Forum Replies Created
July 24, 2015 at 12:27 pm #16735
I’ve had two players in my current campaign with runes swapped out. In one case, a skald with an Air rune decided to conduct a shadow puppet show in the midst of a sacred ceremony, effectively summoning up Darkness powers into the ritual (luckily for him and the community they were relatively benign ones). But that set him onto a vision dreamquest where he was given the choice to embrace or reject Darkness. As he embraced the Darkness, his rune changed from Air rune to Darkness rune. The next morning when the ceremony continued, Orlanth’s Flint Slingers showed up and stripped him of all magic associated with the Air rune.July 21, 2015 at 12:19 am #16710
It really depends on the myth.
Many are centered on a primary hero – consider the example of Eringulf (HQG p194-6). In those cases, it is that hero who can make a Heroquest Challenge, and that hero who may have the central conquest in the myth.
But… heroquests are not a single station, and sometimes a hero is actually more than one person. In same example of Eringulf (as noted HQG p196 under Preparation), “First, his mysterious spear accompanies Eringulf, which was itself obtained through a heroquest. Second, six allies accompany Eringulf, one for each direction (North, South, East, West, Up, and Down).”
You can think of Eringulf as a ‘collective’ hero.
Similar thing happens in most Orlanth stories where the Preparation includes the “Arming of Orlanth”. He gets his sword (called Humakt, aka another hero), his shield (called Arran, i.e. another hero), etc.
So, yes, many have a single Main Character which can be perceived as a collective Character.
Then there are other myths like the Lightbringer’s Quest which clearly have multiple Main Characters (e.g. Orlanth, Issaries, Lhankor Mhy, Chalana Arroy, etc.). And each of them may be ‘armed’ or have particular ‘magics’ or ‘items’ that are in fact other heroes.
The story may well shift a bit. At one station, Eringulf may need to achieve something. But “In the Dark Plenty he got lost, as everyone always does, but he had no trouble because he had the Vanak Spear and the help of his six allies.”
Here the Vanak Spear may simply be another hero taking the action.
Similarly, “Eringulf Vanak Spear bet his left arm and the way he threw his javelins that he could catch the Dancing Jar, and he won.” His left arm, in this case, may be another hero who actually had to try to catch the Dancing Jar.
The myths and stories are very flexible in this regard. And it gives a lot of room for different player groups and the GM to improvise these stations.
Re: it makes a difference if there’s one main hero trying to court the goddess versus each of the heroes trying to court her
This is true, but it is open to how you want to run a given myth.
It may be the Goddess alone at Very High Difficulty. And the multiple foes represent the collective calling for her return. The more heroes who have reached this point, the more likely success will be achieved.
Or it may be that the Goddess is herself a collective with attendant followers – one for each hero. This note on HQG p199 suggests that aspect: “His contest is wagered against unspecified denizens of Asrelia’s Hut, who would be various powers of the Underworld.”
I’d probably base the decision on the situation in the quest: what makes for epic narrative and Maximum Game Fun in your game at that point?
Do those thoughts help?July 18, 2015 at 2:46 am #16690
Steve – here’s my interpretation of the table.
What is not shown is the set of Base values for Nochet resources.
I believe these should be:
The attempts to bolster the resources yield the following, which is shown in the Bolstered view:
Communication – marginal defeat – no change = 18
Magic – minor victory – +3 = 12W
Morale – major victory – +6 = 18
War – minor victory – +3 = 1W
Wealth – minor defeat – -3 = 9W
The start of the Siege is described with immediate effects on the city’s resources.
Originally, I thought the results of those resource changes were not shown. But I think what is applied is the Resource Depletion results – using those against the Bolstered values I believe the results would be:
Communication – marginal defeat – -6 = 12
Magic – minor victory – -3 = 9W
Morale – marginal victory – -3 = 15
War – major defeat – -6 = 15
Wealth – marginal victory – -3 = 6W
And those match up to what is shown is the state of Nochet Resources after the Siege, which is what is stated in the text: “the siege depletes many of the resources of Nochet, as per the second table below”. The figures in parentheses simply note the difference from the Base level (before bolstering).
Does that make sense? (And I agree it is not real obvious or clear from the description.)July 17, 2015 at 10:32 pm #16688
“Of course, when the character is using the bird’s senses, that means all the bird’s senses and none of the character’s senses. This means that the character cannot see, hear or feel anything nearby, until the link is broken.”
Yes, I agree with that.July 17, 2015 at 2:38 am #16677
Generally I’d consider an animal companion (e.g. a hawk) to be able to follow simple directions and to make relevant calls/gestures/etc. to alert the hero about something at a basic level.
An awakened animal spirit/daimon should be able to communicate more, but will still be restricted by the form of the animal – they would not have direct thought communication.
To see what the companion sees, etc. I’d require the character to have an ability like: Be One With Bird Trance. The player can then achieve that level of perception but is vulnerable as they are in the trance-like state noted. Probably requires a contest of Low difficulty to achieve with their companion (or could be automatic), but would be Hard difficulty or higher with some other bird.
You could certainly adjust to whatever you feel works in your campaign though.July 17, 2015 at 2:29 am #16676
I don’t see a reference on HQG p55 to Odayla (nor does the index show one). P.142 shows Air and Beast which would be the correct runes (Bear is just a specialized version of Beast so either is correct).July 14, 2015 at 11:14 pm #16656
Just substitute wyter for vaettir and I think you’d have it.July 13, 2015 at 11:46 pm #16635
“how do you translate “landmark” to a position in the sky?”
The Buseri would use their frame and coordinates, and then translate that into something for the masses.July 12, 2015 at 7:13 pm #16630
In the extended conflicts, resolution points score against the loser (true for both Single and Group Extended contests). The first with 5 RP’s against them is out. The examples, I think, show this fairly well with the tallies marked against the loser of that round.
Re: contests. 1 is always a critical, 20 always a fumble (excluding bumps).
Otherwise you want to roll under or equal to your ability value.
If both contestants roll under the respective ability values, then the higher value (excluding crits and fumbles) is better (this was a change from original HQ2 where the lower value was better – change made due to most people having the ‘higher is better’ mentality, I believe).July 12, 2015 at 7:05 pm #16629
As Joerg notes, Glorious ReAscent and Fortunate Succession had a number of early editions which continued to expand on the material so if you happen to find a first edition GRoY copy, it will not be as rich as the current version/pdf.July 12, 2015 at 7:01 pm #16628
I agree that the weeks would be based on constellations of the Sky – something within the sector based on Buserian’s Frame. If you look at the Sky from the Guide, I’d start at the Youth and move around counter-clockwise to get week names. Might vary by city. Based on Reed Day Two, it seems like the days of the week might just run 1 to 10, though each could have its Judge and an associated name.
Weeks might include the following:
Spring: Youth, Reed (or Willow – along the bank of the Celestial River), Plough, ???, Chorus, Lake, the Forest Gatekeeper?, Lion.
Summer: Swanmaid, Hag, Dove, Stag, Hunter, Harp, Pot (or Fan or Cook), Raven
Autumn: Serpent (or Fish), Spy, Sword, Rice (or Grain), Sow, Bear, ???, Red Gate?
Winter: Oasis, …? (hard to know what to choose from the Celestial Desert)July 5, 2015 at 10:05 pm #16539
Specific Ability Bonuses. “When you contest against an opponent whose ability is less specific to the situation at hand than your own, you gain either a +3 or a +6 modifier”
I interpret a general resistance level the same as a keyword – it is less specific than a relevant named ability. If a character is using a specific ability, I give them the relevant bonus.
Broader abilities are penalized not to maintain a balance against the Game Master’s world, but within the group, so that colorful choices are rewarded.
I can say that I’ve never used this yet. Most likely I would apply it in a Group Simple Contest if I chose to do so, but likely will continue to ignore it.
I think I’d allow one augment each time as long as it wasn’t repetitive and boringly mechanical
I allow one augment. Player must describe how they are using it (e.g. using Flaming Spear to augment Spear Attack). I do not worry about having some emotional response – I want it to make sense in the situation. And if it does, then they get it (and in an Extended Contest, they can continue using that if they wish).
How do I insert blank lines into my posts to make reading easier.
Haven’t found a natural way, so just use a period instead of a space.July 5, 2015 at 9:53 pm #16538
“you can spend points on improving existing abilities, not just buying new ones”
Just had some discussion on this in an in-game thread.
If you read the word ‘additional’ tightly, then the additional points can only be applied to the keywords, runes, and previously identified 5 additional abilities.
If you read it loosely/broadly, they can also be used for additional breakout abilities.
I’m of the latter school – if a player wants more named abilities with fewer high point keywords/abilities, go for it!
(Plus that fits in with both the narrative and as-you-go methods that are described in HQ2 but not explicitly covered in HQG).
“can you spend more than one Hero Point on one dice roll or just one?”
In my game, we use the rule on p.60 – one HP per die roll maximum (whether single contest or a given round/exchange within an extended contest). Others may do differently.
“Does this mean that the limit for raising charms for those not in a spirit society is the +1 mentioned in the previous section”
I do not interpret there to be a limit in raising the charm’s ability. However, others (like David Scott who wrote a lot of the spirit rules) may say otherwise.July 2, 2015 at 11:53 pm #16497
Because those HW/HQ1 stats incorporated edges and lots of possible augments, they don’t transfer well. And as noted above, there’s not much reason to spend time doing so.
For characters that you want to emphasize, if you want to have some variability added in, give them a general ranking (Kallyr is Very Hard – reflects her magical and social level) and other rankings for an ability or two you think important (Kallyr is Friend to Orlanthi at Moderate, etc.). And that’s really if you want to have a static difficulty for them.July 2, 2015 at 2:11 am #16474
I didn’t copy the whole box text above, but the following may answer some of those questions:
“Androgeus came to Glorantha during the Great Darkness when the world was turned upside down and he did her best to turn the world from Darkness, using methods of war and love to achieve her ends. His travels covered three continents, and she even
walked the upper slopes of the Spike before it crumbled into sand and pearls. During the God Time, he mothered five children and fathered four, and managed to save thousands of mortals from Death.”
Some of the children are noted: “Her children are too many to name, but five are well-known: The Preserver, the Twisted Horse, Goldtooth, Wily Joker, and Yellow Bear. The agonies which they inflicted upon mortals since the Dawn are hideous and innumerable.”
Some slight contradictions as to whether there are nine children or ‘too many to name’, but I don’t think ‘unclean’ here means untouchables. I think it’s more like horrors unleashed upon the world, as the children’s names suggest. The Vadeli have different origin and are noted in the Revealed Mythologies work. I think largely they are left to the minds of the GM to create at this point in whatever form suits their needs. Maybe they are horrible yellow furred bears with a taste for human flesh? Maybe gold-toothed ‘demons’?
Where do they exist? I’d say you can find descendants in Genertela, Pamaltela, and either Jrustela or the East Isles (remnant of Vithela). Probably drawn to places of corruption and horror like Dorastor or the Forest of Disease in Laskal or they mix in with the Andins of the East Isles.
An old email thread at https://groups.yahoo.com/neo/groups/WorldofGlorantha/conversations/topics/18387 written by Sandy Peterson years ago commented:
“She has existed since the Godtime and wanders about Glorantha. In a private conversation with Greg, he said that in his opinion Androgeus only wandered through Dragon Pass once during the Hero Wars (there is a 3-player scenario in which
Androgeus takes part). Most of Androgeus’s important activities take place in Fronela, which doesn’t mean that’s where he originated. It’s possible that she was trapped by the Ban, and only escaped recently when it was lifted. Thus the world got to have a few centuries free from this particular superhero.”
Hope those notes help.