Jump to content

Ian Cooper

Members
  • Content Count

    468
  • Joined

  • Last visited

  • Days Won

    21

Ian Cooper last won the day on May 4

Ian Cooper had the most liked content!

Community Reputation

864 Excellent

1 Follower

About Ian Cooper

  • Rank
    Senior Member

Converted

  • RPG Biography
    30 year veteran of BRP games including Call of Cthulhu & Runequest. More than 10 year veteran of HeroQuest (Hero Wars etc.). Published Gloranthan author. Active gamer with the Monday Nighters.
  • Current games
    HeroQuest: Glorantha, Call of Cthulhu, Fiasco, Puppetland, Numenera, The Clay that Woke, Microscope, Risus, Questlandia, 13th Age, The One Ring
  • Location
    London, England, UK
  • Blurb
    Software Developer in London, conference speaker, tabletop gamer, geek. Tattooed, pierced, and bearded.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's intriguing. The fundamental act of Gygaxian roleplaying is, IMO, I play my character based on my understanding of what they would do in the situation. Sometimes this is called Actor Stance. This equates, for me, very much to psychological storytelling. By contrast with sociological storytelling the conflict is more important than the characters, so I would expect to see a lot more Director stance, where the player makes decisions for their character based on what is best for revealing the themes of the story. I used to be big on director stance and shared narration, but of late I have grown colder on it, believing that Gygaxian model is fundamentally more enjoyable. That may make me a heretic but at some point I think that Director stance is too far into Shared Storytelling over Let's Pretend which ends up a different thing.
  2. Yeah, the goal was to add APs back as an option but RPs are still the default
  3. Well, it shouldn't really be out there yet. There is not a huge issue with you guys having it, but please don't promote it elsewhere, we are working hard to get this right before we go public with this
  4. No. In the past we have had descriptions of Broo infecting material by defecating and urinating on it, and processes to decontaminate materials. If you can contaminate and decontaminate a material item, it is not solely spirit possession that provides disease. I would maintain that spirits tend to be the source of patient zero in an outbreak. in Hero Wars material Greg often suggested that the gods provide protection to their worshipers from disease, and I believe that this implies protection against hostile spirits. So your clan wyter, or local friendly godlings will try to protect against wild disease spirits. If this fails, perhaps because the community has offended the god, or perhaps because the disease spirit is too powerful, I think that a disease spirit can infect a patient zero. Of course contact with a broo or other diseased creature might lead to someone becoming infected and bringing disease into a community. The broo themselves gain their illness from voluntary infection by disease spirits, which does them no harm as they can only be carriers. Once that person is infected, if the disease is contagious, they will spread it by contact with bodily fluids. I think that lack of hygiene aids in the spread of an existing disease, but that the origin, the patient zero, was always infected with a spirit People resist this disease because they are healthy or weak as per RQG p.154. As per those rules, a person dying from disease would generate a new disease spirit. I think that the rules about hygiene are not obvious to most Gloranthans because it has no impact unless a patient zero, infected by a spirit causes an infection that then runs riot due to the lack of hygiene. I am sure that anyone with the Treat Disease skill is aware of the lack of hygiene issue in the spread of a disease.
  5. PS This is a great comic to get you in the right mood: http://age-of-bronze.com/
  6. I like to make the point that , IMO, much of the Thunder Rebels description of the Orlanthi riffed off Urnfield culture (start with the burial rites and work outwards) and is more interesting for that. I know that @Jeff doesn't see it that way. Either way though, the stories of the Age of Bronze are much more interesting than the Dark Ages as models for Glorantha.
  7. Yeah the SRD will be clear that the outcome of the contest is focused on the result for the PCs and the GM interprets what it means for the resistance. If it is PC vs. PC is the only time that it must be symmetrical.
  8. I'm hoping that we will continue to get product into your hands, so that you can continue to use HQG for all your Glorantha gaming. Thanks @daskindt for your passion for what we have done with the line so far. I hope to continue in that vein, and with luck grow our numbers so that we can move faster.
  9. Thanks. One of the goals in that scenario is to introduce the PCs and GM to the movers and shakers in the clan. The 1619 scenario, Flight from the Bat, is intended to do the same for the Tribe and Telmori. Once your PCs start interacting with the 'movers and shakers' enough, you should find your own adventures flowing.
  10. We will continue with to produce them, for now it's just slower that we all might like. Keep promoting the game. The more you do that, the more we sell and the bigger the budgets we will have for art etc. will be
  11. We have a new fiction editor, James Lowder, and the direction of Gloranthan fiction is up to him. A lot has changed in the last 18 years 🙂
  12. Alright let me see if I can make the dates work.
  13. Great question. We tried to film something at a Kraken, but it didn't really work out. The bar, unfortunately has gotten quite high for this stuff when done officially, so it might be better for some fans to record and upload their actual play.
  14. I really should come back to Ropecon and run some games there. Thanks for keeping the flame alive!
  15. I think its unlikely. Here is why. I playtested a version, derived from some notes of Greg's at some cons. That v ersion had some unsatisfying elements. It was close, but not right. So I put it to one side to see if I could figure out what was wrong. Recently I had the flash of inspiration I needed when trying to re-work the game for my group, and reviewing a lot of stellar mythic material in the Stafford Library. Intriguingly, I recently had a conversation with Merlin Cox who had noted the same problems that I had noted with the original idea. That means I now have a clearer idea of what I am trying to show in this book. One thing I admire about the old RQ2 line was that Chaosium tried to show how to run different types of adventure. Griffin Mountain: wilderness hexcrawl. Borderlands: mission play; Pavis: City Adventure; Big Rubble: megadungeon. My goal is to riff off that idea, especially as we have less output and do the same. So we have PgTA: urban/noir; S:KoH: epic; TCS & 11L: saga and so I want the 'Dragonrise' book to be different. It's going to focus on heroquesting, and be an example of a high-level heroquesting game. Now I know how to hook that up, so you can see how to do it. But that means I have re-written and I am play-testing the new version. So whilst I hope to have a new first draft of the ms in the next few months, the time for art, review and revision, proofing and layout makes delivering in 2019 a real stretch.
×
×
  • Create New...