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Everything posted by simonh

  1. I have Excel so I think so can be moderately objective, but personally I’d prefer to use something in Google Sheets. It’s so much easier to share things with people. It doesn’t have XLOOKUP but it does have JavaScript scripting and is very powerful.
  2. 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
  3. "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
  4. simonh


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


    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
  6. 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.
  7. simonh


    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
  8. simonh


    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.
  9. Here's my wallet, take whatever you want!
  10. 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?
  11. Actually it’s Simon Hibbs, Philip Hibbs and Simon Phipps.
  12. 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
  13. Yes there definitely are. The open question is whether or not they work.
  14. 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
  15. 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.
  16. 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!
  17. I won't advise specifics, but I'll outline two principles I'd recommend when addressing what fantasy technology to use in your setting. The first principle is that using fantasy tech that might be impossible in the real world is fine, this is fiction, but once you've established that a technology is present allow it's consequences to affect the setting. Explore the implications of a technology and let players employ it in interesting ways if that makes sense. This is what principally distinguishes science fiction from science fantasy. The second principle is to use the least outrageo
  18. Oh definitely deep into cruel parody territory, you're quite right to set me straight there. I did veer off the specified brief. Lem certainly deserves a mention. I noticed that the original list only granted one book per author, but I think that underestimates the impact several authors have had so I've tried to rectify that a bit. Solaris (Stanislaw Lem) - Cyberiad is a solid choice, but I'd lean this way in terms of influence. The Time Machine (H G Wells) - How this doesn't get on a list of most influential SF is beyond me, but I suppose if you were to pick only one book for
  19. In terms of influence on SF roleplaying, Foundation rules supreme through its influence on Traveller, the seminal SF roleplaying game. The Imperium is very much modelled on the Empire in Foundation, and there are hints at psychohistorical interventions in the development of its history. It was also heavily influenced by the Dominic Flandry novels by Poul Anderson. Of course Heinlein, Niven and others get nods too but I think Asimov and Anderson were most influential. Next is probably Gibson’s Neuromancer, which inspired the Cyberpunk, Shadowrun and many near future RPGs. Then there’s
  20. It depends what you expect from the map. If your setting assumption is that only very few systems have habitable planets, then there’s simply no need to map every star system. Most of them are barren wilderness. What matters is the population, industrial, agricultural and technology centres. A map of Africa doesn’t have to show every village, or even every airstrip and port to be useful.
  21. I think on this issue we really need to acknowledge that this is a fictional setting and the various forces can tilt one way or the other, or balance out however we want. There's no objective way we ca determine this, what are we going to do conduct a set of multilateral double blind trials and surveys of populations in Glorantha? Someone would just have to make up the results. The fact is there are many counterbalancing factors - beneficial magic, rituals, spirits and gods on one side; hostile magic, monsters, chaos, cultists and demons on the other. My own preference is that the factors gene
  22. Sure, spirits of reprisal punish transgressions, but I don't think acknowledging, propitiating or worshiping another god in the same pantheon that shares myths and rituals with your primary god is a transgression. In fact it's fully expected and even required. After all, if your god's myths and rites include participation by other gods in the pantheon, which they almost invariably do, it's actually not possible to worship your primary deity without also worshiping some or other of the other gods. Aspects of Sedenya are part of Yelmic myth and participate in Yelmic ritual. Try worshiping Orlant
  23. The implicit assumption here is that if you worship one god, all other gods must be anathema. It's either Yelm OR Nysalor. Either Yelm, OR the Red Goddess, but that's just not how polytheists see the world or their gods. They believe in a religious system, not just a god. Take a look at the God's Wall, that's what Dara Happans believe. Yes Yelm is the emperor of the Universe, but all those other gods and demons exist too and without them Yelm wouldn't have a world to be Emperor of. Dara Happans believe there are many aspects of Yelm, and that Nysalor is one of them. Why wouldn't they want
  24. One possible explanation why inaccessible planets might become more easily reachable is technological change. Suppose the best FTL was previously a bit like age of sail in space, fairly slow and hard to navigate safely. Only really big ships were feasible. But now new technology is a bit like introducing airplanes, interstellar vessels can be smaller, faster and can reach regions that were previously hard to navigate to. Maybe this new technology has only been available for a few decades, so you have a situation a bit like the 1930s on earth. Previously settled locations separated by little kn
  25. I think all the classic RQ material on POD is the re-layed out modern versions of the books. Because these were created from scratch using modern publishing software, it’s pretty easy to pop out a copy with all the page layout information in the PDF needed for decent quality POD production. Getting decent results from the PDFs created from scans of old books is another matter.
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