Jump to content

Psullie

Member
  • Posts

    871
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Psullie

  1. Augments need to have a narrative justification, they need to work with the scene and the PC involved. The scope of the modifiers are based on how well the augment relates to the challenge. As jajagappa pointed out it can relate to a whole event. Reward your players who make appropriate use of their passions (inspiration that leads to dramatic scenes) with broad coverage. If you feel that your PC's are just bonus hunting then the limit the results to very specific actions.

  2. I raised the Passage/Lock question before. Feel free to add Lock to his roster. I however went with the idea that as an initiate he has access to Passage so he can participate in larger rites where a Priest would cast Lock and the each Initiate simultaneously casts Passage. This would enable them to access private areas of the temple.

    As for Vostor, he's a foot soldier. As styopa said, cast and run!

  3. Just because one culture has a particular view doesn't mean that it applies universally. Gender views are far more fluid in Glorantha than in our world, but that also means that there are more gender restrictions. This is part of the complexity of Gloranthan culture, multiple gender types are accepted but also strong feelings about gender appropriate roles. Yelmalio is very masculine, Ernalda is female dominate,  Trolls are fiercely matriarchal but there are always exceptions!

    How would gender be determined? Beyond what the individual feels, when it comes to initiation rites its the God's that decide. If a supplicant is accepted then they meet whatever criteria is necessary. And if a player wants their character to join a gender restricted cult, it would be up to the GM to rationalise exceptions.

    Its myth, men give birth and women father children!

    • Like 1
  4. I'd like to see where you got that from.

    I've always gone with range being from caster to target at the time of casting (at least for instantaneous spells). You cast Demoralised on a Troll whose 45m way and he runs, he'll remain demoralised for 2 minutes regardless of the distance. 

    • Like 2
  5. I'd allow it (and have done so with NPC's) only if the spirit has a myth/history of dealing with other spirits, such as the ghost of a shaman or priest. Of course the crystals are fixed to the middle world, so a Genius Loci would be ideal. 

     

  6. 6 minutes ago, Joerg said:

    At least frequently with sorcery, but also with huge castings of variable MP or hugely boosted spells it is possible to finish a spell in the next melee round. Does this prevent the character from casting a rune spell in that melee round?

    Rune magic happens SR1. So if you are halfway through casting a Sorcery spell and suddenly decide to channel your gods power I'd say the Rune magic takes precedence but this would cancel any in progress Spirit or Sorcery magic. 

  7. I see using the Mediate skill as getting in the zone to perform a specific act. Once you make the skill test the very next action must be what was the subject of the focus, a small delay is reasonable only if appropriate to the action, such as moving a few meters to get LOS. I'd rule that any unrelated actions would break your concentration with the possibility of the INT roll if warranted.

    • Like 3
  8. Their Runes. Not only does it define their character but with Runic inspiration hints at how they will act. Note that with 19 CHA Vasana is the group's leader (most groups assume its Harmast because his noble)

    Up to you but I generally play that Vostor carries only the Large Shield, and no Javelins.

    Good luck and have fun

  9. Dread is spot on. Community is a major facet of RQG. Why not just run a mini campaign (lower on the commitment scale) using the GM pack and Broken Tower, you could add the Cult of Chaos scenarios for extra flavour. I restrict the group to Orlanthi, even the same clan. This will make it easier to control the information flow.

     

  10. I feel that giving Assistant Shamans free access to the Spirit World completely diminishes the Shaman. They are Rune Lord status and their abilities are the for a rarified few. Some individuals may be Assistant Shamans their whole life whose access to the Spirit World is by sacrifice/invitation (aka spending Rune Points).

    In my games the Spirit World is an alien realm not defined by geometry or time. Within exist fantastic powers whose ambivalence towards mortals is the main reason why our brief trespass is tolerated. Discorporate individuals send their essence/soul/conscience into the Spirit World, departing temporarily from their corporeal bodies. Without a guardian or fetch your are vulnerable to attack.

    • Like 1
  11. Welcome to the forum.

    First off neither the Sourcebook (GSB) nor the Guide (GtG) contain any rules or game mechanic specifics. They are completely game agnostic. The GtG is a massive read that collates a lot of previously published materials with new info. It has loads of maps, many of which are compiled in the Argan Agar Atlas. 

    The GSB is a great intro into Dragon Pass and the Lunar Empire. It covers the history, myth and magic. It contains some materials distilled from the GtG, including art, but has a significant amount of new materials. It takes the 40 or so pages of the Homeland section of the rule book and fleshes them out to 200+ pages. 

    Neither are required for play, as the rulebook and the GM pack give you ample background material. But if you enjoy the game  I would recommend the Sourcebook over the Guide for new players. It is far more accessible and very evocative. The guide is an encyclopaedia.

    • Like 4
    • Thanks 1
  12. Our concept of personal autonomy is a relatively modern invention. Part of playing in Glorantha is exploring not just an alien landscape but alien cultures. For many Gloranthans the individual and and the tribe are synonymous, you are 'owned' by your tribe and have distinct responsibilities base on your caste or birth. There are many ways in which a person is beholden to their liege. Feudal serfs for example were effectively 'slaves' in that they could not own property or leave their immediate area. 

    Slaves of the ancient world were often very valuable and the great care was given in their health and well-being. They could earn their rights, but the security and protection offered by an 'owner' would often outweigh the responsibility of having to fend for yourself. 

    As was said above, it is your choice to use Glorantha as a storytelling medium however you see fit. Presenting alternate views to illustrate as theme is the hallmark of classic Sci-Fi and fantasy. So why not write a scenario for your players that explores the varied, and often overlooked, ways that people can find themselves indentured into service. 

    • Like 2
×
×
  • Create New...