North America, which is generally a good reason to have it in Glorantha. It looks a bit like small sun flowers, possibly reflecting that "seeded by Lodril" better than the poisonous tomato which is grown for its tubers.

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  4. 6 hours ago, Akhôrahil said:

    Collective feeding/rationing makes bronze-age sense, but I'm concerned about what it does for fast-food places in cities, which are surely MGF to include?

    These would be luxuries or contractors for citizens and necessities for visitors and non-citizen residents.

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  5. The "thieving Vanchites" are focussing on the sneaky aspects of Orlanth Adventurous, possibly contributing one or two of his general feats.

    Predating the Lightbringers is a given - they formed up only in the closing parts of the Greater Darkness, even though they show up in Orlanthi Storm Age myths from the start.

    Any of the mammalian totem deities in the Theyalan belt are aspects of the Storm God, whether the boar of the Entruli, the bear of the Sylilings or the ram of those who would become the Vingkotlings. Or the goat god of the Imtherites. "Pre-dating" has a difficult meaning in Godtime anyway.

    Orlanth has taken over the Storm King role pretty uncontested, with none of his brothers interested in royal authority (although fiercely competitive for the role of the alpha male). The most spectacular squabbles were between VIngkot and the Grizly god whose body makes up Grizly Peak (a place that should be rich in bronze as a consequence), and later on the pigs vs. rams conflict for Arrowmound.

    The Jajalarings are maybe the least Storm King animal totem in Peloria. Humakt has wolves as allied totemic beasts, which might be another lost storm tribe with his severing from the Storm Tribe.

     

  6. 5 hours ago, Akhôrahil said:

    Wait, there's an Orlanth the Raccoon?

    The Vanchite ancestral totem is the Raccoon, and they are Orlanthi. Of course there would have been a raccoon aspect of the Storm King, just like the bear.

  7. Hon-eel's twins share their shrines with Daylight, the child of the Most Reverend Horse Mother by Golden Bow, a deity revered by them. While the nomads may dislike Hon-eel for her role in the Night of Horrors, her divine children should be part of their pantheon, too.

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  8. Given Belintar's Proximate Holy Realm, I would be astonished not to find a Kargan Tor athletics arena in his City of Wonders. Quite a lot of features from the Celestial Court would have been reflected in Belintar's magical architecture, quite probably with contributions from Panaxles and Sestarto.

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  9. Orlanth assisted in the "birth" or rebirth of Oslira when he broke the spine of Sshorg(a) with the Dragonspine. Orlanth is mythically dominant or at least present all the way to Jillaro at least, if only in his ursine or coonish incarnation downriver. Whether this midwifing earns him an associate position is a different question.

    I have seen suggestions that Orlanth taming Oslira is a mythic equivalent of introducing irrigation in the Orlanthi lowlands on the upper Oslir.

  10. @Nozbat There is Urvantan in the second scenario of The Smoking Ruins, a centennarian or so Rokari sorcerer with spells, runes, techniques etc. well crafted, and also an opponent from a different sect whose abilities don't quite match his spell collection. Sorana from the pregen characters is an example for a part-time Lhankor Mhy sorcery user (in the Core Rules, some other versions don't give her sorcery).

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  11. 25 minutes ago, Jeff said:

    Because you are overthinking it. Harvest is easy to track - you give up a tenth of your harvest to Orlanth and Ernalda (aka the temple).

    What do you do with the rest of the harvested grain, linen, or cabbages? We have heard about temple and city granaries. Do farmers keep considerable amounts of their harvests in their homes?

    27 minutes ago, Jeff said:

    For every ten piglets, calves, or lambs born you give one to the temple.

    When the (French) Catholic Church required the shepherds in the Pyrenees to yield every tenth lamb, there was a great upcry and many shepherds fled into Spanish lands or even switched to Catharism (about half a century after the great Cathar crusade, full well realizing the threat of inquisition), according to that excellent litle book Montaillou.

    32 minutes ago, Jeff said:

    When it is time to slaughter livestock, you give part of the meat to the temple.

    Which means your lambs/piglets/calves get tithed again.

    For herders tending clan-owned or tribal-owned herd beasts, there is an additional draw from the beasts they raise as dividend to the temple(s).

    But then, most of the regular slaughter will be done by and in the temple anyway, and only the autumnal culling of the herds adjusting for winter fodder may result in more beasts slaughtered than required by temple services.

    Richer farmers/herders will specialize in providing specific sacrificial beasts for certain services, like fur color requirements (or auspicious beasts for a rite). Providing sacrificial beasts is a form of status achievement, even for a tenant.

    Each clan (or grouping of temples) seems to need its own initiate of Waha. That makes home slaughtering a bit problematic, unless Barntar or Ernalda offer the Peaceful Cut, too.

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  12. The Bronze Age distribution of spoils goes:

    The party leader presents all spoils from a mission to the quest giver, who then gives a "generous" reward to the party as a whole, or to individual party members in recognition of feats.

    As such, the 18k L artifact already is in the hands of the quest-giver, and maybe the leader, who then has to think hard about his Orlanthi virtues.

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  13. Rather than just fickle, I would present him with different personalities that may surface according to circumstances. We know two of these personalities - the Wind Lord Garrath Sharpsword, and the Orlanth holy person Argrath Dragonspear, from earlier publications. White Bull may be another character, and he may be possessed by aspects of Arkat.

    Usually, he will be filtered and framed by some of his companions who may pull him into one of the known personas. (With Elusu present, you shouldn't rely on that.)

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  14. 1 hour ago, Nick Brooke said:

    You think that's a "failure"? I think it's exemplary Lunar behaviour. Love over War. Do what your heart tells you is right, even as Emperors and Warlords shout about their Duty. And what's so Lunar about "exemplary service," anyway? Betraying allies when they least expect it is another manifestation of the Moon Goddess... Orlanth couldn't have slain Yelm without assistance from Annilla, the Blue Moon Goddess of assassinations and conspiracies.

    According to Jar-eel's "did they achieve liberation?", Verithurusa was one of the conspirators, alongside Tolat/Shargash and the Bat. The Blue Moon (naturally) is not depicted. Makes you wonder who took the Orlanth role in the cabal that "liberated" Argenteus. Beatpot as King West Wind?

  15. 1 hour ago, jajagappa said:

    Is Gonn Orta carnivorous? I suspect he's grown beyond the needs of mortal hungers (otherwise there'd be no meat to be found anywhere near him).

    I would expect that Gonn Orta's last full meal was part of his wooing the giantess whose baby we meet on the 1621 Cradle. Argrath bringing the wine may have been part of that - the Agitorani needed to drink before reproduction, too.

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  16. The Guide assigns the Chaos rune to only a few cults, with Gark being absent from the listing in the Chaos pantheon on p.153.

    In the Lunar pantheon, there are Sedenya (the Red Goddess) and Nysalor (p.151f). The list of the Chaos pantheon on p. 153(which is stated to be incomplete) includes Bagog, Cacodemon, Gbaji, Ikadz, Krarsht, Mallia, Ompalam, Pocharngo, Seseine, Thed and Vivamort.

    Gark is listed in the Chaos appendix (p.702),  but no runes are given, and again on p.706, both in its own paragraph and named as a Chaos god under the heading of "Other Chaos Gods", again without any runes given. The entire final part of the appendix is presented as a Boristi in-world document, and lacks information about Vithelan chaos deities or the god-like giant chaos horrors like Cwim or the Mother of Monsters.

    The Prosopaedia does give the Chaos rune to Gark and most of the usual suspects. I collected the complete list of deities with runes as an index to Prosopaedia in the Download section in pdf-format. Quite a few deities don't have runes assigned - the Chaos list lacks Kajabor and Jraktal the Tap, for instance.

    Quite a few deities have different runes than in other publications (such as RQ3 Gods of Glorantha, Cult Compendium, HeroQuest, or the Guide).

     

    Previous pubications have been rather loose with their associations with the chaos pantheon. Nontraya and Brangbane are discussed in the section about Unlife in the Guide under the heading "Other Chaos Gods", a section that ends with Zorak Zoran as one source of undead. The Guide remains silent about Gloomshark or the source of the Kralori zombie rowers. Does the imperial navy trade with Huan-to or Zorak Zorani from up north, or do they have other sources for these rowers?

    RQ3 had a spirit magic ritual to create zombies, apparently for shamans. In the story of Vadel's encounter with a powerful Pamaltelan shaman in Revealed Mythologies, several of the Vadeli explorers are turned into zombies by the encounter, their souls or spirits ripped out but the bodies remaining ambulant.

    Non-Gloranhan RQ3 offered a variety of other undead - mummies, draugr, and other mythical creatures using the "no POW, but MP" guideline.

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  17. 6 hours ago, DreadDomain said:

    Still, it is not that it does not exist. It is that you do not like it.

    Yes. There are a couple of conventions set by the design of RQG combat that I would have preferred in a different way. Introducing house rules may change the game in unexpected ways.

    One thing I experienced in mock combat was a non-physical pushback of an opponent (in a rubber sword duel) just by intimidation. (It may have helped that there is a lot of me, vertically.) Imagine a battle situation with your Humakti on point and all attackers going for the flanks rather than the point man, leaving the Humakti without an immediate opponent.

     

    6 hours ago, DreadDomain said:

    Do you have a suggestion on how to fix it? I am genuinely interested. 

    Not a fix, more of a want - something to enable a modicum of movement inside the Strike Ranks in a melee situation. Admittedly more based on armchair research and limited rubber sword experiences than actual martial arts training or real life combat situations.

     

  18. We seem to be mainly in agreement.

    3 minutes ago, Atgxtg said:

    Or you could adapt the supplement to an older version of CoC.

    I was thinking about a submission to the Miscatonic Repository with lifepath events that create both some skill boosts and a list of hooks directly for the GM to lean into, but that has to be for Seventh Edition, which I neither know nor own. (Which can of course be remedied with a little money and some time.)

    3 minutes ago, Atgxtg said:

    [Interspersing a Cthulhu campaign with a few red herring chases]

    Yes, a lot of GMs do that.

    When every outing results in the face-off with horror from beyond the world and from beyond reason, even with Sanity attrition it becomes the usual fare. When you offer other problems which might be as existential for the characters (as e.g. the Police catching up with the drastic solutions you used to prevent the apocalypse one or two adventures ago), the next Mythos encounter may be a surprise again.

    One of the most fascinating Mythos-adjacent offerings of the last few years, Matt Ruff's Lovecraft Country, manages to make the Lovecraftian bits of horror pale towards the description of everyday horror for people on the receiving end of Jim Crow laws.

    3 minutes ago, Atgxtg said:

    A lot of GMs also use CoC's game mechanics for other 1920s, 1890s and modern day campaigns. Since it has been the only BRP game to remain in print over the years it was kinda the only option anyway.  Out of the box 1920s CoC is pretty easily adapted for something like a Indiana Jones type of game, and there is even Pulp Cthulhu. But that isn't what CoC was designed for.

    True. The setting research for CoC usually is quite well done and can serve for normal Film Noir or investigation games.

     

     

    3 minutes ago, Atgxtg said:

    Pendragon wasn't/isn't tied exclusively to Mallory. Greg Stafford used multiplier versions of the tale to flesh out the campaign, such as Georrfy Mommoth's work and the Vulgate.

    When I started my personal dive into fantasy literature in the early eighties, possibly half of the books on the market were Arthurian or pastiches thereof, with the popularity of "The Mists of Avalon" pulling in lame imitations.

     

    3 minutes ago, Atgxtg said:

    Why not?

    Mainly because I should focus on getting anywhere with those Glorantha projects that have plenty stuff written or outlined already.

     

    3 minutes ago, Atgxtg said:

    I'm not so sure. In practice most players probably don't want a bunch of NPCs setting in a stealing their thunder. Even if the PCs get to roll for the NPCs.

    That's not at all what I meant with "troupe play". I encountered the concept first in Ars Magica, where every player was encouraged to create both a Magician character and a companion character (with skills to deal with the mundane world), and for each adventure the player would choose which of the characters they would play. The other characters would continue their usual activities at or around the home base off-screen.

    Character attrition in an action scene won't be replaced immediately - this is not Paranoia where the replacement clone gets shuttled to the smoking boots of the predecessor within minutes. Introducing a replacement character either means there is someone on standby to slip into this role (say someone sitting in the escape vehicle waiting for the party to flee from their current location), or you need a lull away from action to regroup and introduce the replacement from the pool.

     

    3 minutes ago, Atgxtg said:

    Certinaly not for every PC in every adventure. As an occasional benefit, or as a special trait for a single character maybe.  I think FAte's Spirirt of the century had some social stunts like that where a PC could run into a contact or old freind for some help.

    The idea was to let the player characters have shared a number of their lifepath experiences with some of the replacement characters. Surviving in a collapsed bunker in the trench wars in northern France, escaping a shipwreck, finishing a period of education together, being subject to a razzia in a speakeasy (to choose some 1920ies background opportunities) - stuff like that. Ideally also shared with some of the other players' characters so that there already is some common ground between the characters when they enter the scenario.

     

    3 minutes ago, Atgxtg said:

    Yeah, but does that matter if you aren't doing a specific CoC thing?

    Realistically, writing something for the Miscatonic Repository probably will find the bigger audience than a generic self-published BRP ORC license offering, if only through the cross-promotion on Drivethru.

     

    3 minutes ago, Atgxtg said:

    Pendragon's character history tables is probably the closest I've seen to that, since PK roll up the life histroy of thier grandfather and father before play begins. So you get to find out how/if/when/where they died. And retirement is a option in some tables. 

    RQG uses the same concept (in the core rules - the Starter Set has no character creation at all, except for a quick and dirty character tool on the RQ Wiki).

    I have seen people bring in replacement grandparents or parents when the first candidates meet an exceedingly early and possibly meaningless demise. The Char-gen I am envisioning will also protocol these background events as plot hooks for the GM, ideally nicely lined up so that the GM can create NPCs or complications that echo such past experience. Old grudges, possibly a vendetta, unpaid debts (financial or moral)... or thwarted or faile relationships returning as an option.

     

    3 minutes ago, Atgxtg said:

    No, but then I don't think there is a game that covers the residents of a ward outside of some sort of insane asylum. But imagine a game where there heroes of previous generations were all retired and are living in something like an Oddfellows home. Imagine a game set in the 1960s or 1970s where the pulp heroes of the 1930s were the retirees. The older heroes could either serve as patrons, mentors and advisors to the PCs or even be the PCs,  sneaking out past the desk nurse at night to go out and save the world "one more time". 

    Not all previous investigators need to go completely gaga when they get retired, especially when there is an option to carry over some of the accumulated experience to the replacement character as they use the retiring character's exploits as their most recent background results. Putting this into a form that is flexible and makes use of a campaign log or similar will be a bit of a design challenge.

     

    3 minutes ago, Atgxtg said:

    The idea has a lot of possibilities. I kinda like the idea of taking some team from the 80s and having them mentoring/monitoring their replacements, and occasionally stepping it to fix things when the young whippersnappers botch things. The senior characters could have very high skills too. I'm getting Batman Beyond vibes

    Something like that, too. If a young researcher perishes in a scenario, the academic mentor could also be the replacement character, or possibly a retired military instructor.

     

    3 minutes ago, Atgxtg said:

    So it more like you are using CoC for game mechanics and setting, but using it for stuff other than/addition to Lovecraftian horror? Well then yeah, the more you stay away from the Mythos the more useful such a guide should be.

    Sandy Petersen keeps raving about using ghost stories etc. as Call of Cthulhu scenarios. And you can incur sanity loss from non-Mythos traumatic experiences - surviving the trench wars of WW1 caused plenty PTSD (or shell-shock, as it was called back then), and prohibition era gang wars could be very nasty, too.

     

    3 minutes ago, Atgxtg said:

    I think the idea of one (or more) lifepath books ala Heinrich's might be a nice addition for BRP. It would help give PCs a backstory and make character more interesting. Right now character is just sort of bland. You get a big pool of skill points to spend and a rough framework as to where. Something like early life, choosing a college, etc. could be nice for modern games.

    Ideally one would provide a lifepath engine that can be completed with events or tropes native to the setting. One thing that doesn't change much between settings is the development of humans - encountering temporary significant others, gaining or refusing academic or work or criminal experience, serving in the war(s) or similar events (subsequent occupation, colonial endeavors...).

    Earlier in the thread I mentioned Jennell Jacquays' Central Casting books as one such product. These lack the "parental" approach of RQG or KAP, and the group dynamic-building introduction of shared experiences in the backstories of characters (both one's own character pool and other players' characters).

    I'll have to play around with these ideas a bit.

  19. 3 hours ago, svensson said:

    I would have been VERY leery of RQ's ties to GW had it gone that route.

    The Avalon Hill deal was made before there was a Warhammer Fantasy Roleplay (all there was at the time was the skirmish game Warhammer Fantasy Battle). The GW RQ3 license may have overlapped with WH FRP.

    3 hours ago, svensson said:

    I had no idea about the defamation issue with the [Mongoose?] project leader.

    The case made it into Wikipedia. This was before the Mongoose license.

     

    3 hours ago, svensson said:

    I DID like Eldarad very much as a RQ Gateway setting, but the other offerings weren't up to that par.

    Eldarad wasn't bad and had a few useful ideas, but people already had a RQ city next to a ruin field that was very much alive.

    Daughters of Darkness was neither original nor very useful, except in its inflammatory service as centerpiece of community building at conventions.

     

    3 hours ago, svensson said:

    Some of the writing in RQ Second Age was very good, but there were some real drek in there too.

    The Mongoose era was built on an interesting idea but created in undue haste and as a result near complete absence of quality control and not enough research of the available sources. Since the license fees were late and/or short, Greg was pretty exasperated at the deal, and the current Chaosium crew as well.

    Some products contained bits of material provided by Greg, like the Jrustela book(s) or the Clanking City, but the only product that had any interaction with Greg was Dara Happa Stirs, probably the best of the whole endeavor.

     

    3 hours ago, svensson said:

    As far a Pavis being a 'ghetto'

    I was talking about the fact that almost all the published gameable material for RQ concentraded on the Zola Fel Valley, with only Griffin Mountain, Troll Pak and Dorastor and the two early scenarios Apple Lane and Snake Pipe Hollow offering something outside of that region.

    I like the city of Pavis and the Big Rubble, but since my first experience of gaming in Glorantha was the Dragon Pass boardgame, I wanted to play in urban Sartar or the Lunar Empire. RQ3 Gods of Glorantha and the RQ3 Genertela Box (and the RQ3 Bestiary) offered some background information beyond that, as had the Holy Country article in RQ2 Companion, but no campaign material followed. (I did end up playing my first Glorantha campaign in the Holy Country.)

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  20. 7 minutes ago, Jose-san said:

    I'm curious about how people manage taxes in their campaigns.

    Initiates are supposed to pay 10% of their income to their temple. What's "income"? Their basic professional or household income and anything made on the side as well, like loot from adventures? How do you manage this?

    Do you take this into account? Does it affect PC in any way?

    What other taxes exist in Orlanthi society, do clans, tribes and/or cities collect taxes in any way? If so how and how much?

    Thanks to @David Scott for pointing to the official guidelines.

     

    TLDR: I am blathering about how we players and GMs may relate to the difference the Bronze Age-ish setting works, and how to make these activities relate to our real world experience.

     

    In my Glorantha, the clan (and its earth and storm cult, and above it the tribe and the city confederation) have a direct involvement in the agricultural primary production (grain, cash crops like linen or apples, dairy, meat), and the harvest is a collective effort under the auspices of the local temples and officials. Apportioning the hides and recognizing the surplus beyond returning the seed stock (which will have come from the clan granary) as "individual" hide manager effort is the tricky bit to decide what is household income.

    What is a household in Sartar? RQG makes it look like the adventurer's activities decide over the financial fate of the extended family they belong to in the name of player agency. Sure, the player gets to make the end-of-year rolls depending on the player character skills, the rules offer a result for annual income and the consequences of not having met the requirements. Wealth generated from non-adventuring activities seems to be seen as contraproductive to game enjoyment.

     

    In actual play, material adventure rewards can (and occasionally do) outdo annual income rewards by a magnitude or two. At the same time, annual household income from a single hide is in no way sufficient to afford a season of training or a new point of spirit magic once every two years for a single character, and there may be more than one player character to a single household. The designers seem to believe in an austere scarcity regime when it comes to means available to develop a character by anything other than adventure rewards.

     

    The question then is how to tax adventure rewards. And that is where playing in a Bronze Age-ish setting hits us with a series of hammers.

    If you play a "culturally correct" game, the designated leader during an adventure gets to decide the distribution of all rewards accumulated in the course of the adventure. Regardless who overcame that foe or who might want to claim dibs on a find, Bronze Age culture puts all the rewards in the hands of the designated leader, who in turn is obliged to bring all of this before the quest giver. Typically, the quest giver is an official of one of these tax-taking institutions - in the GM Screen adventure book, the quest giver is ultimately Queen Kallyr or one of her officials, in the Starter Set, the adventurers are brought before the City Rex or his officials and get their quest from them. In theory, one of the adventurers becomes the quest leader responsible to present all the spoils of the endeavor (minus consumables used up in the fulfilment of the quest) to the quest giver, who takes it and then doles out rewards to the party leader and possibly individuals with special achievement. The party leader distributes the rewards to the party according to rules of leadership similar to the shares distributed by a pirate crew, typically receiving a double individual share and a bad time reserve share he (or a temple) keeps for maintenance or weregeld payments, and the other party members receive their share.

    If this process means that the party has given the entire amount of the loot to the quest giver, then the amount the quest giver returns to the party leader and possibly individual party members would be "taxes paid" but not individual cult tithes paid. But then, equipment upgrades aren't exactly taxable, while ostentation upgrades (i.e. material wealth that can be traded or just presented to underline one's status) might be. A player adventurer receiving something as reward from their own cult would not be tithed for that boon. Receiving a reward from a different cult or a different leader might make the leaders in their cult or clan listen up for their organisation's share in that, and at least build up an expectation to receive something which may affect their generosity when dealing out stuff from their coffers in the annual distribution of economic assets.

    That's because "property" is mainly owned by the institutions, not individuals. The household is such an institution, with property assigned to it by the clan and/or temples, which in turn may have been assigned property by superior temples or by the tribe, or the city confederation, or the confederation, in all cases through the leaders of those institutions or officials acting in their name.

     

    I guess hardly any game follows this culturally correct procedure. Practically all us players and GMs are part of a capitalist society that recognizes individual property and institutional property in the capitalist sense, and few of us will have any practical experience with taking adventure missions (although some of us may have experienced taking on military missions or development or investigative contracts). Few of us will be familiar with collectively owned assets or collective income outside of the tax revenue of (usually emotionally distant) institutions. Perhaps the closest to the adventuring activity of our player characters is service in volunteer militias (like e.g. volunteer fire brigades in rural areas, or technical aid services in disaster relief like provided by the German THW or some cases of National Guard mobilisations), or reservists recalled to active miltary duty. Or maybe volunteer participation in archaeologocial digs.

    When framed in such terms, the quests aren't expected to finance our lives. We might get a tax-deductible or in rare occasion a tax-exemted material reward for our participation. We might get an advanced rank in such volunteer organisations or in our professional careers from such activities, but we might also see our professional careers falter or be damaged by such extracurricular activity.

     

    Our expectation of spoils of adventures has been built by fiction or more approachable historical approaches to looting, like e.g. Henry Morgan's codex for his pirates (which may have been a fiction in his time, too) applied to our real life understanding of modern personal property. We might live in a system that demands property tax from us - more often indirectly unless we are registered as land owners or drive a car, or run a business which has such taxable property. We are used to income tax and social security payments, and taxes on windfalls like inheritance or significant gambling or lottery wins (when run by registered organizers who need to deduct taxes).

    Tithing a religious organisation may be familiar to a subset of us, but usually on a much lesser scale, and voluntarily or (over here in Germany) as a small percentage on top of our regular tax payments forwarded to our state-registered creed that has delegated tithe collection to the state. We don't expect to tithe our new car or our new house, or the new roof to our house, to the church. We are rather used to claiming tax deductions from our usual drain of income when doing such investments.

     

    Few players would understand their property as that of their household, possibly on loan from their local or national government. "Mine" is what we are used to thinking, rarely "ours", with the "us" rather narrowly defined and rarely extending to non-core family communities. Sure, our local church or club may own a property, which we as members have a certain feeling of "ownership", but that is different from the ownership e.g. for the clothes we wear, unless it is a uniform or security gear provided by our employer required for our work for that employer. We may be used to regard military (or otherwise security) service weapons as property of the employer, but we may also own our personal weapons (for hunting or sports).

    Few of us are working in primary production any more (farming, herding, fishing, professional hunting, subsistence farming or gathering)., but many may have a garden on the side or collect mushrooms or berries in the commons during the right seasons, or fish or hunt not just for trophies but for the frying pan on the side. We don't expect to pay taxes for these non-commercial activities even if they may relieve our budgets somewhat, and neither will Gloranthan societies (other than sharing your spoils of such activities with your households when you are in the situation to bring them home). Note that the Gloranthan conception of household usually extends way beyond the notion of flatmate or core family.

     

    Perhaps the face-to-face gaming session, maybe with a collective barbecue and the pooling of game snacks and drinks, is the best real life approximation for in-game economy.

     

     

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