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Jon Hunter

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Everything posted by Jon Hunter

  1. http://www.backtobalazar.com/dykene-timeline-1617-1625/
  2. http://www.backtobalazar.com/trilus-timeline-1617-1625/ http://www.backtobalazar.com/elkoi-timeline/
  3. http://www.backtobalazar.com/irish-blood-oaths-by-wargames-atlantic-miniature-review/ http://www.backtobalazar.com/rubble-runners-vol-2-preview-1/ http://www.backtobalazar.com/irish-blood-oaths-by-wargames-atlantic-miniature-review/
  4. Don't read to much into things like that.... maybe a mistake
  5. imho the only time not to give a role is if you think the players , using the skills just to get the tick ( ie golf bag combat )
  6. I think there are more more variables than that, but number of initiates will influence power per warrior and the wealth and prosperity per head of the tribe, that will affect its status, ability to grow and to find allies. In glorantha magical power affects every aspect of life.
  7. Hey Dave was with you on this kinda of approach which i thought was very interesting, until we start to look at initiates regained RP on weekly minor holy days. Then i think it unravels.
  8. That's a fair variation on it, but may limit the number of standard spells bought by initiates.
  9. You would be suprised. I object to OT legalism of the tithe, but when was active in church gave significantly to the church, and in the future will happily do so again.
  10. Anyway my view from a world building perspective the RQG RP rules would be outstanding and completely workable without affecting the longstanding nature of Glorantha if; Initiates regained rune magic twice a year (sacred time , High holy day ) as originally intended Allow initiates access to a number of specific or general spell for each rune point. ( ie buy access to heal wound, divination, extension ) imho this creates a situation Where we don't change the number of initiates in the world to justify the system. The great aspects of the RP change are kept ( i am a great fan conceptually ) Characters power gain arcs are much smoother and longer We get lots of NPC's with interesting magic, but they have to use sparingly and with thought We don't have a further power imbalance towards the large cults with many minor holy days & large temples ( there are already the most with most and powerful spells. )
  11. Its also consistent with the Glorantha we know form Heroquest , RQ2(could be argued), RQ3 and the guide.
  12. Which shows the willingness to rework/change/piss all over the 30 years previous development of the Orlanthi in Glornatha. Everything else previous to this point in the last 30 years says pretty much the opposite, and the standard is that most Orlanthi have been initiates from the point of adulthood.
  13. If they said that, it makes no sense, breaks world internal consistency and moves away from the long help RQ principle that PC's and NPC's work from the same rules, ie monsters are people to. It also does not match the NPC's which have been written.
  14. Another power boost for the major cults and yet another reason never to play a hunter cult.
  15. I thought the idea of initiates having limit regain of RP was a really cool idea, and would lead to interesting decisions and payoffs for both PC's and NPC's. and the RP system with this feature, dealt with the initiate trap beautifully, but still gave a step change for rune levels which i think is now gone. I sure many think the PC's always having full RP for every adventure is the best root the maximum game fun, but I'm not one of those.
  16. I think your looking at use of rune points by adventures, not by people in the wider community, its the 2nd that falls over. I think this adventure foscus may be our source of the problem
  17. Acccording to jeff - Pg 315 Minor Holy days, but my books arent with me either
  18. I'd assumed 3 points was adventurers better than most, but 1 or 2 is every significant. Where did Jeff clarify that ? It makes no sense that you get this potential magic power upon becoming an initiate and everyone decides not to sacrifice for 1 point of power. hmm most initiates which Chaosium has stated have rune points, even the herders in have 1 or 2. If you get access to all rune spells at initiation, even 1 rune point gives you access to massive amounts of rune magic. I could make sense of it with very limited restoration of rune magic for initiates, it was interesting challenging and believable. With initiates virtually getting virtually the same access to rune magic as priest and lords, to make sense of it we need to; Say that most adults are not initiates - major change to game world, Say that most initiates don't sacrifice for rune magic - world looses internal consistency Have a world much more magical Limit the number of minor holidays to not weekly - again changing the world
  19. OK i'm trying to get my head round how the world of Glorantha remains vaugley the same after the rune magic changes in RQG? I was wrongly under the impression that initiates only got there magic back on high holy days and sacred times ( don't ask me how, something i picked up in the playstest and game dev phases that stuck in my mind, and i never checked again). Now I understand that most adults get 2 or 3 rune points that if they live near a fair size temple they can replenish every week. Thats a game changing level of rune magic, available to PCs, NPC's , foes and lots of monsters. Rune magic has Just got turned up to 11. Every adults will go into every combat with full out rune magic, as they have available runepoints and will assume there opponent does too, and combats to dangerous to take any chances. Little remains hidden because most people can use divination without real cost, Everyone can heal to a high level. Everything steal-able will be warded etc etc I've always loved gloranthas highly magical nature, but it just feels to much.
  20. I think we are having a view from 10,000 feet. My expectation would be for a stormbull initiate in a clan for face the trouble the clans faces, not seeking out the biggest manifestations of chaos in the world. Gloranthas are 'local people' with 'local' outlooks,
  21. I touched on it there, manside is more mono cultural, traditional Pavis. New Pavis is a more 'a hive of scum and villany'.
  22. I think we all would appreciate honest some reviews. I'm sure none of us like constructive critiques, but we all need it. A wall of false praise does little for the ego and you learn nothing from it. However as a lot of our critiques are writers and proof readers, i've learned proof , proof and proof again
  23. If you want to try Glorantha, but like narrative/light systems first stop would be Heroquest. I half wrote a WOD based system, which works but would need finishing off on a significant amount of detail, on www.backtobalazar.com. In all honesty try heroquest first.
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