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simonh

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simonh last won the day on June 16 2018

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About simonh

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    Junior Member

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  • RPG Biography
    Run and played mainly: Runequest, Traveller, Call of Cthulhu and HeroQuest, but many others too.
  • Current games
    None presently, but interested in getting back into gaming.
  • Location
    Bexleyheath, London, England
  • Blurb
    Just me.

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  1. Last Breath is possibly the coolest game mechanic in Dungeon World, and a testament to the flexibility of Move based game systems. I suppose RQ has had this all the time in the from of Divine Intervention, but I thought I'd post this because I think it's a really interesting take on the problem of character death, or near-death experiences in RPGs. I'm running Dungeon World at the moment and while this moves hasn't come up, it has given the the confidence that character death or even the dreaded TPK could actually be a really interesting event in the game. Even DI is more of a "stop th
  2. "Evil" is a very loaded term, especially in RPGs due to the influence of the Grand Old Game and it's particular take on the issue. It doesn't have a canonical definition or meaning in Glorantha though, and certainly no special significance at a rules level, even in the various magic systems. We can still talk about it though, just as we can in the real world. The Aztecs sacrificed human lives to their gods, in Medieval Europe one interrogation method was to literally roast the suspect's feet over a fire until the flesh fell off their bones. Does that make Aztecs and Medieval Europeans evi
  3. simonh

    Illumination

    Right, I think that’s occlusion in Lunar terms. Identifying the personal self with the All. Kind of the inverse of transcendence.
  4. simonh

    Illumination

    I did point out the loophole. He achieved immortality, as did Sheng Seleris. The dissolution of the personal self has nothing to do with gods or hell. It’s simply what illumination means. Its why illumination powers work. The consequences of breaking taboos are a backlash from the macrocosm (as manifested in the gods) on the microcosm (the mortal, personal being) for violating the bonds, relationships and pacts between microcosm and macrocosm. Establishing and empowering those connections is what makes magic work. But if there is no personal self, there’s nothing to backlash against for v
  5. Does the character want to become illuminated, or does the player think this would be an interesting way to go? It’s not a given.
  6. simonh

    Illumination

    Does anyone ever come back from the summer land heaven? I think not but I don’t know much about it particularly, it sounds like a metaphor for transcending to join the cosmic consciousness. Basically post illumination there are three possible outcomes. One is you transcend personal consciousness and join with the great self. Cool. Alternatively you take the Sheng Seleris option and use your illumination to fast track to immortality, permanence in the universe and material power, all those cool abilities you get such as ignoring taboos and cult restrictions are really helpful for this
  7. simonh

    Illumination

    Of course the down side is they only have one lifetime to do all this in, then they're gone. The personal self is an illusion so no afterlife, no resurrection, no spiritual progression through incarnations. This here, now, is all you will ever have. Unless you can hero quest yourself into immortality. Better get on that then.
  8. Here's my wallet, take whatever you want!
  9. simonh

    Young gods

    I think no and yes. Orlanth isn't a death god, yes he wielded death but he never accepted it as a core part of his being. Rather he was revulsed by the consequences of what he had done and risked everything to set things right and remake the world. He could have become a death god, but didn't. Yes Orlanth obtained the sword death and learned to wield it, so there should be an Orlanthi sword quest. Humakt isn't an associate cult of Orlanth though, so I'm not entirely clear how that should work. Is there a subcult of Orlanth the Sun Slayer?
  10. Actually it’s Simon Hibbs, Philip Hibbs and Simon Phipps.
  11. On alternate rules systems, I’ve been playing around with an Apocalypse World hack for Glorantha. It’s still pretty rough, a proof of concept really, but close to usable. It consists of some prototype Orlanthi playbooks and a set of basic moves. If you know Apocalypse World or Monster of the Week it should make sense, otherwise not so much. RuneHack Playbooks Reference Sheets I stopped working on it because if I was to run a game in Glorantha it would most likely be a Lunar game, which would require a completely different set of playbooks and revamped basic moves. One day mayb
  12. Yes there definitely are. The open question is whether or not they work.
  13. Three pages of replies and nobody has mentioned Griselda. How can nobody have mentioned Griselda? https://www.chaosium.com/the-complete-griselda-pdf/ Back in the 80s the Griselda short stories, published in White Dwarf Magazine, were my first exposure to Glorantha alongside the occasional RQ scenario or monster elsewhere in the magazine. She's a street smart adventurer living on her wits in Pavis and the Big Rubble. These stories were probably the single thing that grabbed my interest the most. I wanted to know what some of these things meant. What are these Trolls in Glorantha like
  14. Yep, with Scorpionmen parry twice, and parry the tail with your sword. Lop that sucker off, and then you're on a much more even footing.
  15. Why would anyone ever do that? Warrrior isn't the same as swordsman though. In actual skirmishes and battles all sorts of things other than straight sword skill come into play. Tactical movement, supporting allies, ranged attacks, healing up to keep fighting. Humakti are expendable one trick wonders. Sure they're highly dangerous up close, so don't let them get up close. Fly! Leap! Thunderbolt! *Sever Spirit* .....damnit!
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