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About Mirza

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  • RPG Biography
    I started playing RQ with 6e and then started getting interested with Glorantha.
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    The US
  • Blurb
    I'm massively fascinated by creative worlds, and not just from a cosmological perspective down. I really enjoy looking at things from the perspective of the average person in the setting. I like understanding how the people live in these areas, the sorts of events that defined their perspective, their architecture and art.

    One of my favorite things to do with works is to just ask myself, "How does this person go about their day to day life?", something that Glorantha does not lack in detail.

    I think understanding my perspective on why I'm here will provide infinitely more knowledge about who I am than some blurb about my job or how old I am.

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  1. Having had some time this weekend, I have updated my Sorcery changes to version 1.1, and have credited Crel with a special thanks on the front page. Changes to RuneQuest Roleplaying in Glorantha Sorcery by Mirza v1_1.pdf
  2. Thanks for the feedback, since you addressed my work point by point, I'll try and do the same. To be clear I did read every part of the post, I'm just truncating sections so we don't get double the wall of text. For sacrificing the POW for a Rune or Technique, this is honestly a holdover from the original rules in RQG for gaining a Rune and Technique, I didn't want to completely throw it out, and while it isn't the best way to spend your POW, it isn't meant to be. I view it as something that honestly only the Malkioni are going to be doing in any significant amount, it functions as a way for a Zzaburi to get a baseline skill in the Rune or Technique, and also doubles as something of an initiation into that specific area of sorcery. (I added this part in later) Thinking about cost benefit of POW sacrifice from this and my later point about Magic Skill Bonus, and the whole 00% casting example, then I think it's a reasonable rule that the character cannot learn Sorcery R/Ts from 00% without having POW Sacrificed for a Rune or Technique previously. So for instance a LM or a Philosopher can learn a R/T from 00% + Magic Skill bonus%, without needing to go through the whole POW sacrifice deal again, since they've done it already, they understand Sorcery, but a non-Sorcerer has to make that sacrifice of a POW for a Rune or a Technique to be able to do Sorcery. While technically these rules would mean a LM and a Philosopher must have sacrificed POW to be able to do Sorcery, it's a waived cost (they did it in the past, and just regained the POW somewhere over time, a bit of a handwave but whatever, don't want to discourage this cult/occupation.) For getting a Rune and Technique both at the same time for each point of INT above 12, this is going to be an odd perspective, but we have to think about how in RQG that the normal max INT for a character without rune affinity bonuses to their stats is 18, and INT above that's distinctly a heroic stat. So for there to be a society of Malkioni running around, not all of whom are 60%+ Fire rune affinity characters with max d6 rolls, it makes a certain sense to me that the max non-rune affinity INT can just squeak by and learn all 6 techniques. As for learning Runes, I felt that the current rules are just too restrictive, I imagine that the spells in the future supplements are going to be a whole lot less Truth rune focused, and there will probably be even more spells with multiple runes and such, so this is something of a "Sorcery needs to have a broader base" to me. Yeah I don't have a better solution for Free INT without completely rewriting Spell Intensity to a significant degree, and I wanted to keep this as a quick few pages homebrew supplement. I debated myself whether half percentiles should be Unmastered for spell costs, that's perhaps the singular part where I wavered the most back and forth. I realize that as written it might be a bit overpowered, but I was attempting to not hobble Sorcery with this homebrew from the start. I thought that the half-percentile chance to cast would itself be enough of a downside for casting a Sorcery spell without a period of Meditation or Ritual Preparations, and thus having some narrative cost/making it unreliable for battle. Yeah I just think it's a bit too ambiguous about spell costs and Unmastered in the original RQG rules, made sure to nip that in the bud. For memorizing spells with the Spirit Magic rules, there is actually a point cost associated with each Sorcery spell in the RQG rules, the number of points is the same as the number of Runes and Techniques that the spell calls for, so that's what I was referring to/implying as the points. This makes it so that the character doesn't have a frankly ridiculous amount of memorized spells since even the simplest of sorcery spells are 2 points. There's still a decent amount of spells a Sorcerer can know, but it still becomes a "is this one worth keeping around when I could memorize this instead?" deal. Certainly a LM Philosopher can add in say 10% to a fifth R/T during creation, and then add the Magic Skill bonus%. When it comes to non-LM and non-Philosophers learning a R/T in creation, I'd rule they'd have to do the POW sacrifice, and mark it off their POW to gain the R/T. From there it'd be fine to add points to a new one as a regular old 00% skill with Magic Skill bonus%. I love your idea of half-INT intensity for Unmastered, and half-percentiles. I feel this is a better way of balancing half-percentiles than them being Unmastered for costs. So that example with 4 percentiles was from an older iteration of casting% where it involved an average% of the R/Ts that the spell calls for, that clearly needs a fix and a ruling. I would not allow for a spell to be cast where there is 00% in all the Runes and Techniques involved, it should require at least some kind of percentile (even a half-percentile) in one of the R/Ts that the spell calls for. I'll admit I was a bit of a dum-dum, and forgot about Magic Skill bonus, but yeah it should probably be added after the 30% base skill is applied to get your actual % for that R/T (so it gets grouped in with the R/T% on the equation). But if your Magic Skill bonus (Impossible for a human but just hedging my bets here) is enough to bring the initial percentile over 30% then POW sacrifice only allows you to know the R/T. My intent that was outside being usable by non-Sorcerers, and the casting percentile ruling, that Inscriptions would be utterly unchanged, the only reason that I included these rules for non-sorcerers using inscriptions is because I had a hilarious thought of a Sorcerer doing a tool rental business on the side or providing inscribed gear to warriors. (Bit of an Openhanded Mostali thought there, imo). I know that this post will probably be a bit scattershot, I did some rewriting after thinking about later parts, hopefully you can forgive that. (Specifically I wrote everything up to the Magic Skill Bonus section and then started rewrites, oof.) Thanks again for the input, Crel, you've certainly given me stuff to think on here.
  3. After reading the "How to play a pure sorcerer" thread, I decided to modify the rules for Sorcery. This is just an effort to write down what felt like the obvious alternative rules for Sorcery from what was already there, though I did use a couple minor suggestions from people in that thread. I would gladly hear peoples thoughts and critiques about this modified ruleset, or if you need clarifications feel free to ask. I didn't really keep track of who suggested what, and I'm not going to trawl through the walls of text in that thread, so if you see one of your ideas in here, then feel free to say something so I can properly attribute you. Edit: Now with version 1.1 of the rules. Changes to RuneQuest Roleplaying in Glorantha Sorcery by Mirza v1_1.pdf
  4. Mirza

    Wyter Questions

    Eh, Bill's poking me in the correct direction did the trick though, sure it wasn't in depth but it was enough to shift my thinking along the lines of what you and Sir_Godspeed would afterwards talk about Qizilbashwoman. But then again going into depth is good since there might be people that maybe are lurking and reading this thread, for whom that poke wouldn't be enough.
  5. Mirza

    Wyter Questions

    This makes sense to me, I was perhaps over the course of reading this topic getting a bit too focused on it as a simple transaction of magic and worship between the Wyter and community, rather than thinking of the Wyter as symbiotically a part of the community. And for the Black Spear and Colymar, I think what's more than likely happened there is that the Clan Wyters picked up the slack for the Black Spear for keeping people safe and working magic for their clans, but since the Black Spear was still the Tribal Wyter, even at a distance, there was still a sense of community for the Colymar, though it would have faded over time as the Black Spear was away.
  6. Mirza

    Wyter Questions

    Thanks for the replies and the welcome, and I wouldn't be too worried about being humorous Bill. So looking at the responses it seems like there isn't really any minimum for Wyter save that it needs to be enough people for there to be a sense of community (I'm not convinced by the Shaman example), and that it looks like it's more an element of being capable and willing to dedicate the magic and worship towards the Wyter that determines if a community has one. This is sort of implying to me that the community is the part that comes first, which leads me to wonder how does the community then dissolve if the Wyter is lost? Or is that even before the Wyter is summoned/quested for there's some amorphous spirit of the community that the Wyter takes the place of?
  7. Mirza

    Wyter Questions

    I know that's what the rules of RQ:G say for a number of people to sustain a Wyter but is that actually how many people it takes or is it just a contrivance for the sake of smoother gameplay? That's why I choose a family (not a particularly large one) or Apple Lane, as they're examples under 50 iirc, though in retrospect a neighborhood is probably well over 50 people. Sorry if that came across as a bit umm brusque, your Malkioni examples of Wyters are helpful, thank you for them.
  8. Mirza

    Wyter Questions

    I have a decent understanding (I think) of what a Wyter is in the context of Orlanthi hill clan society, but I have questions about Wyters if someone is willing to humor me. How large of a community does it take to maintain a Wyter? While we have examples of tribes and clans with Wyters, can smaller communities have a Wyter, such as a family, or a small town such as Apple Lane and the surrounding area, or a neighborhood within a city? I don't expect them to be anywhere near powerful but since they are communities, it stands that they might have a Wyter. Do non-Orlanthi have Wyters? Do for instance the Malkioni have Wyters? I think it'd be a complete non-issue for the Arkati but It would seem at odds with Rokari or Brinthini attitudes with regards to worshiping to empower their Wyter, but then again it might not be framed that way in their society and instead as a servant of the community way. How would Dara Happans differ in their treatment and worship of their Wyters? Is the act of creating the Wyter the foundation of a community, or is it that as a community forms then the Wyter is created? Is sacrificing to the Wyter the defining act of being a part of the community, or do you become a part of the community and then sacrifice to the Wyter? Or is following this line of thought pointless, and really just nitpicky? While Leika took her tribal Wyter, the Black Spear, with her to Whitewall to keep it outside of Kangharls and the Lunars grip, she continued to sacrifice to empower it, was it still continuing to aid the Colymar from hostile spirits and providing the tribe with magic? I don't think so since there's the whole rule about ranges and POW for the Wyter in the RQ:G book but I just want to make sure.
  9. I'm no expert at Pamaltela but I'll give it a shot. I would say that the only part of Afadjanni, Banamban, and Kareeshtu are intelligible with each other is the ancient parts of Firespeech and Earthtongue that remain in the language, and some Vadeli, and Seshnegi that was borrowed from interactions with the Vadeli, and God Learners, otherwise they cannot natively understand each other. So I would have Firespeech, Earthtongue, and Vadeli/Seshnegi as your language equivalencies, assigning 1/2, 1/5, 1/10 based upon the history of each region (probably don't use 1/2 for any of this, stick to 1/5, and 1/10). Maybe Afadjanni would have 1/5 with Vadeli, but again I am no expert so feel free to change it. As for the Malki question, I would lean either 1/2 or 1/5, I could see the language equivalence drifting towards 1/5 but with the advent of Rokarism in Seshnela, there being a push for an older style of Seshnegi, and it being closer to 1/2.
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