various stuff

From: Colin Watson (watson@computing-science.aberdeen.ac.uk)
Date: Thu 18 Nov 1993 - 19:39:35 EET




Sandy sez:
>Law and Chaos are not Powers because in Glorantha they are not opposites.

Ah, thanks for clearing this up.

I wonder what a God tied to both the Law *and* Chaos runes would be like? Something like Judge Death I guess: The Law is broken by the living; so all the living must be destroyed. (Is there such a deity already?)



Joerg on scenarios:
>Well, some game constructs in Gloranthan Mythology allow us to exchange
>Humakt for Yanafal Tarnils, Irripi Ontor for Lhankor Mhy, etc., but if
>there would be a Yelmalio or Pole Star worshipper with Humakti magic,
>or Dayzatar as Solar Lhankor Mhy (only), I feel abused. Or otherwise
>there will be characters with magic not available in their culture
>(City Harmony among Praxians?).

NPC spell lists only really have to include those spells which they are likely to cast during the scenario. If the plot requires that the NPC casts City Harmony then, fair enough, it's essential to list it; but in this case you obviously have a highly constrained plot. Exotic spells are all very colourful, but a scenario is unlikely to live or die by them. I don't think a scenario is going to be improved by having exhaustive lists of NPC spells which are never going to be cast.
Anyway, if I don't like the spells an NPC has I find it the easiest thing in the world to ignore them (or substitute them). eg. I don't like Sever Spirit or Resurrect so any NPC Humakti & Chalana-Arroyans lose 'em.

>Where is the scenario which tells the story of the rival
>inside one's own cult who keeps intriguing against the PC with the
>priest? Also a generic plot, but to flesh it out, lots of information
>is needed.

Indeed, this is a classic plot: but to write it you really have to have a specific PC in mind. More detailed background on cult structures would help; also sample temple layouts & cultists stats. This kind of thing would be nice in a sourcebook. Ah, a sourcebook for each cult... I'll keep dreaming.

>All I have seen are Cameos, each and any to be heavily edited by the
>GM. I have to agree with Nick that a fully fleshed out scenario has to
>work without more effort than reading it before, at least for a certain
>situation.

Ok, my plot suggestions were cameos. This is due to lack of time & bandwidth. Add location & character descriptions, stats and a few more pages of subplot and you'll have a scenario. Then the GM can add his own background as and if required.
I tend to find that *any* scenario needs a fair degree of work to prepare to run it. I usually read "ready to run scenarios" at least twice before running them and the more detail they have the more I have to read. Now, it's not that I don't enjoy a good read, but time reading is time spent not playing. And then I find that it's not really ready to run for *my* campaign and *my* PCs at all. So I modify it...
...or I start a new campaign with new PCs (which is my intention for RoC).

>Do you want ready to run scenarios, or just cameos, which can easily be
>fitted into any ongoing campaign?

I'd like ready to run scenarios which can easily be fitted into any ongoing campaign. Am I being difficult? :-)



David Dunham writes about Sunspear:

>This kind of destroys the premise of Griffin Island. Wouldn't Hilme priest
>Taklong Woodheart have long ago hit the evil sorcerer Halcyon var Enkorth
>with a big Sunspear?

Maybe Halcyon doesn't go outdoors on sunny days. ;-) But seriously, hasn't he strengthened his Hit Points to counter such a threat? (I assume that Sunspear doesn't ignore the extra HP). I think if Taklong was a serious threat then he wouldn't be allowed to live within a thousand clicks of HvE, let alone 100m.



Geoff Gunner writes about Unhelpful players:
>Halgrim the miserable, no-good, low-down neo-prophet runs in heroically,
>criticals the thing to the chest with his great-sword delivering 25-odd points
>of damage. Shriek-writhe-screech-thwump.

I know a guy like that. He has these amazing dice which always seem to pull out a crit whenever a big monster turns up. A great guy to have in your party. As a GM you just have to laugh along with the PCs when he nails yet another sea-serpent.
My advice is to use lots of small beasties rather than one humongous critical-attractor.

Funniest crit I ever saw was when we were pseudo-HeroQuesting to find a gateway into Hell. The gate was guarded by a Dwarven stronghold and we had to petition the aid of a Dragon who was the ancient enemy of these dwarves. The Dragon was a particularly large version of the standard Monster Book variety (iron scales, fiery breath etc). We happened to have a Jelmre stone which would triple the strength of any creature it struck... So we used it to boost the strength of the Dragon. It was awesome. Off he flew to massacre the stunties and we followed on foot. So, there was the dragon bearing down on the walls of the fortress. The dwarves had a couple of ballistae, but, we thought, even if they did hit the dragon they couldn't knock him out of the sky. Wrong!
01 in the head. The bolt flew straight into the dragon's eye and killed it stone dead. Oh, how we laughed.
The beast crashed through the walls flattening a large section, and while the stunties were celebrating we stole through the breach before the dust had settled.
We never really liked that dragon anyway...

___
CW.
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