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MMan

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About MMan

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    Member

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  • RPG Biography
    Started with D&D and quickly moved in to MERP in 1987. Then moved on to RQ and Cyberpunk 2020, Twiligth 2000, Rolemaster, CoC and loads of other games.
  • Current games
    Currently my favorite games are FFG's Star Wars and RQG. Although I'm not a greatest fan of BRP system (slow and complicated imho), I have grown to love Glorantha.
  • Location
    Helsinki, Finland
  • Blurb
    I've been GMing and playing RPG's since 1987. I love GMing, but it is also refreshing to take the players role as well.

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  1. @metcalph Thanks, that was a very good example. This seems to have been duel to first blood. Are the duels usually first blood duels, or to death? In Sartar - Kingdom of Heroes on pg. 216 the sidebar notes "The winner of a duel will likely owe wergild to the loser’s kin; ..." which I interpreted to mean that duels are to death, although there have been some mentions that wergild should also come in play when dealing permanent damage (cutting limbs etc.).
  2. I have found several mentions that duels are a thing in Orlanthi culture (and maybe with Lunars / Praxians also?). However, I wonder whether duelists are allowed to use magic in their duel? As various kinds of magic are very common in Glorantha, it feels like all magic is much stronger part of each character's core being. Not just learned tricks and conjurations that shape the reality like in many other fantasy worlds, but instead very personal and everyday affair (spirit magic) and deeply connected to the who the character actually is (rune magic, sorcery, runes and links to gods the cha
  3. @g33k That example was just to underline how all npc could be initiates of a cult and how lay members would still make the majority of each cult's membership. It wasn't meant to be "realistic" distribution of people in each cult, but easy numbers to follow and to underline the reasoning.
  4. @Brootse Arrgh!! Now I'm confused again! I feel I'm getting some mixed signals here...
  5. @lordabdul TL;DR "I wanted to" 😛 There was no single specific reason. I weighted quite a number of options and considered different approaches for a while, and decided to go with Colymar tribe and use the Eleven Lights campaign more as a resource on how to model the world events into the campaign. Also I wanted to use the RQG GM screen adventure pack and the maps and stuff like that, as well as run some old Apple Lane stuff on the side, just for the sake of nostalgia, maybe drop in some Snakepipe also... I could have gone with just Colymar campaign, starting on year 1625 as per RQG d
  6. @Shiningbrow I dropped my percentages without really thinking about it, but you're right, 2% of higher-than-initiates would be absurd After a night's sleep on top of this, I think the everybody-are-initiates who all have a couple of utility rune spells to help in their seasonal tasks, seems quite ok after all. Earlier I could only see the NPCs in terms of player characters.
  7. That's a good and important point. Especially as it means that not all matured farmers, shepherds and thralls blast endless volleys of fire and brimstone when irritated, but are actually still quite close to lay members in terms of power level. @Qizilbashwoman thanks for the great input
  8. I think the above clarifies the issue for me. As a simplified example: A community has 150 members and three gods: Orlanth, Ernalda and Yinkin. Members 1-50 are initiated in Orlanth's cult, but they are also Lay Members of Ernalda and Yinkin. Members 51-100 are initiated to Ernalda's cult, but they are also Lay Members of Orlanth and Yinkin. Members 101-150 are initiated to Yinkin's cult, but they are also Lay Members of Orlanth and Ernalda. Now in each cult there are 100 Lay Members and 50 initiates, but still all characters are Initiates in one of the cults.
  9. In this case, low level means that the characters are not that experienced at the start of the campaign, as what the RAW would produce. Most importantly they are not yet Initiates of a cult. And that sparked my curiosity, as I couldn't find any NPC's that would not be at least initiate of a cult. Well, I guess my glorantha varies a bit in this case
  10. I'm about to start an RQG campaign which is heavily based on the HQ Eleven Lights campaign, although the clan in focus will be the Hiording clan of Colymar. My players suggested that they would like to start with a low level characters, as Glorantha is not that familiar to all of them. So we decided to start the game when characters are 16-17 years old, right after their adulthood initiation, and that they would seek and apply for cult initiation in game once we get the basics of the world and culture nailed down. However, as I'm writing details of the Hiording clan, I've become lost with
  11. That sounds awesome I hope you could share your notes about the adventure once you finish working with it. I definitely would like to run something similar at some time.
  12. Warning: You might get hungry while reading this. I know I got I just bought into the new RQG and I was completely blown away how the art really changed my perception of Glorantha. Previously I had imagined Orlanthi tribes as mix celtic, viking and scottish culture and Lunars as ancient Rome, but the middle eastern visuals really took Glorantha to completely new level. As I love to explore daily life and bring out small details in my rpg campaigns, I immediately started to visualize the whole Gloranthan life from scratch in my head. One question that I am struggling with is what kind
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