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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. 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
  2. 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):
  3. 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.
  4. 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)
  5. 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
  6. 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)
  7. 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
  8. yeah I understand and ... sympathize 😛 in that case I would say that @g33k and @JRE methods are fine too (i prefer to be totally free, but freedom implies, for me, responsability, so at the end of the days that's the same) however if that is absolutly not my taste but I understand other ways 🙂 . when my rolls are bad I m frustrated, when they are too good (I had once 106 or something like that)... I m a little bit embarassed. I prefer to "build" than to "gamble" (I hope there is no negative connotation with this word) but yes the world is full of different people and sensibilities, and that's the wealth of humankind
  9. How many senses behind this sentence... Lodril is Lodril for sure
  10. the point is the total amount you gm give to the player ok this one will choose 18str 18siz and then ? 8 INT ? 6 DEX ? etc... and what about part of scenario where you have social relationship, knowledge, magic or agility tests,etc.. Will dumb & dumber be efficient ? 🙂 there are three ways in my opinion. - a lot of experienced players are cautious, they will focus on what they risk to lose : [you will not be able] or [ it will be very difficult ] to bargain / seduce / resist magic / become runelord etc ... if you have not enough points in xxx. Any characteristic lower than 12 is, in my opinion, something to explain what would happen, what would be lost,etc... - help your player (if few experience) to build something efficient. Probably have +1d4bonus damage, enough STR and DEX to manipulate the needed weapons. Enough POW and CHA for the magic. then you will see that a lot of the amount is already spent. Let the rest "open" - the "wish list" of what they want to do with their warrior : CON is important when you are the "bull / tank", DEX is so much important to hit. what a fighter without POW ? ok big damage but confused 80% of the time ? What about magic if your even not able to cast protection 2 or bladesharp 1 ? Do they want to lead others in battle ? INT and CHA should be usefull too Of course there will be low characterstics. The point is how low will it be, is the loss important or not for this player ? etc.. Then if you have a storm bull bison 21/20 unable to do anything except kill and drink, that is fine but I m pretty sure that a lot of players will be more reasonable. so at the end of the day your "fighting players" would choose different archetypes or no archetype, just their way, and those who choose to maximize STR/SIZ are only those who will be usefull to open a closed door so true
  11. i dislike roll for any creation topic, a player may be lucky another one not. so here my option: hombak => characterisic
  12. I m not so sure about that why should be separate ceremonies ? I m clearly not malkionism expert (old or new version) but when I read the separate worship I imagine something like the irl "christian worship the sunday" and "pagan worship the other days". And that's still like the old version "malkionism= church" I disliked. why not imagine, in the same @JRE split, that the one cast's ceremony day is a mix between gods worshipping under zzaburi "control" (if they are not the priests themselves), mundane business, and a part of philosophy and rules malkion/zzabur/hrestol "lessons" ? I mean they are "one people" from the beginning (or at least for a long long long time), that's not like some pagan people conquered 50 years ago by a foreign power worshipping the only one and trying to convert them to the civilized true religion.
  13. and the answer is easy: when was Nysalor Illuminated ==> tomorrow and when did he realise it => yesterday time is chaotic after all
  14. yep I would not let any roll. Who (irl) would use dice to determine if a pc (or npc) will be initiate of X when Y is expected by the player or the scenario ? in my opinion, the pit you visit, or anything you experiment during any initiation or any heroquest (when not mundane quest) is what yourself (consciously or unconsciouly, your faith, your knowledge, your beliefs) , the other questers, the people who support you project on the other world. And sometimes, your experience is challenged by some opponent, or even some god
  15. I agree with @radmonger with a little difference, worship implies sacrifice, sacrifice means "fuel" (mp, pow,...). Then fuel implies the gods need it. Probably to be present more in mundane world than if not. Probably with more worshippers, daga will be more present = more drought. Not only when worshippers invoke its power (rune spell) but "just" because they do their worship
  16. you just opened my eyes.. if you are right, if not, you just corrupted my brain... argh ! maybe the "pits" are not different places but more the path to leave the only one air pantheon start place : a prison to break (after all Umath was the first to break what he considered his chains, breaking the chains was the first step to " air " way in that way, Orlanthi will see the inhabitants of this place as strange gods, Humakti as fighting opponents, etc... then there failure to escape means death or anything you cannot come back (you didn't succeed to escape the prison) And one way to escape is "sex pit" (maybe you offer your body to your jailers because you want to flee, maybe you happily join them in their perverse activities) and then now you are more or less perveted by chaos : you didn't succeed to resist, you didn't rebel as the thunder gods, you just accepted to collaborate with the ennemy, because you are weak or because you are evil.
  17. but... is Argrath a reincarnation of Arkat soul, or a "retry" of some deeper mechanism trying to "fix the world". is even soul something able to exist for ever in glorantha or something that will disappear / merge / move outside of glorantha / xxx in what some could call "solace", "unity", "cosmic dragon" or "I don't know what", once the soul is "ready" ? (no I m not a dwarf)
  18. mmm I dislike this option. for me, the"rightness" key word in the next rules means only : "in the path you follow, your rightness score represents where you are on your path, and what level of power you succeed to gain from your path" then for us, irl, considering that a sect (if I can use this word) has wrongness, is just considering that this sect is unable to provide any benefit for its members of course for a sect-A follower, the sect-B followers follow a more or less wrong path because they don't follow sect-A path. So yes Vadeli are probably* seen as having a "wrongness" by the Rokari. But from the Vadeli perspective, they follow their own rightness. If not the Vadeli big guys should be less vadeli and more rokari. * "probably" = because I know so few about vadeli; what they are, how they are seen from others, that I don't want to say "that is the way it is" or even "that should be the way it is"
  19. seems to me perfectly acceptable I see priests using seduction (and sometimes intimidation) than pure hierarchic authority to "lead" their initiates.
  20. I didn't challenge the answer, i mean my question is about the two first columns, i read the table [sexe male, gender vingan] . I thought it was sexe female, gender vingan.
  21. It seems to me to have read it here (or maybe I thought to post something or i dit it… how mad I can be …) here the concepts I have in mind a beast* spirit powerful enough to possess the mundane person is able to « lead the body by period » then the body is able to be transformed (something like nephilim … fr powa) Could be for ever or like a divine spell a Shaman bargaining with a great beast* spirit is able to gain a shaman ability (able to transform one a day/weak etc…) that’s for the binding. This kind of power could not be dominated by a simple 3d6 or even 4d6 POW race in my opinion. The binding would be neutral (bargain) or defeated (possession) of course a more powerful POW (…) person (or community) may be able to defeat a spirit able to do it and to bind it as any spirit. but, from my perspective if you want the power start a spirit cult (to gain access to the rune spell ) or a heroquest (to gain access to the heroic spell) *i say beast for claws effect but could be an elemental (fire breath for example) or anything else
  22. Would say a good job for jakaleel people. Dominate / control / bargain Daga is better than serve him
  23. Hi David , thanks to share it. However there is something I may misundestand (both English and not a lot of discussion about gender irl etc) vingan is a male in a female body I agree but why their « sex » is male ? Isn’t « sex » the body part ? And vingan the « male » gender ? same for nandan ? I would switch the god-dess then but it may be a word definition issue ?
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