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Squaredeal Sten

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Everything posted by Squaredeal Sten

  1. OK so just six Sambari clans: Jerending, Rokarth, Firebull, Vari, Grey Fox, Squat Oak
  2. Has anyone done any public work defining the Sambari tribe clans? I note that there is a Sartar clan map in Well of Daliath, that shows the following clans in the Sambari area by eye - though it doesn't have tribal boundaries- From west (Wilmskirk) to east and north to south: Wildcat Danist Arl Duroli Jereni Bird Jerending Rokarth Firebull Vari Grey Fox Squat Oak - not sure whether this is Sambari
  3. Congratulations on going hard copy with Black Spear, 10/22/21. I just ordered my copy.
  4. combine that with the Sacred Time rolls pushing bandits into poverty with a significant chance that their children die - see p. RQiG - pp422-423 - It seems to me that they should really consider the choices of being hardcore bandits vs. going into exile far enough away that the kinslaying is not known. Yes, take that advice about asking the players what their characters want to do.
  5. That's a little off topic, but- Always thought it was an avenue of trade rather than a manufacturing center. Ducks taking cargo all up and down that river system in Sartar, anywhere from Nochet to past Jonstown. They get paid for that. There must also be agriculture and aquaculture. but you'd have to imagine some exportable products there. Sort of like Real World Springdale, ARK, which is home to at least three big trucking companies, and there are also an awful lot of chicken farmers there.
  6. I'm not much of a movie fan, certainly not enough of one to have a mental library of the ones that don't work. And if i did, why would I show you a crappy one? So here is another good one. Now here is another, very different, movie with 100% non combat interactions. What do you see happening here? I think I might be able to translate the bits of this movie into Runequest mechanics, the whole thing from end to end, not just this scene. It also reminds me of a heroquest. There are several more associated clips from the movie on Youtube- Anyway, It's a wonderful life seems to me to have 'stations" like a heroquest. That is NOT true of all dramatic scenes and movies, so let's not try to force all non-combat interactions into the same mold. I see a lot of room to make 'social' rather than 'combat" role[playing that occupies a fair amount of time and occupies the players' minds, far beyond "take one roll and then we'll go on to the next combat.". And i think it can be done with a mix of roleplaying (the players must make decisions, have and execute a plan) and Runequest mechanics: Skill rolls, opposed rolls, plus multi-step persuasion tracking and /or multi-target influencing, depending on the story line and game situation. To me the tricks are (1) To succinctly give a limited set of models for the GM and players to follow, so we are not writing a whole new 300 page book which they won't take the time to read, (2) to put the 'social" and persuasion action choices into the players' repertory, if it isn't already there. And as I observed in the previous thread,in the absence of models to follow both the players' and the GMs' openness to this depends on their life experience. So few people do party politics in real life! (3) to execute this with enough drama that it is interesting. This is something that i see a lot of GMs, writers, and directors do better than I, so I'm here to learn. For extra credit, here is a quiz: Who better represents the American fighting hero, John Wayne or Jimmy Stewart?
  7. As far as i can see, we have competing theories of what is dramatic and engaging for the players. It it lots of die rolls? it it hit locations? Is it "dramatic" action, that is rising action and a final resolution? And we keep coming back to combat examples. But the topic is non-combat "social" things that are engaging. And using movies for examples of "dramatic"- Let's cast our minds to some non-combat moves and non-combat scenes. How about the jury scenes of "Twelve angry men"? What would you say happened there? Some sort of climactic moment? It didn't have hit locations.
  8. Thoughts: As others have indicated, what got them outlawed and by whom makes a lot of difference. Your bandits have a choice; Stay near home, or leave and try to get a new start where they are not outlawed. For instance go to Prax - or north to Peloria - or south to Esrolia - hell, catch a ship to Pamaltela and work their way as rowers!. What do the players want to do? How far do they have to go before they outrun their Reputation? So your bandits capture someone who is On the Other Side and yet is Ransomable. How do they go about collecting the ransom? Will the folks paying the ransom try to double cross them, or to hunt them down afterward?
  9. The first thing is for the GM to be open to having non-combat actions be significant to the adventure. Given that - it's probably good not to invent too much in the way of mechanics, not good to just bulk up the rules. But just as rules about how to handle fighting tend to put fighting in the GMs and players' minds, some advice on how to handle non-combat things is good for actually having non-combat interactions. Here is one such piece of advice that I appreciate: Andrew Logan Montgomery proposes a way of handling roleplayed persuasion of individuals , on pp 98-100 of The Company of the Dragon. This is guidance for methodical GM'ing. This can obviously also be applied to persuading groups: First, establish the NPC's starting resistance on a 6-point scale from Hostile to Enamored. Assign Points of Resistance to the points on that scale, he suggests 10 to 0. Hostile is 10, Neutral is 6, Enamored is 0. The PC's or PCs' goal is to reduce resistance to 0. At 0 = enamored, the NPC(s) do what you ask. If Resistance ever rises to 11+, it's over, the character is not going to be persuaded. GMs get general advice on pacing; Use your own judgment and sense of pacing (how many rolls per hour, how many persuasive interactions per session). Trying to persuade someone to marry you is probably a multi-session thing. The player(s) have to decide and announce what they are going to do to persuade. The GM decides what skill or skills apply to the player character's action(s). Examples already on the character sheet are charm, bargain, orate, lore, fast talk, intimidate.... Augments can be done. Bribery and gift-giving are not covered in ALM's advice. But considering the gift-giving in the background material, I would personally suggest that the GM assign augment % to the impact of a gift, just as there is a % bonus to worship from various sizes of sacrifice to a god (RQiG p.316). Use some judgment here: A big gift to a poor person would be a small gift to a king, so scale the impact according to the target's annual income. And remember, kings and chiefs may expect a suitable gift when you come to see them, even before you begin to persuade. And some are greedy, some are not, so giving no gift to a greedy king would be a negative augment. Anyway, after a little role play the player now rolls vs. that skill%, and the result adds to or subtracts from the target's Resistance: +4 for a fumble, -4 for a critical, other values in between: failure is 0, doesn't move the needle. A simple success is -1. A special is -2. ALM's advice is that this should be handled a little differently for a bargaining situation where an agreement is being hammered out and "it's about getting the better end of the deal": In this case both sides will make their series of persuasion rolls. If one side's Resistance is 8 when the other side reaches 0, then the deal is a disaster for the disadvantaged side (that is, the 8 side didn't make concessions and the 0 side did.) . If it ends at, for example, 1 and 0 then the agreement is not one-sided.
  10. So Heart Quintessence, are you interested in creating a new thread about how to game social mechanics?
  11. Some of that emphasis on combat is in the life experience, or lack of it, of the players. That example of convincing the clan chief is a wonderful example: Why must it be the clan chief? How about convincing the ring or the clan or tribal meeting? If more folks had experience in politics they would do that by lining up votes before the meeting, which requires many interactions and many orate or regional lore rolls. Accumulating favors and debts. Maybe some work identifying the various interests of the various parties, then some gift giving, flattery, log rolling, and occasional bribery. Finally turning out the vote: Whether by persuasion, oration, or inviting them to a barbecue, you make sure your votes attend the meeting, even though they have to walk from a far-flung clan tula to Clearwine. You didn't really think the vote was decided on the day of the vote, did you? And if more GMs had that experience they would structure the scenarios to accommodate that sort of solution. But that also takes players who don't view politics as boring. Me, I recall getting thrown out of a campaign because my character spent time doing things like giving a local girl what amounted to a scholarship to study at the Ernalda temple, thus building goodwill. Evidently the GM and other players regarded that as a waste of time.
  12. Sometimes the "hit-parry tedium" is very appropriate and realistic. For example: A couple of months ago a character of mine (Praxian Impala tribe nomad) got into a fight and with his relatively low shortsword skill (Impala tribe breeds archers, not swordsmen) he did a lot of fencing and landed few blows. When the enemy cast Dullblade this got worse. This fencing did not strike me as an anomaly: I knew from the start of the fight that he was at a disadvantage, both on foot and not using his bow. It was pride and friendship that kept him moving forward. He was keeping an enemy busy, who thus did not double-team the real killer swordsmen / swordswomen in the party. At no time did I say to my self "Gee, this isn't working like it should." Instead I cast a rune spell (shield) and said "I hope I get a skill increase out of this."
  13. Don't count Kyger Litor out! Abandon human-centricity and express your inner Uz.
  14. I am much less distinguished than Phil Hibbs, but I have given an NPC a divine intervention roll. When it seemed to fit the story, and when the NPC was high level enough that the question would occur to anyone ‘Why didn’t she [a lunar priestess] DI?” In this case, think about a couple of things: ● I wouldn’t let the DI reverse the outcome of the fight. The adventurers will still win. ● Broos hate each other, too, so asking the god to save the whole gang seems un broo like. ● The god’s response should be something the god would do. If it were Orlanth, a whole body heal and teleportation might be reasonable, since teleport is an Orlanth rune spell. Not so much for Mallia. Mallia’s responses should be disgusting. Your Disgust May Vary, but- I can see the broo becoming a spirit if disease. I can see the broo – having just been cut in half - exploding and spattering everyone around it with its diseased blood and crap (chance of spatter = 1/SQRT(distance in moves from exploding broo). And then the broo’s spirit having a chance to possess any nearby lower- POW broo. Or how about the broo, since it is cut in half, becoming two half-size and less powerful broos? Let’s be ingenious here – And review the Mallia cult. What Would Mallia do? No resurrection, it says that- Spirits of disease can be bound shaman-like to a disease master - wouldn’t such a binding be appropriate? But how would it fit into your story? How about binding that spirit to that neat sickle sword you wrote about? Just an idea.
  15. OK, I bought it.... looking at it now.... There will be plenty of time before my current campaign timeline ends - tell us when Black Spear goes hard copy.
  16. 1. An unnamed rune spell cast by a priest. 2. Yes but haven't done that yet. Throwing an unprepared party into a heroquest is too daring for me. 3. As I wrote, a priest with intent.
  17. Possibly carve Truth and Law runes into the altar? Here's another thought: Eurmal isn't Chaotic, it's Disorder and Illusion - so possibly making it sacred to a Chaos cult would do the job. This is when your vengeful Orlanthi are tempted to do evil "for the greater good".
  18. it's my impression that the dream dragon THINKS it is the goddess / demigoddess.
  19. As i understand the Dragon of Thunder Hills and the Glorantha Bestiary, it's a dream dragon. A dragon is not a god, and has an undefined relationship with the Great Compromise. A dream dragon is even more not-a-god. As a lesser and temporary being the dream dragon gets to exist in Time. And then at some point it "fades".
  20. Phil is right: Red Book of Magic clarified that, and it's even more restrictive: Sanctify lasts until... "When the ceremonies cease, the spell effects expire." And looking at Extension you are right: Extension applies to "any Rune spell that has a normal duration of 15 minutes." So you can't Extend Sanctify. Which means that Sanctify is not what you use to make a shrine or temple. Given the game-specific meaning of "Sanctify", we have run out of unique vocabulary to name in one word whatever you do do to make the shrine permanently holy . Nevertheless there is a Gloranthan method because many shrines exist. Perhaps a heroquest beyond the gods' world to discover the procedure from Rick Meints?
  21. I agree with David about this sword being the equivalent of Sever Spirit. You might argue that the 20% (special success) requirement makes it less powerful than Sever spirit - but if its spell lasts for 15 minutes, that means it's good for multiple decapitations, which i would argue makes it more powerful than a single Sever Spirit in the hands of a high-skill swordsman. At 90% skill, there is a 55% chance of achieving a special inside of four melee rounds. Now, questions - Will the opponent be able to parry? Remember the suggested spec was not even having to roll for damage... just thinking of the implications here. Will your players' adventurers survive this? If wielded by a high-DEX NPC, who may get to hit before the player, it just leads to a single POW vs POW die roll killing a player - IF the wielder, as suggested, needs a special - 20% of the time. And of course this would not be in the hands of a low POW swordsman. If you don't want it good for 15 minutes, but want to tone it down (!) to the level of an ordinary Sever Spirit, but want it good for multiple hits, put a piece of Truestone in the handle to carry additional rune points. Now you can exterminate a whole party and end your campaign.
  22. Your Glorantha may vary - a lot in this instance - but my own interpretation of that Book of Doom table is that it describes the stone walls of ordinary buildings: probably less than a foot thick, and intended to hold the roof up. But the wall of a well fortified ancient city has nothing to do with the wall of a house or your garden wall. City walls would typically be stone or brick faced on both sides, and then rubble filled, and wide enough to walk behind defenders on the top. I don't think Alda Chur would be a big enough place to compete with Babylon - but take a look at pictures of the surviving remnants of the wall of Jericho, a neolithic city as well as bronze age, and evidently about 5,000 residents: .https://www.google.com/search?q=Walls+of+jericho,+archaeology&client=firefox-b-1-d&sxsrf=AOaemvJTMoNezA-L7PLbXTIXX7idhg6yyg:1631591094495&tbm=isch&source=iu&ictx=1&fir=mObqKUH85TLXAM%2CUb7baf0jqqbcUM%2C_&vet=1&usg=AI4_-kTMo0pHzRTcwwIk97OdVELkLM3_Fg&sa=X&ved=2ahUKEwie_Ou8xv3yAhUBX80KHekwDyEQ_h16BAgaEAE#imgrc=mObqKUH85TLXAM I would interpret these walls as off the scale shown. So I would rain on the ax parade: Your axe person gets to dull their ax on the facing, but if you rule that they break through, then your hero faces several feet of dirt (probably rammed earth, not the soft stuff you dig in the garden) or rubble fill to shovel away, and behind that another facing. While all this work is being done the defenders get to shoot, to throw down rocks (including pieces of the parapet), and to use long spears from above. The Create Fissure rune spell does sound like a solution: a fissure one meter wide and five meters long. But the wall wouldn't be gone; rather it would collapse from the sides into the fissure, so the heroes don't walk in. Instead your one meter fissure in the 15+ foot wall breaks the parapet and turns one meter of the wall into a steep slope of loose rock and dirt, still maybe 10+ feet high. Several such fissures would be needed to create a zone of collapse, then it's still an obstacle at ground level but you send a swarm of attackers to climb the slope. This looks more like work for the Lunar College of Magic than for a single adventurer expending one rune point. RW, city walls were not hacked into with an ax. Instead, the Assyrian technique was to use a protected ram to lever out the big blocks in the facing and then dig out enough of the fill that the walkway collapses. Or tunnel underneath and then burn your props to allow the wall to collapse. Siege techniques are not part of the RQiG rules, but we shouldn't regret that as they are the domain of combat engineering and not of heroes.
  23. Sure, why not? Control it, redirect it, or dismiss it. Remember to keep track of the elemental's hit points.
  24. According to RQiG p.284, for a Shrine you need 75 worshipers (both initiates and lay members) "present". I would define present as worshiping there regularly, at least seasonally, not necessarily all in one place at the same time. YGMV. But to establish a shrine I would want all 75 present at the initial ceremony. There are indeed precedents for a mobile shrine, both tribal in Prax and in the Orlanthi mobile temple carts during the Lunar occupation, as well as the Humakti regiments you cited. Beyond that, I would say that there has to be something that makes the place permanently sacred. This could be any one or more than one of: [A} Rune magic not listed in any rule book, but implied by (1) permanence, in excess of that given by a Sanctify spell, even with Extension, (2) the existing descriptions of the Lunar sanctification ceremony for the Sartar Temple of the Reaching Moon, until aborted by Dragonrise. Presumably priests would know how to do this, and the reason it's not in the rules is it's just not something that takes place at game-play scale. As a GM I would punt and say such a ceremony will require the combined magic of several priests and the expenditure of many rune points or even of POW / one-use spells and serious sacrifices. [B[ Another way also might be that the location was sanctified by a major mythological event. Or even a minor event involving a major god. It would appear that the Orlanthi temple site at Larnste's Table was sanctified by Larnste taking a lunch break there. In Eurmal's case your priest might learn that Eurmal had ratfucked some other god at a particular location. How would he learn this? Cult lore? Lankhor Mhy research? Divination? Maybe with a lot of hazia? [C] Possession of a physical item with religious significance, a relic. Like a fragment of Ernalda's Mirror in the case of Ernalda. or maybe the bone or better yet the mummified phallus of a famous Eurmali. [D] I recommend that ANY establishment of a shrine or temple requires a wyter, and to get that wyter you have to do some sort of heroquest and get that cult spirit as a heroquest reward from the god. This would provide a demanding adventure for the player(s) seeking to establish the shrine or temple. See RQiG p.297, left column, last paragraph, on sacrificing POW to the wyter. Establishment of a shrine or temple would require such a sacrifice of POW from the assembled initiates at the dedication ceremony. I suggest 10+ initiates. This should require your adventurer to get the cooperation of a fairly large number of Eurmali - which will be like herding cats. This is serious adventure material. Maybe you could build up a shrine into a temple by sacrificing enough POW to build up the wyter into a serious temple protector , while a site or shrine could have a wimpy wyter.
  25. I got company of the Dragon in Standard print and am perfectly satisfied with it. I am using it now - edging into it as the campaign progresses. The color quality is not going to be a concern.
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