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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. 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.
  2. I m hungry ! thanks for these ideas
  3. 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.
  4. 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 ...)
  5. 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 ?
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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.
  11. what is the most difficult between meeting a mistress race in mundane world and meeting a mistress race in heroquesting (or a goddess after all even if they are not troll we can "do the merge") I have not the answer 🙂 If I had to get tears, Mundane world tears: 1) find some wise people (LM or AA) able to tell me what could provoke emotion for a troll. (-> answer = music, poetry) 2) find some donandar master musicians and singers. The best way in my opinion to obtain tears from these desperate people is music. They love and protect good musicians so my team will be welcome (I consider trolls are those who lost their world, their way of life, their loving full darkness so yes they are desperate, even if a lot of them have never lived in this past) 3) find a thief or any specialist orlanthi with sandal of darkness and teleportation 4) be known by some good trollish queendom, and show after show, obtaining audience from priestess then a mistress race. If possible the musicial theme would be about these violent warriors and courageous mothers and clan chiefs who succeed all the trials of life but cannot find the happiness their ancestors were deprived by the bad sun. 5) once a show with a mistress race, send the orlanthi near the target. Start the show, and prey the gods to touch the MR's hearth. Let's the orlanthi "catch" the tears and go back. 6) if all is fine, leave the trolls in good term. If there is any issue, leave the trolls with donandar food as compensation. heroquest world tears: 1) find some wise people (LM or AA) able to tell me what could provoke emotion for a troll. (-> answer = music, poetry) 2) find an orlanthi attempting the sandal of darkness heroquest 3) plan the meeting with KL, the Orlanthi will not follow stealth or fight path but has to choose between seduction or music. 4) before the quest, get some harmony power (spell exchange, or maybe some companion) depending on your strategy. Uleria (Community, Erotocomatose Lucidity or Unity or a combination), Donandar (unfortunately don't see emotional spells,I would expect that from this god, so after that, house rule if you want) seems to me good providers of tears. 4)do the quest, meet the goddess, play your score, create feeling, comme back with tears and sandals
  12. I dont have the material with me but in the sun county there is a rune lord (Belvani ?) who get back a fire crystal from an heroquest. The temple owns the crystal but the rune lord can use it. (If i remember) I think that the ratling wind, and other magical gear come from heroquest. However the main answer is what you describes (knowledge, passion, magic, etc...) I m not sure but I think I read somewhere that you come with a mundane object (for example a simple bag) and if you succeed, you may bring back a magical artifact (a bag full of winds)
  13. My point was there is no issue to play a human without knowing the troll perspective. Of course real people (not all players, not only players)can be interested (and I am) to know trolls perspective. But that is not to play, just because I love this world.
  14. Your conclusion about this fact is based on your conception of dirty now imagine that in your culture, eating your own feces is good. Now imagine why trolls don’t eat their own feces. for example maybe they consider that their feces is what their body did not absorb. In that case there is no reason to eat them again. That would be fool note I m not saying that is the reason, just that is not because a fact may be explained by our culture that our culture and the other one have the same explanation. We unfortunately have no source of elder races based on their own perspective not an issue if we play human, of course.
  15. i imagine that more than SIN we should see the STR of the mount. After all an impala with STR 2000 should not have any issue to carry a troll. The issue would be more if the troll's feet are on the ground or not
  16. What gives you this idea? Esrolia has a very high proportion of unfree and semi-free folk toiling on the fields. Old Tarsh on the other hand has freeman farmers who immigrated from Saird, a region nearly as productive as Esrolia, and with as old an Earth cult to support that farming. Add to that the Heruvernalda and Shaker Temple rites, and the Old Tarshite may be the more knowledgeable farmer. Not necessarily the farmer with the better harvest, though. the core book rule gives +25 farm to any esrolian (so esrolian farmer) when old tarsh gives +15 farm to any tarshite (so old tarshite farmer). I m not able to explain the difference by my low knowledge , i just interpreted the simplest (for me) way ; if esrolian farmer as +10% than old tarshite farmer, I suppose there are better technics known in Esrolia, (note that the bonus is not you have a bonus when you work in Esrolia, the bonus is anywhere in the world if you are Esrolian, so that is knowledge not localization) Define Esrolian Fisher first. Do you mean some of the coastal or estuary fisherfolk reaping the wealth of Choralinthor and the tides, or do you mean some riverine fisherfolk harvesting fish from the irrigation or drainage ditches between the grain fields? The former is bound to know a lot less about farming than the latter. There is only 1 fisher occupation in the core rules. But I agree you may find different types of fishers, with different knowledge. To be honest my first idea was "sailor" (those who go far on the sea) but it wasn't in the rule That would be a "one unique thing" as per 13th Age, really. While there are occasional bodies of water in the Wastes, few are stable enough to support fishing year around. The creatures from the bogs in the Wastes aren't exactly useful for human consumption. yes we agree. I used fisher because it was fisher in my second point and prax because the idea seems so weird. But as it is possible (by rule and with your example), the question remains about riding at a high level when your occupation is not based on daily riding. Talar: depends strongly on the Malkioni sect. In the Kingdom of Seshnela (Tanisor really), the talar caste has added the roles of the Men-of-All to their duties, so yes, as good a selection of war skills is to be expected as for Orlanthi nobles. Orthodox Brithini talars may have a few defensive skills with bashing sceptres or throwing crowns if they regularly get to command military forces, but otherwise definitely not. A Praxian noble should have herding-related and magic-related skills rather than agricultural or administrative ones. The Oasis folk are self-organizing, and any direct Praxian involvement in their business is bound to result in a reduction of productivity. As it depends, the question is valid. My (sometimes not convinced) examples were just to illustrate the point that homeland has not the same impact depending on the occupation. Now I haven't find an organized rule (aka tables) covering all the options without adding complexity. So my best way would be "up to the player, and let's both player and GM explain why this % for this character. And you will probably have a lot of better "based on background reasons" than me to explain any % 🙂 ) yes life path is an option I have in mind (even to creating a young adventurer). but that doesn't allow all the options. For example it is not possible, by any means I think, to create a lunar scout speaking very well kralori (> 60%) even if background allows it. Of course there is the mgf keay word, and that is thing I apply (in the same way I don't follow the core rule background by default, only if player wants to apply it). But rules speaking, it is not "allowed"
  17. I agree that having more a matrix of occupation x homeland, listing skill bonus would be more interesting (for me) few examples 1) should an esrolian farmer know farming "more" than an old tarshite farmer ? I would say yes (because probably Esrolia is more "advanced" in farming) 2) should an esrolian fisher know farming "more" than an old tarshite ? I would say no (that's not because you know the basic of farm ok, but to know the "high level" of farming developped in Esrolia should need investment) 3) could a bison rider in the wastes choose a fisher occupation ? maybe but then would (s)he be able to ride like any more "standard" bison rider ? probably not. 4) should noble occupation be the same in all cultures ? Should Talar have good war skill for example ? Should Praxian noble have developped large skill in manage household ? but to make me happy with all these things, rules should probably have so many tables that, at the end of the day, I would be bored 😛 so don't know what is the best way If I had to design rules, I would probably work in another way, where players buy anything during the creation (characteristics, skills, status, number of gods initiation, heirloom...) with some limits like "you can't have more than custom 30% in any other culture than yours " (or you pay more to have more) etc.. but that means more complexity for players. Some are already afraid when they see the rules even if, once you are familiar, it is simple. so not sure my ideas fit with a lot of people
  18. But you can commit bad acts in a region and go every season far from that in some friendly lands/ temple 🙂
  19. What is a cult ? For me only a hierarchy of mundane worshippers. for example. Are the cult leader of Orlanth in Ralios and the cult leader of Orlanth in dragon pass in the same hierarchy ? They follow the same god, they agree on that. But one is not higher than the other. (Well I think) then I would follow your both scenarios but with some wording changes scenario 1 unified religion with mask subcults (bisos, stormbull) focus on some aspects, then sub’ sub cults (if any) for specific heroes or lesser deities scenario 2 mask religions with sub cults (if any) for specific heroes or lesser deities
  20. well yes the issaries looter will always "lose" if there is a deal the victims will save their lives when the looters will only gain some goods. However I would say that solving a situation without wounds is accepted by Issaries I would say that these guys (Humakt, Chalana, Issaries, etc...) are not following any holy path but may be not rejected by their gods (even if the established cults may reject them) (well if we suppose that live is always greater than goods, but unfortunately the current events tend to prove the opposite.)
  21. I may be wrong, and, until there are no supplement (I will by it the D day 😛 ) for that, every thing may change for sure. But I understood* that when RP is what part of your soul you "sacrifice" (or "entrust") to your god, Hero Soul was what part of your soul you "store"/ "separate from the mundane world" in the god time for yourself (it is still a part of you, in this sense, yes i agree, like a fetch). so my hypothesis is that HS is not technically dependant on a god - you can "fuel" any of your runepools (if you have one or more) with it because as a hero you have a facility to manipulate the gate between mundane and god worlds - but you can't "fuel" your HS from one of your runepools because "your" runepools are not "yours" but only a kind of your part in your god(s) power after all , you may be a hero (HS) without any initiation, so without any runepool. How to recover it then if you need to worship a god ? * the white bull campaign is my source for all my post
  22. Officially -and temporary-, until the rules are published, David answered "yes" but what I understand until now : - you can use heroic pow for heroic abilities (when they are not automatic) and heroic spells you may know / have - you can use heroic pow for any use a runepool can be used. - you cannot recover heroic pow by worshipping anyone. The only way is to be worshipped by others (but I don't have any metrics) Am I up to date ?
  23. by the way, adding skills doesn't really demonstrate anything : what is the most interesting between [Read/write kralori +90%] and [dodge +50%] when your setting is Seshnela ? Is there any trouble if a warrior from esrolia has 50% in plant lore when a warrior from prax has maybe 15% ? what is the most efficient warrior between ? [weapon A +20%] [weapon B +20%] [weapon C +20%] [weapon D +20%] [weapon E +20%] [weapon F +20%] [weapon G +20%] = +140% and [weapon A +80%] = 80% so I would say that the balance between pc is more a GM responsability (offering anyone situation where their pc is good and is the one who will drive the group)
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