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bio website glorantha.temppeli.org/digest/…
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visits member for 3 years, 8 months
seen Feb 7 at 10:11

Gaming background in D&D (Basic & 1st ed. AD&D), Traveller, Judge Dredd, Call of Cthulhu, Rolemaster but have played pretty much only Glorantha-based games this millenium, excepting games at cons and some other one-offs. I like reading rulebooks, though. I haven't really followed the D&D rules since 3.5e.


Oct
4
awarded  Good Question
Sep
16
comment Why do published adventures seem to have gone out of fashion, and who is still publishing 'adventures'?
more, and better, adventures than any company ever: I don't want to take anything away from Paizo - they've shown how a dominant game company can really support independent talent - but isn't this going a bit far? Can we really say that the sum of Paizo's scenarios outweighs the material that Chaosium put out in the 1980s for RQ, CoC, and Pendragon?
Sep
11
answered How to play a Templar Knight
Aug
29
comment Are there any serious smartphone apps for handling combat in a LARP situation?
Great question. There are some talented developers here: it would be better than great if someone were to fill this gap in the world of apps.
Jun
30
answered How to use social skills versus player characters
Jun
29
comment What RPGs treat magic as being common?
I wasn't disagreeing with you! It's important in something like a clan raid that you can expect about 1/4 of adult males to have some ranged combat-effective magic, for instance. My point was that starting characters in RQ2 are quite privileged in the context of their culture, where access to magic is constrained although even commoners will see magic on a daily basis. As another aside, with RQ3 the dystopian Rokari society pretty much deprives their farmer caste of the benefits of magic.
Jun
29
answered How do I get my PCs to not be a bunch of murderous cretins?
Jun
29
comment What RPGs treat magic as being common?
Even the farmer is likely to have a spell or two - it's maybe worth putting this in a bit of context. IIRC, a typical RQ2 starting character would have 6-10 points of spirit magic and maybe a point or two of rune magic, and would expect their magical power to increase greatly from there. This marks them out as special in the core cultures that RQ2 characters are drawn from: a commoner typically would only acquire 2 or 3 points of spirit magic by middle age. So yes, there's a lot of magic floating around but from the point of view of the commoner, magic is likely a rather scarce resource.
Jun
29
comment What RPGs treat magic as being common?
There is a distinction in HQ (mostly HQ1, but I think it still applies to HQ2), that magicians deal with magic from the three realms (animist/theistic/sorcerous), but there are other magics that don't come from outside: draconic magic is the most talked about but there is also common magic, which is ubiquitous in Glorantha - even children will know how to make simple charms, for instance.
Jun
24
accepted What is an “Irensavelite”
Jun
16
comment What is an “Irensavelite”
...and with the help of keywords inferered from this page, we can track down the source, discover the original Irensevalites were adverseries of the God Learners in the 2nd age, &c. Possibly someone turns up with cool pointers information on these folk, but my question is basically answered.
Jun
16
comment What is an “Irensavelite”
@dpatchery: Bingo! Thanks to your link, I've tracked down the source, via a Moon Design forum post to Revealed Mythologies #7. Do post that as an answer.
Jun
16
comment What is an “Irensavelite”
I thought it was about time we had a nice, technical Glorantha question...
Jun
16
asked What is an “Irensavelite”
Jun
16
comment Effective game mechanics for handling conflicts with spirits
@Seven: Done. At last.
Jun
16
revised Effective game mechanics for handling conflicts with spirits
ps per seven
Jun
11
comment Has anyone produced a drop-in well-reasoned economy for a fantasy game?
@Jo-Herman: IIRC, this was in the AD&D (1ed) DMG, with a long digression on such things as buying eggs in the gold-rush Wild West.
May
30
comment Effective game mechanics for handling conflicts with spirits
@cr0m: The game mechanics scream "this is physical combat", so there is nothing really different about it. In RQ, combat-centric typically have poor POW, so are vulnerable there, whilst spell casting uses up magic points, and the goal is to avoid having MPs reduced to 0. Additionally, it is hard for characters to help each other in spirit combat. Players have to think along completely different lines to survive a tough spirit combat, and the ins and outs of what they have to do are evocative of fighting a menace from the other side.
May
27
comment Effective game mechanics for handling conflicts with spirits
@Seven: I didn't know you could do that! Thanks for the edit. I know that some GURPS users have tried to model this kind of thing using the psionics rules, but I don't know how well that works out.
May
27
comment Effective game mechanics for handling conflicts with spirits
Watch and decide for yourself. In RQ terms, I'd say the graveyard is close to the spirit realm because of all the heroes buried there, so the sorcerer would cast an Axis Mundi spell, perhaps a Summon Ancestor or three, send his fetch to the other side to beg for a favour and wait for all hell to break loose. The sorceror can then try to influence things with binds, protects and commands, but won't be able to control such a manifestation.