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Rodney Dangerduck

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Everything posted by Rodney Dangerduck

  1. In the parts of our campaign inspired by the highly recommended @Nick Brooke Black Spear scenario, we travelled to Pavis, along the way asking about "that Argrath guy (TM)". Our GM decided to leave the question somewhat open. Later GMs have followed this ambivalence. IMO, if Argrath is a perfect archetypal Orlanthi hero, that removes a lot of interesting tension. YGMV. Lagertha asked Yendessa (a Babs Gor rune lady we met at Tourney Altar) about Argrath. "He is a consummate Orlanthi." (Based on the tone, you had to be there, not renderable in text obviously!) the Vingan took this as implied criticism. But, as Wisdom is one or Orlanth's Virtues, she decided not to press the matter. When Lagertha returned to the tent, she asked Hengist (our NPC who is leader of the Brotherhood of Death), "What does Argrath admire most in others?" The man thought for a minute, and replied, "Skill, and loyalty to their friends and comrades." The women felt Hengist was using a version of a traditional Sartarite phrase, but omitting a reference to devotion to the gods and loyalty to kings. p.s. Argrath has treated our PCs very generously, so we currently like him - some have insanely high Loyalties. My character is at 75% and I think that's the low for all the characters.
  2. 9 billion Glorantha stories, then follows "overhead, without any fuss, the stars were going out."
  3. Let's just agree to disagree here...
  4. My issue is what if your character isn't particularly dedicated to anything? One the fence. They are just normal? For example, I'm toying with a possible PC, so far appearing as an NPC, of a "sane" Babs Gor, who is an excellent tracker and bounty hunter, but brings the perps back alive, and has a relatively low Death Rune and "Hate Oath Breaker", etc. She mainly uses her "bloodthirty Babs Goriness" to boost Intimidate the baddies and avoid unnecessary fighting. I enjoy playing the cultists who are a little off the stereotype. For another example, haven't played it, but would love to try a Humakti who is a little older, wiser, has met somebody he loves, and would just like to survive, earn "one last big score", then buy a farm and grow old together. Of course, something will intervene, but that's the concept.
  5. True Also, this can be extremely obnoxious to the GM and other players, should they wish to play less honorable types, like Eurmali, thieves, scoundrels, cattle raiders, or people who are trusted on secret missions not to blab. I'm largely with @Eff and @Bill the barbarian on this one: some of these cults remind me too much of the D&D Paladins we always mock.
  6. Yelmalio is a very reasonable choice for an Aldryami adventurer PC. However, if that doesn't fit with the other party members, consider a merchant: with Issaries or Etyries as their 2nd cult, depending. Elves have trade goods, and who better to go out of their forests than a merchant? As @Jeff suggested, Chalana Arroy / Flamal would also fit - you carry various healing herbs. Naturally, you'd need to speak some languages, be diplomatic, etc. Just remember Eli Lapp's advice, "You be careful out among them English! humans".
  7. Your idea seems reasonable. The official rules are far too simplistic. Sometimes "delaying" till SR12 is no delay at all.
  8. I don't want to reveal any spoilers, but take a look at the Howling Tower for an idea. IMO, it's a little too "out there", but it might work nicely for you.
  9. Certain spells, such as Sunbright, demoralize or deter Shades. Maybe something with a similar effect vs. undead?
  10. Now that you point it out, absolutely true - also in Cults of Prax. It would have been nice for the same, nice and very clear language from CoP, to be included in RQG instead of the looser and less clear "compatible". Also note that the Cult Compatibility Table has changed considerably since CoP.
  11. Unfortunately, we originally treated "requires that the cults be compatible" as neutral or better, not friendly. In practice, it has worked out as friendly or better. With the possible exception or house rule that Elmal, the term we use for the Lightbringer friendly version of Yelmalio, YGMV, is friendly to LM. I think we can change to the stricter "friendly or better" ruling. In the upcoming cults book, are any cults friendly to Humakt, other than Orlanth? (and Yinkin - why is that?) Added Note - I see Gustbran listed in a few responses above. Thanks
  12. Our Sartarite (Malani tribe) Humakt PC has a high Fire rune, and would like to join a fire cult. Yelmalio / Elmal feels "off" to me, though I could be wrong. Any suggestions?
  13. I thought that getting a friendly priest to put an unusual spell in for a special dangerous mission is exactly what Truestone is for. Going undercover in the Lunar army camp? Guided Teleport. Fighting chaos? Impede Chaos. Etc...
  14. Actually, it only goes to 60%, as I read the spell. I much prefer your take that it keeps going up on each use. Does anybody view this relationship, "I give you great powers and you must love me", as, well, a bit unhealthy? 🙂
  15. Any chance that Argrath's great love was a petite Taraling Vingan who sings like a cross between June Tabor and Nina Simone? 🙂
  16. Having recently re-skimmed King of Sartar (commercial plug: the PDF is on sale at Chaosium!) the only thing we "know" about Argrath is that "nobody knows anything." (William Goldman quote). Though Jeff is probably correct, he probably had a son named Halifitor, by a woman, perhaps a wife, named Sorana Tor.
  17. This is my major complaint with the rules. A competent GM can deal with typos, and errors in NPC stats. Many of the melee rules, and spell rules, are inconsistent: for example, is there a POW v POW roll? Having a "rules-lawyer" do a proofread, especially one looking for loopholes, would, perhaps, have improved them.
  18. Slightly off-topic, but I fail to see any practical difference between the four being "sub-cults" of Orlanth and all of them just being the same cult, Orlanth. Say I'm in Orlanth Adventurous and I want to learn Thunderbolt (a Thunderous spell) (sub-cult) I sacrifice one POW, and learn the spell. Joining Thunderous. (same-cult) I sacrifice one POW, and learn the spell. Yes, I guess there's a tiny bit of role-play effect, and a GM might restrict a PC from joining Orlanth Rex. But, the practical effect is identical. Am I missing something?
  19. One of our group's co-GMs has commented on the lack of known lovers and little Argraths. Perhaps he is not very fertile, not so interested, or just too busy, mystic, or stoned to have time for such things.
  20. Argrath is a once in an Age superhero anomaly and should not be an examplar for anything.
  21. Isn't the idea of replaying to play a character whose outlook is different than your own? Don't play a sexist arsehole for sure. @Nick Brooke is correct about that. Do try a slightly chauvinist "traditional" guy who, over time, may adjust his views. Or an Esrolian Ernaldan who perhaps expects the men to protect and coddle her.
  22. I think the "other side" somehow got into Praxians, specifically Waha / Eiritha. Yes, I'm shocked, shocked that a discussion has gone off the original topic of Vinga 🙂. And I agree with them. Praxians, in general, are much more "traditional" about gender roles than Sartarites. (I agree that Sartarites are very flexible) Cults of Prax, (c) 1979, about Waha: "The cult is not open to women." RQG, (c) 2018, about Waha initiates: "Must be a male tribal member" I personally like some small limitations on PCs, but won't argue against Nick and Greg's desire for opening up options. To each their own. And, in this example, I'd be fine with Waha being open to women. However, Chaosium had 40 years to "open up" opportunities for Praxians, and chose not to do so.
  23. Like @Shiningbrow and @Agentorange, I dislike shoehorning Vinga into Orlanth. Katherine Hepburn as Orlanth's Rib? I especially dislike the unfortunate dual use of the term "vingan" as a gender and a cultist. It implies that women warriors are somehow anomalies, not a "real woman". As @mfbrandi notes (quoting Joanna Russ), this is a way to suppress women. Let "fighty" women adventurers be just that - women adventurers with a spear or sword. Anything else is up to the player. (added later) I realize that this is getting way off topic, but it is something I've wanted to say.
  24. Agreed. Single random crits happen all the time, and players vastly overrate their importance. Let the PCs make more efforts, and use other skills. Get them all involved. You could add other skills to your list, such as Charm, as well as bribery and blackmail (should the party have an Issaries or a Eurmali). I guess those are aspects of Intrigue and Insight. 🙂 The PCs can also go out of their way to prove their worth and raise their Reputation. "That Dragon? - we took care of it". "Ernalda's Mirror, missing for centuries? Found it". "Hippogriffs? Yeah, we got em..."
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