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Bohemond

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Everything posted by Bohemond

  1. 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
  2. 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.
  3. 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).
  4. 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.
  5. Bohemond

    Heroquests

    I find this one a bit frustrating, because the myth is never explained. It's handled entirely from the perspective of male PCs, which mean that running it with female PCs becomes a problem, because they would presumably participate in the portion of the quest that done 'off-stage'. So basically, if you have any female player characters, you can't really run the one unless you want to make up all the unexplained material.
  6. Page 52, "After the PCs, Darna and Salissa, but perhaps surprisingly to the PCs, Farandar and Kullina speak up in their favor. " This is confusingly worded. I had to read it several times to make sense of it. I think the idea is that after the PCs, Darna, and Salissa talk, Farandar and Kullina speak up in their favor, perhaps surprisingly. Or does it mean that after the PCs speak up, Darna, Salissa, Farandar and Kullina speak up in that order (meaning that the narrator has to invent speeches for each of them)? Also, on the same page, Salissa says “Would that I were a younger woman, I would take Vinga’s vows, dye my hair red, and kill this man myself, for it appears that we have no men left in our clan?” That's a statement, not a question, so the question mark needs to be either a period or an exclamation point.
  7. Ashwater Falls seems like it should be marked on the map on p. 29, but is not, so it's unclear where it is located on the Heort Creek. Also, on p. 28, under Brightwater, there is a reference to 'the bloodline' that does not specify which bloodline is referred to.
  8. Page 57, "In 1363, Cinsin the Wolfskinner gathered survivors into Red Cow Fort." Pretty sure that should read 1463, especially since on the next page, the start of his reign is listed as 1463.
  9. Bohemond

    Heroquests

    Thanks! That's a nice list.
  10. I have been craving a Prax campaign for HQ for a long time. I ran one on my own for a while, but it eventually died in part because there was so little information about Praxian society I found myself struggling for idea (but also in part because two players became difficult and sort of torpedoed things).
  11. Bohemond

    Heroquests

    It's the source of the Eurmali ability Cause Spontaneous Orgasms.
  12. Bohemond

    Heroquests

    Yeah. I was trying to teach my players that researching myths was a valuable thing to do, instead of just running out and performing the quest. And the quest had a couple of extra complications in it (for complex reasons, both Gagarth and Krarsht were going to interfere in the storyline), so I wanted to give the PCs something that would help make the quest a little easier if they were struggling
  13. Bohemond

    Heroquests

    When I ran the Orlanth makes the Storm Tribe quest for my PCs, who were doing it as proxies for another clan, the PCs wisely did a bunch of research by tracking down other clans who had performed the quest and then bargaining with them for information about what they might run into. That gave them several options for dealing with the problems of the quest, such as one clan that told them it was possible to circumvent a particular station by asking the god they just helped where they might find another god (allowing them to ask for a god who wasn't the next one in the myth).
  14. Bohemond

    Heroquests

    So heroquesting is a fairly important part of Glorantha campaigns, but it seems like there aren't actually very many heroquests that have been written up as playable scenarios. Adapting the KoDP quests for tabletop is fairly easy. There are the Lawstaff quest, the Descent into the Underworld quest from S:KoH, and the 'Hara Orane' quest in Heroquest Glorantha, neither of which has a specific myth attached to it, and Umath and the Emperor from P:GtA. Beyond that, there's Humakt, Raven and Wolf, a couple quests from TotRM, like the Sky Bull quest, the two quests in Dara Happa Stirs and Blood of Orlanth, and the very old Waha quest (which by this point is probably so obsolete in its mechanics as to need a serious overhaul, since it's written as a theistic heroquest). That seems like very small number for something so central to the game. Are there other published quests that I'm missing or forgetting? (I'm guessing there might be one or two others tucked away in old publications that don't really conform to current ideas about Glorantha.) It would be nice if there were more quests that GMs might toss at PCs when situations arise.
  15. In my game, the Orlmarth PCs were helping their related/allied clan the Antorlings who were horribly riven by factions. The Antorlings had traditionally performed this quest every time it got a new chieftain, as a way of re-affirming the ties of the bloodlines that had been brought together to form the clan long ago. But two generations back, Gagarth the Bandit had turned up as a heroquest surprise and defeated the quester quite badly. Subsequent attempts at the quest became to encounter the same surprise and eventually the clan stopped performing the quest because it kept failing. As a result, Disorder spread within the clan, causing the bloodlines to quarrel, and eventually leading to the election of an Ernaldan who governed mostly through browbeating. To make matters worse, one member of the ring was seduced by Krarsht and began doing unspeakable things, and then framed another bloodline for his crimes, ultimately leading the chieftain declaring the whole bloodline outlaws. The clan was literally about to collapse. When the PCs visited and learned what total disaster the clan was falling into, they decided to perform the Making the Storm Tribe quest as a way to quell the internal strife that their kinsmen were struggling with. The quest was quite a challenge for them--the stations came in a very unexpected order, they had trouble finding the gods they wanted to invite, Krarsht tried to kill Esra and had to be defeated, and Gagarth stole Ernalda's Chest of Treasures and had to be hunted down. But they got through it, and when they returned, the incompetent chieftain declared that she was stepping down, much to their relief.
  16. Why doesn't Foundchild have a shaman path? There seems like such an obvious range of shamanic magics for hunting and dealing with animals. It seems like it's giving up a lot of gaming fun.
  17. Bohemond

    Heroquests

    This raises a question for me about the Hero and the Grove quest, which is written to have three levels: Orlanth, Heart, and Colymar. If PCs choose to do the Colymar/Easy Difficulty level, aren't they Heroquesting in Time? I thought it was possible to quest to replicate historical events as a way to strengthen one's chance of accomplishing something similar.
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