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zkline posted:Yeah, the Sartar book gives the canonical size for a clan somewhere, if I recall, and it ranged from hundreds up to about a thousand people. It's a great source of background on the Orlanthi and Dragon Pass, and I'm now interested in running a Hero Quest game largely thanks to KoDP. That's this one, right? King of Sartar Worthwhile? It looks like the way its arranged could make for a good bathroom reader if nothing else provided the writing is decent.
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# ? Oct 25, 2011 22:27 |
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# ? Jun 9, 2024 10:02 |
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Nope, that's this one. http://moondesignpublications.com/index.php?page_id=60 King of Sartar is also good, though not really designed for tabletop roleplaying. I recommend Sartar: Kingdom of Heroes for a starting place in Glorantha.
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# ? Oct 26, 2011 00:19 |
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My 75-year-old iron lady finally became the Queen of Dragon Pass, winning me the first ever long game (very much thanks to the Motion Rune Banner). I remember playing this over 10 years ago, and never surviving more than a few years, thanks to completely not understanding the game. Picking it up again, either I'm way smarter, or the iOS version is just easier.
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# ? Oct 26, 2011 09:34 |
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loving hero quests, it's annoying as poo poo when you fail them for no apparent reason Yeah I'm sure it's some combination of not having the perfect candidate and things like that but it's also apparent that even if you make the correct choice it still spins a little wheel with a bunch of gently caress YOU's on it and you just have to hope it doesn't land on one of those
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# ? Oct 26, 2011 14:18 |
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In hindsight "a little wheel with a bunch of 'gently caress you's on it" would have been a good thread title.
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# ? Oct 26, 2011 14:26 |
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InediblePenguin posted:It starts saying you're too big when you get over 1000, or maybe it's 1200. 800-1000 people is the proper size for a clan. Any more than that and the bonds between all of the families start to weaken because there are so many, I suppose, and besides, I get the feeling the Orlanthi don't really naturally like being in a big group like that - that's why there's opposition to the idea of forming a tribe in the first place, and of forming a city. At 1,500 you get the break up event constantly until you just give up and let the fuckers go. The complaint is that the ties between the ring and the ruled are too distant.
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# ? Oct 26, 2011 22:05 |
Levitate posted:loving hero quests, it's annoying as poo poo when you fail them for no apparent reason Yes, absolutely. Hero Quests are a gamble! Don't bet a ring member you can't afford to lose.
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# ? Oct 27, 2011 21:58 |
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Another update today...prevents trading for 0 treasure and fixes a portrait issue with young advisors or something. (something else that I can't remember, think it had to do with Twitter )
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# ? Oct 28, 2011 03:10 |
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I was wondering where the sudden resurgence of interest in this game came from only to find out they released it on iPhone! I hope they're successful because this game needs to be released on tablet devices or just get a new PC version. The beautiful illustrations must be seen in their full glory in high definition.
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# ? Oct 28, 2011 03:20 |
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Mystic Mongol posted:Yes, absolutely. Hero Quests are a gamble! Don't bet a ring member you can't afford to lose. Follow the example of Star Trek and send red shirts instead in case something goes bad.
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# ? Oct 28, 2011 03:23 |
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For heroquests I prefer to send my more promising nobles that aren't quite ring-quality, as you can pimp them up a little bit and have them waiting if something bad happens to somebody important, but it's not crippling if they die. Sending the dumbass 20-year-old mooks is too close to pointless unless you are doing one of the really easy ones and don't care if you blow a month.
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# ? Oct 28, 2011 06:55 |
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Is there any real reason to not take the max amount of land when starting a game? For the intro, short game, I took "a little to grow into" and it seems like I don't have enough to balance pasture and farmland and wilderness. Also, are the advisor's ever loving useful?
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# ? Oct 28, 2011 16:01 |
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Levitate posted:Is there any real reason to not take the max amount of land when starting a game? I think it makes you easier to raid (more ground to cover), but I've got no idea how big of a deal this is in practice.
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# ? Oct 28, 2011 16:04 |
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It is a huge deal. Don't take a ton of land at the start because your clan is just not big enough to deal with it yet. "A little to grow into" usually is fine, and you don't have to balance the three, you just have to have enough to feed yourself. Also don't cut down too many trees at once.
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# ? Oct 28, 2011 16:22 |
Levitate posted:Is there any real reason to not take the max amount of land when starting a game? For the intro, short game, I took "a little to grow into" and it seems like I don't have enough to balance pasture and farmland and wilderness. The advisors tend to give insight into Orlanthi culture. What they say may or may not be of benefit to you mechanically but it's often the "right" (or just a heads up that, yo, you can kill these guys who broke hospitality rules, etc) thing to do as an Orlanthi.
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# ? Oct 28, 2011 16:36 |
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Sankis posted:The advisors tend to give insight into Orlanthi culture. What they say may or may not be of benefit to you mechanically but it's often the "right" (or just a heads up that, yo, you can kill these guys who broke hospitality rules, etc) thing to do as an Orlanthi. Except your trickster. Never listen to that dude, he will get you in deep poo poo like 90% of the time. Do advisor skills have much effect on the advice they give? It seems like people who have Renowned / Heroic in a relevant category tend to have more useful words of wisdom, but that could just be confirmation bias.
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# ? Oct 28, 2011 16:40 |
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NmareBfly posted:Except your trickster. Never listen to that dude, he will get you in deep poo poo like 90% of the time. I think it's usually more to do with their god (which does tend to indicate which skills they're high-level in). On occasion having a ring member of a given deity will also open up another, better option for an event. Deity determines the dialogue pool they draw from/what magic they add/what options you get, skills determine skill checks and RNG fuckery. Also always listen to the trickster when you're dealing with magic/monster poo poo, fighting weirdness with weirdness goddamn works. Tubgirl Cosplay fucked around with this message at 16:49 on Oct 28, 2011 |
# ? Oct 28, 2011 16:46 |
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Anecdotal as hell, but I've found the advisers with high Custom do actually give useful info regarding inter-clan/legal stuff.
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# ? Oct 28, 2011 17:11 |
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It would help if I had any tricksters. I have something like 4 Chalana Arroys and 5 Ernaldas, and 2 Barntars. This is after my heroic Humakt died of old age and my heroic Issaries randomly got eaten by a Chaos monster. I wasn't pleased.
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# ? Oct 28, 2011 17:31 |
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Sankis posted:The advisors tend to give insight into Orlanthi culture. What they say may or may not be of benefit to you mechanically but it's often the "right" (or just a heads up that, yo, you can kill these guys who broke hospitality rules, etc) thing to do as an Orlanthi. I guess it's sometimes a little hard to tell which one knows their poo poo and which one is giving you advice that will make your ancestors curse you with a plague of bees re: land, I dunno, maybe I'm just erring way to the side of making sure I have enough food. I have a ridiculous amount of stored food and always have extra after each year, so I have a ton of farmland, a decent amount of pasture, and not much wildland. I dunno if I should just cut the farmland a lot and up pasture so I can get more cattle (advisers seem to grumble about wanting more cattle) and have some more wildland, etc)
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# ? Oct 28, 2011 17:33 |
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I'd tend to leave land allocation alone more often than not. Unless someone seriously complains, you have far more important stuff to deal with most of the time. Micromanaging land isn't what the game's about, and if you have excess food already you should be fine.
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# ? Oct 28, 2011 17:58 |
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I always give myself as much as I can space allocated to wheat fields as I can, since otherwise I always seem to end up starving all the drat time, which leads to a terrible cycle of "everyone is hungry because there are no farms, nobody can farm this land because they are all hungry". Also I fire most of the hunters. I've done this on principle since ever without ever really knowing if its a terrible idea or not. Considering that it helps fight the problem of there never being enough drat farmers, I wouldn't think itd be that bad of an idea at least.
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# ? Oct 28, 2011 18:51 |
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Supposedly hunters increase your chances of spotting a raid.
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# ? Oct 28, 2011 18:59 |
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I keep having to convert hunters to farmers because they don't have enough forest to hunt or something.
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# ? Oct 28, 2011 19:05 |
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Goddammit I'm going to raid the gently caress out of those loving Hillhaven assholes
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# ? Oct 29, 2011 02:10 |
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THe latest blog post here claims that an iPad build is in the works. The game is also on sale for $5.99 for a week, to celebrate the 12th birthday of the original PC version.
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# ? Oct 29, 2011 08:09 |
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Yep. They're not going to redo all of the artwork but I can certainly understand why. Hopefully they just make the iPhone app universal since the only major difference will be menus and stuff.
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# ? Oct 29, 2011 16:51 |
Oceanbound posted:It would help if I had any tricksters. I have something like 4 Chalana Arroys and 5 Ernaldas, and 2 Barntars. This is after my heroic Humakt died of old age and my heroic Issaries randomly got eaten by a Chaos monster. I wasn't pleased. Humakti, Uroxi, and Eurmali are rarer than worshippers of other gods. If you start with one of them available, keep them alive. quote:I guess it's sometimes a little hard to tell which one knows their poo poo and which one is giving you advice that will make your ancestors curse you with a plague of bees It relates to their skills and what god they worship. High Customs will give better advice on legal issues, high Plants will give better advice on crop-related stuff, Humakti will give better advice on Undead-related issues, etc. Eurmal worshippers will basically always give you bad advice unless there's a "Have your trickster do (thing)" option, in which case they'll tell you to do that.
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# ? Oct 29, 2011 16:56 |
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Any idea how frequently nobles of the rarer cults pop up if you feed your barntari chaff to the troll queen on a consistent basis?
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# ? Oct 29, 2011 16:58 |
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President Ark posted:Eurmal worshippers will basically always give you bad advice unless there's a "Have your trickster do (thing)" option, in which case they'll tell you to do that. And those always work. Tricksters rule.
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# ? Oct 29, 2011 19:08 |
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andrew smash posted:Any idea how frequently nobles of the rarer cults pop up if you feed your barntari chaff to the troll queen on a consistent basis? Also, now that I think of it, if you use her to eat your lovely nobles frequently will it eventually provoke her into genociding your clan? Is there any difference between using her as a garbage disposal and sending a shitload of thanes to deliberately antagonize her in terms of her response?
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# ? Oct 29, 2011 19:43 |
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I made a tribe in the ipod version and got the event where we nominated someone for king but then the actual kinging event never came up so my tribe was perpetually without a king until I gave up
Coolio fucked around with this message at 20:19 on Oct 29, 2011 |
# ? Oct 29, 2011 20:13 |
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andrew smash posted:Also, now that I think of it, if you use her to eat your lovely nobles frequently will it eventually provoke her into genociding your clan? Is there any difference between using her as a garbage disposal and sending a shitload of thanes to deliberately antagonize her in terms of her response? No not really it's why people do it Also if you picked trolls as your ancient enemy you get a bonus to your magic for attacking your hated foe everytime you do it, only downside is you have to send a couple of thanes and footmen to make sure you don't get sent back home by bandits
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# ? Oct 29, 2011 20:15 |
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They removed microing your crafters and patrols so I wish they'd also remove microing farmers and hunters too cause you get no feedback on how that's going until something's wrong then you just go to the little menu and move a slider until things are okay again and go back to do something that's actually interesting.
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# ? Oct 29, 2011 20:18 |
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Sorry if this is common knowledge or anything, but how important is it to have your clan leader be a worshipper of your primary deity? My awesome, 60~ year old leader just passed and all of my other Orlanthi noblemen suck pretty badly, but I've got a Humakti on my ring who is basically a mini-God (Heroic Combat, Renowned Leadership), and already seems to be pitching in on clan-leading duties. Do I make him leader while I Orlanth-Heroquest up a new guy, or is that gonna screw up my clan magic or something?
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# ? Oct 29, 2011 20:38 |
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Just re-bought the game! At $5.99, it would have been crazy not to. Also, some good news: A-Sharp posted:Although there are some drawbacks to selling in the App Store (Apple doesn’t allow time-limited trials, which would probably be the best form of marketing), in general it’s proven a good way for a small developer to reach customers. In the first six weeks, we sold more copies for iOS than boxed copies of the Windows/Mac version. That’s lifetime sales. We’ll probably hit double by the end of next month. Some of the sales are to people who enjoyed the original game, but obviously many are playing for the first time.
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# ? Oct 29, 2011 21:02 |
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Levitate posted:Is there any real reason to not take the max amount of land when starting a game? For the intro, short game, I took "a little to grow into" and it seems like I don't have enough to balance pasture and farmland and wilderness. 1. Max amount of land gets you raided like loving crazy. It makes it easier for enemies to sneak up on you, which can hurt, and makes it easier for them to cattle raid, which hurts like all hell if you can't keep it under control. Unless you're constantly recruiting new carls&cottars (which is usually not a good plan) a little to grow into should be plenty. My most successful games have been with either a little to grow into or only as much as needed, but i'm also incredibly bellicose and typically steal at least one tula for farmland and two or three more just to force long standing enemies to move. 2. The advisers are really drat useful. Learning which ones to trust is what makes a lot of the culturally grounded events fun as opposed to complete bullshit gotchas. Plenty can go wrong - sometimes you will get a completely batshit insane advisor who wants to genocide the elves and thinks murdering shamans is a great plan, and Eurmali advisers tend to give you advice that is straight up profane, but when it comes to things like "Wait is this tribal leader easily manipulated by promises of glory, or do i just bribe him?" and "can i get away with executing this person for being annoying or do i cave?" they help a lot. Also remember that even though you may get the same event twice, you don't necessarily get the same results from the same answer, and your advisers can clue you in. Random rear end in a top hat posted:Sorry if this is common knowledge or anything, but how important is it to have your clan leader be a worshipper of your primary deity? My awesome, 60~ year old leader just passed and all of my other Orlanthi noblemen suck pretty badly, but I've got a Humakti on my ring who is basically a mini-God (Heroic Combat, Renowned Leadership), and already seems to be pitching in on clan-leading duties. Do I make him leader while I Orlanth-Heroquest up a new guy, or is that gonna screw up my clan magic or something? You get +1 magic per year for having your clan leader match your primary deity. It's a component in weighing who should be your clan leader, but it's ultimately a judgement call. I'd use the Humakti in your shoes, unless you have a high leadership Vingan and forgot that Vinga and Orlanth are interchangeable for these purposes.
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# ? Oct 29, 2011 21:03 |
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zkline posted:I'd tend to leave land allocation alone more often than not. Unless someone seriously complains, you have far more important stuff to deal with most of the time. Micromanaging land isn't what the game's about, and if you have excess food already you should be fine. I disagree with this. You don't want to be adjusting all the time, but it's a good idea to check at least once every year or two - you'll often find you can maximize your farm output or have a bit more room for cattle. If that line is too thin, you know it's time to start raiding for land. I generally don't give a poo poo about hunting, but that might just be because it's more difficult to see the effects.
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# ? Oct 29, 2011 22:46 |
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If you can reliably heroquest the bonus magic from having the 'right' person be your clan chief doesn't really make any difference.
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# ? Oct 29, 2011 22:47 |
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# ? Jun 9, 2024 10:02 |
andrew smash posted:If you can reliably heroquest the bonus magic from having the 'right' person be your clan chief doesn't really make any difference. Having the right person be your clan chief makes everything go by more easily. Including heroquesting. Stop making GBS threads all over the traditions, you're not Eurmali.
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# ? Oct 29, 2011 22:58 |