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  • #10329
    Profile photo of Mankcam
    Mankcam
    Spectator

    So I assume that the content in Blood Over Gold is still valid, even if the Malkioni are now visually presented very differently. Although I see Jeff has made a point stating that Ashara is not mentioned in the Guide. Does this mean that there is no Ashara at all now, or is it just that Ashara is not mentioned at all?

    I intend resuming running my troupe through Blood Over Gold (its currently in hiatus while we play another campaign), and I would like to present the setting with all the trappings and flavour of the Malkioni as they are portrayed in the Guide. If the content itself is now inaccurate then it would be good to know beforehand.

    BTW I really enjoy how Malkioni are presented in the Guide, they seem so much more in flavour with the rest of Glorantha now.

    #10269
    Profile photo of Mankcam
    Mankcam
    Spectator

    Ufnal, ‘Blood Over Gold’ is still a great setting, although the I suspect the artwork for the Trader Princes themselves may be a bit inaccurate now. It’s hard to get a feel for Malkioni now, but they definitely are presented more of an ancient style culture in the G2G rather than a medieval culture. I’m kinda mixing up bits of the Macedonian Empire with early Byzantine Empire to present a flavour to my troupe, unless upcoming supplements present otherwise.

    Hence I suspect that the Venetian Empire influence on the portrayal of the Trader Princes is now changed greatly.

    Despite such, I don’t think magic or worship would be greatly different from the content in ‘Blood Over Gold’. As a previous poster said, the Saints are also now referred to as the Ascended Masters, so this title in itself goes a long way to throw of the analogies with medieval religion.

    I would still think that all the previous magic and blessings that the Ashari use would still be more or less consistent with Blood Over Gold

    #10268
    Profile photo of Mankcam
    Mankcam
    Spectator

    Interesting. I like the explanation. I intend running a Malkioni campaign, so I want to do it right.

    I take it that if the Rokari and Arkati/Honotheist have slaves, then the Ashara Trader Princes may also have likewise. Actually, do they trade in slaves? If so, where would they be getting them from. The Trader Princes don’t strike me as imperial types so there is no war they are involved in that is a source of slaves, unless they are taking advantage of ravaged Wenelian villages from Greymane’s raids…

    Where are the slaves coming from in Safelster and Seshnela? It’s easy to see an expansive empire like The Lunar Empire turning war prisoners into slaves, but I’m unclear with the Malkioni, unless slaves are not prominent in their culture. Or is slavery a form of punishment for criminals in lieu of incarceration?

    #10088
    Profile photo of Mankcam
    Mankcam
    Spectator

    Please excuse my misspelling here and there in my posts, I am using my tablet and for some reason I can’t seem to edit my posts to correct my grammatical errors 🙂

    #10087
    Profile photo of Mankcam
    Mankcam
    Spectator

    I was under the impression that Castes would still apply to a degree to the Arkati/Honotheists, Ashari, and Hsrestoli; but movement between the Castes would be much less rigid, kinda more like social classes rather than set-in-stone infallible castes.

    The idea of rigid Castes is great for flavour, and feels quite ‘ancient’, but no doubt player characters would find it more satisifying to be Arkati/Honotheists or Ashari, especially if they begin a campaign as Dondari.

    I actually would have thought that the Caste clothing colours would be adhered to in some fashion, at least in formal situations. Dondari wearing green and brown ponchos at festive events, Talari wearing gold jewellery with yellow cloaks or togas at public engagements, Zzubari with ornamental sky blue and navy robes, Horali with red cloaks and plumes etc, that kind of thing.

    But it makes sense that skin colours have gone by the wayside for all but the Brithini and Vadeli. I think they would still retain the pigmentation, and this is evident by some of the artwork in The Guide where Malkioni are portrayed as having different skin colours.

    However the scene in the Guide says it is set in Noloswal, and they definately have the ancient caste skin colours, which actually led me to raise this query. I was under the impression that the Brithini were primarily in Arolanit (and also amongst the Zzubari and Talari of Sog City). I thought that Nolos would be primarily Rokari sect, and thus they would not have the ancient skin colours.

    So I’m a bit confused by that picture, as it would have made more sense if it was set in Arolanit. Unless I’m getting my cities mixed up, and if so, please point out such for me, as my knowledge on The West is a bit fragmented, and probably will be until I get the Guide hard copy in my hands

    #10069
    Profile photo of Mankcam
    Mankcam
    Spectator

    Those links are excellent David, a big help, they answer some of my queries and give me food for thought.Once again, thank you for such a prompt reply to my post, and highlighting these pages for me.

    #10068
    Profile photo of Mankcam
    Mankcam
    Spectator

    I have the pdf of The Guide now, but have only flipped through it briefly. It looks great, but I never really ingest a book unless I have a hard copy

    I have ‘Blood Over Gold:Trader Princes of Maniria’, but I think some of the artistic portrayal in there is obsolete now (well only the Malkioni – they give me the impression of Venetian Empire types which is much more late medeival rather than the more ancient flavour of current Malkioni).

    I like having the Zzubari influenced by the styles of Eastern European Orthodox Priests, yet other facets of the Malkioni tend to be more ancient in flavour. The Guide has two pics of Hroali, and they seem to have armour influenced by possibly Byzantine or Saracen cataphracts, with plumes on their open helms that remind me of Alexander The Great and other Macedonian Empire officers.

    Those links you sent are very informative and a good place to start; greatly appreciated David. Perhaps if anyone has any links to Osprey style depictions that they are using for Malkioni I would like to see if I’m heading down the right path or not.

    The Guide looks great, I can’t wait to have these tomes in my book case, they are going to be heirloom books for my kids 🙂

    #8485
    Profile photo of Mankcam
    Mankcam
    Spectator

    I would love to see more on the Malkoni personally. We have great material on Dragon Pass and Prax with the current resources, and I would love to see Seshnela and Safelstra, Wenelia (expanded upon, although Blood Over Gold does a reasonable job), and of course some of the Janube City States or Loskalm. Now that we can clearly see that the Malkoni have a more ancient flavour rather than medieval I think there should be some emphasis on portraying and developing the resources surrounding them. I used to portray Safelsta and the Trader Princes as a culture along the lines of the Venetian Empire in late medeival times, but I’ll happy shift those influences to be more along some mix of the Macedonian Empire with the early-mid period Byzantine Empire. However having more supplements would be great, as I would love to get the flavour right this time around.

    I also put my vote in for a book for lavish art of incidental scenes ranging from everyday rural and urban life through to pivotal moments in Gloranthan history. That’s a kickstarter in the making if there was ever one!

    #8484
    Profile photo of Mankcam
    Mankcam
    Spectator

    I use a mix of RQ3 and BRP BGB for my games, with some juicy bit imported from RQ6. Personally if I had a new troupe I would probably just use RQ6, but as my group is familar with RQ2 and Call of Cthulhu then I only want setting changes rather than major game mechanic changes between the genres.

    So I had an idea of replacing the Personality Skills in BRP character generation with a similar idea based upon the behavioural traits identified with the Runes. So if a character chooses a Rune Affinity they get those particular skills in char gen.

    I think I like how RQ6 identifes Runic Affinities as shaping behaviour and providing aspects to magic, although I’m also partial to some small bonus to magic and skills using the Affinity. I thought that an action (magical or mundane) that is consistent with the nature of the Rune Affinity should receive a small bonus, perhaps equal to the character’s POW. I’m unsure…perhaps the Runes could also be expressed as an Allegiance skill which grants a Complimentary Skill Bonus to particular actions.

    I’m still developing these ideas at present, so I would be interested in what others are doing with Rune Affinities.

    #8483
    Profile photo of Mankcam
    Mankcam
    Spectator

    I use a mix of RQ3 and BRP BGB for more games, with some juicy bit imported from RQ6. Personally if I had a new troupe I would probably just use RQ6, but as my group is familar with RQ2 and Call of Cthulhu then I only want setting changes rather than major game mechanic changes between the genres.

    So I had an idea of replacing the Personality Skills in BRP character generation with a similar idea based upon the behavioural traits identified with the Runes. So if a character chooses a Rune Affinity they get those particular skills in char gen.

    I think I like how RQ6 identifes Runic Affinities as shaping behaviour and providing aspects to magic, although I’m also partial to some small bonus to magic and skills using the Affinity. I thought that an action (magical or mundane) that is consistent with the nature of the Rune Affinity should receive a small bonus, perhaps equal to the character’s POW. I’m unsure…perhaps the Runes could also be expressed as an Allegiance skill which grants a Complimentary Skill Bonus to particular actions.

    I’m still developing these ideas at present, so I would be interested in what others are doing with Rune Affinities.

    #8482
    Profile photo of Mankcam
    Mankcam
    Spectator

    Ps: I’m still getting used to the format of this forum, and I can’t seem to find how I can edit my post. I actually meant to type “Now that we can clearly see the Malkioni have a more ancient flavour…”

    #8481
    Profile photo of Mankcam
    Mankcam
    Spectator

    I would love to see more on the Malkoni personally. We have great material on Dragon Pass and Prax with the current resources, and I would love to see Seshnela and Safelstra, Wenelia (expanded upon, although Blood Over Gold does a reasonable job), and of course some of the Janube City States or Loskalm. Not that we can clearly see that the Malkoni have a more ancient flavour rather than medieval I think there should be some emphasis on portraying and developing the resources surrounding them. I used to portray Safelsta and the Trader Princes as a culture along the lines of the Venetian Empire in late medeival times, but I’ll happy shift those influences to be more along some mix of the Macedonian Empire with the early-mid period Byzantine Empire. However having more supplements would be great, as I would love to get the flavour right this time around.

    I also put my vote in for a book for lavish art of incidental scenes ranging from everyday rural and urban life through to pivotal moments in Gloranthan history. That’s a kickstarter in the making if there was ever one!

    #5969
    Profile photo of Mankcam
    Mankcam
    Spectator

    We had the simple rpgs of the 70s, the simulationlists followed in the 80s, and the 90s introduced the narrative games which have continued today. Now we have systems that fall into distinct categories of these, although I feel BRP (and of course it’s variants, like RQ6, Renaissance, etc) walk the line nicely between being simulationist AND narrative. You can have simulationist mechanics, yet approach most aspects of storytelling gaming in a narrative manner. Rules for Passions is one example where game mechanics can support Narrative and vice versa.

    I see no reason why RQ6 would be too clunky for the mythic qualities of HeroQuesting, although the system will obviously benefit from some of the concepts portrayed very well from the HeroQuest rpg. I think hindsight is a great thing, and heroquesting can be easily portrayed now with the current RQ6 rules. From memory there were steps in somedirections with MRQ2 in the Cults of Glorantha book, so building on those would be one logical way to go.

    #5968
    Profile photo of Mankcam
    Mankcam
    Spectator

    I must admit this is unusual seeing this is posted in a Glorantha website, but given that it is for RQ6 its forgiven. It sounds like a very detailed setting, perfect for RQ. A pity it is not Gloranthan, such as in The West or Fronela, as those settings are underused. However this sounds great all the same, I’ll follow this with interest, especially if it supports RQ6! Sounds very cool

    #5967
    Profile photo of Mankcam
    Mankcam
    Spectator

    I always assumed that the Balazarings had two flavours within their cultural background, the ‘urban’ variety and the ‘rural’ variety. For those living in the citadels I would use the Barbarian background, whereas those living in villages I would tend to use the Primitive background. You can portray the nuances and differences within each Citadel/Tribe quite well with narrative trappings, but these are the cultural builds that seem to fit the descriptions in the original setting

Viewing 15 posts - 31 through 45 (of 45 total)

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