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About Ufnal

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    Amber, plus much planning and generating

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  1. Did you consider treating Ashara as the same kind of phenomenon that gave us the self-writing Abiding Book? I.e. a direct epiphany/intervention from the Invisible God, or whatever other kind of phenomenon the Abiding Book actually was?
  2. So basically an RPG version of KodP/Six Ages? That's so cool! (And that's so doable with HQG or FATE or Reign or... Ok, I'll shut up)
  3. My favourite things in thinking about Wenelia were always the philosophy and metaphysics behind a Western school of thought that values Communication Rune over Law Rune (with Fair Exchange, an exchange that benefits and enhances both parties, as a metaphysical rule of Runic interactions from which all the beings of mixed Runes emerge), and how the various shattered or specialised cultures, societies, economies and religions of the region fit together. I can't find whether this is a BoG idea or my own addition, but I think that one of the reasons Wenelians needed Trader Princes is their rejecti
  4. This is so awesome! I've been thinking about doing a very similar "notepad" thing about Maniria for quite a while, but something always distracted me. My vision of the region is both much less well-informed and much closer to Blood and Gold, with all the Ashara stuff left in, but I will be reading with keen interest!
  5. I am a fan of Blood over Gold (yeah, I know it's totally non-canon now, but I still like it) and have been thinking for a long time about revisiting and expanding the Wenelian setting. However, I have no idea where to look for additional material about local histories and cultures. I have the Hero Wars Orlanthi books, but they are about Heortlings, so only apply to a limited extent, so I'd love some info on non-Heortling Orlanthi, especially the Wenelian tribes. Also, I have clue where to start with the Islanders, Pralori nor Trader Princes [whom I would like to revise to be more in line with
  6. Ok, I must've been extremely unclear. What I meant was whether to play 13th Age Glorantha (using the 13G book) one needs the 13A core book (because 13G does not AFAIK contain the base 13A rules) or is SRD enough?
  7. A question to people who actually ran 13th Age Glorantha - is the 13th Age SRD enough for running the game, or would you say buying the core rulebooks is essential?
  8. Also the game suggests that Hyalor and Gamari in one myth is a Storm Age Idea. Any thoughts on those initiation ideas?
  9. I was recently thinking about how Pentan initiation rites could look like and I've had some ideas I'd like to share and have critiqued. Three caveats: 1. My knowledge about Pent heavily relies on the Pentmaniac blog [which is based on canon stuff but includes lots of new fan material] and the Six Ages game [which describes cousins of veeery distant ancestors of one of the Pentan tribes], so I may be some ways off the canon 2. YGWV of course, so while I am interested in anybody telling me whether my ideas fit with canon, I am also interested in whether you think they feel right for Pe
  10. I have had the opportunity to skim them, and they look awesome [it seems they really show not only the setting but how to meld your characters with the setting and how to give them interesting adventures in the setting - which is precisely what I would want], but I don't own them yet and for my financial abilities buying them both would be a bit of a problem. Which is why I was talking about the corebook setting, with other sourcebooks as things that exist in the background. BTW, is buying the old HeroWars supplements for Sartarites useful for HQG Dragon Pass gaming? They are much
  11. I was thinking about trying to run a game in HeroQuest Glorantha (probably will end up doing a solo play with a GM emulator), and I thought it would be prudent to test the system in the default starting setting first. However, early Hero Wars Dragon Pass is a setting that I find daunting and problematic, and I was hoping you kind people could help me with that. The first part of the problem is the feeling that everything is already described and decided. We know year by year, often month by month, what the main players of the region are going to do. We know all the local tribes and their
  12. See, reading the rulebook I was under the impression that it encouraged the GM to first decide what resistance is good for the pacing and branching of the story and then modify the situation to make the difficulty seem appropriate, and to ramp up the difficulty in the same pace that the players advance their abilities. But it may be that I'm reading way too much into it, as everybody chiming in here seems to play in a way that doesn't reach those narrativist heights, so I may be misinterpreting or having problems with something that doesn't really get used in play.
  13. There's a game I just skimmed, Shonen: Final Burst, that AFAIK uses some similar mechanics. As far as I remember, it simulates the environment of shounen anime (Dragon Ball, Bleach, Naruto, One Piece, Fairy Tail etc.) by having the numerical values of characters' attributes mostly reset at the end of every arc, to represent how in an anime's new season what was once the pinnacle of power and achievement becomes a basic level for the next stage and next batch of more powerful enemies. (The aspects of character progression that are not straight numeric values, such as skillsets, unique powers an
  14. Wait, so Fonrit is getting changed too?
  15. Thank you for the answers! I do gravitate towards more simulationist approach in setting difficulty. Using succeeding at a cost instead of lowering the resistance for story reasons seems like a great compromise (not the Great Compromise, but close) and I think it's one of the clever parts of the rules. However I wouldn't fully agree with the comparison between HQ2 and level-based games - in the latter the scaling of difficulty and mechanical power is directly connected to the characters having new possibilities in fiction (higher level spells and special powers, ability to have retainers etc.)
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