From: Harald Smith 617 726-2172 (SMITHH@A1.MGH.HARVARD.EDU)
Date: Thu 02 Jun 1994 - 15:08:00 EEST
Hi all--
Excuse the following if people now see this as a "finished"
discussion. It's the disadvantage of going on vacation.
And glancing at several articles posted from this week,
perhaps Devin is beginning to see more of what he is looking
for.
Adding to the scholar vs gamer discussion, I tend to see
myself as both. I've GM'd for my group for some seven years
now and also served as "designer" for the same period. As
GM I try to create scenarios that are fun, interesting, and
within the RQ rules (RQ3 strictly over the last couple
years). As designer (and hopefully someday published) on
the Kingdom of Imther, I try to create a realistic
background that players can develop characters from, that
other GMs can utilize for ideas, and that is consistent.
I don't think I see as much of a split as Devin does, though
I can understand the basis for it. Much of the RQ mechanics
discussions disappeared from the daily when RQ:AiG began its
own posting. That has left mostly Gloranthan discussions
active here. But I don't believe they are as divorced from
the mechanics as you might think. The discussions provoke
thought and ideas from which cults, treasures, scenarios,
etc can all develop. Some of these are periodically posted
and we should certainly welcome more.
> the Elmal/Yelmalio switcheroo ...
I would second Joerg's comments (x-rq-id 4065) and
sympathize with Devin on this, though GoG had already
altered Yelmalio from the initial CoP writeup (loss of Cloud
Clear, changes in geases). After working out the impact of
the Elmal/Yelmalio schism in my own mind, I found that it
freed me to create what I really wanted for Imther, which
was Khelmal (as I posted yesterday).
More scholarship? Yeah, but it also has allowed me to
develop a regional consistency and uniqueness that would
otherwise be lacking. If its just Yelmalio again than the
Sun County Yelmalions come marching up to Imther and ok they
are immediately accepted as Yelmalions then I think the game
and any supplements that might be produced on this area lose
flavor. But if those same Sun County folk come up and see a
Sun Dome-like temple, but the folk there don't give the same
normal greeting and wonder why the new guys think Orlanth is
some fine and dandy person, then you have some good gaming
potential. And you also can develop some unique treasures
like the Khelmali Spear of Hope.
> cultic variations over Glorantha
I don't subscribe to the one-pantheon-fits-all view of the
world. I find that I increasingly dislike fantasy worlds
(including some books that I otherwise enjoy like the David
Eddings works) that go this way. It's true that Glorantha
is not earth, but if all the cults are already defined
except for little subcults then we might as well stop
debating cults at all in this forum.
Is multiplicity really so intimidating? Given a particular
area, I think its easier for characters to get an
interesting outlook if the cults are local and integrated.
They know why the Fire Dance is performed in the village in
the midst of Dark Season and can understand if something
goes wrong in the ceremony. But if the characters want to
move on elsewhere they have to try to understand differing
situations--why is there no Fire Dance today?-- or make
choices--do I abandon Khelmal, my native cult, for Yelmalio?
do I join the Seven Mothers because it can grant me powers
throughout the Lunar Provinces?
> Devin (x-rq-id 4080) comments that he would rather have
frex different death gods than different Humakts.
Though I know this is a "scholarly" comment, in general if
you have two Humakts and they are not the same then
originally you had two different death gods, but something
caused one to be renamed Humakt. So ask yourself why and
create something from it. There was a Carmanian invasion
frex and Humakt was equated with the old death god. The
cult name changed, but not certain rituals. Other rituals
disappeared and perhaps old cult documents, artifacts,
regalia, etc. Now some character wants to know why. Well,
next adventure they come across a document fragment hinting
at the location of this old regalia and off the characters
go. The old cult spells provide your basis for creating a
unique magic item, etc. And what is scholarly leads back to
the game.
> "a world with history"
Glorantha had and still has a rich history, but remember
history is only 1600 years along--a very, very short time.
And Godtime was never claimed as history even back in RQ2 or
CoP, though certainly artifacts from it clutter the world.
> Martin's comments (x-rq-id 4083) on false dichotomy and
Eric's (x-rq-id 4085) on use of material.
I agree with both of these comments. I don't believe the
two (scholar vs gamer) are separate, but complimentary
facets of a large group of people trying to shape a fantasy
world into something workable and enjoyable, yet consistent.
It is up to each GM to decide what fits with his vision (and
his gamers!).
> Nils (x-rq-id 4088) on discussing rules issues, etc.
Perfectly reasonable and valid point. And people should
feel comfortable bringing these discussions up.
Now, on to another topic--East Ralios. Though I haven't yet
caught up on this, I like the general discussion. Now about
Urox the Storm Bull in the Ralian mythos--how did he defeat
the Devil? It seems to me that the story would be far
different from that told in Sartar or Prax. The Block
cannot be seen from Ralios (unless you're standing on top of
the Rockwoods) and there are no Storm Hills for Storm Bull
to retreat to. Did Storm Bull use his great horns to drive
up the Rockwoods? It seems that the formation of the
Rockwood Mountains would play considerably into Ralian myth.
And where did the Devil approach from? I would infer the
northeast--Peloria/Dorastor. If that is the case, it would
make sense why they keep experiencing problems (Gbaji,
Lunars) from that direction. And was Urox the being who
guarded the world when Orlanth went traipsing off to Hell?
How do the East Ralians view Malkioni?
--Harald
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