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New RuneQuest Design Note, #17

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I think this will really help firm up the importance of abiding by cult practices - all to often players pay lip service to their gods just to get the 'really cool spells'. 

It also underlines, in a tangible way, why cults establish temples in key locations or establishing a mission in a remote locale to act as a 'spiritual refuelling point' for deeper exploration 

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Perhaps rites using the Sanctity spell provide temporary holy ground which may have a role in limited Rune Pt recovery? 

 

Edited by Mankcam

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1 hour ago, Mankcam said:

Perhaps rites using the Sanctity spell provide temporary holy ground which may have a role in limited Rune Pt recovery? 

 

Making the "save that last RP" super-critical...if you run yourself to zero, well, no chance to worship and get RP back until you find a temple.

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1 hour ago, Mankcam said:

Perhaps rites using the Sanctity spell provide temporary holy ground which may have a role in limited Rune Pt recovery? 

This is at best a zero sum endeavor for the priest providing the Sanctitiy spell (I suspect that some Extension might be asked for...) You would need at least 3 compatible priests to get to a positive sum for all priests (and other beneficiaries).

No, you need a naturally holy place, or a somewhat compatible shrine, in order to contact your deity without paying an initial cost. Or a portable shrine/temple. A scheme with Guided Teleports might be less costly.

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Those crewes hauling an Orlanth Adventurous idol around in the back of a wagon like a carnival float are crazy like a fox.

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19 hours ago, styopa said:

I don't think Rune Points necessarily HAVE to be replenished each week (or whatever) - just the missing ones.

Very true.  But if you're having a high-action week, "the missing ones" may be ALL of them...  :(

19 hours ago, styopa said:

Of course, there could be a sort of 'in the field' worship ceremony that high cult poobahs could do that could also possibly restore (some?) RP on high holy days but not at a formal temple.

"Great minds" & all that...

19 hours ago, styopa said:

The logic of the system would encourage raiding enemies on the day before or early during one's high holy day, so you could blow ALL your RP and get them restored almost immediately.

Of course, EVERYBODY knows that (being able to do the same analysis), expects it, plans for it.  I envision deliberately letting the foes sack a minor shrine, so you can follow their sorry RunePoint-less asses back to sack THEIR temple before they can do the rituals...

And then that temple in turn being a trap set by THEM ...

Etc.

Recursive ambush-laying!

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22 hours ago, g33k said:

 (e.g. when you're heading outward from your known lands, into areas where your cult HAS no temples; or lands the enemy has sacked, where the temples have been defiled; etc. ) .  "Pilgrimage" is usually taken as different from "adventuring."

But I'd contend that makes for some interesting gaming choices.  Do you push on into the Wastes trailing the chaos foes?  Or do you stop in New Pavis (or the Rubble) to restore your magic?  Or, do you invest in enchantments that help you go beyond known lands? 

Also have to consider who is adventuring beyond the realm of friendly temples.  Sailors have a Dormal idol (and possibly other sanctified 'shrines') on their ships.  The Issaries and Etyries merchants must find some method to maintain a portable shrine.  Lunar regiments clearly maintain mobile 'temples' to their regimental deities.  Orlanthi learn the sacred hills where worship can be performed.  But for most, it's dangerous to go beyond the known lands!

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3 hours ago, jajagappa said:

But I'd contend that makes for some interesting gaming choices.

And interesting choices make for interesting games.

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On 29/06/2017 at 0:50 AM, styopa said:

The logic of the system would encourage raiding enemies on the day before or early during one's high holy day, so you could blow ALL your RP and get them restored almost immediately.

So you're going to take all your strongest initiates and cult leaders on a high risk mission into enemy territory, blowing all their magic and risking life, health and sanity immediately before they are all needed to perform the cults most essential and sacred rites.

Because assuming the raid isn't a disaster thus messing up your ability to do the rites properly at all, and also that subsequently the holy rites aren't interrupted by the same or other enemies while your magic and possibly also manpower is sorely depleted, after the rites are concluded they will get all their expended magic back.

What could possibly go wrong!

Simon Hibbs

Edited by simonh
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13 minutes ago, simonh said:

So you're going to take all your strongest initiates and cult leaders on a high risk mission into enemy territory, blowing all their magic and risking life, health and sanity immediately before they are all needed to perform the cults most essential and sacred rites.

Because assuming the raid isn't a disaster thus messing up your ability to do the rites properly at all, and also that subsequently the holy rites aren't interrupted by the same or other enemies while your magic and possibly also manpower is sorely depleted, after the rites are concluded they will get all their expended magic back.

What could possibly go wrong!

Simon Hibbs

SHHHH !   I just LOVE it when my players come up with those plans... DON'T WARN THEM !

 

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4 hours ago, simonh said:

So you're going to take all your strongest initiates and cult leaders on a high risk mission into enemy territory, blowing all their magic and risking life, health and sanity immediately before they are all needed to perform the cults most essential and sacred rites.

Because assuming the raid isn't a disaster thus messing up your ability to do the rites properly at all, and also that subsequently the holy rites aren't interrupted by the same or other enemies while your magic and possibly also manpower is sorely depleted, after the rites are concluded they will get all their expended magic back.

What could possibly go wrong!

Simon Hibbs

Sort of a silly criticism.  

Isn't that pretty much the cost/benefit risk of raiding ANYWAY?  The only difference with Glorantha being that a substantial part of your force's strength (their magic) is near-instantly recoverable right when you get back, if you simply *time* it right.

Otherwise the equation is precisely the same as IRL raiding, which was pretty common.

If anything, this potential for quick-recovery would make raids generally more vicious, as a raiding tribe wouldn't necessarily have to be so conservative in what they send at first for exactly the reasons you describe.

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On 02/07/2017 at 3:04 PM, styopa said:

Sort of a silly criticism.  

Isn't that pretty much the cost/benefit risk of raiding ANYWAY?

I think doing it so close to your own rites makes it a double-or-nothing bet. It leaves little or no time to make alternate arrangements or call in favours from allies or other reserves if there is a problem thus putting the rites in increased jeopardy. I suppose it depends what precautions are taken. I'm just saying it introduces a risk that needs to be mitigated.

Simon Hibbs

Edited by simonh
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On 02/07/2017 at 6:57 PM, simonh said:

So you're going to take all your strongest initiates and cult leaders on a high risk mission into enemy territory, blowing all their magic and risking life, health and sanity immediately before they are all needed to perform the cults most essential and sacred rites.

Because assuming the raid isn't a disaster thus messing up your ability to do the rites properly at all, and also that subsequently the holy rites aren't interrupted by the same or other enemies while your magic and possibly also manpower is sorely depleted, after the rites are concluded they will get all their expended magic back.

What could possibly go wrong!

You can do just this sort of thing in King of Dragon Pass (raid out of season), but long-term it is not a viable strategy for your clan to thrive and survive.

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1 hour ago, MOB said:

You can do just this sort of thing in King of Dragon Pass (raid out of season), but long-term it is not a viable strategy for your clan to thrive and survive.

Storm Season raids aren't out of season - if the frosts don't stop you, Storm Season is magically better suited for raids than Fire Season. It is Sea Season and Earth Season raiding that hurts your clan more than you can hurt your enemies.

KoDP is less flexible than an Orlanthi clan in leaving ring positions empty before the Sacred Time rituals. There will always be people qualified to step in in the rites unless the clan has been hit beyond viability. In that case, desperate measures are normal anyway.

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