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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. but orlanth-jeff was able to say the pcs where was the lunar army (white bull campain) : where and how long time from Boldhome (If I remember, in all case from a big city). I agree that this notion of time is more a distance than a real duration. but in Nochet you were able to walk among the gods but during the dragon kill, Yelmalio refused to save a lot of his sons because he was shameful (sun county supplement) but in any divination, gods are able to answer more or less where is the target right now I thing the" outside time " does'nt mean they are not here now, It means (at least for me to stay in -my- "logical and magical" world) : they cannot change, cannot progress, cannot create (all these things that are "allowed by" or "represents" the time : before and after) they cannot decide by themselves when to act, they need a trigger, a time trigger (the mundane worshipper). maybe they cannot measure the time (it was 10 years ago vs it was in the past) I see them as "frozen people", but conscious of the world because their worshippers give them enough information to "stay" connected but not enough to "target", "select" by themselves. They are blind but the worshippers whisper them what happens. They cannot by themselves, but they can, they are gods not dead gods
  2. Like Nick, personaly, if they have no commitment to their "host",they should not expect any food / help / protection / advantage or even access to some discussion (can I negociate or even participate about my business ?). I would probably see a new family coming, wanting to work and live in redcow clan, with some oath of loyalty to the clan (even if not adopted).. then the ring has to find them a house... but their is no empty house... what to do between choosing people loyal to the clan and people who aren't ? The interesting thing would be to discuss why they are in red cow (why did they leave their home ? why did they choose red cow ?) then define the passion from the previous home. Could be loyalty, could be fear, could be hate and yes they should have a local passion (aka red cow) if they have been here for a long time. If your not in a great town (jonstown, etc...) where the "local" passion coud be a clan or a tribe (in my opinion) in red cow fort, the local is red cow, you live red cow, you eat "red cow", you meet red cow, you have friends and maybe ennemies red cow. You should have a red cow passion in all cases, on my table, if you have not a red cow passion (in this case of course) or a "previous local" passion, you should explain by the background why. there are reasons, no problem, but they should think about it, and giving you explanation, you may gain some hook for a next scenario ! the point, maybe, should be to discuss with your players why they fear to have too much passion, that is not a background question, that is a GM-players question. Maybe some commitment (I swear I will not use passion to destroy your character every session) to gain some "loyalty GM" % (I would not say "love GM" but... why not 😛
  3. my opinion, without a lot of irl knowledge, without a lot of gloranthan lore too) : their are two times of initiation for everyone, in the standard orlanthi path (maybe different elsewhere) a) adulthood b) cult initiation Adutlhood rites are done when young people show their "sexual ability" : blood for -sex-woman, beard ? nocturnal pollution (don't know if it means like in french, but you can imagine what happen to a boy during the sleep) ? for -sex-man what could happen for a "both" ? both blood and beard ? or maybe the first then initiation. what could happen for a "neuter" ? nothing of course. this "neuter" could be physically there has been nothing to see since the birth OR even if there is "something", there is no proof of adulthood (no blood, no beard, no ... ) and at a time... 16 ? 18 ? 20 years old ? elders consider that if you are not man, woman, and both then you are neuter. so for the sex-female and sex-both-first-female, they will meet the women and ancestors, among them or first of them, Ernalda. There they will understand / hear the call of their probable god-dess. Maybe they will understand, if not yet discovered, they are vingan or other gender, and they will follow the vingan path or helera path. Same for the sex-male, and sex-both-first-male, they will meet the men and ancestors, among them or first of them, Orlanth. There they will understand / hear the call of their probable god-dess. Maybe they will understand, if not yet discovered, they are nandan or other gender, and they will follow the nandan path or heler path. At the end of the adulthood rituals, the new adults will discuss with their elders (mundane) and tell them what they have experienced. Then they will be teach in the cult they think they are called. One year later (or maybe more, depending on the cult), they will try to be initiate to their "first" god-dess. A lot will succeed, some will die, some will be rejected and will have to choose another one. then what about the non adult (after all some may fail there adulthood initiation), like "neuter" gender ? Maybe they will not be initiate, maybe they will have to choose by themselves their cult (and be accepted by it) Maybe (seems to me a perfect "way") they will become shaman (as for example a neuter gender may dream about the horned man at the same time that their friends "becom" adults) this initiation will demonstrate they are adult too, maybe cursed, maybe blessed, of course different
  4. it seems to me it is like @PhilHibbs says, that give you a check. Not a second or additional or .., just a check
  5. What I m saying is there is no "if your deity heals you" when your deity forbids you (I fully agree what you say, the god is the origin) I mean there is always another way If I am Humakt, and an Humakti ask me a DI, it may be "help me to win this battle" and I enjoy it. I will not heal my nice worshipper as I said you cannot, you must not be healed. What can I do ? maybe I will give her additional life (+ CON bonus), I don't heal her, every round her blood will splash the ground, every round she will suffer her wounds, but she will continue the battle in my name. And if she is totally devoted to the death, if she thanks me to my gift, if she accepts to die with honour at the battle end, maybe maybe, I will continue until she ... naturally, heals her wounds. Because she is more precious alive than dead. But no,never I would heal her if I have forbidden it I know it is more semantic than something else, but fix breachs is different to add more walls 🙂 now if the humakti ask me "help me to heal my wounds" hummm I would accept to raise CON for any resitance test or things like that, but I will not give her any HP Yes that is true, there is a lot of tests. And if Abraham or Jesus ask their god to do something against the faith, what did happen ? the point is not what pc do, pc can ask something against their faith, and that is part of tragedy , so good storytelling. The point is should the god answer positively to a "wrong" request ?. Note again, that my gloranthan gods decide, they don't just apply what is requested. If you play your gloranthan gods as "source of" (spell / divination / DI etc ...) it is sure that logically the consequence should be :
  6. I didn't try the scenario, so I don't know if my question is appropriate or not. The issue I see is that if you use runes, you decide to exclude from some tests characters who technicaly (If I understand well that the tests are for Orlanthi) should have all more or less the virtues. I would expect that any good orlanthi has in any orlanthi virtues something like 80+ / 75+ / 60+ / 50+ / 50+. Of course there are bad Orlanthi. Is it possible for a band of Orlanthi PC to fit with my 80+ / 75+ / 60+ / 50+ / 50+ arbitrary proposal ? Or are all pc bad orlanthi because they don't follow at all one or two or more virtue ? I think calling the rune as an augment is something interesting but basing directly the answers on different runes that probably no characters can have (except if 2 or 3 tests are based on the same rune) is hard (of course if the scenario is a very hard one where partial failure is expected it is nice)
  7. how I disliked this unamed one and this split PH / MM / DM However, all my favorite RPG decades ago (Vampire, L5R, ...) proposed an other template, core book you can start a campaign, then tribe / clan book including dedicated rules to a specific topic (battle, etc...) when you want to explore a part deeper. That more or less what RQG is following (less because the cult supplement is an important one I haven't something like in my comparison). So for me the issue is elsewhere : I don't know if it was because I m in France or I was "late" when I start the few games in these other rpgs, but when I started, the supplements existed. I hadn't to wait for a time -and sometimes a long long time with rqg -. I was my own time master, I bought, if i bought, when I wanted to buy. It was availabe. I think the frustration, maybe a little bit too extreme sometimes, is that, when you start runequest, you are - not yet - unable to buy what you need when you need. And it will always the case for some specific needs, because this world is too large, too rich... When will you get Fonrit supplement if you need it ? ( I don't, don't change the priorities please 😛 ) Fortunately, for newcomers at least, the rqg core rules focus the attention in a little setting, easier to cover it in a ... reasonable... timelime. So the too large world issue is less important than for some grognards (when I say issue, the issue is to propose official supplements covering all the world, not to be able to meet characters / to visit places) Note that I (I is a generic one,any customer in my opinion) don't care if other doesn't need what I expect, it is my needs. Don't care if another previous version x years ago is available to cover a little part of my need, I (still generic) is unable to know if yes or no this previous one will be updated, deprecated, etc... Should I pay for something deprecated ? Only expert (well let's say initiate) or fan, not new customer, not lambda customer, should explore previous version. We can't ask the lay members to sacrifice all their POW to our initiates rituals.
  8. I agree with all your answer except this part 🙂 In my opinion, geas is, in some way, what a god never did, will never do. You have gifts and geas to help you to be like your god. So the god will not put you in a situation where you/the god should have to do what you/the god will never do. that means if the character ask for something impossible for the god, it will not happen. Nothing may happen, or something the god(gm) will decide to help (or try to help) but nothing against the god's pattern, nothing against geas or even oaths (when oaths are dedicated to the god, a pure devotion deed) But what could be "nice" for the story is to break some mundane oaths, some which are not bound with the divinity like "I swear I will enter in this house, whatever it costs" oups there are 5 YT just in the road.... my example is not really good, apologizes)
  9. that's probably the biggest issue with glorantha, that's true 🙂 It is more a master piece, a work of life (or lives) than a traditional business. Both great and frustrating (for some just, great, for some just frustrating, for me both) It is clear that telling new people "read 800 pagesd and you will find the answer" is hard (I have not yet read it fully) but for those who want to know the world there are guide of glorantha and source book. However, the RQG core rule book tries to restrict the setting, and it may help new comers to discover Glorantha. That exists, that is background for RQG. But yes new (and some old) consumers would probably prefer homeland supplements (like the expected sartar book), lighter , easier to discover and find what people may need. Now if you already gm another rpg, I don't know what is missing to start a RQG game. Scenario are fine (official or not). The cults description in the core book is enough to start (for sure at a time you need really more, but how long tilme before ?) The core system (actin, fight, etc...) are clearly described (and easiy when you already have played other d100 games) If you want to create your own scenario, the bestiary gives you a lot of thing too. Yes you may feel hard to create a full campaign, with all the flavors and lore (like cults, settings), and all the rules (like heroquesting) you expect (but it depends on people too, some are fine with what exists already). And after few years, well yes if you did not fell in love wiht Glorantha, it may be difficult without what is already planned but not yet published. But the goddess merits our efforts and patience, I think
  10. mmm not the second, it seems , I've got the cha4028_-_runequest_-_roleplaying_in_glorantha_2nd_printing.pdf and my question was based on it however, I like @Scotty's fetch's answer so do I. the only conclusion is David is not only a shaman, but an illuminate one ! the main point, for me, is that these 2 skills, even if they are in the shamanic traditions scope, are "true" knowledge, they can ber learnt by anyone. Of course, it is difficult, of course very few will teach you if you are not from their own spirituality, but it is technically possible
  11. by the way, if anyone is able to visit the spirit world, why "spirit lore" is restricted to "shaman / sorcerer / priest" (p353) ? and "spirit dance" too why not anyone able to be teached or able to "experiment" (willingly or not) the travel ? in fact assistant shaman is able to learn these skills even if they are not ... shaman / sorcerer / priest. So excepted assistant shaman, why John Doe, hazia smoker, but enough lucky to not be destroyed by some dangerous spirits and who succeed to find is way back, would not be able to get some experience their (or maybe were taught by some spiritual citizen ) ?
  12. as other said, by runepool however i m not sure it is a true power gaming just imagine how many pow (so seasons) you have to sacrifice to reach this limit twice, and if pow should not be used for better options (heroic pools/ abilities, enchant, ....) i made some simulation in another post few weeks ago. For me this limit (or no-limit) is not a real "breach"
  13. except if you allow illuminate to have a "trick god power" In my glorantha, the gods are aware however they are aware because they get information from their mundane followers. That's why they can answer (divination, etc...) with more or lessaccuracy. If no follower know something the god cannot answer Same reason a god can send a spirit of reprisal: There is at least the initiate who is to be blamed who, willingly or not, communicated the wrong deeds to the god. So when an illuminate is now able to avoid a spirit of reprisal, that's just she is able to "trick" the god: "no she doesn't deserve a sanction because she did no bad things" : a) there is no information - if the deeds are hidden - or b) there are conflicting information, if some devoted initiate saw the illuminate did someting wrong, it is wrong for the devoted initiate, but it is nothing / is fine for the illuminate => the god cannot decide with the worshippers feedbacks and cannot investigate (great compromise) so what does happen if a initiate, illuminate, ask her god to "do" the spell ? the god's only information about the situation is what the illuminate shares with him. Because she has the trick the god ability, she is able to convince the god to cast the spell, showing the -real or not - reasons to do it, hidding the reasons to not do it. In fact, when gm play (gm... or just me ? 😛 ) that gods are able to decide, they may (should ?) create this power. Gods are able to be tricked by illuminates (and maybe some other people)
  14. Oh I bellieved it was yelm ! and I didn’t t understand how they were able to see him before his death you propose then two other options : - yelm before he obtained the surface wor’d - lodril after the same event That’s interesting !
  15. as other I would not say "resurrect" but "save" and I would allow only one DI so what would be the DI for me (warning, my gods are not machine, they cannot do a lot of things but they can decide) let me fight my ennemy = you are not hit by the fatal blow, you are still in front of your 5 opponents, maybe because your are so courageous, you are full life / full magic points and, why not, one free rune spell to cast immediatly (from the god who DI of course) let me die in a more honorable / sacred place = you are hit by the fatal blow, but your body disappear with great effect and is now where your ask, but you're dead. Your god may be touched by your devotion and if your behavior on the field was very satisfying, you may stay on the field, without the fatal blow, with the promise that when you will die, if you die or because you will die... - 5 opponents... - , your god will teleport your dead body in great honor. How proud you are, you've just heard your god let me go back to the temple / behind the line / ... = it depends how your behavior on the field matches with your god's value. 1) not enough effort during the fight => you are hit but you are now in a safer place. Maybe there is someone able to save you (well if your head is far from the body, maybe not) Your God likes jokes... 2) a lot of effort during the fight => you are not hit and you are now in a safer place. Your God likes you... 3) you are shameful => nothing happens. Your God despises you a coward god will probably choose #2. a fanatic god will choose #2 only if you succeed to kill more opponents than any true hero. of course my gods are maybe too hard, and too aware of the world
  16. I fully agree. the key point is here, initiate does'nt mean wroshipper, initiate means accepted by the god(dess) and the cult in a inner circle, where initiate may find secrets and powers.
  17. except if you consider that asking your god to do something "wrong" gives you some bad feedback, you are disturbing your god for wrong reasons after all. But again that's house rule / house god, I m not saying it is better than the core rules. If I were gloranthan and I undestood that I can do what I want with my divine spells without any consideration from my gods, well... I will not have any devotion then, why respect and love some.. robot ? So, because I am respectable (so few...) I would try to become a sorcerer (or a shaman if I have the option). But anyway, we are in a rune pool topic !
  18. don't know why, as a god is able to answer mundane question (divination, etc) able to decide for DI (yelmalio, old sun dome temple story) etc... For me it is more a game design choice : some players / gm would not appreciate or not know how to play that rune spell is not spell but a "prayer" the GM must choose to answer or not Don't like the idea that a god* is a resource, but I don't consider the rules must follow me, that's a taste and probably too many people would be disturbed by my way (even if, in more than 90%, the spell is cast, of course, the point is not an opposition between GM and players). * for me the 3 magic ways are ; spirit = you order weak entity to do what you want, divine = you pray strong entity to do what you want, sorcery you manipulate energies to obtain what you want
  19. yep important point when you play the social interaction, when pc are not only adventurers/looters but members of the world however (houserule, my own glorantha):
  20. you are right it is not a monotheistic cult however that not because you are polytheist that you are initiate to the secret of all the gods of your pantheon. Do you think that the uncle with yelm mask has any knowledge of yelm's cult ? Do you think the uncle with genert mask is able to communicate with genert the dead ? does any one of these uncles is able to "cast a spell" from the gods they "play" for the ceremony ? the point is you are initiate from your god, you create a relationship with him. You just believe in all those gods, you may have faith, you may have devotion, if you are not initiate, you have not any personal relationship with them. Your relationship is then only via the community, no personal power expected, just community blessing.
  21. not for me 🙂 my interpretation is when you (gameplay) cast a spell, using your rune pool, you call the power of the god who answers* (story telling) your request your rune pool is your (mundane character) ability, energy to open a temporary gate to the god/other plane and let the divine power apply on the mundane world. That is not your power, not your priest or temple power (so not your cult power), but your god power. If you want your own power, become a hero and get hero powers / abilities. That's why you have to worship your god to restore your rune pool. You have to "re energize" your link with it, to thank it for what it did, etc. then my interpretation and the rules match. The potential issue is "associated cult & runepool". I consider that the spell "given" by the associated cult is, technically a spell known by your own god. So you use your god runepool as if it was your god's spell. * how the god answers is other interpretation (some consider that you become your god/avatar, some that your god takes more or less your place temporary, I personaly consider this part as energy sent from your god through yourself)
  22. for me the magic is too low: it seems to me that every one is initiate except those who aren't... so they may all have at least 1 RP I would add that anyone dedicated to fight (> 50%) and smart will have 3rp because they need it to heal and damage (so at least 2 spells to use during/after one fight. But that means too that a comment after the stat's block explaining the npc tactic would be nice) Of course it the npc "work" in big group, they may expect some friends will heal them so don't follow my comment in that case. for the skills, except the last one, that sounds good to me : hero skills => see npc like Leika etc.. that's for me the % a hero should have. It seems that your hero are a little to weak ? in fact, when I use a old rq supplement, before adapting the % to fit with my group capacity, I keep the same stats and just manage the runepool and runespells. Then I check if it is too easy or to hard to the pc but, that a gm's task with any scenario, old rq or rqg version
  23. that's true character generation is an issue when you want to play quickly. Runequest is focused on skills more than characteristics. So to know what their character can do, the players should have a view of their skills. But it took time. I see some risks if you fill gradually / when needed : 1) there are a lot of choice during all the creation process that player has to do: what are the cult and occupation skills (weapons, etc..) she gains. If they choose when they need ... 2) it will break your narrative / play time : you will need several minutes to check what is the creation process then explain players what they can do, pickup, add, etc.. 3) you will have to track the different personal bonus: player A will add +25 the first time when player B add +10 and C and D nothing. Hard to do it in addition of your GM role. some ideas from someone who loves to spend days and night to build his characters (background + stats) so of course not tested 🙂 1) start the adventure with more or less pregen character. It could be those published but you can do your own process , you may ask your players what they want to play (if a warrior what kind of weapon, just a little background, or maybe... all your pc are from the same clan, much easier), build the skills without the characteristic modifiers. Then you let your players roll/define their characteristics, calculate their modifiers and let them put the last % They will be happy to find their skills and see them raise. At the end of the process they just add their +25 / +10 personal bonus (or you already did it for them) 2) start the adventure before initiation: they have no occupation skills only cultural (you have already prepared the figures like 1) then ask them for the personal bonus and it is done. If the players are happy after the first scenario and want to continue with their characters, let they put their occupation and cult % and add some years to the characters. 3) give them x% and let them distribute it: max two skills at 90% and <100%. Don't care what is the base, the modifier, etc. They want 90% in climb ? they spend 90 (not a munchkin, right ?), they want to have 90 in dragon lore, they spend 90 ( just a minmaxer !). The skills without any figure will be calculate when needed (they are just base + modifier). Or even simplier / faster, define an array (90 90 75 75 75 60 60 60 40 40 40 40 40 something like that, maybe more I have not simulated it)
  24. then adventurers (pc or npc) may find it. I imagine an ambitious scholar identifying the trumpet-tong, imagining "hey I just find the spirit of a wheel dancer, I will awake it and show it to my priests", then, gbaji will corrupt all the temple and maybe more
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