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Steve

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Everything posted by Steve

  1. Check out the sticky on upcoming Glorantha publications in the Glorantha forum. I'm hoping that you're interested in Glorantha, otherwise I haven't really got any news for you. You'll see that we should soon have two new books, the two-part The Coming Storm campaign. There are lots of other goodies on that list too.
  2. Nice work in kicking this off, @Oracle. How about splitting this into two threads. One for typos which don't materially affect the rules, and another for actual errors in the rules (including typos which do make the rules "wrong"). Doing so would seem to help make it easier both for newbies to find the more important stuff, and for Chaosium to be able to perhaps give us official answers and turn it into an official source of errata.
  3. http://www.princeofsartar.com/comic/77-the-king-of-the-giants/
  4. Surely the Guide is the ultimate canon source here? And it backs up what the OP says. On p103 it says "Almost all merfolk can stay underwater for about an hour at a time, but must then surface to breathe for a time". And of the Gnydron it says "They are the only merfolk which still breathe water".
  5. I am *really* looking forward to this.
  6. Updated PDFs of Snake Pipe Hollow, Fangs and Apple Lane are all up on BackerKit now (for KickStarter backers), in case anyone didn't see the email from Rick.
  7. Titivate: 1 ▸ a verb trans. Make small enhancing alterations or attractive additions to; smarten, adorn; put the finishing touches to. Also foll. by off, up. ▸ b verb intrans. Make oneself smart; smarten up. (a) R. Frame She slapped on her warpaint and titivated her hair. 2 verb trans. = titillate verb 1. (Freq. considered erron.) . titiˈvation noun. titivator noun a person who titivates
  8. Officially confirmed by MOB over on the G+ Glorantha group.
  9. "simple outfit" is one way of putting it, I guess ...
  10. Nice interview. Shame about the visuals sometimes not matching the audio at all - e.g. displaying the RQ6 rulebook and Guide to Glorantha when Rick is talking about the RQ2 Kickstarter.
  11. Good point about the trolls, thanks. I wonder if that "evolution" was in a different way to which we would understand it on our own planet, though. Perhaps more of a magical evolution? I realise that trolls are an Elder Race, but they wouldn't have enough time to have undergone a physical evolution, would they?
  12. I may be going off at a bit of a tangent here, but given the big differences between our own planet, with its laws of physics, and Glorantha, with its magic, does the concept of evolution apply at all in Glorantha? Or is there no such thing due to the lack of the huge timespans necessary?
  13. I said it over on G+, but I'll say it again here - I love this! I wish I was in one of your games.
  14. I never doubted that they were original typos, Rick! Apple Lane typos: p22 - Drowing 3 - "attemp" instead of "attempt". p22 - The Gorp - "disolving" instead of "dissolving". p23 - 7 The Flat Room - it has "pomrs ts", this one looks like perhaps an OCR error? Presumably meant to be "points <something>"? p23 - 7 The Flat Room - "squeeking" should be "squeaking". p23 - The Reflection Points C - "cuirasse" should be "cuirass". p25 - 17 The Stream Crossing - "witholding" should be "withholding". p26 - Background - "nutricious" should be "nutritious".
  15. Typos: p6, The Alchemist - "Lankhor" should be "Lhankor". p19 - Found Items - in the PROCEDURE paragraph it says "one one". p31 - 6. Hiss - it has "wth" instead of "with". p32 - in the last complete line of the first column it has "they they". p39 - 7. Dragonewt Weapons - it has "about about" in the first paragraph.
  16. Jeff has certainly talked about half-timbered houses in the past, which is what those two pictures are showing. I like the first of those two a lot.
  17. I totally agree and respect the fact that everyone may implement heroquests in different ways. What I'm trying to get at is the way that they're intended to be run, from what's said in the likes of HQ:G and S:KoH. The Waha quest is also in Arcane Lore. I might have missed something, but I can't see anything in it that says the quest is intended to be used to rescue herd beasts taken by someone else. For example, how does the one-way wall from the myth fit into the mundane world? Sure, I can see that you could choose to play it in that way. But I still think it's going to be extremely difficult to find a suitable myth to fit any particular situation the PCs find themself in. They can try, but I can see it being very difficult to ensure that the friend of the PCs will be the one "chosen" by the heroquest to play the troll, rather than a real enemy. It would seem to me that it would be unlikely that this friend would be the best match for the opponent, and the write-ups say that typically the best match is chosen. I am not trying to disagree whatsoever with the idea of playing heroquests in this way. But I didn't think that was the original intention.
  18. I dunno, this is contrary to how I understand a This World heroquest working. I totally respect that YGWV, and I also realise that for a long time there was no published information about how heroquests are supposed to work. But I have a lot of problems with the above approach. Most importantly IMHO, a heroquest is supposed to have a mythical background and you're reacting parts of the myth in the mundane world if it's a Real World heroquest, attempting to bring back a benefit for your community from that heroquest. But the approach above seems the other way around, it seems like trying to do something specific in the mundane world, and then trying to force a myth onto it - e.g. if you want to steal something in the real world, then you find a myth where your/a god steals something, and you declare that this is the heroquest you're doing. It seems like the wrong way around to me, you're deciding what you want in the mundane world and then shoving a myth on top (and I don't really get why if you want to steal something, you don't just hatch a plan to steal it rather than making it a heroquest). I also see a number of problems with doing a raid in this way. Firstly, it's made clear in HQ:G and S:KoH that there will be a suprise or two along the way. The stations may not be what the players were expecting. So this is surely going to throw a spanner in the works if the players were planning this all out in real world terms. S:KoH says "Locations that are not under the full control of the participants increase the risk of an unpredictable surprise that could threaten the success of the quest and the lives of the questers." The ideas that you mention make it sound like the players have full control over what sort of stuff goes on in this Real World heroquest. I can't find the source right now, but in one of the books there's a description of how a hero in RWH who is interacting with a river spirit/god may appear to mundane world inhabitants that he's just thrashing around doing strange things, so surely the players run a very high risk of being vulnerable - e.g. in their planned raid then who's to say that as they were hoping to sneak up on their opponent's hideout, they don't have some sort of unplanned encounter that causes them to make a load of noise and draw a lot of attention to themselves, which they don't have any control over, and in the mundane world their opponents can attack the party while they're vulnerable. I just don't buy the whole idea of getting a RWH to neatly match to something you want to do in the real world, without very great dangers and unplanned things happening. It sounds very God Learner-ish to have it all mapped out. I may be missing something, of course. And as I said at the start, of course I accept that YGWV.
  19. According to HeroQuest: Glorantha, "a heroquest is simply a type of story that explores Gloranthan mythology". In this traditional sense of what a heroquest is, that means you don't just do some sort of dimension-jumping thing where you attack someone/something back in the regular world. You go on the heroquest to bring back some sort of benefit, usually for your community, but it could be a specific item (based on some special item that has been prepared for you to take on the quest, and to bring back in a different form). I don't really see how references to "attacks", in terms of a heroquest, make sense.. You can't go and "attack" another clan as part of your heroquest, although you could go on a heroquest that involves a myth that is something to do with that clan, though that still wouldn't mean you "attack" them. In a This World heroquest, you're still acting out part of your myth, not just going on a random raid. The thing about others being pulled into a heroquest against their will - you can't "choose" who those people are going to be, particularly as you normally have no idea what your enemies are doing heroquest-wise. If you did find out, perhaps someone spied their long-running preparations, then the only thing you can do is bear in mind that the "best" matches for opposition in that heroquest may be pulled into it, which *might* be some of your nominated people. But it's a very long shot in my view, those opponents really could come from any time and place. Of course, YGWV, so you may not choose to play it like this ...
  20. Here's the latest page, and it was well worth waiting for ... http://www.princeofsartar.com/comic/71-the-master-of-this-house/
  21. I was just scanning through Arcane Lore, and there's some interesting stuff on this in there, including the mention of being drawn into someone else's heroquest "by accident".
  22. I'm fascinated by the topic of heroquests, and especially the Summons of Evil and the area of drawing your opponents in (and vice versa - the PCs being drawn into someone else's heroquest) so I'll be very interested in the replies here. The books (e.g. HQ:G and S:KoH) talk about adversaries/strangers from "this world" being drawn into a heroquest. But it would seem more than a little unfair for them to die in "this world" if they die in the heroquest. I imagine that whilst they are drawn into it (do they disappear from this world, just as the PCs would in an Other World heroquest?), if/when they are killed they will simply pop back out again, unharmed, via the magic of the heroquest. As for getting away from someone, it takes an awful lot of preparation (and resources) to get an Other World heroquest ready. So I don't see how it could be used just to conveniently disappear from someone.
  23. I'm really looking forward to the artwork in The Coming Storm. Hopefully there will be a lot of stuff to help flesh out what Jeff is trying to explain here. A picture paints a thousand words and all that ...
  24. Jeff, would you say that the following illustrations from Sartar: Kingdom of Heroes are still accurate or not so much? How about those diagrams of the towns of Jonstown, Swenstown, Wilmskirk etc?
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