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Everything posted by Jeff
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Of course it could. Just don't make it substantially the same as RQ's battle magic or spirit magic. Give it different durations, ranges, etc., come up with a different spell list (instead of RQ's) with different effects, and tailor it to your Bronze Age fantasy. And to be honest, that is the same thing we would do if we were doing a historical Bronze Age game. And if your Bronze Age setting is based on say Gilgamesh or Troy, it is safe. If on the other hand, it is based on a world with a moon worshiping empire that is at war with a storm worshiping mountain kingdom allied with animal riding nomads, well we might have something to say.
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I'm sure you can find another source for your cyberpunk treatment of Merlin and Morgan le Fay than Malory. But honestly, this whole discussion smacks of angels on pinheads. Are you planning on publishing a cyberpunk game with Merlin and Morgan le Fay? Heck are you planning on publishing a game based on Malory? Then we are happy to chat. Or are you just raising hypotheticals on an Internet forum for the sake of raising hypotheticals?
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Honestly, I am cool if other IP owners do what they want with their IP. Hold onto it like jewels, give it all out, give some of it out, whatever. But honestly, I don't really care what others are doing. If you want to publish a game building off the BRP rules, now you can. If your interest is in creating your own variant of Cthulhu, RuneQuest, or Pendragon, well you can't do that. Seems pretty simple to me.
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Cool! To me, magic should always be tightly linked to the assumptions of the setting - which is why there is no default magic system in BRP. But I have no problem with others coming up with something.
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The Cthulhu magic rules are not "substantially similar" to any RQ's sorcery rules. RQ3 and RQG have very distinctive sorcery systems. As the license says: Sorcery: If substantially similar to the sorcery mechanics presented in any version of the RuneQuest rules. Original magic systems not derived from RuneQuest may be called “sorcery.” RQ's Rune magic with its system of sacrificing POW to specific cults to gain a spell effect is even further away from Cthulhu. Spirit magic is essentially a spell list. Come up with your own spells - RQ's list of Bladesharp, Protection, etc. are hardly universal spells. Come up with spells based on reading tomes, or carving symbols into wood, or whatever.
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If you think the Legend OGL is "cast-iron", then you are fooling yourself. Heck, on the face of it, the very license used is invalid. But if you want to use something close to Prohibited Content, then you should probably ask myself, "would the reasonable person think this is a substantially similar mechanic?" And really in most cases it is going to come down to, "did I really just repackage the Passions from RQG and Pendragon for my game - or did I create something uniquely tailored to my game?" If you want to make your game using BRP, you now can - there's nothing stopping you. But if you want to make a thinly veiled retroclone, we didn't open that door. Jeff
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Passions, Augments, and Pushing were not mechanics in the BGB. Or indeed of any version of BRP (except Pendragon) until a few years ago. Somehow Chaosium managed to publish Stormbringer, Elric, Ringworld, ElfQuest, Magic World, Nephilim, all of the BRP monographs, and heck, just about everything else, without using them.
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Because it is a reference document. The skeleton so to speak. You are welcome to add to it as long as you avoid Prohibited Content. The license explicitly allows derivative works. You can add hit locations, add your own magic system, psychic powers, rock god songs, archetypes, funky mechanics, psychonautical exploration mechanics, alchemy rules, spell systems based on the Sefirot or talking to angels through crystals - whatever, go for it. Just don't try to create a retroclone of Cthulhu, RuneQuest, Pendragon, etc.
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I think the main difference between a member of the Polaris cult and the Rigsdal cult is that the Rigsdal cultist speaks Heortling, and the Polaris cultist speaks a Pelorian language (and probably has a nicer temple).
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Rigsdal is just an Orlanthi name for Polaris/Polestar. This cult among the Orlanthi is minuscule but Polaris is known and recognised. I think Polaris is Neutral towards Orlanth.
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Just how expansive will the Gods Of Glorantha guide be?
Jeff replied to redmoongoddess's topic in Glorantha
All the main cults in Esrolia are covered here - Ernalda, Asrelia, Esrola, Choralinthor, Engizi, Babeester Gor, Maran Gor, Argan Argar, Barntar, Orlanth, the Lightbringers, Lodril, etc. There's a few purely local deities like Vogarth that will get presented in a regional supplement, but less than 5% of the population are initiated into all these minor cults collectively. -
Just how expansive will the Gods Of Glorantha guide be?
Jeff replied to redmoongoddess's topic in Glorantha
Many of these Underworld entities don't have cults. They might be invoked in other cults, but are not a source of magic or other direct benefits. Thryrk and Aroka do not have cults, although they are well known to the Orlanthi. -
Just how expansive will the Gods Of Glorantha guide be?
Jeff replied to redmoongoddess's topic in Glorantha
I also don't give cult writeups for Holder, Kaldar and Sinjar, or Bimbaros the Porter to Hell. -
Just how expansive will the Gods Of Glorantha guide be?
Jeff replied to redmoongoddess's topic in Glorantha
Jeset doesn't have much of a cult. To the extent he is worshiped as a spirit cult by the trolls, that is better addressed in a troll book. -
Just how expansive will the Gods Of Glorantha guide be?
Jeff replied to redmoongoddess's topic in Glorantha
Wachaza is in the Cults Book. Ompalam, Lamsabi, and Selarn are local cults outside of the core homelands. I have an Ompalam cult writeup already though.