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jenh

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Everything posted by jenh

  1. jenh

    Apple lanes roads

    There is some discrepency between the roads depicted on the two maps, but I put that down to matters of scale and artistic representation. It would be really helpful to have compass marks on all of the maps (or is there a stated default that I've missed?) and a scale (even for the more artistic ones), but I'm happy to assume that there are more roads just off the edges of the village centre map.
  2. jenh

    Apple lanes roads

    I'm not sure if this will help you at all, but the bit of Apple Lane that is shown in the Map of Apple Lane in the Adventure Book is the small cluster of buildings at the approximate crossroads in the centre of the Apple Lane Orchards map.
  3. Interesting that it mentions what the situation is in 1627 - is the Sartar boxed set covering not just the default starting point of 1625, but also years into the future (to go along with the Argrath campaign)?
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. That's certainly one approach that could be taken by PCs/explored in the game.
  15. 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
  16. 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
  17. 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?
  18. I love this! And there is hope too even in the Guide, since the woods are hostile only to most humans. @dumuzid, you've captured a lot more fully a thought I had had about Argrath and the way he seemed to bring people into his orbit only to shed/sacrifice them - it doesn't feel like there's much of a "we" there. Further, destruction rather than creation seems to be not only his means but also his aim, and I can't expect much good to come from that. A PC group is ideally suited to adding in more voices to the situation with Argrath, whether that's alongside him or against him or just
  19. The Guide gives a few hints at the plans of various groups in the Hero Wars, with some hints about the outcomes (eg, Aldryami reforestation across much of western Genertela). I'm interested in different ways that matters could turn out that are not only positive for the groups in question, but also perhaps transcend at least some hatreds and divisions. It is easy enough for me to envisage, to continue the Aldryami example, woods inimical to dwarves, trolls and humans; I'd welcome more optimistic outlooks, even well outside the usual tone of Gloranthan procession.
  20. Page 210 of the rules states that the weapon is the same, it can just be wielded with one or two hands. Since it is "really intended for two-handed use", the extra strength required for one-handed use explains the lack of damage difference.
  21. Page 36: "perfect world, as is" -> "perfect world, so too is" Page 43: It would be nice to have an illustration of Daravala instead of people already illustrated in the GSP Adventures book. Page 59: "journey” from Duck Point.”" -> "journey” from Duck Point." (extraneous closing quotation marks) Page 62: "Or Ate. One. Moment.”" -> "“Or Ate. One. Moment.” (missing initial quotation marks) Page 104: Thinala presumably gave birth to Pala before initiating to Babeester Gor (though per page 93, she spent her early years as a temple guardian) but as a returned axe maiden,
  22. Just in case anyone is interested, there is a current Kickstarter for a Necronomicon art book that might make a good game aid, either for the individual pieces of art within it, or as a whole. Alongside the art are some maps of an Italian town, and descriptions (?) of spells.
  23. I have a few questions as I prepare for running The Eleven Lights campaign, from slowly reading through The Coming Storm. On page 11, it states that there are about 1500 people in the Red Cow clan, 830 adults (134 elders) and the rest children. There are six bloodlines, with the following approximate number of adults: 150, 100, 100, 60, 60, 60. Each bloodline additionally has about 12 elders. So what about the other 230 adults? On page 21 it says that there are three gates to Red Cow Fort, with two gates leading to the river - a main gate to the northeast and a narrower access to the
  24. Page 76, column 2, paragraph 1: "60 kilometers to southeast" -> "60 kilometers to the southeast". Also, southeast of what?
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