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Everything posted by creativehum

  1. Yes, that makes sense. For my game I would house rule it much as BoS does. The Hate Saxons 3d6 is something I consider Cultural, not personal. The 3d6+6 is the personal-family value. Buy I see what he was saying now.
  2. First, @piersb, I want you to run your game exactly as you want, so I'm not trying to convince you of anything. Secondly, I'm looking at a PDF of KAP 5.2, and maybe the print text and the PDF text are different in some ways, or perhaps there are several revisions of the PDF. I don't know. But I do know I'm looking at the year 463 on p. 63 of the KAP 5.2 PDF and it says: [emphasis added] Now, again, maybe I have a text of this edition different than others, but in the text I have the Player Knights are definitely going to have a Hate (Saxons) -- and most likely be very passionate about it. Every member that the player rolls up for his PK in at least the Uther Phase is going to have this roll because the roll is imposed on the family... not grandfather or the father. So, yes... the PKs all end up with a Hate (Saxons) if you use the Family History. At least in the text I'm looking at right now.
  3. Certainly that's my take on the film. The Green Knight (the movie) is definitely different than Sir Gawain and The Green Knight (the poem). The basic situation of the challenge in Arthur's court remains the same and the game forms the spine of the movie as the poem. David Lowery (the writer/director) takes these lines found in the poem: And draws inspiration from them, illustrating some of the events mentioned as only a few words above, or adding his own to expand on "many marvels" Gawain encounters. This is all cricket as far as I'm concerned, since the poem says quite plainly "so many marvels by mountain there the man finds, it would be tortuous to tell a tenth of the tale." It's an open invitation for invention for the next storyteller and Lowery accepts it happily. There are many tests of Gawain, so much so that the whole thing would fit comfortably in a game of King Arthur Pendragon as well Le Morte D'Arthur and the original poem. So all in all, its inspiration by the poem comes honestly. The biggest differences are in the structure of the story and the nature of Gawain's arc as a character. I won't spoil much except to say that in the poem the social structure of Gawain's world plays a much more prominent part, while the film is more of a personal journey. Further, the poem (like many other romances) depends on the cycle of repeated events with contrasting challenges and results to make its point, while the film guts most of that to keep the story moving forward. I think trying to recreate the experience of the poem in the manner would be a disaster for most films. We could all have a talk about that if people want to dig into it deeper. A note on the above however. Gawain's first words in the poem are: In the poem these words are Gawain being humble, as the poet and the characters around him shower him with praise and recognition for his knightly virtues. Lowery, on the other hand, takes these words at face value for his Gawain. This is the part that caught his imagination, as far as I can tell, and which formed the spine of his adaptation. Either one is annoyed at Lowery for doing this, or not. For me this is where he decided to start from, keeping so much of the feel and quality of the poem. Clearly it is not the poem. But it creates something unique and lovely and haunting from that inspiration... so I happily accept that is not a recreation of the poem, but another telling of the story.
  4. I think this goes beyond the director's own work (which I like). Whenever I read Le Morte D'Arthur or Sir Gawain and the Green Knight I always feel like I'm part-way into a dream state. Both tales have a dream-like quality in their telling that I find kine of trippy. That Lowery and his team captured that quality in the film is one of its many successes in my view.
  5. The Green Knight is in theaters... but theaters might be weird in your area. But A24 is selling tickets to an online screening of the film. A24 Screening Room presents #TheGreenKnight AUGUST 18. Get tickets ⟶ screeningroom.a24films.com I saw it opening weekend and loved it.
  6. Thank you for all the replies! I'm lucky that I have a wonderful gaming group, with many players. Too many! I'll be running a game better suited for a few number of players for the time being. I'm sure one day we'll have a stretch where lots of folks are not available. And when that day comes, we'll journey to mythic Britain...
  7. What number of players have people found as the "sweet spot" for Pendragon? I'm asking because I was planning on getting a game going, but some folks have moved back and my gaming group has swelled to six players plus GM, and I think that is going to hinder the game. So I'm polling on thoughts/experience people have. Thanks!
  8. Thank you for that. I'm in the US... and the US warehouses ran out of the books well before everyone else. The website doesn't have full stock online, so I can't see if it is still there and what shipping would be, so I'm not sure shipping from Australia will be worth it. But thank you sincerely for the tip!
  9. Thanks for the replies! When I look at the Virtues for British Christianity, honestly I see a more masculine version of Christianity compared to what becomes Roman Christianity. (Was simply "Christianity" in 3rd.) If Grail Christianity is supposed to acknowledge the divinely feminine in religion and life, I think I'll work from Roman Christianity and tweak it somehow. (I'll deal with it if it comes up! All in all, I find myself looking back more to 3rd edition and Knights Adventurous. Everything is so much simpler. So, having a single Christianity with tweaks as needed for the Grail Christianity is the way I'll probably go. As for the Grail/Christian/Pagan concerns: The text of KAP from 1st edition on has made it clear that religious strife and struggle is not what the game is about, and tends to derail the game. The text is explicit about this. I'm in agreement with this. So the sidebar on p. 168 of the GPC is something I'm hoping I don't have to deal with. What I see in Le Morte is that the brotherhood of knighthood transcends differences of upbringing and religion. The bond of knighthood is the glue that binds the players knights and the game together. (I understand some people want to delve into matters of theology and religious friction! Go for it! I'm only talking about the game I want to run, as supported by the core rules as presented for 35 years.) The sidebar is about "belligerent Pagan players. I think Greg was covering his ass, in case some players in someone's campaign threatened to tip things over. If I have this problem in my game I'll have canceled the campaign by then. The world of Arthurian Britain is full of magic -- Pagan, Christian, Pictish and so on.The knights in my game, like Malory's knights, will be open to most experiences and take from them what they will. As for the differences of faith, I see it as a point of view for the Players through their knights. How to the players experience the events the witness and participate in? Each religion offers a different point of view. The sidebar information in the GPC is also covered in greater length in Knights Adventurous and KAP 4th.* It describes how the Pagans have their own view of the Grail, and I'm happy to have each faith have a "way in" to appreciating the Grail, even if one faith or another happens to have control of it at one time. "What does the Grail/Cauldron/Seder Plate mean to you?" is the question I'll put to any knight, no matter wha the faith. (*As a side note: Fourth edition is simply 3rd and Knights Adventurous stapled awkwardly together + the magic system. As far as I can tell, apart from the magic system, the text in KAP 4th is identical to KAP 3rd and Knights Adventurous.)
  10. I wanted to thank everyone for this conversation. I came to ask about this very question, did a search, found this thread, and sorted out how I wanted to handle Lot, his age, and his advancement. Lovely notes, everyone!
  11. We're winding down one game in my Monday Night Group, and I'm prepping notes to finally bring King Arthur Pendragon to the table. (For variety of reasons I wanted to make sure this was a game we played in person. And last year... not so much.) After consideration I've decided to use The Adventure of the White Horse as my first adventure. As @Morienpoints out, it is a terrific example of using Traits and Skills, and has a lovely bit of magic in it. I think it will teach the "feel" I want for the campaign, both in terms of rules and setting. (The adventure is found in both the 3rd and 4th editions of the game.) In the adventure as Greg wrote it up, there is a "Knight of the Old Way" who guides the characters (somewhat haphazardly!) on their adventure into a pagan ritual. The knight is a self-professed Grail Christian, and he is given in a little speech where he lays out how he became a Grail Christian and his thoughts on the philosophy. I'm guessing that a few of my players might be interested in pursuing this faith when they hear about it. (Because players often want something the moment it is introduced into a game!) I've been poking around (the Internet, Knights Adventurous (3rd Ed), Book of Knights & Ladies (5th)) and can't find any mechanical support for Grail Christians. I know I can work up my own religious Virtues for Grail Christianity. But before I do that I was wondering if anyone knows if any of this was worked out anywhere. Thanks!
  12. Thank you. I just found this in the GPC on p. 152, A Wife for Earl Robert: Knights are needed to take gifts and to negotiate with her liege lord, who might be either the Earl of Rydychan or of Marlboro. I will make the liege lord the Earl of Rydychan to introduce Rydychan to the players early on. This will pay off later in the Anarchy Period. Thanks so much!
  13. Got it. So once Earl Robert is married to Katherine, then White Horse Vale is part of Salisbury. But not util then. The confusion stands in 5.x because "The White Horse" in all three editions is listed as being in Salisbury in the description of White Horse. But I know now that is not the case yet and all is fine. Moving on: Would you happen to know in what county White Horse Vale is a part of before Salisbury gains it through marriage? It looks like it might be in Silchester?
  14. Super nerdy question: In the text of the KAP books, White Horse Vale and Uffington (and thus the White Chalk Horse itself) are always listed as being in Salisbury. But when I look at maps in the books, White Horse Vale and Uffington (or Uffingham) seem to be clearly outside the bounds of Salisbury. Does anyone have any information or thoughts about this? Thanks! (I'm planning on using @Morien's suggestion of The Adventure of the White Horse for my group's first adventure, and I think I know how to get them into it easily. But I also want to make sure my geography is correct. Thanks!
  15. I only care about canon to the degree that “Is this idea interesting to me?” — but out of curiosity what might some of these corrections be?
  16. I think we are talking past each other. But I am happy to wait from official word from Chaosium. Reprinting Eleven Light will either happen or it won’t.
  17. I think we can assume that any "reprinting" of the books assumes the trademarked name and branding will be changed. The only question I had was whether the material would be in a printed book again.
  18. By the time I had money set aside for these two books, only Coming Storm was still available in the US. I'd love to get a copy of Eleven Lights -- but not at eBay prices? Will these books be available again in print some time in the future?
  19. I want to add: The structure of Six Seasons is, I think, its core brilliance. For people who want to get into the tribal/anthro/cultural stuff I can't think of a better story spine than young members of a society transitioning from childhood to adulthood. The player characters are finding their way in their culture and among their gods just as the players are learning about the Orlanthi and their religion. It is a perfect opportunity for the GM and the players to find their way into the setting as bits of information are doled out as the characters learn more. It is also a terrific way for the folks at the table to discover how their Glorantha will vary. "Well, this is how Orlanth's aid worked in this situation..." or "This is how this spell works here..." as the characters interact with magic for the first time. I know that lots of folks have no interest in playing deep into the culture of Glorantha, and so this module might not be for them. (And since Glorantha supports many styles of story and play, that's great!) But for those who want exactly this, I think the story spine Montgomery built is really, really smart.
  20. I am planning on using Six Seasons in Sartar to introduce my Monday Night Group to Glorantha precisely because I think it's fantastic "for new players to understand cultural interactions in Glorantha and the basic logic/execution of Heroquesting?" It is a fantastic piece of work and can't wait to share it with my players.
  21. I ran the Quickstart for friends and we have enjoyed it. I have bought the slipcase and it seems like a lot. I was looking for more information about the product between the Quickstart and the full game. And that was kind of weird.
  22. Can Team Chaosium talk about this as an onramp to the full set of rules? That is: What isn't in the Book 1: Rules? Any thoughts about when or how to expand to the larger rules set? What besides being "less" or "more" what is the advantage of either set of rules? In other words, could one keep playing successfully with only Book 1: Rules for some time? What would one be missing out on? Thanks!
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