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Found 4 results

  1. From: So for a little context, my player was completely new to role-playing games when we started and was very willing to ask questions about the purpose and effects of the game rules. So my quoted post is really summarizing a process of attempting to think about and with these rules and then finding them difficult to use for our purposes. Why? Well, I can mostly speak for myself, and as a somewhat experienced player of RPGs in general. But one thing that has been a serious question is whether invoking a Passion or a Rune and rolling to augment is a representation of something the character is doing, or a metagame action the player is doing outside of the fictional space of play. (The text says that it's a character action, for what it's worth, "An adventurer may attempt to be inspired by their Passion and request a Passion roll to augment a skill, with the gamemaster’s approval", RQG p. 236.) And the reason why this is a question of import is because the mechanics of augments are a fairly simple gambling operation- you have x chance of a good outcome and y chance of a bad outcome, so you make a calculated decision about whether it's worth that chance for a +20%. But what's actually happening? Let's say that I am playing Vasa-nya, a Yinkin initiate, and I decide to roll for Passionate Inspiration using her 70% Loyalty (Sartar) Passion. Obviously, there are five possible outcomes here. On a 01-04, she gets a critical success, an experience check, and +50% augmenting an ability for the duration of the scene or task. On a 05-14, she gets a special, +30%. On a 15-70, she gets a regular success, +20%. On a 71-97, she gets a failure, -10% to all rolls in the scene forward. On a 98-00, she gets a fumble, -1d10% to the Passion value and a random duration of Despair that completely disables her for that entire duration. That's the mechanics. What's going on in the fictional space? Is Vasa-nya thinking hard of Rex, Country, and Mom's Apple Pie, and 4% of the time, this motivates her so strongly it strengthens her feelings, and 66% of the time it motivates her, and 27% of the time it demotivates her, and 3% of the time it causes her to fall into a depressive spiral? What does this randomness represent, psychologically? And these abilities on the sheet, if they are at 80% or above, force mandatory rolls in some circumstances to dictate the player's actions. This is one thing for Passions, but for my player, the fact that Runes seem to be connections to the outside world of Glorantha meant that they took it as "so if I go above 80%, I end up getting mind-controlled by the Air Rune every so often?" To be a little bit flippant. And then on top of that, are Runic personalities meant to be package deals? If I'm strong in Air, am I passionate and violent and proud and unpredictable? Setting aside whether having consistent pride or passionate expression is compatible with being unpredictable, how should I, as the GM, react to a player who is passionate but not violent, or violent but humble? Are they acting in keeping with the Air Rune or out of keeping with it? For that matter, how do the Runic personalities for Water and Moon work, in practice? Should I ding a player for not saying that they seek liberation from the material world at least once a session if they've got a 90% Moon Rune for casting Reflection as often as possible? How do I reward them for playing in concert with their high Moon Rune? Of course, I've played in Pendragon and loved it. But Pendragon made sense to me because it was Arthuriana and derived from Malory. And Malory is just filled with people having psychotic breaks and psychogenic fugues. So fumbling a Passion roll on my character in battle and having her run off into the woods and spend the rest of the year trying to build seawalls against the encroaching tides was appropriate for the setting. And Traits are virtues and vices and concrete, singular things, generally. Pendragon doesn't produce psychologically realistic people, as such, but it produces a particular type of fictional character. And Pendragon's 80% rule (there the Famous traits at 16 and above) always made sense to me because (though I didn't articulate it that way at the time) the fact that these were Famous Traits and Passions meant that they had a implicit social context. You were pushed into fulfilling them because the expectation is on you to behave "in character" as your socially defined self. This was not always realistic, or even often realistic, but it had a meaning that I grasped right away, even if at the time I was chortling at how I had developed a starting Love (wife) Passion of 23 (115% in RQG) because I was marrying a fairy with superhuman APP and I had rolled a very high random component. I don't grasp that meaning for RQG's equivalents. Are we (my player and I) just missing something? What are your thoughts on Passions and Runes as things that define character psychology, and the mechanics associated with that?
  2. I’m still learning my way around the regions, their famous people, and their descendants. On my recent run through BoSires, two of my players got some unfamiliar Passions: Hate (Cambrian tribesmen) and Hate (Cumbrian tribesmen). I know enough (not much) to know Cambria is out west, and Cumbria is up north, but I haven’t quite connected the dots enough yet to be clear on who exactly they hate, in 480 when we begin, and on into significant future encounters. If your players had these passions, when and where and against who would they come up?
  3. I think that the addition of Passions and Rune Affinities are one of the more interesting aspects of the RQG rules. There are some ways in which I feel they could be more fully integrated into the system. While Rune Affinities are integral to casting Rune Magic, there are no spells or skills which interact with them in any way; Passions can strongly influence or even mandate behavior for PCs and NPCs alike, but there are only two spells that interact with them mechanically, and no skills that do so. How do you feel about this? Why doesn’t Soul Sight let you see the target’s strongest Rune Affinity? Why doesn’t Insight let you realize that someone is driven by a strong Loyalty or Love? I’m using them that way. What interesting ways are you using Passions and Affinities?
  4. Page 26 states under the heading 'Starting Passions': As a member of a Homeland, your adventurer starts with three Passions at 60%. Then on page 27 there is a box entitled "BASE HOMELAND PASSIONS'. listing three Passions for each of the main starting Homelands Must a pc's starting passions be taken from the box entitled "BASE HOMELAND PASSIONS'? So if I start with a Sartarite PC, I must take Love (Family) and Loyalty (Clan) & (Tribe) or can I chose other Passions as an alternative (noting that I will gain other Passions anyway as I work through the PC generation process)? cheers Mark
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