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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. a new (for me) thought based on that... What if gods of chaos are not gods from chaos ? What if chaos is "just" a potential state provided by Death ? We know that the red goddess was dead. And the red goddess is more or less chaotic We know that Yelm was dead and is illuminate. Yelm may be chaotic but we can't sense it because he is illuminated We know that Humakt is Death and illuminate. Of course he must accept chaos as it is part of Death change I don't know a lot about Ourania but as she is so high in the sky, she can see the boundaries of the world. She can see that there is noone in chaos, that chaos is noone. Just a state, the world's imperfection. So she has no fear, no hate, she knows. She is illumate (btw I didn't know she was 😛 ) What about Ragnaglar ? Who knows if he was not killed before becoming Ragnaglar. We believe he is Orlanth's brother but it is not sure right ? the clues we have is Ragnaglar (chaotic) recognized Orlanth in his palace, and there is an unnamed brother of Orlanth who was sent and lost in the Sex Pit. lost, unnamed = oblivion = chaos. So yes Ragnaglar may be the dead then "refactored", "corrupted" forgotten brother of Orlanth. So maybe all these chaotic gods are in fact forgotten "normal" gods who died and experimented this transformation. Some were strong enough, or weak enough, to disappear once dead (you are rune and to rune you should return) but other may be strong enough or weak enough to form themselves again, with some breaches, their chaotic features Thanatar may be a son of Lhankor for example Vivamort may be teached to die and reborn, not to avoid his death etc...
  2. That was what I understood too when it was announced. But now... seems not 100% of all
  3. why not ? 🙂 After all he is chaotic. Vivamort believed chaos was able to save himself. And we see that he lost a lot. Note I don't know what happens for those who follow Gark. I just say that is not because a god (chaotic or not) says "X" that "X" happens
  4. the question is (and I have not the answer) : Is his claims real or his "followers" are not at all in peace ? Maybe their souls, or the remaining parts, suffer a lot ?
  5. is soul and spirit the same thing or not ? what about spirit without POW (or spirit unable to restore its "power" (mp) ? is it still a spirit or a hollow shell ? like an undead in the spirit plan ?
  6. by the way, when there are spirits every where, even in grass, why deny any soul for "machine" ?
  7. I don't know, that's my question, what is life ?, how were they created ? in the same way that gods created mortal ?
  8. "Undead as physical creatures laking soul" seems to me a better Gloranthan definition, it is enough clear and concise. But am I wrong ?
  9. it depends a lot of what you consider Umath, in my opinion : - Umath as a god seems to me not anymore "present" (don't know any worship, seems to have been defeated). His heir, but especially by his own right and deeds, Orlanth is now the leader of air gods (and by the way, king of the gods since the compromise) - of course if you consider for any reason that Umath is more or less Orlanth and vice versa, that is different, but then, use the most recent name : 'Vinga' 😜 - Umath as the air rune exists of course (but the owner is Orlanth). Now is rain part of the air rune ? I would say no. Rain is Heller, once he joined Orlanth. Rain is the merge of water (the drop) and air (between the drops). Same for lightening, the merge between the light (... the light) and the air ("boom"). it depends too. The two examples you have (rain, lightening) don't follow exactly your definition : Zorak Zoran gains power of fire from Yelmalio, defeating him But Orlanth gains Rain from Heller by friendship, and the same with lightning. (Of course if you don't believe @Malin's yelmalions. Even if they are right, that doesn't matter) That doesn't mean air gods are good, they are like others: gods with good part and bad part.
  10. or just "don't consider that these ... when they "offer" hospitality may all the same betray their words and do something against you. So you don't sleep quiet, you keep some "innocent" activity secret, etc... so you keep one (cats) eye during the night, you don't socialize innocently (but you can play a role and manipulate those who try to manipulate you, of course they try when they are nice with you, you can'y trust them) For me, "don't trust" does not mean avoid contact (except fighting them). That means you are in an hostile place but you have to live among them.
  11. Do we know what Delecti wants ? it seems to me that any decision he took was to « rest in peace », making alliance with people who accept to stay outside of its territory. Does he launch raids against his neighbors to get new lands, or material for any evil plan ? in fact, except his nature, I don’t know any reason to consider him as a bad guy ?
  12. Don’t forget that any skill is tested only if there is a crisis. It means that custom your homeland 30% doesn’t mean that you have 70% to make a mistake. it is more how subtile/precious/educated is the character (like language) of course sometimes you need to test (tell me why our feud with xxx started thee centuries ago)
  13. let's say that from a game perspective, seeing the scenario we frequently see, the capacity or not to have sex is not the most important. And even if there is an activity (oups a fantasy activity, don't imagine anything around the table !) during the play, i would be surprised that someone would tell us that this wonderful scene would last more than one or to minute to be described. but I agree that I would avoid any geas like that for my own life 🙂 (And yes I don't care to be able or not to wear an armor on my left arm)
  14. the one who carries the death metal weapon provides more death that anyone who has not (except if this guy is a thief of course). So enchanting death metal is just telling the death that the bringer needs more protection from death to generate even more death than (s)he used to. Enchanting death metal is like worshipping death *, and Humakt the Death god provides parry spell. So it is fine for me 🙂 * (if you are not a sorcerer of course) as it is an enchantment, with sacrifice, I see it (any enchantment by the way) not like just a mechanical process, but as an activity with a religious par,t maybe the main part. You prey the gods/spirits/entities to send a part of the power of their runes/abilities/xxx into the weapon. note that it works with the actual rule or with "same effect for any metal" (Earth goddess metal might have offered protection/life for both weapon and wielder) so that is just a question of choice. I tried to dodge it, did I succeed Rodney ? 😜
  15. I do like @Richard S. i just add that as any non binary (true/false) yelmalion gift, I consider this one as cumulable Every opportunity to gain a new gift can allow a +1 farsee (with geas)
  16. a good idea, and if they learn what is in the obsidian before seeing it, it could better fighting, suffering, sacrificing any runepool, breaking their weapons, seeing their friends deaths but finally winning. Then they (if several are still alive after this epiv fight) open the piece and see a huge and wonderful weapon in adamantium. So powerful that they could be like a god.
  17. I m hungry ! thanks for these ideas
  18. of course I agree 🙂 however there is a difference between knowing nothing then apply 100% of your own idea (well "trolls are just bad uggly violent human eater,..." after all why not - even if it far from my idea) and knowing 30% - 60% 80 % and "just" apply the bias or imagination or preconception you may have.
  19. At least there are some path to styx ideas already described : http://www.soltakss.com/hquest13.html from @soltakss the glorious, some idea about the meeting with styx there http://www.soltakss.com/styx1.html, you will find a lot of great ideas in this site ) I think any research in a LM library may offer a "plan" for the pcs (find a location why not x, y or z then enter the gate and ...)
  20. you like what you like however if they are jumpers, that means they jump to a location and can't change. They are not Night flyers 🙂 But why not create them by the way and do what you want ?
  21. yes there is an impact but, in my case, not because you changed the past, but because the past (or its echo) shows you what you have to do to obtain the rebirth "now" it is not [you plant a seed twenty centuries ago and, when you come back now, there is a tree] but [you learn from the past how to plant this extinct tree and you know where to find a hidden seed, back to the "reality", your now, you "just" have to find the seed and plant it if you want the tree] and sometimes, even if you don't want or you are not conscious of it, because your mental/magical travel, you will do something as a trigger (because the past echo plant a seed in your destiny). You are cursed becaused you meet something, you are tool of the fate. You are a true hero, not the one who succeeds his rolls, the one who brings unvoluntary the future's change
  22. I would not play time travel in my glorantha . However that doesn't mean characters (and maybe players) may think they travelled to the past. in my "backoffice", the possibilities to "visit the past" are : - when you enter any mundane place showing a past event, you think you go to this past event and act during this past event, but in fact you may : a) visit an echo of this past, so what you do has no impact in your timeline. But you may gain knowledge, or magical heirloom, or you may see where the piece you are looking for in mundane world was hidden... maybe you -in the echo bubble- hide yourself the piece. Then the yourself wasnt you and if you remember well you did not see your own human hands but some baboon hands ... once you are out of the past, you have to find the hidden piece but now, you know where it is (or you know where it was... continue your investigations if other have found it before you) Do you have any impact on the "now" (aka do you create a new timeline in addition of yours by acting in this echo ) ? maybe, maybe not, but if there is no play/story on a kind of metaverse that's not important to me. you are still in your universe, your timeline. So what happens elsewhen (?) has no sense if you cannot access to this other time. b) visit the today (if it means something) spirit plan in a way you feel you are in the past but in fact the spirits/ghosts play with you (maybe for your good, maybe not) Maybe they are conscious what they are doing, maybe themselves believe they are not ghosts but living people. probably few understand/remember there is something weird when most of ghosts will be happy to be alive -their death was just a dream... -. In this experience, you are yourself and deads or entities who know you will recognize you without effort. In that case, when you are back to the mundane world, you have what you get in the spirit world... or more probably you get only what is the focus of this experience (and why not 1 or 2 points of spirit spell) . Do what you have to do with the item (probably some powerful spirits told you what to do), make some peaceful ritual to thanks the spirits (or curse them, that's your point) and the experience is closed but at the end, it is the same effect: you visit the ghost place, you obtain something, and it may help to trigger an event (or help to do a ritual of "restoration" of a past power) ---------------------------- - when you think you are heroquesting the godtime, you don't visit the godtime but some actual "echo" of the godtime event, echo following the pattern of heroquest / station of heroquest (as you can do "exploration heroquest" it means you can jump from an echo of HQ "A" station 8 to to an echo of HQ "B" station 2 to an HQ "unknown" station "void" ) - when you think you are heroquesting the godtime, you may meet (echo of) gods or previous (echo of) heroquestors with the masks of gods or actual heroquestors with the masks of gods. But you probably don't know/recognize who is behind the mask and it is possible that people behind the mask may change if your choices are too far from - of course when you enter the godtime with the same gateway (same ritual for your group, or some specific trackers that godlearners may have create) you are with (or are following) the same heroquestors and you recognize them behind their mask (probably) this notion of echo/pattern helps me to understand the world and avoid too many paradox. It is possible to have an unclear access to echo of the future but it is unclear - You may, like Arkat meet yourself but younger (... but do the younger meet his own older Arkat ? ) and in all cases, it is in the fog of echoes striking themselves - Divination will never tell you that you will win tomorow, it will tell you if you make the good choices you will win. but wait what are the good choices ? arf damned the ritual is over. there are not true cycles as first age was different of second age, different from third age, etc... but they follow the same pattern. in the same way that years follow the same pattern but are different. Argrath may be an echo of Arkat, it may even have several echo of Arkat in the third age, but they are different. They only follow the same pattern (of the entire life or of a part of Arkat's life). The cycle is in fact the circle you see when you look at a helicoidal form from a specific angle.
  23. I totally agree. And what I mean is not to create any "artificial" scene but to follow the flow adding some "dedicated character" hooks (by the way they were playing a "soon published" campaign I believed ? so of course no specific character scene) When you have a player like Claudia, I think it is not useful to create specific scene. Because Claudia is "very present" (no offense) She takes the scene by herself. Some players are more introvert than Claudia, aren't they ? spoiler for the video the one who did not use the written rules but was able to "create" some effect. And somewhere, Jeff did not make "Gina Scenes" but open the door in a different manner, reacting positively to an out of the box proposal. That means two things : - having a GM accepting to look at more than /break/adapt the written rules. - having a player able to propose some weird approach to solve classical issues and able to take the microphone "even if it is not their time" That's not all the tables, well not all the tables I have seen at least 🙂 this white bull campaign is really a master class
  24. that's true and it is one of my remark. However it is (I thinks I have already said that) a GM responsability too : GM may say to their players, "listen, we will start a new campaign, and the focus is on blablabla". So players take the information and create characters for that, GM offering their help to background, rules point, or any good advice. Then the usefull skills choice is part of the player's thought during the creation or GM may say to their players, "listen, we will start a new campaign, so create what you want to play and I will create/adjust my plans for maximise our pleasure."So players create what they want, GM working with them to get hook and other ideas to build a surprising and good campaign (and of course proposing help on the background , rules etc...). or GM may say to their players, "listen, we will start a new campaign, i already have plan everything but I will not say anything, gnark gnark gnark. So create what you want, if it is not efficient, well too bad 😛 " of course it is not how I approach the (sometimes difficult) GM's role so the real balance is for skill, or anything in fact, how the GM works, adapts published or at least prepared scenario/campaign. If the warrior is always the star, imagine something where sword is not usefull at all (no fight, or fight against too powerful ennemies - don't care the published stats, add 50% if you need).. If the dancer has not yet do anything remarkable for a long time, add a scenario where the only option (or the obvious one) is to build a show. For example the group is attacked and overpowered by trolls (hey warrior, you did not save us this time...), taken to their "cave", then they meet other ostages, a donandar troop may be, and they have to make a show but need a dancer... and what there is an issue with some spirits in this cave and the shaman pc may decide to helps the trolls, a faction, the spirits. etc... opportunity to discover trolls society, make alliance with some group (troll faction, troll clan, artists...) or new ennemies Same if one of the pc knows kralori... of course one day they will meet some kralori (or dragon ?) and take the first role (because they need to negociate, or the guy in front of them trust only the kralori speaker and will act only if (s)he says red or blue. In all cases that's just opportunity, if our player (dancer, shaman, kralori speaker, ...) doesn't take the opportunity to lead temporary the session it is not so important, but at least the GM does the job ! that's the ultimate balance for me
  25. same for me 😛 don't oppose both options imo, but maybe too long/complex during the creation, I would like something like: - you choose your parent social position (S) your occupation (O) and your homeland (H) - then you determine three list of skills the table SxH provides a list of common skills and uncommon skills. Pretty sure that lunar Empire nobility would promote intrigue rather than martial skills. And the opposite in Sartar. Of course an efficient noble in both cases should have both. the table OxH provides a list of common skills and uncommon skills. That's not because you are a herder (in plain) that you know how to climb like a herder in mountain. That's not because you are a warrior that you have access to any weapon and good trainer. the table H provides a list of common kills and uncommon skills. Because you are in Sartar of course you know Sartarite for your character if a skill is common in at least one of your 3 lists, then it is common, if not common but at least uncommon then the skill is uncommon. And of course the other skills are "exotic" we may consider that, for any background reason, you can choose another common skill (for example, your homeland is Sartar but your grandparent were kralori, so you pick kralory language as a common skill) - you can then have a pool of skill points to distribute following few rules : 1) any common skill must at least have 25% 2) the cost for 1% depends on the level and the type of skill: common skill: [0 -> 50%] => 1% = 1pt / [51% ->75%] => 1% = 2pt / >75% => 1% = 3pt uncommon skill: [0 -> 50%] => 1% = 2pt / [51% ->75%] => 1% = 3pt / >75% => 1% = 5pt exotic skill: [0 -> 50%] => 1% = 3pt / [51% ->75%] => 1% = 6pt / >75% => 1% = 9pt - add the characteristic bonus.
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