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Bohemond

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About Bohemond

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  • RPG Biography
    I've been playing RPGs since I was 8, in 1975. My older brother discovered Glorantha in 1981, and I've been playing it ever since
  • Current games
    The Orlmarth Campaign
  • Location
    Milwaukee
  • Blurb
    My blog, An Historian Goes to the Movies, at aelarsen.wordpress.com, deals with film and movie from the perspective of an academic historian.

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  1. Bohemond

    Odayla in the Underworld

    The cult write-up doesn't provide any detail on that. It mostly just says that no animals would eat his body. There are probably multiple stories about that piece. In my quest, I'm going to start the hereoquest with a ritual combat against some enemy in which Odayla gets 'defeated' and 'killed'. They put him in a cave and that's where he crosses over into the Underworld.
  2. Bohemond

    Odayla in the Underworld

    I've got to give the player the text of a myth to work with. The myth could end "and then proved he was alive" but that feels a bit anticlimactic for a sacred story. Also, I've trained my PCs to research quests before they run off to do them, so they'll probably try to find other examples of people doing this quest, which means I probably have to at least give them an example of how one proves one is not dead.
  3. Bohemond

    Odayla in the Underworld

    In my campaign the clan chieftain has been severely injured due to a heroquest he performed. One of the PCs is an Odaylan and pointed out that Odayla has the Sleep Back to Life Feat, so he proposed doing Sleep Back to Life as a heroquest with Gordanger as the beneficiary of the quest. (Obviously, this is stretching things a wee bit, but the player has been a bit disconnected from the game, so I'm gonna let him do it in hopes that it helps him engage more). The text of the Odayla cult doesn't give much detail about what Odayla's time in the Underworld looked like (S:KoH, p.283 "His soul awakened in the Underworld and made itself to the Hall of the Dead where Odayla proved that he was not dead, but merely sleeping. The king of the dead returned him to the world of the living and his soul rejoined his body, now fully healed." That gives me a lot of freedom about the myth, but that's a double-edged sword. To complicate things, the campaign is headed toward an Underworld HQ later, so I don't want to just copy exactly what's in the Underworld quest portions of the Orlmarth campaign, the Eleven Lights, and quest from HQG, although I'm looking at those for a framework. But I don't want to steal thunder from later in the game (although I think the Odaylan will get some benefit from having gone to the Underworld before). So I've got two questions. 1) Any ideas about what Odayla might have run into in the Underworld? 2) How did Odayla prove he was not dead but only sleeping?
  4. Bohemond

    Framing the Contest

    For me, the thing that always helps is to approach HQ like a movie. In a movie, the scale of action varies depending on what the point of the scene is. A sword fight between a man and an orc might look quite different depending on what point of the film we're in. Early in the movie, when Rurik is a total novice who is the only survivor of an orc attack on his farmstead, the fight might stretch out for several minutes, with each swing of the sword mattering because our hero isn't very skilled yet. So the film might get a lot of drama over whether Rurik can survive this desperate encounter. Late in the film, when Rurik has finally tracked down the orc chieftain who ordered the raid that slaughtered Rurik's family, the sword fight between Rurik and the watchman orc on the edge of the camp might be totally incidental to the drama, which is about confronting the evil chieftain. So when Rurik fights the watchman, it might just be a single enchange of blows that's over in a second or two. Same challenge (kill the orc with a sword) with two very different dramatic objectives (kill the orc to survive vs kill the orc to get to the chieftain). So for me, HQ encourages me not to look at the specific action, but rather to consider the importance of the action in the dramatic narrative. No one at the table really cares about the watchman, but if Rurik can't kill him, we don't get to the much more dramatically interesting moment when Rurik finally gets a chance to avenge his dead family. So let's treat the watchman as a Simple contest while the chieftain is going to be an Extended contest. Put another way, in RQ you're simulating a series of fights. In HQ you're simulating a movie or tv show about a character who has a series of fights. Which system you want to use is determined by what it is you're interested in simulating.
  5. Bohemond

    Roitina the Ceremonialist

    I posted this on the Glorantha forum on Google, but didn't get much response to it, so I thought I'd try here. In S:KoH, Roitina is listed as a Harmony Rune subcult for Ernalda, meaning that a PC must have a 10W in Harmony to become a devotee to Ernalda that way. But the Ceremonialist feat is listed as based on the Earth Rune, not the Harmony Rune. Is this a typo? If not, it seems very strange, because it would mean that the PC probably has a lower Earth Rune score (since she would have to sink a lot of points into Harmony) and therefore she wouldn't be very good at her own feat.
  6. Bohemond

    Any good chaos heroquests out there?

    A while ago I wrote up a Thed heroquest for an RQ scenario. The PCs were supposed to encounter the effects of the quest part way through and stop it before the quester could finish it. It might give you an idea for something. http://ruleonemagazine.com/Iss14/BellyOfTheBeast.php
  7. Bohemond

    New HQ products?

    Wyrm's Footnotes would be a great way to get some bits of my wishlist met, like more heroquests or scenarios.
  8. Bohemond

    New HQ products?

    If anyone cares about my wish list, here it is (in descending order): 1) A book of hero quests for a range of cults (or scenarios built around the same, like the Humakt, Raven, and Wolf scenario and quest). For example, an Ernaldan quest, a Lhankor Mhyte quest, a Babeester Gor quest, etc. Especially quests for female PCs in less martial cults. 2) A book of drop-in scenarios for Red Cow (especially something that makes use of Snakepipe Hollow) 3) Praxpack! Please please please! How do shamanic quests differ from theistic ones? 4) A Holy Land sourcebook 5) A Lunar or Dara Happan sourcebook. Something that makes the Lunars playable as PCs in a full way (detailed write-ups of the individual Seven Mothers cults for example) 6) A book of Lunar or Dara Happan scenarios
  9. Bohemond

    Upcoming Glorantha publications

    Now that Eleven Lights is out in hardcover, is there any word about what's next in line for publication? It would be really nice to see some scenario packs, either for generic Sartarite clans or drop-ins for the Red Cows (the way the scenarios in Sartar Companion serve as drop-ins for the Orlmarth campaign. Or a book of myths and the quests associated with them, fleshing out cults that don't have a lot of quests available (which is to say, most cults except Orlanth and Humakt)--things on the order of the Lawstaff quest and the scenario written for it.
  10. Bohemond

    House Rules from Veterans

    I'm not sure this is really a House Rule, but I occasionally award a player the 'Humor Point' or the 'Great Story Point'--a bonus Hero Point awarded when a player does something that makes everyone laugh or go "wow! that was awesome!" It encourages the players to think in term of telling their character's story rather than 'following the rules'. Also, when someone spends a Hero Point to affect a die roll, I ask them "What does that Hero Point look like?" They get a chance to briefly narrate the thing the character did that tipped the balance in their favor. "I jumped up into the air and drove my spear down through the Lunar's chest, pinning him to the ground " or "I rendered her speechless by given her such a seductive look that all she could think about for a moment is how much she wanted me" or something like that. Again, it encourages the players to focus on the storytelling, not the rules.
  11. Why the hell does that second trailer feature a rendition of Silent Night? What can an 19th century German Christmas carol possibly have to do with the series?
  12. Bohemond

    Bits of Glorantha you ignore

    The current approach to Babeester Gor makes them almost unplayable. They're all deranged psychopaths. I've toned down their maniacal bloodlust for my PCs
  13. Bohemond

    How to teach Glorantha?

    I've had some success by including a myth in each session. At some point in each scenario, work in something related to a different myth. Maybe tell him one of the big stories, like the First Sword or Orlanth's conflict with Yelm. Then in the next scenario, have him participate in a ritual that includes some mythic details. Then throw in an NPC who has a conflict with some other cult. A big part of what distinguishes Glorantha from other worlds is its rich mythology, so drop it in bit by bit. But the trick is to not do it all at once--that will get overwhelming and preachy.
  14. Bohemond

    Gloranthan themed birthday party.

    You might think about using the themes of 'No One Can Make You Do Anything' and "There is Always Another Way". (Best to leave out "Violence is Always an Option", especially since 10 year olds already know that, in my experience).
  15. Bohemond

    Heroquests

    Sure. I get that. It just really limits who the scenario can be run for. Pretty much all my Glorantha gaming groups have had female players in them, so I've never gotten to run this one.
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