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Bill the barbarian

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Posts posted by Bill the barbarian

  1. On 5/16/2019 at 12:42 AM, Crel said:

    I feel like I read somewhere that it was mostly Storm Gods who resulted in bronze bones (born of earth/copper and sky/tin), but I don't know where that was, or if it was even from something canon. I've got Borderlands & Beyond and there's nothing specified in the Godling Bones entry in Plunder (p.215). But from what I think I'm remembering you'd be right, most bones are of the proper metal. The most common bones are bronze bones because the storm gods/godlings/etc are fighty lil bastards and lots of 'em died.

    Crel it was canon and I am thinking from RQ 2 and 3 days , but I'll be damned if I can recall where it can be found. I am thinking that it must have been mentioned in the RQ 3 elder secrets box set and yes page 33 of the secrets book but alas it just agrees that bronze is exteremely common, and that all metals are bones of the gods who died in the conflagrations. Hmm (interesting side note, some bronze is still found in bone shape dug out from the earth). But yes I recall as you do a chaosium product that blamed the warlike nature of Orlanth's peoples (gods?) and the number who died as to why bronze is so common.

  2. 2 hours ago, PhilHibbs said:

    Which raises an interesting question... what Rune would Sorala's Find Magic matrix use? Oh, a POWx5 as it's a matrix, that's easy. But if it was her own spell from Lhankor Mhy..

    I seem to recall one of the Forum's Chaosium reps way back last summer saying Rune Spells in enchantments are cast with the magic rune? (unless limited against this I guess) which I believe means your choice  of which of your own runes you wish to power your roll to cast Rune spells in matrices. The quote alas, would be buried way to deep to try to find now, sorry.

  3. Nah don't leave remain and lets set this bad boy back on its wheels

    Anyone care to guess what the sensory components to bladesharp would be, I imagine it will change according to the god the spirit spell came from. An orlanthi bladesharp would sound a little wind like as its owner slices with it. Light glinting off it might look a little like a flash of ighting So what would a shamanistic one sound and look like like, 

    • Like 1
  4. Okay, I am getting extremely tired of coming to 

    Do spells have a visual component (when they don't obviously have one)?

    only to find we are not talking about spells, we are talking about 

    Blah, Blah Blah, charisma, Blah, Blah Blah charisma. 

    Could we possibly let this thread go back to its original poster and his original topic "Spells" and perhaps create a new thread about "charisma"... so those of us who never want to read another word on this topic as long as they game can avoid the thread For the sake of all the gods. please!

    • Like 1
  5. 4 hours ago, Crel said:

    No, not at all. It sounds to me like y'all went your pace, we went ours. My perspective on RQ since the beginning has generally been a pretty hack & slash, RP-lite one because that was our long-time GM's style. It didn't hurt that we were in RQ3 and so the Glorantha was especially lite. We still played in the setting, but didn't play actual material from it all that often. More just "Run and go do X to get paid Y" sorts of stuff. Very mercenary, very adventurer, very murder-hobo. And had a lot of fun with it. Both approaches are valid, I just thought such a variety of experiences with the Money Tree was interesting. :)

    One of my fave experiences was in GreenBrass (actually in the mountains beyond Green Brass, I will have to tell ya about it some day.

  6. 2 hours ago, Zo Fo Draziw said:

    I am the maintainer of glorantha.steff.in, and I made it behave better in finding external links. As I know most of the stuff is quite old, the links are likely to be outdated. So I inserted a link turnout that lets you choose to search the wayback machine for that page. Try it, it finds pages to all three links!

     

    Wow, thanks that sounds great.

  7. 2 hours ago, Crel said:

    All the Money Tree times (and yours in particular, Bill) are very interesting to me because IIRC I've played the adventure three times over about seven years now, and each time I believe we completed it in one session of about 4 hours (with maybe another hour or so on top for RQ3 random char-gen).

    Hmm. so do you think we took too long? Chargen for us back in the day was a session. used to do a little initiation into adulthood and a modified character background using campaigns past from the RQ companion. The party interacted with the town  before leaving on the quest and the quest itself was a day pr so. Never did rush the party. Two or three sessions usually.

  8. 16 hours ago, Tigerwomble said:

    I know YGMV. But it's still nice to be guided by the confines as detailed in the game.

    Agreed learn the rules, before breaking them.

    cheers

    • Like 1
  9. 14 minutes ago, jajagappa said:

    Think that was the first adventure I ever ran years ago, and aside from Griffin Mountain sandbox settings, probably the only published adventure I ever ran until adapting the Harvest Bride for HQG and then the Broken Tower quickstart.  Probably finished it in 6+ hours.  My face-to-face game sessions back in RQ3 days were typically around 10 hours (including time for a dinner), though I think the battle with the monstrous dragonsnail went about 13 hours in one sitting.

    Captain, logically I have to inform you that a slight drift has been detected ahead.

    Look you pointy eared freak, if I was worried about a slight drift why I never would have boldly gone... <edited for pointlessness>

    So how long did it take you to finish GreenBrass? Enquiring minds and all. For both actually, how long did you crazy kids play in the sandbox?

  10. 1 hour ago, lordabdul said:

    I think it's fine as long as things are consistent, and as long as players know what to expect -- again, I wouldn't like spending points on Charisma only to be told I can't use it at this important clan meeting my character is going to because NPCs will get mad at me.

    Yeah that about says where I would like to be in the final analysis, and I like how you adapt the theory of evolution from our blue marble to magic on the green lozenge to weed out those spells that are no longer applicable to the worlds needs and remembering the meta in order to also suit the tastes of your game, and desires of the  players. Quite logical appreciation of internal consistency.

    I will add, of course, the internal consistency in Glorantha is not always immediately apparent. As with anything created with a touch of depth some will be revealed onion skin style—a bit at a time and until revealed will seem paradoxical.  Worth noting as well, as per reality, sometimes the logic will never reveal itself and stuff seems out of sync, a little wrong or just plain odd. Our world has this, Glorantha, broken and off-kilter Glorantha  (assume a real existing Glorantha  for just a second)  has it for sure and Meta Glorantha, that which has been created by humans over decades; ones that make mistakes or change their mind or simply forget some of the 100s of billions of words devoted to Glorantha, will have it in spades.

    So internal consistency first, the players like it and then a little shuffle to left to surprise then as well. They will also like this. As a bonus, this is consistent with how great tales resolve, and coincidentally sounds exactly like an old and predominate theory on writing pop songs. The mix of the familiar with the unexpected in the right ratio, and what that ratio is, is what separates the wheat from the chaff and will sell your song.

    I like the current management views that the differences in interpretations is where the creativity and originality can creep in. This has been mentioned by various members of the Chaosium Brass as being a feature and not a bug, (and it sounds a hell of a lot more sincere then similar statements from MicroSoft et al) at one time or another—not to universal accliam, unfortunately—so I hope this philosophy still steers the ship.

    "There is a crack in everything. That's how the light gets in."
    ― Leonard Cohen

    • Like 2
  11. 9 hours ago, Crel said:

    Also, I feel like thus far the expected IRL time of an adventure is about one session. Does that feel accurate to other GMs? Remembering the length of the Broken Tower, Cattle Raid, Defending Apple Lane, etc.

     

    IRL I can't say I have finished many adventures in a day, the fastest ones I have run have been The Village of Greenbrass from the RQ 3 GM's book. which took 2 or 3 gaming days of 4-7 hours (its been years) and The Broken Tower is supposed to be  playable for new comers to RQ in 5 hours but my game at the FLGS on free gaming day back in '17 got to the final combat in 5 and a bit hours As the combat could have taken up to an hour (newcomer and all those spells, one player looked at me helplessly not sure what to do with all that power (thirty or so spells was it, can't recall glad they did away with that rule, quickly) necessitating a less then clean finish and a ruling on how the battle might have gone based on the set up. People had to leave so... in real life intervened.

    In my games I love a story, and thread drift does not bother me (who knew) so the thought of lengthening a game rather than shortening them is usually my goal or at least a result I usually get. For example Melisande’s Hand was run by one of my players giving me a chance to play and I think we milked that one for about 4 or 5 weeks of real time playing once a week. The game was so engrossing I recall 8 hours being our shortest day. So a minimum of 32 or 40 hours of Pavis County goodness and a fine way to introduce the adventures to Duke Raus (not to mention get one of the adventurers in trouble with... (never you mind!); thank you MOB!

    Cheers

  12. 4 hours ago, Sir_Godspeed said:

    Well, Shaggy is based on a stoner archetype, and there's stuff like "Drunken Master", so maybe there's some kind of hallucinogen-fueled superpowers involved. Sort of a "does eating this herb make him really powerful, or just so incredibly lucky that it just SEEMS like he's powerful, and is there a difference?"

    Yes indeed, Scoobie Snacks ™! 

    • Like 1
  13. 36 minutes ago, HreshtIronBorne said:

    Just have the Eurmali steal the Powers on some Quest, mundane or otherwise. We have always loved that with our Eurmali. :D

    I have always understood Eurmal in the great global trickster/court jester, the infant who avers that the emperor does not lack clothes. He is butt nekkid!

    But (d'ja see how I did that, d'ja?) in the past couple of months in these myriad forums I am beginning to think I have a handle on them. Not enough to allow them as player adventurers but I think twixt here and the KoDP game i might know enough to begin to allow them (reluctantly, watchfully, and lets's face it, probably through outright deceitfulness and liberal applications of Lie spells on the Eurmali part) into clan circles one day

    (nervous grin, followed by an unusual tick)

    Cheers

  14. 5 minutes ago, jajagappa said:

    If you want it to be! I'd probably make a Heler Rune magic. But one day while Heler's sheep were browsing the Stormwalk Mountains, Heler heard Orlanth's call to battle. Heler didn't want to bring the sheep to battle (fearing they'd by slaughtered), so looked for someone to tend the sheep while he was away.  Only Eurmal was around.  Eurmal was sleepy, or naturally reluctant, or didn't want to be bothered, and only agreed if Heler taught him the song to call the sheep since he didn't want to have to get up to gather them if they strayed. Heler gave in, and taught Eurmal the song.  But Heler didn't trust Eurmal, so made the song as ethereal as the sheep, and it's easily forgotten.  However, since then some Eurmali manage to find the song and use the magic still.

    Heler makes a lot more sense, I can see fogs and mists being part of his purview as well. Hmm, an inspired spell and an inspired choice of cults. Yer son sounds like the kind of gamer I like,

    Cheers

    PS Hmm, a Heler, Eurmali cross... scary!

  15. 4 minutes ago, jajagappa said:

    Illusions are challenging to create (except for the ones that only you can see via Hallucinate). There are other options though. Sheep are commonly associated with Heler the Rain God and clouds (many types are thought of as herds to sheep). Instead of creating Illusions, it could be a Storm-related Rune magic to Summon Cloud Sheep (must be cast when some % of the sky is cloud covered, or perhaps the size of the flock varies based on the % cloud cover). The Cloud Sheep are as ethereal as fog, but can move, make noise, and help hide you from foes.  Vulnerable to Solar magics  to clear away clouds (and perhaps powerful winds that blow them away).

     

    That is so cool in that great Glorantha way! Do you think that this would be a spell justifiably in the Eurmali "book/lexicon"? It seems like it would be, but I am not an expert and you know how finicky myth can be on the lozenge?

    Cheers

  16. 3 hours ago, PhilHibbs said:

    There's plenty of evil around, just as there is in the real world that has neither Chaos nor God Learners. The God Learners didn't consider themselves evil, more people consider the Vadeli to be evil than the God Learners.

    In my Glorantha Trolls are evil and usually ask, "Youse got a problem with that bub"?

    They do come from hell after all, not a sunny place filled with unicorns... uhh, wait a minute..?

  17. 1 minute ago, PhilHibbs said:

    Maybe... there is a distinction, magic does have effects, it's just that Gloranthans think of magic as being just as much part of the world as not-magic. Socially, there is no difference and it isn't considered cheating any more than reading books is cheating. Then again some people might think that reading books is cheating, and those that read cannot be trusted.

    BURN 'EM!

  18. 37 minutes ago, gochie said:

    I feel like a good first adventure should have disgusting, rapey, disease-riddled broos though. It's a staple of RQ in my eyes. 

    Can't argue with that, come up with the perfect odd/gross/funny or over-the-top Chuck Jones cartoon style chaos feature and have at them. They'll be back for more. You know, in my 11 years of gaming and GMing, I have only used broo once and do not recall having encountered them Seems a shame, but there is so much out there that I did not realize that until now.

     As long as there are healers near at hand, or shamans,  ordinary or weaker broo should not be a problem for newcomers to RQ and are or can be as oddly Gloranthan as anything I can think of for starting characters. Don't do random (the possibilities are too gruesome, literally, to contemplate) but tailor the broo to your player's taste in gaming.

    Assuming a greater challenge is needed for your players scaling up is easy Assuming the broo have not changed since RQ 2 and 3 the feral broo was a lone figure or a small group (perhaps litter mates) that had little magic if any and poor access to weapons and armour. But they could be so much more.  Let them be in a cult (spells). Let them have real armour or weapons . Have then fight with tactics and sagacity.  Make them god talkers... ohh, increase their diseases or make them horrific. Give them allies or hell even a 2nd age kingdom near the Rockwoods for sh## and giggles. 

    Anyone care to go out for a broo?

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