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Stephen L

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Everything posted by Stephen L

  1. I don't know whether it's something that I just assumed, but I've always thought that Dragon Pass was marked by the Crossline in the south and the Deathline in the north (Fitting with Sartar, Tarsh, Exiles and Grazelands). They are a series of standing stones in the shape of the death rune. However, looking at recent maps, I can't find either marked.
  2. Especially if said redsmith is a fugitive from a neighbouring tribe, pulling the players into a feud...
  3. Yes please, I'd buy (though the backlog of stuff on my want list is growing...)
  4. Just to nudge this to the top, in case anyone's forgotten they've only a day or so left!
  5. Just resurrecting this thread, as, if anyone wants to play Kallyr's Lightbringer's quest, then there's there's a write up for the Lightbringers quest as an adventure for the Game-formerly-known-as-HeroQuest in issue 6 of Heart's in Glorantha. But you'll have to hurry, you've only got to the end of the month to get a copy: However, King of Sartar has a day by day account of the short lightbringers quest (p143, new edition), which is useful, with p127 describing what went wrong for Kallyr. P141 King of Sartar also suggests that Kallyr's quest wasn't done at sacred time. Um, since I'm now mid Storm season, I might be ignoring that, although if anyone has any idea *when* it happened...
  6. I didn't read it like this. If your encountering someone on a HeroQuest, then that doesn't make you necessarily contemporaneous (with about 5 attempts to make the red squiggles go away). Also: I'd interpret that being an incarnation would mean not being contemporaneous... But thanks muchly Jajagappa.
  7. The Adventures book from the GM screen pack has the following rules, from the writeup for Old Grave (p45): It makes sense to me.
  8. Should we start a thread: "fast talk" is an overpowered skill? Because I'm not sure lie achieves much more than a fast talk.
  9. Not the general reaction to Eurmal in my Glorantha, Eurmal are too random to have anything more than a fleeting agenda. I was more wondering how the alliance of an Eurmali with a bunch of adventurers with unreliable motives (at the very least, if not down right murder hoboes) would go down politically. Let's just say I wouldn't want them as my neighbours...
  10. There are times when Scan and Listen are used actively and some passively. They don’t seem to be different skills if used active/passive. A lot of time, they’ll be an opportunity to hear or see something (from an ambush, rustling in bushes, or an arrow being trained). Generally, unless there’s a reason not to, I assume the players are doing stuff whilst alert, for me it gets too boring to insist on the players to always state, we’re travelling while being alert. (Sorry Runeblogger). So these cases would be passive use of the skill, which I allow at full chance (or an opposed roll for the ambush example). Other times, to see or hear something that’s really well hidden or quiet, I’d require the players to say they are stopping what they’re doing to actively scan or listen. So often (but not always) spotting signs of traps or hear a very soft sigh would fall in this category. Often this would be when the players to be doing something obviously dangerous, like going into a tomb, expecting trouble. If I allowed a passive role, it would be at a penalty (perhaps -50%). For me, the difference between scan and search is that scan is purely visual, search is if you’re trying to find something, possibly feeling or moving stuff around. So, if you visually looking about for traps that would be scan, whilst if you are feeling about, perhaps prodding with spears, that would be search. However, I am aware that rules as written (p188), is slightly different, that search is for something concealed or hidden, like traps, so even if the clue is completely visual, you would use search rather than scan. Also, I can’t see a use of search that would feel right to be used passively.
  11. Apologies all, for taking up bandwidth, and especially @Atgxtg for taking your quote out of context. But I’ve thought a little about this, and feel it’s important to state that it is unfortunately a historical truth that if you were a member of the Nazi party, you were not good enough not to acquiesce to evil. The propaganda was not subtly stated. Whilst it true that the Nazis did not have a monopoly on evil, they were a good exemplar of evil. It is important to remember, when bringing up the Nazis, that there *will* be people on the forum who are old enough that their immediate family have experienced that evil, and indeed with experiences to be able to compare the evils of Nazism with Stalinism. Indeed, its possible that there are some of this forum with personal experience. There I've said my piece.
  12. Indeed, but that's a problem I have with the Pendragon combat system. There isn't an argument whether Women or Men are stronger (at least I hope not!), rather it should be "are women strong enough to kill a man". I think the answer must be yes to that. As much as I have always loved the Pendragon system, for me it's pretty much the epitome of what a roleplaying system (and game) should be, the combat system always left me a little bit cold (just a little bit). In RuneQuest, the average guy gets a damage bonus, which helps, but you can still be a deadly fighter with out it. Give a duck a sword, sure its not strong, doesn't get a damage bonus, but it's still hits hard enough to kill you. And if you give it a death rune, its a very frightening thing.
  13. Yes and no. If you're playing Malory High Chivalric knights then yes. If you're playing Romano British, then the Roman continuation of line was often by adoption. Caesar adopting Octavian as his son and heir (which was common amongst the early emperors). I largely agree with you (But I would be sad if someone couldn't easily play, or engage with, a Jean of Arc / Boudicca character, which I don't think anyone is suggesting!) but, I would point out that already it's not too difficult to take Pendragon down two completely different paths, Malory High Chivalric and a more historical (post) Romano British, which are very different cultures. I wouldn't see it too difficult to do the same with a more inclusive approach, so that, whatever route the rules go down, it's easy to use the published material for your own style of campaign. This post is giving us excellent arguments to suspend disbelief, which after all is all we need to do to get on and fun! I would still enjoy playing in an inclusive campaign. So if you say "I feel *the* need to maintain the classic stance knights are men, ladies are well women", I'll agree. But if the "we" means that you'd prefer a general approach across the community, then I would (very amicably) differ!
  14. But not in an artificial way. Just looking in the world around us makes it abundantly clear that lies and illusions are very, very dangerous (far more so than just in current politics). I'm afraid history is full of horrific examples of what large numbers of people can do if they are made to believe something. And, Eurmal being part of the Orlanthi mythology, this will be very well understood in Glorantha. Now, imagine you've a party, perhaps getting on in the world, perhaps one of them is thane of apple lane. If it gets about that he's got a tame Eurmal, with lie, that's a big threat to the stability of the tribe. Next moot, when something important is being decided, the Thane could get up and speak, and the tribes decision could be based on a lie, and could set them on a disastrous path (Um, why are we chopping down Tarndisi's Grove, again. Oh yes, the elves are our enemies, that explains why they're ambushing us!). It's not as if the political stability of the Colymar isn't fragile enough at the moment. Does Asborn want them as neighbours? Sure yes, I remember now, we agreed you could pasture your cattle there. I'll just move my shrine. If it were my campaign, with an Eurmal, they would have to understand that if it got out that they had lie or illusions, it was likely that the entire party would be run out of the tribe, or put under some cast iron leash (I'd struggle running more than a few adventures as Leika's lapdogs, without much say in things). Anything an Eurmali does is going to have to be undetectable, otherwise they'll just be run out of town when the effect wear off. I agree with what you're saying (if I've understood!). A belief I had suicidal tendencies wouldn't make me commit suicide, it would make me seek help immediately. It might make me buy a remedy the trickster was selling.
  15. My original comment was opaque, apologies. The point I was trying to make was, isn't it slightly ironic to be talking about game balance when we're talking about an Eurmal spell?
  16. If it were my campaign, that would have caused the dragon existential angst as it settled down to eat the party. Whilst it might be deeply concerned about its appearance, a meal is a meal... If I were being really generous, I'd have given the players a short respite, whilst it found somewhere to look concernedly at its appearance, before it returned to finish things off.
  17. Always assuming it's the destination that matters, not the journey. It could be that the first to become dragons were rush jobs, and it's not been done properly. Perhaps the Inhuman King is an atonement stage for being hasty, and he's at the "bottom" of the Dragonnewt heap. Or do concepts of hierarchy even help applied to Dragonnewts?
  18. A vote of many thanks for all the people who have generously given up their time that has made the Glorantha has Talent? competition a real blast; to the organisers, the judges, prize providers and competitors. For those who want to hear the outcome of all this activity: Listen at Windwords (https://windwords.fm). As I said, it’s a blast. If no-one else will bite, Oh yes it was (well the walls...)
  19. Isn't the whole point of Eurmal to be ridiculous? It can be used to great effect, and I think enhance a campaign. Whilst there is a danger it could be misused, I'd point out that it's all about the lie uttered. So, it's a bit like a wish, that the interpretation could go horribly wrong. So the listener could interpret the lie very differently to the intent of the one lying. I'm afraid I'm a very slow thinker as a GM, so anytime I can see the scenario going awry, I'm not too proud to call a refreshment break to think about things. And I could see, determining how the listeners interpret a lie being such a moment requiring some extra thinking time...
  20. The clue is in the moniker, Blind Hamster.
  21. The rules you suggest are consistent, and look as though they work, and the benefits look good fun. Personally, I don't like rewards systems. I prefer the idea that if there's good roleplaying going on, everyone has fun. It is its own reward. And the idea of marking how well the players have done (or indeed, the player marking each-other) doesn't appeal. However, as I said, I can see that the mechanics of what you've got look fun, so if it floats your (and your group's) boat, go for it!
  22. Which explains why the light-dome presages the return of the sun! Orlanth has form. He stole death... And of course Kallyr Starbrow, with her star connections, discovers the truth on her lightbringer quest! And fails at the end, not by the machinations of some Lunar hero(ine), but by Orlanthi intervention trying to hush the secret! Well, we are after dumb theories...
  23. I can’t help thinking there’s all kinds of roleplaying potential here, beyond just spending some ready cash and a stockade appears… As many have mentioned, the problem here is labour. Sartar has been through a lot recently, famine, uprising, and a lot of people dying in many varied ways, not least being eaten. Labour is in short supply, and is needed across the board. But Sartar is preparing for massive invasion, so fortification sound justifiable. Perhaps the first step is wining an argument for taking people out of the fields and onto fortification works. This could be at clan level. The characters in my campaign have links with a lot of Tribal bigwigs, so for me it would be more fun at the tribal level (and Asborn treat anything they suggest as lunacy, because he thinks them mad reckless idiots. Its good to get on with the neighbours). Then there’s the scale of what’s built. Another argument that could be roleplayed out. Small scale, which might end up a ditch and bank, possibly mounted by a palisade. If round the village isn’t practical, then somewhere defensible (with water supply) very close, would mean that the good folk of the village have somewhere to shelter (with their cattle and valuables). However, you don’t need many people to defend a wall – it’s about delaying things so that defenders can get to the critical points, so a small number of people can mount a credible defence. If an overwhelming foe turns up, a wall won’t help much anyway, its to stop casual marauders. So round the village or portions of it would work well enough. Who’s home is inside/outside, that’s good to play out… Also, there an adventure for resources. Ditch and bank is fine, but where’s the wood coming from for a palisade? Apple trees aren’t typically big, and you don’t want to cut down your lively hood. Perhaps an embassy to Tarndisi, to beg big trees that might be available arguing for clearance and good forest management. Not a orate/fast talk to fumble on! If you critical, perhaps an instant-grow hawthorn hedge, how amazing would that be! Or if a stone wall, how about collecting stone from ancient ruins? That’s an excellent adventure. Who’d have thought digging out the foundations would find caves with chaos nest below? And Gringles. He had a pawnshop of magic items, with a basement. Did the Lunars find everything when they looted it? There’s scenario for a game-formally-known-as-heroquest in the Sartar companion (return to apple lane) which suggests some of the items that could be hidden there. Also in my campaign there a band of baboons in the Dragonnewt Wilds who are still smarting about their IronTooth matrix (somehow my characters have befriended them).
  24. Nick Brook is right. The advantage of the GM screen adventure set is that the setting, the Colymar Tribe, is very vivid, and detailed in full. Smoking Ruins and Pegasus Plateau are more individual adventures, and lighter on the setting. The setting's there, just lighter. Also, the broken tower is a really good adventure and ties in especially well with the GM screen adventure set. And it’s free.
  25. It sound to me as if they should go adventuring on windy days, that will make archery much harder.
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