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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. I would dislike it for heritage reasons. What could "give" Yelm to Argan Argar ? fire power ? light power ? There is no rune or power to describe any connection between both And .. I am not sure but isn't there a myth about yelm birth and ZZ, AA and Xiola as witnesses ?
  2. the truck driver yes but "Honestly though, can the shield really parry a truck percussion ?" ok it is not in the rules Something else is not in the rules : - the rules describe that you need at least one hand to drive a chariot in combat (with penalty) - the rules describe nothing about hands to play luth for example. Can I honestly conclude that a person with no hands / feets can play luth (without penalty) ? The play may vary, the GM may vary, the level of simulation may vary
  3. it is better but not enough : "Knockback attacks still affect the holder of the shield" my view : I considere mundane skill only able to manage character referential activity (size, speed, magic, etc..) To manage overpowered activity the character must have super power a mundane olympic fencer succeed to parry with his sword a tree or a triceratops, or a IRL car, I name this success a "crash test" a mundane olympic Skjaldmö with the Earth Shield succeed to parry with her shield a tree or a triceratops or a IRL car, I name this success a "first and last flight lesson" (yes earth rune can give you fly power !, only issue she didn't learn how to land) a hero with heroquest power dedicated to protection (a super sayan Earth Shield power) may survive
  4. there is parade and there is dodge I cannot imagine too that with a sword you can do anything against a 10 meters tree or a rhino You may succeed to dodge the tree but are you able to dodge the sun falling on you ?
  5. Slow : I would prefer + 1 (or 2) RA per level of spell strength, and I agree with @Akhôrahil Solid water : which surface. Seems too powerful compared with "calm water" in the rules Create wall of water : seems ok to me, at least it is = to other element. but... as water is physically heavier than fire / shadow / air and move more than earth, maybe adding stasis and combine : summon water to "create the wall" then combine and stasis to keep the wall (if not water falls)
  6. no answer but a though : As Aldryami are plants, they follow the life - death - rebirth cycle, don't they ? It seems to me a different "way of life" than troll / human / duck / etc..
  7. or a kind of secret subcult "order / drive Yelm Power" where elmali can learn fire spirit magic. After all what I understand is Elmal drives Yelm , doesn't he ? but personaly I m ok with the official RQG (Y)Elmal(io) cult I am not sure you need fire power when you live among people who dance naked under rain and manage wind so strongly that will extinguish your riduculous flame (you re just the little "yo", not "YELM" after all) Your powers are elsewhere : courageous, loyal, among friends with initiative (not like alone Yelm with slaves under orders) Last and not least, you are not the deceived husband of Ernalda (but you can become her lover) So why Elmali would like more ? 😛
  8. thanks all (and mainly @jajagappa) for that you cannot imagine how richer is the day after reading you
  9. I think there is something that "vieux grognards" (a canadian fool barbarian term I mean ) have to keep in mind and another for the "marie-louises" (the opposite : young men from the last Napoleon army) "vieux grognards" : Glorantha is rich, very very rich. So rich that it is a heavy weight for a lot of people (not all, off course) And then, you can find a GM's desire to not disturb the world, not go in a "wrong" direction. This desire may become an obstruction (to creativity, to decision, ..) just because they respect too much the world. "marie-louise" : your players succeed to save Kallyr ? Don't care for the next campaign, change some names, skip a scenario, adapt another one, etc... keep in mind what the step 4 highlight: suicide squad to help Argath, transfom that in suicide squad to help Kallyr. I succeed to manage in third age a campaign designed in second age with few changes like that godlearner = lunar (because sorcery) so ewf = orlanthi (for example). What the godlearner can fly and the vessel is a main topic of a scenario ? well moon boat, or change with just "boat on the river" don't care, the highlight is not they fly, the highlight is "how to go to their vessel" but it is clear the harder part of RQG HQ etc is the PC are not average characters, they are people who will change a predefined world. No issue with timeline about harreck, argrath, kallyr, jar eel if you meet them once or twice in your life and your acts cannot alterate their fate. Big issue if you are "the key piece" of their play
  10. You're a so bad guy to say that, it is a torture to wait 😛
  11. I said only "play by dice" or "invest time to understand more", yes passion / rune helps, but you need to know a little bit. I fully agree of collaborative worldbuilding is the best way. All depends on the "new". Is he/she able to wait for your explanation some time or not. My view is, - if you have players who want to start quickly, start with average local guys (sartarite = ernalda / orlanth, praxian, well there is not a lot of choice, etc...) and visit their local world in one or two scenarii (fest /cult / delegate mission / ...) to meet each "archetype" describe attitude and see what they like for them. Then create the true pc - if you have more patient / literacy / autonomous players, propose them to read extract of RQG / gagogagogu / - if you have more patient / hearer players propose a session of "discovery" As player, I prefer to read on my side, then discuss with GM. As GM it depends on the players and their wish. If it is clear and archetypal, let start with the cult I (GM) think is good (or few choices with explanation). If not, let discover the world (local, don't care kralori, western, etc at the beginning) by the way the GM and the players are comfortable
  12. Agree I woudl'nt recommand an humakti / xxx-gor to a "new" player, Orlanth or Stormbull for power or roleplaying, (Y)Elmal(io) or Yelm or Argan argar for roleplaying and power on specific opponent. Humakt, Maran and other fanatical and very dedicated cults need to understand a lot of lore to be well played (except if you play only with the dice not the lore, your pleasure may vary) I make a difference with Stormbull because it is a very "easly understandable" dedicated cult (kill the bad = chaos, drink, laugh, break what you want..)
  13. I would prefer (but your proposal is a progress, for sure) a description of cultural block, and roles of each people / values / organization then why not comparison. I discovered here (after more than 20 years of glorantha lay membership) that Lunars follow both yelm and red moon pantheons. From my previous understanding that the relationship between seven mothers and solars was a little bit like Yelm cultists and Lodrili cultist : Shut up ! I am the boss and you don't exist except to serve
  14. I like this (well I would dislike to live in a sundome but i would dislike to live in any gloranthan society I think) Morality : Yelmalio may not be for munchkin ("gros bill" in french, don't know why) but is very interesting for any drama (like probably all other gods, story and climax depend on the player good will, not the god power) self sacrifice, solidarity, rigor, discipline, sexism, xenophobia, that is so beautifull !
  15. In a "fighting" scenario, how many opponents are facing players, how many times ? I mean, ok, against barbarians, a Yelmalio is a little bit poor with rune magic, in one fight, compared to Orlanth adventurous or Humakt rune magic. But after 2 fights by day, how many rune magic can be still used ? And just in a battle, after the first "burn rune magic 15 minutes" do you think that yelmalio will not able to fight like others (maybe more then) ? And Elmal shield will protect like others during these 15min What if the adventure is a 2 weeks travel in dorastor / prax or I don't know, field where you will find many many opponents who will charge on sight ? If I had to optimize a warrior creation, I m not sure that the every time bonus given by Yelmalio are less good than few time greater bonus from other gods. I would focus on n x 100%skill + 5 bladsharp + iron + matrix + ... than on one very efficient but just one time effect. And Yelmalio can give you a greater "n" (bow master gift, lance master gift, ...) than others gods My feeling, (now, maybe in opposition with the crowd) is rune magic is less powerful for good level character (and in RQG new pc are already good level character) than shaman magic+power.
  16. you exactly saying what I mean. Just reading/writing latin (theyalan ) signs cannot be enough to understand french and english and german and spanish .... (esrolan, tarshite, stormspeech, sartarite, "elasa concepts" ...) except if signs represent "idea" and not "sound" just with our discussion here, I think that I understand 60 - 80 % of your last post, and I even not sure (50-60%) that my own posts are what I want to say and not the opposite (that the reason I try several ways to explain). I would be happy if I were touched by LM (except the bearded wife rule #!@?* requirement).. Or I will choose Issaries (don't say me there are some kind of #!@?^ requirement here) Edit "seur" could be understood : that the same sound (with imagination, if you accept an english domination on letters, but I think it is impossible for a lot of french berserkers : here is a very hard breach of the "impossible n'est pas français" requirement)
  17. I didn't read this topic before today, like @lordabdul Just to say, without any anger, that I used one time the pregen to better understand the creation process. I didn't find any issue between the example and the rule (I don't remember wich one), after analysis. There is no problem to play pregen as is. But it could be usefull to fix/advert in a new release (of course after god and godess, sorcery, blablabla.. even prince of sartar comic 😛 ) just when "new player/gm" use pregen stat to understand the rules
  18. Danke @Joerg My goal is to find consistency between lore and rule pelorian languages seem ok If (I m not challenging you, see my "If" as algorithmic if) cat and dog scratchings are alphabetical or syllabic, there is then an issue : the actual rules decide that reading skill is enough to determine the capacity to understand books written in "cousin but foreign" language. So following rules I can read a german(tarshite) book with my 80% latin alphabet reading when I m juste able to speak french (Esrolian). My actual level in German : kartofeln, Wurst, Wasser und Fraulein ? wollen Sie mit mir schlafen ? (that just french touch of course for the miss) Here we have a lack of consistency. it can be explained by - magic / god / sign power but wich one ? wich myth ? - house rule (I m near deciding to add Speaking skill is the limit of Reading skill, like Reading skill is the limit of sorcery spell skill) - the rules are good because it's simple, stop discuss (but why sorcery limit then ? the population profile are the same : scholar / noble ) - something else And your remark on the third is hard for consistency lore vs rule. It is not in the rules : " Adventurers learn all three scripts as part of the Read/Write Theyalan skill. " Again I don't challenge the lore, and I just want to identify if I have a lack of knowledge about gloranthan lore I have a lack of knowledge about real world linguistic (I knew the split between chinese languages but not the use of one shared script, so my topic is already a success, thanks) there is a lack of consistency between RQ:G rules and Glorantha Lore (that I can manage, or "WE" if I am not alone to fix my attention here more than other rules topics)
  19. I agree with you but I would say " In my head, I see spirits and elementals the same way. They're uncommon by any means, the same way cougars and owls are uncommon too." Meeting a tree in a wood is common, meeting a bear is uncommon.
  20. Based on previous answer I would say : pelorian languages are like european languages : same alphabet (or not) but too differents words so you can sound Firespeach by reading Darahappan (skill) but not understand (so firespeach read skill is the ONE to determine if you understand or not the book) thelayan languages are like chinese languages (for speaking): if you read the signs, you understand them but are not able to sound it in another language than yours. And they are three forms but don't care if you learn read theyalan you learn all of them. The issue in this case (probably never happen but...) Let say you have 20% in firespeach speaking and 90% in firespeach reading. Are you able to write very well (using the same table than the speach skill) or to write like me (20% english speaking, 90% roman alphabet) ? For Auld wirmish it is so magical than.. it is a different skill and that's all 😛
  21. And before the journey, doesn't the spirit stay near the body for a moment ? A moment usefull for the attacking one ?
  22. Exactly what I mean, but I speak only languages based on Roman Alphabet so... the next answer sounds different and could be adapted to glorantha (or at least Theyalan, pelorian read write are based on language) Does that mean that I cannot learn how to sound each symbol without understanding what I pronounce ?
  23. My first question was : "Is there a stormspeech read/write skill (like firespeach) or do we use "THE" theyalan script skill ?" I didn't find the answer (so your help would be appreciated) but I found more questions in the fog I m convince that when a character succeeds a read/write roll, she succeeds to identify each letter/sign/... even words, sentences etc... But does she understand the sense ? Does she succeed a speak roll ? Does read/write skill be limited by the book's language ? (You can have 100% in rw theyalan, but the esrolian book will be read at 35% because you have 35% in Esrolian speach) not so simple to answer (that is why I post) Auld Wyrmish --> "clever" humans devised a written form to bypass the physical limitation of speaking. Why learn something you cannot undersand (25% max speaking) ? IRL --> I can read a lot of european books, but I cannot understand them unless I learned to speak their language.
  24. As I said, I make a difference between weapon and shield. I m not sure of course but, as the rule is sometimes with "shield" and sometimes with "weapon" I conclude the system is different. And it seems normal (I m not an IRL specialist) : a shield should resist better than a sword
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