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Targhan

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  • RPG Biography
    I've been a GM for the last 30 years, mostly D&D.
  • Current games
    Questworlds Glorantha
  • Location
    Málaga
  • Blurb
    Dialogue must be the first option!

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  1. Wow! I mean, thanks @mfbrandi! Suddenly I have lots of interesting things to read! I come from the "complexity" side of the hobby (GURPS, D&D, Pathfinder etc.) but I'd like to think that my games nowadays are about stories, not rulings. Actually, it was the OSR, kitbashing and giving a prominent role to the world instead of the rules defining that world what brought me here to HQ (and PDQ, FU and other similar systems). To be honest, HQ "ruined" other systems for me. I'm uncapable of wasting two hours of my life just to know if the four PC's won the battle against the three goblins and the ogre. Please, frame the contest, roll and that's that. But the very same path that lead to narrative games took my through the "you can improvise anything" valley and the rolling hills of "don't prep plots, prep situations" (actual address of my dear Justin Alexander). And I find really difficult to bring these tools to the table. This is where my confidence dissapears. It's really hard for me to set the limits of the capabilities of the characters, the communities, or the runes! (don't make me talk about the runes! a blessing and a curse!) That aside, I need to explain the different magic systems (in-game, not the rules), the justice, the clans, etc. It's exhausting. Sometimes, it's too demanding, and I find that HQ:G doesn't light your backpack at all. HQ it's another set of skills they need to learn! Because, and this you already noticed, but I don't speak English and none of my players (or possible players) are in the mood to read anything in a different language. So, passing around the table the Guide or sharing an article from Tradetalk, etc., are completely out of the question. I need to digest whatever I need my players to know and then do my best to put it in the most entertaining words. Entertaining enough to pique someone's curiosity into the glorious "do you have something written? I wouldn't mind reading about this, even if it's in English." that would make any previous effort worthy. Sorry for the rant. One thing took to another and... 😅 Well, I have a lot to read! Thanks again for being so patient with me, even when I can't make myself clear most of the time.
  2. I would have love to read it! Really, it's my biggest issue with Glorantha. It's horrible to read someone posting if praxians do this or pelorians do that and wonder "where in Torvald's name did he read that!?"
  3. Yes! But sometimes I feel I'm missing something, be it from the setting, or from the rules. I'm not as confident with HQ:G as I'd like to be. For me, it's precisely this what makes the orlanthi situation in Prax so dramatic. They still run the yearly ritual to fight Daga (at the Pairing Stones, if I got it right), but under Lunar supervision! This realization (according to my interpretation, of course) has been a chokepoint for me. It's for this reason that I felt the necessity to stablish the way HQ behaves when you are kept apart from your temple, as much as the rune representation or the charms. That's what I've been saying all along. If you're kicking lunars asses and taking names all over Prax maybe you're not in the mood to meet Faltikus in order to "restore your connection". Is this elegant or what? I'd totally forgot that rule! I know I've read it but, there it went! Thanks! Most of the answers come back to this. Obviously, I need to give this a try! And this is what I miss the most from the rules. It always make me feel at disadvantage with RQ players. And taking Glorantha to new players? Yikes. Thanks for the advice! I'll keep an eye on this! Actually the Air Temple is open for holy days! My issue is with day-to-day worshipping. Those adventurers sneaking into the Big Rubble, thwarting Sor-Eel plans and then... going to Faltikus to rest? I don't know. And, in my opinion, the typical player doesn't care that much about losing a bonus as it does for having a penalty. Even if we're talking of a high bonus. In a side note, I'm learning much about how HQ/QW works with this thread. Thanks!
  4. With your (yours and @jajagappa) latest posts I feel confident enought to tackle the "temple issue" in my Glorantha. So this is just for the sake of the argument. If you don't need a temple to "regain rune points" (and this is a metaphor for "to keep using your rune magic"), the Lunar control over the Air Temple in Pavis should have a different meaning for the orlanthis in Prax, shouldn't it? If you don't need to go anywhere near Pavis (or the Pairing Stones, or the Big Rubble) each time you exhaust your rune magic pool (be it rune points or applying Jajagappa penalties), the resistance against the Lunar would be very different, as life in Prax. Or just wandering Genertela. For me, the temple serves as a anchor to your region and makes invasions or big movements of people harder, or at least trickier. One last thing, if I didn't do it before, thank you very much to the three of you for your patience and for answering (so kindly) my questions.
  5. I'm not very comfortable with feats, in general, or with the fact that your rune rating decides if you can be an Initiate. But that's a different issue and I think is not one too difficult to solve. The original post from Simon made think about that and the versatility of QW. See? I don't understand why it comes as a simulationist approach. As I see it, RQ emulates, in its own way, the Gloranthan setting. And I'm trying to do the same. I don't care about the specific rule in RQ, but what it reflects. Jajagappa, I'm not saying you're wrong. But I do fail to see why it looks like that.
  6. Wow! I didn't have @Stan Shinn's cheat sheet, but now I do! I definitely need to read this. The "hard" barrier approach poses to me as the closest to my intent (that half-baked intent on my head, anyway). I need to read Shinn's rules, and see how each of these scenarios applies to my Glorantha. Thank you for these ideas!
  7. Hi Simon, I'm aware of your vision of magic in QW, while searching for this topic I found this in rpg.net. It actually kept me wondering if the magic system in HQ is the problem. I don't have an answer for that. Maybe I need to step back and work with the way QW does magic instead of adding anything else. I'm not trying to replicate rune points in QW. What I want to bring to QW is the relationship between the characters and the cults they worship. In RQ you have a resource, when it's empty, you can't cast any more rune magic spells, and (if I got it right), you must attend a holy day or equivalent in order to replenish that resource. For me, that situation gives the temple a focus that QW loses. I don't want to emulate certain mechanics, I want to emulate an aspect of the setting, something that is important for the people living there.
  8. Actually, yes, it worries me! 😂 It is something I find particularly interesting in Glorantha. A flavor, if you wish. Looking for a temple where you can learn this or that spell; the necessity of keeping an eye on your holy days, of knowing which cults are associated to yours so you can go and participate of their celebrations, are, at least for me, the things that make Glorantha stand apart from the typical fantasy setting. Specially in those where you can roam the world completely dettach from your church, other wizards, or a master-of-arms (I'm looking at you, D&D). I agree with you, simply "translating" rune points into HQ is not a solution. Though, the lack of any rule regulating/reflecting this in HQ, means (again, for me) that, in this particular version of Glorantha, no one has to worry about visiting a temple, or taking this particular issue into consideration when, for example, planning a long trip. There are certain aspects that I can control from the GM chair. Do you want to open a breakout in your rune reflecting a new spell? Go there, do that, etc. But, and this could be just an rpg philosophy viewpoint, if I bump up a contest I'm making it harder, but not impossible. In the same situation, with RQ, the character just couldn't try it, as they'd lack that particular resource. A friend, a fellow GM, suggests linking this absence with the community rules and penalizing the community rolls at the end of the year. I'm not sure about this, maybe your community suffers from your neglection, but I want to do this something personal. Something between the character and their beliefs. And, ultimately, something between the player and the rules. Maybe this is just something that HQ can't manage, or doesn't consider interesting enough (story-wise talking) to manage. I don't know. No one reflects this in their Glorantha?
  9. A word of warning: my understanding of the inner workings of RQ is lacking at best, so there's the possibility that my whole question is wrongly focused. But, here it goes: In RQ, to cast rune magic you need to spend rune points, right? And these points are only replenished at certain holy days, are they? So, what happens in HQ/QW? Is this bond between the cultist and the temple broken? If I read it right (which I doubt), there is no way you can exhaust your ability to cast rune magic. At least not without your GM making something up to reflect this. If this is the case, how would you reflect this relationship between the cultist, the cult and the expendable nature of rune magic?
  10. Sorry for taking this long to answer! I've been reading and checking your examples and now I have some clue of what could be going on. My guess is that I've been stuck in the "if you can solve a problem with it" motto and overthought most of the names. Probably getting too closer to the FATE phrasing style. Most of your abilities are actually quite simple in their statement. Truth is there isn't that many examples through the books. Most of the abilities in the HQ:G examples are excedeeingly gloranthan in nature. Replicating that in a kitchen-sink fantasy is not easy. Specially when I just want to use the proper setting while avoiding every D&D-ism (vancian magic, skills, classes, etc.) I'm going to lower the bar a couple of notches and try some packages in the style of HQ 1e quite in line with @soltakss's advice. Later I will boil down that and see what's left. You've been most helpful!
  11. Hi folks! Though I've run a small campaign with HQ:G and some sessions with QW (some number around 0.4X?) making characters it's still a headache for me. I've read every thread I've found related to this, I've been rummaging in @Andrew J. Luther's blog entries... but I feel quite uncapable of listing abilities for a non-Gloranthan fantasy. I'm trying to adapt my old Mystaran campaign to QuestWorlds/HeroQuest 2e; far from D&D and D&D-isms (I still need to come up with some sort of magic system to fit my campaign, possibly something in the line of a sword & sorcery setting), and I usually do this (when I've swiched to other systems) visualizing different characters: how would I represent a knave? and a swashbuckler? what about a fire mage? But filling up anything beyond the core concept seems beyond my capabilities. So, here is my plea: would you be so kind to share with me some typical characters from your games? Being HQ:G the game it is, I can't resort to NPCs as they usually aren't described as PCs are. And being most of the material dedicated to Glorantha, I have troubles thinking of examples in a different setting. Can you help me?
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