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Is there any canonical stuff about how the Lunar Empire interacts with the Western Henotheist / Monotheist / Atheist traditions and cultures? Obviously the Empire wants to eventually integrate their cultures into the Lunar Way, but the Empire's kind of separated from direct contact with the West by Dorastor and the remnants of the Syndic's Ban, so it's not as pressing as the ongoing theological struggles in Sartar or the Holy Country. I'm guessing at least some of the attempts are similar to how the Aeolian Church conflates Orlanth and the Invisible God as one and the same, but that sort of formulation is bound to stick in the craw of the stricter Malkioni or the mortal non-Brithini atheist sects.
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# ¿ Dec 8, 2018 07:52 |
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# ¿ May 17, 2024 17:54 |
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For a long time I've been thinking about what I'd do to make Kralorela less of a lazy orientalist kludge, and I've sort of got some concepts of what a better version of the area might look like. That being said, I don’t feel like I either have a mastery of Gloranthan lore or Eastern Glorantha lore to defend the proposal, and I’d rather work on my own games and settings when it comes to tabletop design. Anyways, I’d propose these ideas for a NuKralorela profile:
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# ¿ Sep 15, 2019 03:05 |
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reignonyourparade posted:The Zistor project also wasn't just about making a new god. There were potentially factions among the God-Forgot Godlearners interested in building a replacement god, but their pitch to the rest of the god learners was basically "our mathematical models suggest there's another pair of Forces beyond the 8 forces we know about. Our theory is chaos is one half of it but there's a missing Purification rune that's the other half. We're going to try to create this missing rune." The end result of "there is no such thing as absolute purity" is a cool part of Glorantha's anthropological subtext. I have a dumb personal Glorantha canon that the Law, Chaos, Moon, and Dragon runes are all diametrically opposed runes of the same type- let's call them "cosmic runes"- that are associated with fundamental forces or forms of mysticism beyond the elemental runes or power runes. Law's the most boring since it basically is just cosmic order and cultural ritual and is related to "regular" forms of magic like sorcery and also Arkati mysticism, but it's still a rune in the same category as Chaos. Moon and Dragon both exist outside a Law-Chaos paradigm, but in mutually incompatible ways that aren't easily understood by people who aren't mystics or Illuminated. Under my fan canon, the reason for Arkat's pursuit of Draconic mysticism is because he figures out that it's the 'natural' opposing cosmic force to Moon via the history of Sheng Seleris even if it's not immediately evident.
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# ¿ Jun 20, 2020 01:39 |
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It's deeply ironic how similar the whole metatextual situation regarding the Yelmalio vs. Elmal thing is to the Goddess Switch. Yelmalio and Elmal are both the same kind of god, and also can't really fulfill each other's roles within their respective cultures/pantheons. This brings up the grim question of who's trying to subsume Elmal to Yelmalio, and what sort of devious God-Learner Heroquesting they're using to do such a thing.
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# ¿ Sep 1, 2023 04:07 |
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I suppose this is the thread to complain about RuneQuest: Adventures in Glorantha's mechanics, right? I get that it's the Chaosium BRP system, and that it's going to be grognardy by default, but... I don't know. Back when I saw early development shots and their sketch of the new character sheet with the Wu Xing-style Element Wheel and the opposed Power Runes, it looked like it was going to be doing a lot more of a change: hopefully, taking more from later forms of Pendragon in terms of complexity and something a lot more modern, accessible, and streamlined. But, at least from my perspective, it wasn't. I don't know if it's just me being spoiled, but having to look at a massive table for the core mechanic in a Quickstart rules PDF is a real drag, and it'd immediately kill off any interest in my local player base. There's some real innovative gems in the design directions for RQAiG that they could have made more holistic and push out to the forefront for the first "new" edition of RuneQuest in ages, but it just is still an unsatisfyingly kludgy 70's system. And yes, I do know about 13AiG and Heroquest. They just aren't what I'm looking for, either. I've played 13th Age, but it kind of just answered for me that after so long playing them, I'm 110% tired of d20 class-and-level systems. And Heroquest is more than a little obtuse to get into at this time, and was always too free-form for me. I have pretty concrete ideas of how to make a more accessible and stylistically appropriate system for Glorantha, but I don't have the cachet and I dunno if I'd ever be in a position to develop it.
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# ¿ Sep 22, 2023 20:34 |
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# ¿ May 17, 2024 17:54 |
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Haystack posted:Yeah, Runequest: Glorantha is kind of a whiff. Among other things, there's a real disconnect between how involved character creation is vs how easy it is to be one-shotted. Sure! Here's my attempt to expound on some elements of them:
Moreover, whether a character can do supernatural stuff should be approached based on what sorts of magic the character is trained or initiated into. An Orlanth devotee shouldn't have to waste a slot and rules space on being able to say "I roll Might + Storm and Spend 1 Magic to jump really high." It's just a given that they can enhance a skill check that way. ('Making Better Decisions' with Willpower plus Storm isn't within a Wind Lord's purview, in contrast.) For really unique or above-baseline magic stuff, characters should draw on their unique Cult magic talents. Anyways, that all is what I've got in terms of coherent thoughts on how I'd handle my own addition to the endless attempts at a Glorantha RPG. Spiderfist Island fucked around with this message at 02:55 on Sep 23, 2023 |
# ¿ Sep 23, 2023 02:48 |