Cults of Glorantha Errata

Rurik

Mongoose
Once there was official mention of errata being released for the Cults of Glorantha books. Is this still in the works or should we give up hope on this one?
 
Have you tried PM-ing him? I'm not sure if Jeff is currently working on anything new for MRQ and may not be keeping up with the board. A PM might remind him we're here...
 
duncan_disorderly said:
Have you tried PM-ing him? I'm not sure if Jeff is currently working on anything new for MRQ and may not be keeping up with the board. A PM might remind him we're here...

I'll definately do that. But an 'Official Answer' here in the public forum from someone goose connected would be nice as well.
 
To help Rurik and all those others interested:

BUMP. Can someone in 'goose towers be kind enough to make a comment please.
 
I would like to see:

- A list of all they deities, spirits, and sorcery churches by Pantheon.

- Clear list of available spells for each deity, spirit, whatever...

- Sever Spirit spell for Humakt!

- the mouth of gorgorma back to the place where it belongs!

- ask Jeff Kyer why he wrote up some cults the way he has done it, and edit it back to his original purpose where it seems a well thought over idea!


AND, while you are doing a "RuneQuest Deluxe", you could do a "Cults & Magic of Glorantha" book containing the revised editions of Cults of Glorantha Vol. 1, Cults of Glorantha Vol. 2, and Magic of Glorantha in one volume!
(and make a "Glorantha, 2nd Edition" with the Ralios PDF integrated into the Glorantha book...)


Cheers

Osentalka
 
I'll look into all of those!

As for the combined Cults & Magic book, that is certainly a possibility (and one we have had our eye on). Naturally, we will see how RQ Deluxe does first.
 
msprange said:
Hi guys,

What would you like to see?

Same as we wanted to see the first time around

A single volume written by someone with a knowledge of both Glorantha and the MRQ rules, and edited by someone with a knowledge of both, or, if they dont, someone who will (be able to) take advice and/or resubmit problems to the author rather than making changes which rob cults of their signature spells.

As well as introducing the Gloranthan pantheons to people discovering RQ and/or Glorantha through MRQ, the book also needs to allow those who have known the system and world since it's AH or Chaosium days to work out how "new" characters can match the magical breadth of "old" characters - allowing adventurers access to common spells (Protection, bladesharp, healing, disruption, speedart, mobility) without needing to collect disparate runes that have no connection to their cults.

And a spirit combat system that doesn't require hitting spirits with swords!
 
1) A Spirit Magic system that actually works as written, because the current system, while full of good ideas, really really doesn't - for more details on just some of the problems see this thread

2) Change Divine cults in COG1 so that members of the cult use Lore(Theology) to cast their rune spells rather than Runecasting- this gives a much more Gloranthan feel to their use.

There are lots of little things, but IMO these are the biggies.

Thanks
 
Dear All,

How about adding a 'Cults of Glorantha Vol. 3' that covers Eastern Mysticism (it's nearly there in 'Magic of Glorantha' - only a bit of extra work needed to make it non-draconic), along with extra detail on Teshnan beliefs, the cult (and pantheon) of Ompalam and other Pamaltelan religions, and finally East Isles Dream Magic (never been covered).

Oh, and making 'Cults of Glorantha Vol. 2' usable out of the book!

Not much to ask I know....

All the best
 
Some of the things we need to know from COG2.

How do you cast spirit magic? (May seem daft but you can't actually tell from the rules).

Do you need a charm and an imprinted spell in order to cast a spirit magic spell or are these two different techniques?

How does Temporary POW work? Is it the same as "Dedicated POW"?

What does the trait "Enchant" mean in the rune magic spells?

How much POW (if any) does it take to make a Fetish Enchantment?

How much POW (if any) does it take to make a charm? What does progressive mean in relationship to the spirit magic spell Create (Rune) charm.

How do Spirit Cult members cast spells that are listed for them that they don't have charms for?

When it says that Summoned Spirits are debilitated does that refer to the same mechanic as debilitated in Fatigue? Is so, what exactly happens to a spirit that falls asleep?

Is the resilience test for summoned spirits actually meant to be a persistence test.

When it says that Ancestor Spirits do 1 POW damage in spirit combat, what does that mean?

Ancestor spirits: Under Weapons, what does "spells 70%" mean?

Blinding needs errata in a hurry.

Why are many formerly Divine Magic spells now rune magic spells in COGs; in many cases they no longer make sense. E.g. Devour Book is now listed as a rune spell but is also the standard divine spell that one gets from shrines to Atyar.

How do you capture a spirit into a Fetish? Do you use the same rules as in the Companion.

These are questions I remember off the top of my head.
 
Cults 2 has the worst problems. Namely:

1. Spirit Practices are unusable as is. I'll expand on this later - I posted a list of problems way back when the book came out and still have some notes. Deleriad has covered many of the issues in his post above and the thread he links to.

2. Divine Spells were converted to Spirit/Rune Spells - usually with no other modification. This causes a bunch of problems, not the least of which is that Divine Spells are supposed to be one use until prayed for again and twice as powerful per magnitude than Spirit or Divine Spells.

3. There is indeed no way provided to compel/bind summon spirits - at one point Cults 2 even mentions Pow vs. Pow I believe (which of course is not used in MRQ).

I'll try to get a better list together soon.
 
I'll add some more:

1) Who can use Charms?
  • Page 7 para 5 says only Practitioners or above.
  • Page 7 para 6 says Spiritists can use them.
  • Page 8 para 4 explicitly states only Spiritists or Practitioners (and not Spirit Talkers or Shamans) can use them.
  • Page 11 para 6 gives the benefits of being a Spiritist but makes no mention of Charms.
  • Page 11 para 10 gives the benefits of being a Practitioner and clearly states they can use Charms.
  • Page 8 para 2 says that practitioners can use charms of other practices within their tradition, but makes no mention of Spiritists.
  • Page 8 para 4 says that Charms made by other shamans of other practices can be used - does that include those made by Practitioners of other practices, or only Shamans?
2) What about creating them?
  • Spiritists presumably can't, because they're not allowed to learn Spirit Magic, and therefore cannot cast Create Charm.
  • The spirit magician must spend a day and them succeed with a Summoning roll and an Enchanting roll. Does that mean he needs to go through the normal Summoning process as written on page 15? Does he need to go through the Enchanting process as found in the Companion to bind a spirit into an item? Does the Enchantment test suffer the -40% for attempting a Binding enchantment?
  • According to page 8 para 5, the appropriate charm spirit is summoned. What's one of them then? There's no mention of a charm spirit in any of the books. What are its stats? Maybe I don't need them, depending on the answers to the above, but perhaps I might...
3) Fetishes

These are really screwed up as covered by Deleriad in his post, but here's a couple more points.

  • Page 9 para 1 talks about how to create a fetish, but initially it talks about defeating a spirit inhabiting a fetish. Does this mean the spirit is automatically bound into the fetish after it's summoned, but unless defeated refuses to obey it's summoners commands?
  • Who can use them? This is generally a repeat of item 1 e.g. Page 8 para 8 says they're only available to Practitioners, page 7 para 11 says Practioner or above etc etc.
4) All of the Praxian cults are associated to Daka Fal. Who? There is no cult listed in either book for Daka Fal. As it happens, I'm familar with previous versions of the game and therefore know that Daka Fal is the Praxian version of the Ancestor Worship cult found on page 20, but newcomers wouldn't.

You know, I'm only just getting started and it's already well past my bedtime! I'll come back and add some more another time, as I'm losing the will to live right about now :cry:
 
Rurik said:
I'll try to get a better list together soon.

Rurik, are you volunteering to do a list of errors (please!)? This would be great news if the 'goose could then respond (hint, hint).

Then ready for a Deluxe Gloranthan Magic book...
 
JonGeere said:
Rurik said:
I'll try to get a better list together soon.

Rurik, are you volunteering to do a list of errors (please!)? This would be great news if the 'goose could then respond (hint, hint).

Then ready for a Deluxe Gloranthan Magic book...

I am planning on doing just that - I was away for a few days but will haul out Cults 2 and add my list - though gamesmeister and deleriad have a great start going.
 
OK, I've started to seriously sink my teeth into this. I have 3 pages of notes after going over the first 5 pages of Spirit Magic. I'll have a comprehensive post when done.

One big problem that should be fixed - terminology for spirit magicians. Spiritist, Practitioner, and Shaman all are specific ranks in a Practice, but all the terms are sometimes used to refer to a user of spirit magic in general. It can be confusing to tell when 'Shaman' means a spirit magician with the rank of Shaman or when it is used to refer to someone of any rank who uses shamanic magic. It is definitely used in both contexts throughout the book.

Spiritist, Practitioner, and Shaman should only be used when referring to spirit magicians of those ranks. Another term should be used for Spirit Magicians in general.
 
Im okay with Cults 1, as it seems most of the quibbles were things that are different from RQ2/3. Spirit magic does need a good rewrite though. You can kinda glimpse the potential but as it is now, its just a spell list
 
Bump.

Are you making any headway on this yet Rurik? Or is this proving as difficult as a run in with a couple of trollkin? :lol:


Rurik said:
JonGeere said:
Rurik said:
I'll try to get a better list together soon.

Rurik, are you volunteering to do a list of errors (please!)? This would be great news if the 'goose could then respond (hint, hint).

Then ready for a Deluxe Gloranthan Magic book...

I am planning on doing just that - I was away for a few days but will haul out Cults 2 and add my list - though gamesmeister and deleriad have a great start going.
 
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