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Nel

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Posts posted by Nel

  1. 18 hours ago, EricW said:

    Yet there are trans-humanists in Glorantha - heroes like Jareel, Harrak, Zabur and Ralzakark. Arguably anyone who heroquests has taken their first step on the path to trans-humanism.

    Rather than a trans-human, I'd say that Harrek would be tantamount to a cyborg:
    Not bio-mechanically, but bio-spiritually enhanced by the White Bear.

     

    6 hours ago, nabda said:

    I'm not 100% sure what OP is trying to ask for examples of in this thread, but something that's way more common in glorantha than brothers killing brothers seems to be  frequently bloody conflicts that arise between uncles and nephews, which are sometimes morally justified by the involved cultures, if they're not ignoring the possible family relation. Umath and Shargash, Yelm and Orlanth, Orlanth and Daga, Vadrus and Barntar, Storm Bull and Wakboth to name a few off the top of my head, plus the whole initiation of Orlanth myth of the potentially homicidal (deicidal?) uncles and their pits.

    This is exactly what I was asking for.

    It looks like that the typical kin conflict in Glorantha is not among brothers (representing each one different archetypes or foundational paradigms), but among uncles and nephews (which suggests a generational relay).

    • Like 4
  2. An obvious Gloranthan mytheme is Danger of science, which the GodLearners personified.

    It explains why Glorantha hasn't become a transhumanist setting:
    Acording to the Gloranthan mindset, the use of natural resources (i.e., daemons, spirits, lesser gods, etc) would be an abuse.

    That Hubris of knowledge explains also why Illuminated characters are hazardous for commoners.

    • Like 2
  3. One of the subjects that most appeal to me from Ancient mythologies is how they manage mythemes showing different moral values from our current ones.

    So, I'm particularly interested in knowing how Stafford and his successors managed sensitive issues such as:
    (I provide examples from Greek and Christian mythologies)

    - Brother A kills brother B:

    Cain and Abel
    Romulus and Remus

     

    - Brothers A and B kill each other:

    The Aloadae

    Eteocles and Polynices

     

    - False accusation of seduction:

    Potiphar's wife to Joseph

    Astymadeia to Peleus

    Phaedra to Hippolytus

    Stheneboea to Bellerophon

     

    I don't name more truculent mythemes because they might be too much politically incorrect.

    • Like 2
    • Thanks 1
  4. On 3/22/2021 at 12:43 AM, Brootse said:

    Eagle's Nest is a somewhat fitting name too, but it carries an unfortunate connotation.

     

    I have no problem with Eagle's Nest.
    Actually, I didn't understand why that name is so sentitive for you until I recalled a certain nazi building and googled for it.

    In that case this shows how we come from different cultural backgrounds.
    To me, Eagle's Nest just reminds a mountain hut in Catalonia:
    Niu de l'Àliga

    It's odd how we carry our real world prejudices to a suposedly neutral and fictional setting.

     

  5. A brief example game of Dreams in 3D

    First of all, I choose the Dynamic mode, thus my only two zooms are going to be Raise and Widen.
    1d6: 1-3 = Raise, 4-6 = Widen
    A Raise zoom means that its subject becomes more relevant, feelings are stronger, the risk is higher.
    A Widen zoom means that its subject is put into context, gets related to another elements.

    Now I create a character and a situation.
    After randomly taking a look at the Guide I choose a small place, the Troll Woods.
    I read some snippets and open the Glorantha wikia to have some canon to begin with.

    I am Corkun, a Kitori from the Troll Woods. I am telling the tribe elders about my visit to Styx Grotto.
    (By the way, I use to play in first person because I find it to be more immersive)

    Who is Corkun? What can he do? Why did he go there?
    I don't know yet. These facts and many more details will be improvised during the game if they are needed.

    Turn 1
    1d6: 5 = Widen
    I felt hopeful.
    I left home alone, but Imit joined me at Neqat before leaving the Troll Woods.
    And many more Kitori and trollkin joined us as we were approaching the Shadow Plateau.

    Turn 2
    1d6: 2 = Raise
    Why wasn't I afraid that anyone attacked our troupe?
    It was Imit who realized why we were safe:
    She pointed to the sky and commented that a thick cloud was covering us from sunrays since many hours.
    That was a good omen!

    Turn 3
    1d6: 4 = Widen
    I'll never get used to the maze that Styx Grotto is!
    From the shelters in the ground, through solid rock tunnels and bridges over streams, down to deep caves with polished walls and covered by black glass that are the remnants of Azek Loradak, the palace destroyed in the battle between Ezkankekko and Belintar.
    The Bifid priest guided our troupe to the Trail of the Tail.
    How nicely she pronounced the D and Z sounds with her tongue!
    She explaint us that this ravine is the mark on the ground left by the Great Serpent when its tail crushed Belintar's feet.

    Turn 4
    1d6: 1 = Raise
    At last, the day came:
    Freeze Day, Movement Week, Sea Season.
    We celebrated the Bigger Serpent by dropping on the Trail of the Tail the snakes each one of us had been properly feeding during the year.
    Our anaconda!
    The one I hunted. The one our whole tribe cared for.
    How powerful it looked around the post on the tribe square!
    You all would be proud of our anaconda if you watched it fighting against all the other snakes.
    They hissed! They bit! They entangled! They suffocated! They swallowed each other!
    Until there were only two left:
    Our anaconda and the python Imit brought.
    You all can be proud of our anaconda for it ate the last competitor!
    The Bifid priest blessed our anaconda while it crawled the Trail of the Tail down to the deepest caves.

    Turn 5
    1d6: 3 = Raise
    After our fellows from the former Kitori Empire congratulated me, our tribe and the Troll Woods, the Bifid priest invited us to dance the Stompers' Echoes.
    You all know that this is my favourite ritual, and I assure you that I stepped as heavily as I could.
    When we finished, my knees were pleasantly trembling, and I was barely breathing with a fulfillment smile on my lips.
    Finally, the Bifid priest carved our tribe's rune on the wall of the Trail of the Tail:
    You all can be proud, for our tribe has helped to feed a new Great Serpent.
    While coming home, Imit realized that an even thicker cloud covered our troupe from sunrays during the whole trip.
    This is a good omen.

    • Like 5
  6. One of my preferred readings from Antiquity is the Description of Greece, where the 2nd century Greek traveler Pausanias describes many cities, buildings, statues and sceneries along with historical or mythical events related to them.

    I already designed Journey, a game for writing a travelogue.
    And I played a business trip from Walim to Nochet.

    Now I want to test my new game, Dreams in 3D, in Glorantha.
    But this time my aim is to go sightseeing larger than Real World places.
    I mean larger in a loose sense:
    An amazing landscape as the Arrowmound in the Skyreach Mountains, a massive temenos as Esrola's Throne in the Shadow Plateau, or an impressive masterwork as Iphigios' Statue of Hwarin Dalthippa in Jillaro.

    Imagine a character who visits a place:
    What does he see?
    Why is it relevant for him?
    How does he feel?
     

    Dreams in 3D is a game whose purpose is evoking sensations by describing places or moments.

    • Like 4
    • Thanks 3
  7. I'm amazed that no one has yet pointed out Two steps from Hell and their orchestral soundtracks, which fulfill what I might tag as "mainstream epic".

    Otherwise, if you prefer an anthropological approach, I'd suggest to look for music from RL cultures performed with suitable instruments.
    For example, would Hsunchen play these increasingly disturbing drums?
    They are from Extremadura, Spain, and they appear in a rural drama film, Los santos inocentes.

    • Like 1
  8. 13 hours ago, Archivist said:

    How do aspects apply to the system in the different rolls? Augments?

    Players and GM agree agree about which Positive and Negative Aspects apply as modiphiers of the 2d6 the player is about to roll.
    Only one Positive Aspect and only one Negative Aspect per roll, at the most.

    The modiphier of those Aspects is their level, which is known since they were created:

    • No, and: Negative aspect at -3
    • No, but: Positive aspect at +1
    • Yes, but: Negative aspect at -1
    • Yes, and: Positive aspect at +3

    Positive Aspects have no cost, and they stay in game until the PC fails the roll in which they were used.
    Negative Aspects don't grant any Hero Point to the PC who suffers them, and they stay in game until the PC passes the roll in which they were used.
    PCs must pay 1 HP in order to use NPC's descriptors as modiphiers in their own rolls.

    NPCs' descriptors are like FATE's Aspects, FU's descriptors or HQ's keywords and capacities.
    Just a description until they need to be stated due to PCs' actions.
    Then they get a level of Opposition from +2 (very easy) to -5 (impossible), be it assigned by the GM or by the Pass/Fail Cycle.

    Hey, I didn't say I invented anything!   ;-)

  9. So far, HeroQuest is the rule system that fits better our narrative style, but the opposing rolls tend to result in ties too often, and we don't like Marginal Victories or Defeats.

    They are fine in Extended Contests, when players want to tell how the conflict evolves step by step. But we don't use to have more than one Extended Contest by game, being the rest of contests Simple, which end in draw. That's rather frustrating!

    So we tried FATE, but it was too gamist.

    Thus, after merging HeroQuest, FATE and FU's resolution system, we ended up with our own hack, Fets i prets:
    https://drive.google.com/open?id=0Bz3yUt8lNxwhX3hnNU9tcXlBZDA

     

    Unfortunately, it is written in Catalan, so I summarize the basics:

    - Forget the opposed rolls: Only players roll.

    - Forget d20s: Only 2d6.

    - Dice resolution as in FU: No, and / No / No, but / Yes, but / Yes / Yes, and

    - We keep keywords, capacities and flaws with easier to sum and substract numbers:
        Three keywords (begining at 2, 2, 1), six capacities (beginning at +1), 5 points to distribute among them, two flaws.

    - PCs begin every game with 3 Hero Points. They are lost when the game is finished. Players can obtain more HP by completing Quests (à la 7th Sea 2nd ed.)

    - Aspects: everywhere, everything and everybody. Also, players can create them with "and" and "but" results:

    • No, and: Negative aspect at -3
    • No, but: Positive aspect at +1
    • Yes, but: Negative aspect at -1
    • Yes, and: Positive aspect at +3

    - Boasts, oaths and vows are another kind of aspects. PCs can have only one of each kind.

     

    - Simple contests are resolved with this formula:
    2d6 + PC's Keyword and/or Capacity + Positive aspect + Boast or Oath + Augment - Opposition - PC's flaw - Negative aspect

        Result of the dice:

    • 3 or lesser: No, and (create a Negative aspect at -3)
    • 4 or 5: No
    • 6 or 7: No, but (create a Positive aspect at +1)
    • 8 or 9: Yes, but (create a Negative aspect at -1)
    • 10 or 11: Yes
    • 12 or greater: Yes, and (create a Positive aspect at +3)

     

    - Extended contests use the very same formula, but the resolution is similar to HQ's, aiming to get 5 Resolution Points.

        Result of the dice:

    • 3 or lesser: Antagonist +3 RP
    • 4 or 5: Antagonist +2 RP
    • 6 or 7: Antagonist +1 RP
    • 8 or 9: Protagonist +1 RP
    • 10 or 11: Protagonist +2 RP
    • 12 or greater: Protagonist +3 RP

     

    - Consequences of Extended contests:

        Protagonist's RP - Antagonist's RP

    • - 6: Antagonist wins. Negative aspect at -3
    • - 5: Antagonist wins. Negative aspect at -3
    • - 4: Antagonist wins. Negative aspect at -2
    • - 3: Antagonist wins. Negative aspect at -2
    • - 2: Antagonist wins. Negative aspect at -1
    • - 1: Antagonist wins. Negative aspect at -1
    • + 1: Protagonist wins. Negative aspect at -1
    • + 2: Protagonist wins. No aspect is created.
    • + 3: Protagonist wins. No aspect is created.
    • + 4: Protagonist wins. Positive aspect at +1
    • + 5: Protagonist wins. Positive aspect at +2
    • + 6: Protagonist wins. Positive aspect at +3

     

    There are a few more details, but you can easily guess them if you know HQ and FATE.
    Anyway, if there's any doubt, please let me know.

    • Like 4
  10. 5 hours ago, David Scott said:

    For those who are struggling to find the Talk pages (including me), when signed in use the dropdown next to the Edit button, it's at the bottom.

    4 hours ago, metcalph said:

    They recently changed it and I am still haven't caught up with many of the other changes.

     

    6 hours ago, metcalph said:

    Use the talk pages rather than this forum to discuss wiki style please

     

  11. HQ's opposed rolls resulting often Marginal Victories or Defeats might seem fine to some people during extended contests.

    But in simple contests, so many ties bore me.

    That's why we turned at Fate and FU, which we eventually hacked into the HQ base as Fets i prets.

    I didn't mention it here previously because, despite displaying some examples of the rules by telling the story of a Torkani Argan Argar priestess travelling from Jonstown to Whitewall, it's written in Catalan.

    • Like 1
  12. Probably for religious reasons. For example, one of the most basic tenets of the Orlanthi is No One Can Make You Do Anything, and a windmill is making the wind, that embodiment of freedom, into an exploitable resource - enslaving it.

    By using the Earth rune, Ernalda's initiates can command cows, or open up the ground to swallow people or things onto it. Thus, cows and ground are forced to obey. (S:KoH 137)

    Worshippers of the Sisters of Mercy, a subcult of Chalana Arroy, can summon nehalings (S:KoH 148).We could say that those lesser healing goddesses are forced, but, as I see it, nehalings are pleased to heal.

    Eventually, Elmal allowed Orlanthi to raise a special breed of horses, the Galana. (S:KoH 153) Isn't carrying over a Human a way to force horses? Well, that's what they were made for.

      

    Quote

    Using the wind as a resource is decidedly un-Orlanthi

    So what's the benefit of worshipping a god who doesn't allow its worshippers to take profit from its main resource?

  13. My question stands still: Why not?

    What's the reason why magically powered mills are not used?

     

    Watermills using the Water rune, or windmills using the Air rune -

    Even mills using the Movement rune or the Plant rune are easily imaginable!

  14. Mills powered by wind? Of course there should be!

    What's the Air rune for?

     

    But I should be careful with the reasoning "Magic is used as science", because the way I render Glorantha has already been accused of being too magical - and even Transhumanist!

    For example, in my Glorantha, long distance messaging towards established destinations is possible by using Elemental runes:

    - Air, a breeze directly reaching a place opened to air streams.

    - Darkness, a change of blackness and coldness over a enclosed place.

    - Earth, a soft tremor on the ground of a certain place.

    - Fire, a change of light and heat over a bonfire.

    - Water, a sudden formation of a clearly distinguishing oil-seeming flow over a water course or pool.

     

    Also, if the message is attached with the Truth rune or if the receiver uses the Truth rune onto it, he can be sure that it hasn't be intercepted by anyone else.

     

    So I have no problems with windmills powered by the Air rune in some way.

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