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bio website glorantha.temppeli.org/digest/…
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visits member for 3 years, 5 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.


Jun
20
comment How do you force a character to reliably tell the truth?
Would sense motive's detect surface thoughts break through a spymaster's deep cover? I guess it can't (dndtools.eu/classes/spymaster)
Jun
10
comment How do I get my PCs to not be a bunch of murderous cretins?
@mxyzplk - If you think option #3 is nothing to do with in-game fiction, then I'm not doing a good job of communicating. I happen to think that in-game fiction solutions can only partly resolve conflicts about what players want from the game, so you will usually need assistance from either game mechanics or gamer-to-gamer discussion. The difference between #2 and #3 is that #2 aims to solve problem mechanically on the gamist level and #3 on the narrativist/simulationist levels, perhaps with support with changed mechanics. Maybe the distinction isn't as clear as I hoped.
Jun
10
comment Systems with a dice mechanic that handles very easy and very difficult tasks
@BrianBallsun-Stanton: Yes: the book was called "Designers and Dragons", was brought out in October 2011 by Mongoose, weighed about 400 pages, and is now out of print. Appelcline is currently working on a revised and expanded 4-volume version to be published with Evil Hat: IIRC, the drafts of the first two volumes are with the publisher, and the other two drafts are nearing completion.
Dec
19
comment Searching for a simple fantasy system similar to WoD
Lowell Francis' review of Hillfolk I found worth reading, which explains how it relates to some well-established Laws themes: ageofravens.blogspot.co.uk/2012/10/…
Sep
4
comment Flaws that aren't flaws
@seven: That would make half of a good two-sentence answer.
Sep
4
comment Flaws that aren't flaws
To sloganise: character advantages and flaws are open-ended
Jun
5
comment
"I am against several things that we have permitted on this site" - Mmm, I think of you as a fairly stringent closer, but that's stringently applying the same understanding of the rules as pretty much everyone else. Is there something else you mean by this?
Mar
7
comment Do Teleportation spells transfer kinetic energy?
Planetary motion? What's that? Everyone knows the gods created the firmament to be unchanged and unchanging. The sun rises in the east, sets in the west, and at night passes through the underworld, driving up the ghosts to harass the unrighteous.
Jan
27
comment How do I make weather an important part of the game?
Right. For amplification, having the players be rendered unable to fight due to being rendered exhausted and numb from exposure, and so be captured by slavers, say, should make your players pay more attention next time you warn of adverse weather conditions. PCs who worship sun and storm gods should really pay attention to the weather, and might get benefits or penalties from weather omens.
Oct
29
comment How to introduce item descriptions
@Maurycy: The last paragraph does address the quick to remember bit a little. I guess I could generalise the advice to say that I think that if descriptions are centered more in narrative than in features it makes them easier to fit in the game. And if your plot requires that the players need to remember things, the easiest thing is for you to drop hints. I know that as a player I can be incredibly obtuse sometimes.
Oct
26
comment Does Constitution influence Charisma?
Body builders are not always healthy. Getting muscles ripped for shows is a pretty harsh strain on the body.
Oct
26
comment Does Constitution influence Charisma?
I like this idea. I designed game a few years back where there was a close relationship - both beauty and constitution were a pair of attributes that were jointly dependent on RQ-style POW (spiritual force) and SIZ (natural size), with another two pairs of tied attributes influenced by INT and either POW or SIZ. I never got the system into a shape I wanted to inflict on players, though.
Oct
26
comment The first sold copy of D&D was to Chaosium's founder: were Chaosium's games influential on early D&D?
@ExTSR: What excellent information. Was this sold as part of the big auction in 2006 (and if so, why did I not hear about it)? Do you have access to a copy of the Certificate of Authenticity?
Oct
26
comment How do I create a sense of mystery about magic?
Part 3 of Ron Edward's classic Fantasy heartbreakers article touches on a lot of ideas for this.
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?
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
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
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
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.