Are the new Cult rules workable?

Denalor said:
Cult Rune Spells: Air (Bladesharp, Skybolt, Thunder’s Voice), Mastery (Cover of Night), Motion (Mobility).

I would leave Thunder's Voice in Mastery, why change it to Air when Orlanth Adventurous has the mastery rune in his profile ?

That would be a mistake on my behalf...
 
Deleriad said:
Denalor said:
Cult Rune Spells: Air (Bladesharp, Skybolt, Thunder’s Voice), Mastery (Cover of Night), Motion (Mobility).

I would leave Thunder's Voice in Mastery, why change it to Air when Orlanth Adventurous has the mastery rune in his profile ?

That would be a mistake on my behalf...

These things are all rather subjective. I think TV can be accessed via both runes, at the GM option. And I would connect Cover of Nigth to the Darkness rune instead, requiring access to the Sandals of Darkness subcult to acquire it.
 
RosenMcStern said:
And I would connect Cover of Nigth to the Darkness rune instead, requiring access to the Sandals of Darkness subcult to acquire it.

Thing is, that's when it would start getting over-complicated in a HQ1.0 way where you end up with more and more subcults and it gets impenetrable to new-comers. Only one person out of the 8 who have played in my Gloranthan campaign so far have even heard of RQ before, yet alone played it in Glorantha so I'm all for keeping things simple.

In Cults terms, Cover of Night represents the various bits of thievery that Orlanth got up to and so can be emulated by Mastering the sandals of darkness myth. It's a bit of a stretch but means that players don't have to get into minutia in order to play.

More generally, the more I think about it, the more I think that being able to access the cult's runes' runic powers through Gifts might be a nice way to get a Gloranthan feel. I can imagine that a lot of players would like to be able to take a runic power as a gift rather than having to learn to cast divine magic. I'm noticing that a lot of my current players don't seem to bothered about learning new magic but are more interested in increasing skills and moving towards legendary abilities. It's a different mindset to what I'm used to but I bet if I offered them at initiation a runic power for a 1 POW Gift they would jump at it.
 
sandals of darkness
You know, at first I really thought you guys were kidding... but now I'm no longer sure.
Honestly: is there actually anywhere some kind of reference to that myth ?
You see, I'm not really much of a mythology person (well, I do know - I suppose - most of the greek myths...), so while I find the whole concept of heroquesting fascinating I must admit that I have trouble both with coming up with a *proper* myth and then to convert/translate it into rule mechanics.
So I see that refernce to HQ, which I assume would be HeroQuest, the other Glorantha RPG, and I begin to wonder if anything from HeroQuest would enrich my RQ Glorantha 2nd Age.
 
Denalor said:
sandals of darkness
Honestly: is there actually anywhere some kind of reference to that myth ?

The Sandals are one of the Four Weapons of Orlanth, a cult - actually a set of four subcults - which was very popular in RQ3. All old schoolers know it, and it is in fact considered part of the Orlanth cult, although not all temples have shrines to the Weapons

I begin to wonder if anything from HeroQuest would enrich my RQ Glorantha 2nd Age.

When the new Sartar book is available, go get it!
 
All old schoolers know it
Okay :oops: Guess I just outed myself as a greenhorn, then :D

When the new Sartar book is available, go get it!
But HeroQuest is 3rd Age, i.e. long after what might be experienced in RQ Glorantha 2nd Age. I'm not yet convinced that a whopping 400page tome about somehting that will happen long after anything that might be experienced in RQ might be of use of 2nd Age.
Or do you imply that it might be worthwhile to consider playing RQ in 3rd Age ?
 
Denalor said:
I'm not yet convinced that a whopping 400page tome about somehting that will happen long after anything that might be experienced in RQ might be of use of 2nd Age.
Or do you imply that it might be worthwhile to consider playing RQ in 3rd Age ?

Both. If you play 2nd age, 70% of the stuff is ok for you, too. If you do not play 3rd age with RQ, why not start doing it?
 
Denalor said:
I would suppose that cults presented have 500 years of experience and improvement rolls, 200 affinity points approximately.
Sure, but even so the affinity caps at 65 (plus 1d8+4 in case of heroic association) ? And you cannot increase affinity with improvement rolls directly... or can you ?

Yes, you can. An association gain 4 improvement rolls each year, and you can buy 1 affinity point for each improvement roll.
 
Hi,

In Unspoken Word 2: Thieves Arm Jeff Khyer wrote up heroquest for the Sandals of Darkness.

In some ways it saddens me that these lovely details of Glorantha have been lost in the pulp cults produced in CoG 1 and 2, which are so hugely in need of a massive overhaul.

I did piddle around with rune casting but I have given up and gone for a retro feel 'Common Magic' Skill, a bit like the old Spirit Magic and Battle Magic skills, however I have specifically restricted magic to those available from the cult or associates. I have allowed the players to use Pact points to gain the benefits of the cult runes as if the had intergrated them. However as Greg always says, Your Glorantha May Vary and this works for my players.

Simon
 
Blackyinkin said:
Hi,

In Unspoken Word 2: Thieves Arm Jeff Khyer wrote up heroquest for the Sandals of Darkness.

In some ways it saddens me that these lovely details of Glorantha have been lost in the pulp cults produced in CoG 1 and 2, which are so hugely in need of a massive overhaul.

I did piddle around with rune casting but I have given up and gone for a retro feel 'Common Magic' Skill, a bit like the old Spirit Magic and Battle Magic skills, however I have specifically restricted magic to those available from the cult or associates. I have allowed the players to use Pact points to gain the benefits of the cult runes as if the had intergrated them. However as Greg always says, Your Glorantha May Vary and this works for my players.

Simon

I did start off with a Common Magic skill that worked perfectly well but I do like the flavour that comes from making runes more central.

I find the CoG write-ups to be just as usable, if dry, as the Gods of Glorantha write-ups. If anything they're a slight improvement as the short "followers" and "duties" sections work quite nicely in giving players stereotypes to hang onto. E.g. in the last session an Orlanthi hot-head was trying to whip up a crowd into supporting a cattle raid while the PCs were meant to be arguing against this and for uniting against the wyrms friends. The hot-head shouted out "for glory!" and two of the Orlanthi cultists PCs immediately joined, almost by mistake, because that's what they knew from the write-up.

A lot of times, less is more. Starting out with just he basics gives licence to develop your own ideas rather than feeling that you must master a canon of information before you can play. That said, perhaps a good use of Signs & Portents would be bringing back long-form cult write ups for the Second Age.
 
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