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About jenh

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    Advanced Member


  • RPG Biography
    Freeform, Nobilis, Changeling.
  • Current games
    Freeform, own setting.
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  1. You quoted Darius saying "These are modern sentiments that have no place in a bronze age environment if we want to get serious about roleplaying cultural sensibilities" in response to Akhôrahil stating that "a lot of players and even PCs would start to wonder if maybe there isn’t another way" (than "Argrath’s genocidal climatological warfare" and "the Telmori genocide"). Your response began "I completely agree with this. It just isn't the nature of the world as presented, nor in line with what we know about our own ancestors. (Or, if we are honest, about our own deeper rooted, glossed over b
  2. Sure; I got involved in this thread in response to Darius and Dissolv saying that not only is that horror and genocide there, but that no one properly roleplaying someone from that world would do anything other than fight, and fight without any qualms about any additional horrors they might inflict. That includes, specifically, the PCs. While I am all about non-violent games, I'm not interested in rewriting all of Glorantha's history, laser-focused though it is on violent conflict. I do however object strenuously to the notion that no one, including the PCs, can have a problem with genoci
  3. Ignoring the massive excluded middle between no violent conflict and no one thinking twice about genocide after genocide, I might play games based on exploration, discovery of lore, political conflicts that don't devolve into violence, small-scale personal stories of any number of types (romance, investigation, horror; the sort of stuff you often see on TV shows or read in books), people working to ensure that violence doesn't just consume the world yet again, people struggling to find themselves/their place in the world, etc etc etc. As for what passions they might have: love, loyalty, h
  4. Your Glorantha may vary, provided it remains an atrocity simulator as God and Greg Stafford intended? None of those "woke sensibilities" held by some religious figures on Earth thousands of years ago allowed, for no one in Glorantha could even conceive of trying to break a cycle of violence. Let's have three ages, with each being basically the same as the last because the only new things allowed to happen are inflections on cataclysms that make things worse. That's a really small Glorantha; thankfully mine has room for more than "oh, I'm not a murderhobo, I'm so much more refined and bett
  5. Simulation is not a single thing, where if you try to simulate Glorantha you must include everyone always committing genocide and everyone always being fine with slavery unless it's because of some reason that really truly isn't anything to do with people objecting to slavery. People did a lot more eating, sleeping, and shitting than they did killing, even in Glorantha, but somehow that doesn't tend to fall into what gets simulated. What gets simulated is a deliberate choice of the person doing the simulating, and what they consider important and plausible derives from their taste and outlook.
  6. Some of you guys seem to really want genocide to be natural and inevitable. I'm guessing it's also immersion breaking not to have every war crime imaginable played out, because every soldier commits them - it's just human nature, after all, no one has ever disagreed with that except in the modern era. This is gross.
  7. Yes, no one in the history of the world, even back in the bronze age, ever thought that killing people was bad, slavery was bad, and that violence was the best option in response to any ill that befalls them. And within Glorantha, Orlanthi society explicitly specifies that there are other ways than violence, there is a determinedly pacifist goddess and cult, and Sartarite clans that don't hold slaves and won't hold slaves. I guess they like their couches too.
  8. Cool; I was going to make the tiny change to the code so that it was appropriate for the southern hemisphere, but the original code quoted there does not on my system produce SVG that renders as yours does - I get a white square. The SVG itself is presumably the same. Edit: Turns out, the SVG produced from the code above is very different from the SVG that can be downloaded.
  9. Exactly! I'm hopeful that the players will be proactive in generating material that their characters can discover, of forgotten or less considered myths and representations that suit the new-but-still-true-in-Godtime world they are creating.
  10. Sadly this is a game I'd like to run, but isn't at the table yet. Given that the dramatic core is overcoming two cultures of violence, one backed by a corrupting influence, I envisage that a lot of the conflicts will involve the PCs struggling against their own passions. To remake the world, they'll need to remake themselves. That's what will make them heroes. Part of my prep will be finding and creating a variety of myths that deal with reconciliation, abdication of power, and working to right wrongs. I'm keen to see what alternatives players can come up with to the monster-slaying hero
  11. That's certainly one approach that could be taken by PCs/explored in the game.
  12. My next game might well be about resolving the conflict between the Lunar Empire and the Orlanthi, maintaining the heroic and epic feel of the standard Hero Wars while eschewing the relentless focus on violence. Rather than hitting things, and undergoing heroquests and learning secrets in order to be able to hit things, or have others hit things, more and better, I'm interested in a game where: people talk with each other; change their own minds and those of others; gain understanding as an end in itself; learn and create new things; show others what they know and see; listen to others; learn
  13. While illuminated individuals play a significant role in Glorantha and the Hero Wars, they seem mostly to take advantage of the insight to get tips and tricks to hit harder and/or get others to hit for them. There aren't, in my limited knowledge of the lore, many examples of people understanding their way out of problems. Though the Lunar Empire and their illumination is meant to reconcile Chaos and not-Chaos, that seems on a practical level to actually come down to shoving the Chaos off onto those who aren't sufficiently "us" and not being bothered by that. In my next game I will put a f
  14. Somewhat related, is the lack of accord between the number and labels on the map and the number and descriptions in the Points and Places section deliberate or just a mistake that hasn't been fixed yet?
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