Forum Replies Created
August 31, 2015 at 4:27 pm #17188
I would infect the Disease Master with a serious new disease, to which the Disease Master is not immune. That way, he gets the benefit of Mallia Divine Intervention and gets the benefit of the fumble.
All you need now is a new disease.July 31, 2015 at 5:31 pm #16821
Bear in mind, as well, that in the Golden Age, the Sky and Earth were together, so landmarks in the Sky are quite reasonable. Some of the places in the sky were also landmarks on the ground. How many of those have carried over, I am not sure.July 17, 2015 at 7:22 pm #16687
An ability works for me. 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.July 3, 2015 at 6:40 pm #16512
Scales have always been an issue with the older Gloranthan maps.
If you take New Pavis and the Big Rubble as it has been written, then it is pretty small, at least to modern eyes.July 3, 2015 at 6:35 pm #16510
The God Learners weren’t that keen on Arkat and his cult, to the point where they deliberately broke all the Hero paths that led to his home. That either implies they had taken Arkat’s Secrets and didn’t want anyone else to have them, or that the Secrets were too dangerous for anyone to have.
My own personal view is that the God Learners had the realisation that they could do anything they wanted to with magic. Once they realised that, then everything else became secondary. Why have geases if they could be ignored? Why restrict yourself to sorcery when you could be using any other kind of magic. Why not mine the deities for powers and abilities?July 3, 2015 at 6:29 pm #16509
Whichever you want it to be.
Seriously, HeroQuest is a fast and free-flowing game and, in my opinion, shouldn’t get bogged down in rules questions.June 20, 2015 at 7:40 pm #16361
I can’t think of any of the Irish Myths that have been ported across to Glorantha in their entirety.
However, Irish Mythology is an excellent source of Heroic myths/legends, especially suitable for HeroQuesting. Pretty much all of it could be used, in some form, in Glorantha.May 30, 2015 at 1:22 am #16107
Our River Voice PCs recently took out the Crimson Bat.
Here’s how they did it.
They let themselves be swallowed, used their Enter Void ability to travel safely into the Bat, then used other magical abilities to turn the Bat inside out and transport it to the Underworld, where they washed it in the Styx to drain the Bat of chaos and nailed it to Hell using an adamantine spike.
Easy peasy.May 9, 2015 at 8:03 pm #15888
Tusk Brothers could also come from the Tusk Riders, around the Ivory Plinth.
Bearwalkers don’t have to be Rathori, the Lunars have Star Bears in their mythology and they are near/in Dragon Pass. Odayla is the Orlanthi Bear God and I can see some of his followers being Bearwalkers.
Tiger Sons would seem to be Kralori/Teshnan, I agree, but they have been in Dragon Pass games for a long while, so maybe they have different possible origins.April 28, 2015 at 2:42 pm #15697
In my worldview, HeroQuests are placed over a setting, to give a magical structure to that setting.
So, if you go on the “Humakt Gains Death” HeroQuest, then you come back with a magical sword, because you have overlain the Sword of Death item/power over your own sword, making it a Sword of Death.
All well and good …
If you steal someone else’s Sword of Death, then you still get that item, but they lose it. They might have gained it on a “Humakt Gains Death” quest, but you might have used “Orlanth Gains Death” to steal it from a friendly Humakti.
Still Ok …
Now, if you go onto the GodPlane and do something new, for instance stealing Humakt’s Sword yourself, then you are not re-enacting a HeroQuest, but you are making a new HeroQuest. When you do this, you have to overcome the power of Humakt himself to steal the sword, so it is going to be difficult. Now, you have created a new HeroQuest, or GodTime Pattern, where you have the power of Death and Humakt doesn’t. This means that you have your own myths in the God Time and that you are a Deity. You start to be bound into God Time. It also means that you gain death powers and Humakt/Humakti lose them.
Of course, not many people will be able to do something that powerful, but the principle is still there.
If you steal Niall’s Nine-Blow Sword, then you have it and Niall doesn’t. Any magic that Niall’s cultists get from him having the sword is now lost. Your worshippers, however, gain the magic.
That is one of the differences between getting a copy of the item and gaining the item itself. The copy gives you powers, the actual item gives your worshippers powers.April 26, 2015 at 11:59 am #15628
> Now, of course, YGMV. But I’d love some discussion about some of these ideas:
> Did the nature of magic change over the course of the versions of the rules? (Outside of Glorantha’s in-fiction setting.)
No, the nature of magic has never changed, but the way different rules sets used magic has changed. RQ2 magic is different to RQ3 magic, in fact all versions of RQ have had differences in the way they treat magic, HW/HQ1/HQ2 all gave different ways of dealing with magic. Does that mean that the way that magic works in Glorantha changed because the rules change? Not at all.
> Has magic changed over time within Glorantha’s fictional settting?
When Time started, the way magic worked changed. When the God Learners were defeated, the way that magic worked changed. In the Hero Wars, the way that magic works is supposed to change.
What does that mean in a Gloranthan campaign? Absolutely nothing.
I would treat magic as magic and not bother about the changes in how magic works, unless it is important to the setting.
When the Lunars killed orlanth, all orlanthi and Ernaldan magic stopped working. That’s a pretty major change for those cultists, but other kinds of magic worked just fine and when Orlanth/Ernalda come back, so does their magic.
> How do people address the tensions between mundane and magic?
> Or is there tension? Is the world just supercharged now and the notion of the mundane is sort of by the wayside?
Glorantha has always been supercharged, believe me.
In RQ2/RQ3, our campaign had Rune lords and Rune Priests wandering around, throwing fairly powerful magic around.
HW introduced more cults, with more cult magic described. HQ has downplayed that slightly, but focusses on Runes instead.
in Glorantha, almost everyone does magic, whether they are using little cantrips, common magic that their family has always known, magic that resulted from the droppings of the gods, or whatever.
The difference is that mighty heroes use mighty magic. Cragspider the Firewitch can cause a pillar of fire to fall from the sky, the Shaker Twins can cause earthquakes, Oakfed can consume grasslands and forests with a mighty firestorm, Delecti can make your fallen comrades rise up and fight as his zombies. All that is pretty major stuff.
PCs can use whatever magic they have. Are they mundane or magical? The concept has no real place in Glorantha, as everyone can join a cult, everyone can use magic, there is no mundane. The difference is that a crafter might use magic to create a nice saddle, so you would not realise that he is using magic, but someone who opens up a hole in the earth is obviously using magic.
> Do mundane details about every day life have a place in HeroQuest: Glorantha? And if it does not, did it once?
What do you mean by that?
Do you want to keep track of PCs’ toilet breaks and whether they have run out of toilet paper? That is an inescapable mundane detail, but would you be interested in it in a game?
If you are playing Orlanthi warriors fighting to drive the Lunars out of Sartar, then do you really care that Eloise from down the street has fallen out with her boyfriend? Maybe, if one of the PCs has a crush on Eloise, or hates her boyfriend. It all depends on the kind of game, the setting and what the plot interactions are.
> How are you using the material in your games to build the mundane, the mythologically magical, and all points in-between?
I have ongoing plots that can operate in parallel or interact. One might be a mundane plotline, one might be a magical plotline.
So, the PCs might be trying to build up a business as a cover for their other activities, that would be a mundane plotline. They might also want to seek out the Dark Lord of the Sewers to gain magic from him, that is a magical plotline. Those two plotlines might never interact. However, they may have some things stolen from their business and might track the thief to the sewers, where they find clues as to the Dark lord’s whereabouts, thus linking the two plotlines.April 17, 2015 at 8:33 pm #15154
It seems to have become better recently – I can see all the text on the buttons now – thanks for the improvement.March 17, 2015 at 7:18 pm #14627
If the player tries to use it in all situations, say no, then when he complains, just reply “Tough”!.
I have no problem with one-word abilities. However, I would ask the player to justify why the ability is relevant. For combat, fine, but I cannot see how it would be useful when flower arranging, or using the Harmony rune.February 13, 2015 at 8:10 pm #14374
I hate the way that links work on this site.
The HeroQuesting link is http://www.soltakss.com/indexheroquesting.htmlFebruary 13, 2015 at 8:08 pm #14373
In my opinion, HeroQuests layer a magical/mystical template over the world, which allows you access to different realms.
So, someone performing an “Orlanth and the Sandals of Darkness” HeroQuest might take a magical item from a nearby Troll Mother, but the HeroQuest means that he has gone to the Underworld to do this, even though he has physically gone to some nearby caves.
Now, most people cannot actually reach the OtherPlaces, those areas outside the Mundane World, so the problem rarely happens. However, someone travelling through a lead door in the Sazdorf Caverns, or jumping down the Hell Crack, swimming through the TarPit or sailing down Magasta’s Pool might end up in Hell/The Underworld. Someone sailing very far east/west might end up in magical places. The Sky is quite difficult to reach, physically, but it is possible.
If you are powerful enough to reach these magical places, then you are effectively on a HeroQuest. However, you do not have the magical overlay to help you. Instead, you are in Hell, without any guides, or sorties to help you. If you reach the Blacker Than Night Stone, how do you know which way to go to reach the Hungry Man? If you see the Bloody Woman, how do you know that she likes honey and will not kill someone with red hair? (Both made-up examples). HeroQuests give you those stories and show you what you need to do.
When in Hell, or other places, they may well meet with living deities, or Heroes. They won’t, however, interact with the long-dead deities, or travel to the GodTime. So, they might go to the Basement of the Castle of Black Glass, as it is still there, but they won’t meet The Only Old One, because he is currently dead. They might, however, meet his children, or companions, or other heroes. HeroQuestors are unlikely to interact with them, as they are not in the GodTime areas, but they might meet HeroQuestors who are on a HeroQuest and have decided to physically go to Hell as part of the HeroQuest.