Jon Hunter

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Jon Hunter last won the day on September 2 2016

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About Jon Hunter

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    Senior Member


  • RPG Biography
    Old RQ from back in the day
  • Current games
    RQ, and whatever the guys are up to
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  • Blurb
    You don't want that ....
  1. The ruins such as the plateau of statues suggest the garden was quite well developed and civilized in places, i think writing, runes and forms from that period would be more developed the aboriginal cave drawings. As I said its an area where YGMV but there is plenty of scope for lost written forms of earthtounge to have survived here. This would add to the regression and lost paradise theme which lies behind Prax. I think there is a difference between saying "writing is not normal, common or normally native to Prax", and absolutely "there is no writing in prax and the paps at all, ever, double underline." I always prefer to have a flexible position to allow for quirks, interesting exceptions and creative positions. A 'normative position' establishes a setting well and allows for the deviation and variation that makes that setting varied, interesting & believable. An absolutist position creates an inflexibility and uniformity which can limit richness in the setting.
  2. Dave it think this one of those areas where YGMV comes into focus. The broad picture is that writing is not a significant or normal part of praxian life. However has a potential to be an exception to the rule. The paps is a stable priesthood which keeps and lives out information and mythos, and has encountered writing many many times over the years. To say that the paps has no writing is a very rigid interpretation of praxian culture, there are some fun options; the paps decrys wriitng as a weakness and corruption of outsiders and thus bans all written material the paps has/ has had some priestess who can write foreign tongues and limited tombs, notes and books, both imported and home made. the apps has collected and stored written forms from invaders of the plains over the years and has sources relating back to the EWF and God Learners the paps is the one and only place where the writing of Generts garden is still remembered, and carvings, wall paintings and other ancient and unique forms can be found preserved here as secrets of the priestesses. Any mix of the above I like option 4 ... but would probably have a mixed position and maybe make it an item of debate of priestess of the paps.
  3. However Glorantha has living interatcive and accessible religion which pins itself on these stories and experiences. That makes real world analogies of cultural memories reasonably useless. When the God time can be experienced, and the destruction of Generts garden ssen and interacted within, in your own lifetimes, the memories remian. Also the wastelands as whole have not healed, 1600 years later the new new normal is blaster wasteland which hasn't recovered over the years , it is the current experience.
  4. The storyteller system is great if you want a narrative game with more definition and structure than HQ gives. If you want a combat orientated game its too clunky. They way we use runes to boost battle magic and power rune magic works, and feel incredibly Gloranthan to me, I don't think I will be going back to RQ soon, (just pilfering it for good ideas) Thanks for the nice comments
  5. Like most simple systems it breaks at the extremes
  6. Defense would be permanent modifier to hit. Slower, large, unaware people are easier to hit, smaller fast aware people are not. To actively doge is where skills experience, and intentional action come into play.
  7. A blatant plug but if you wade past the WOD:Glorantha stuff there is loads of Griffin Mountain/Balazar stuff in here
  8. Defense works when its an adjustment, when it goes past 30% and is then boosted by shimmer it becomes broke. Also the separate experience system makes it a faff, but i liked it as an adjustment. Now id remove the experience elements and keep it as adjustment, id also use a dodge skill for active dodging.
  9. OK the changes are simple, but where is the tension now? Whats the story that the players can be involved in ? Who is the bogeyman/enemy? 30 years of Glorantha law mean you can answer those questions, but for a new player not as familiar with Glorantha as you, there isn't a simple meta story with tension to hang you hat on.
  10. I liked the time to build you characters up to players by the time events kick off
  11. All fair answers. but I kind of liked the lunar occupation straight jacket.
  12. Seems more suited to heroquest to me
  13. It does change the nature of setting significantly though. Rather than starting characters in a stable world with 'trouble brewing', with an organised order than can be supported, rebelled against or ignored. Its a setting which has no stable order, forces characters to take sides, making it a more political game, which has a a greater tendency to jump onto rails, and players are more likely to be minor players in bigger stories. Its also creates issues with some of the classic supplements which rules wise maybe in step with RQG, but setting wise are significantly effected. Borderlands is redundant without a complete overhaul of the premise, Pavis and the Rubble need major reworking, out of the big campaign packs only Griffin Mountains stays relatively untouched. Apart from 'freshness' and 'change' what do you see as the upsides of the change of setting date?
  14. A few thoughts on the OP The same Runes will manifest differently in different people It is often tied to the nature of there God A rune is an effect on a person that often struggles and contradicts with those of human nature, culture, goods sense, law and experience Then gretater the affinity with the run the greater the affect on the perosnality If you want a tragic/personal horror angle on glorantha it is how hero's humanity is destroyed magical power
  15. Lots of that stuff is no longer available. I'm running two 'provincal Lunars in Balazar' campaigns at the moment and i've read all the sources mentioned, but as a whole i wing it. They are down and dirty political campaign rather than an esoteric spiritual campaign so its easier to do. But Headlines about lunar culture i've picked up; Its not one culture its many Traditional culture underpins a lunar veneer The complexity of lunar politics suits the word Byzantine down to the ground The nature of lunar cycles is both a strength and a weakness Lunars like to convert, to talk, to perusade, illumintae and negotiate so leads to a more roleplaying that combat orientated games Lunars as 'good guys' is fun Lunar on Lunar action is fun