Generic Fantasy Cults

cthulhudarren said:
I strongly agree with using myths for cults in generic fantasy worlds. I also do not want to use Glorantha, but think the way cults work is pretty golden.

I mentioned elsewhere how I'd like to develop the whole Norse pantheon for MRQ2. I think the cool insight from RQ is to use the myths and myth-questing to raise up in the ranks of the cult. Otherwise you have players just giving gold to raise their cult rank, or going on a mission to clear out the old monastery, etc etc. This is too much like vanilla D&D. In order to give the cults real depth, I love the idea of having to go through the ceremony of reliving the myth. Only then does the god open up more power for the cultist.

Keep in mind there is a Norse Pantheon in Vikings, and a very good one at that.
 
ThatGuy said:
cthulhudarren said:
I mentioned elsewhere how I'd like to develop the whole Norse pantheon for MRQ2. I think the cool insight from RQ is to use the myths and myth-questing to raise up in the ranks of the cult.

Keep in mind there is a Norse Pantheon in Vikings, and a very good one at that.

Based on what he posted, my hunch is that he likely already owns MRQ2 Vikings, but wants to develop each Nordic deity (only a brief description in Vikings) into a fully-fledged cult writeup.

Colin
 
Radioactive Ape Colin said:
ThatGuy said:
cthulhudarren said:
I mentioned elsewhere how I'd like to develop the whole Norse pantheon for MRQ2. I think the cool insight from RQ is to use the myths and myth-questing to raise up in the ranks of the cult.

Keep in mind there is a Norse Pantheon in Vikings, and a very good one at that.

Based on what he posted, my hunch is that he likely already owns MRQ2 Vikings, but wants to develop each Nordic deity (only a brief description in Vikings) into a fully-fledged cult writeup.

Colin
Ah, that makes sense...
 
Deity of Madness
The mind tainted, twisted or shattered, insane in ways imperceptible or all too apparent, is the plaything of [Deity of Madness]. Though his/her name conjures images of the truly demented, of those gibbering and wretched individuals divorced from anything approaching normal reality, [Deity of Madness] is capable of great subtlety too. The tiniest compulsive disorder, the odd things often passed off as quirks, these too bring the deity delight.

Few worship [Deity of Madness], but of those drawn to do so there are those already touched by insanity, and those who greatly fear it and wish to stave its encroachment. Ultimately though, all eventually succumb, and perhaps the greatest strength of [Deity of madness] is this: we are, all of us, slightly mad in the end.

Runes
Disorder

Magic
Common Magic:
Befuddle, Fanaticism

Divine Magic: Berserk, Fear, Laughter, Madness, Mindblast

Cult Skills
The cult offers training in the following skills. Pact is required as one of the five skills for joining and advancing within the cult: Insight, Lore (Alienism), Pact, Perception, Persistence.
 
Radioactive Ape Colin said:
Start posting myths for the various deities submitted thus far then, mate. This is a group effort. Sitting on the sidelines saying, "This is too D&D, it needs to be more." is fine and dandy, but actions speak louder than words. :P

Colin

You're right.

<hangs head in shame>
 
This could be useful, but I'd advise anyone using it to customise and adapt for their own setting. Even a little modification and personalisation go a long way. The same is true of the Gloranthan cults of course, many of them are eminently adaptable.

Any plans to put this stuff on the Wiki?

Simon Hibbs
 
simonh said:
This could be useful, but I'd advise anyone using it to customise and adapt for their own setting. Even a little modification and personalisation go a long way. The same is true of the Gloranthan cults of course, many of them are eminently adaptable.

Any plans to put this stuff on the Wiki?

Simon Hibbs

From the Opening Post:

"Everything will be very vanilla with the GM providing flavour to the cult via adding an appropriate name, symbol, describing cult rites and dress, etc. as suits their own campaign. "

I've also repeatedly stated they're customizable templates. Honestly, I'd be worried if anyone needed to be told the work is intended to be customized at this point.

Haven't made up my mind r.e. the wiki yet.

Colin
 
One thing that is immediately coming obvious is that the templates I've produced and the ones Colin's produced are pretty different. That's ok for a first stab but when it comes to generic templates you want a certain design structure underneath.
 
Deleriad said:
One thing that is immediately coming obvious is that the templates I've produced and the ones Colin's produced are pretty different. That's ok for a first stab but when it comes to generic templates you want a certain design structure underneath.

Hence why I asked you in a previous post:

"Any objections if I reformat them and add a bit more flavour text when doing the final pdf, so all the entries follow the same approach?" ;)

Colin
 
Sorry for the lack of extra templates these last two days, by the way; SIAS inspection at school this Friday (hot on the heels of the Ofsted) so we're all running around madly at the moment.

Colin
 
I like this thread. 8)

I think a little myth and, perhaps, names would go a long way. I'm reminded of the generic treatment of Gloranthan gods in Griffin Island, Aolus, Himle and the Hunter god (?).

It would be nice if there was some way of combining two spheres of influence into one god to make the whole system infinitely more versatile, (and, btw, make conversion easier for D&D setting material).

I may be asking too much though. :)
 
Loz said:
I find it incredibly ironic.

When Mongoose first gained the RQ license, the fear was that it would be made 'too D&D', because that had been Mongoose's background. Indeed, RQ1 was criticised for being too D&D with legendary abilities, hero points and physical runes.

There's a reason why D&D is still the big dog. Wanting to emulate a bit here and there is common sense.
 
There's a reason why D&D is still the big dog. Wanting to emulate a bit here and there is common sense.
Of course, and I have nothing against D&D at all. I just find it amusing that the way the attitude has almost come full circle. When MRQ was first released there was a somewhat bitter reaction with some people claiming that RQ had been dumbed-down or had taken too many d20 trappings. What we're seeing in this thread, certainly, are people who want to have a certain type of game experience - D&Dish, if you like - but using RQII in preference.

Just amazing how things change. :)
 
Chaosium republished the original RQ magic system with its cult stubs under the title Basic Magic (Spirit, Divine, and Sorcery - spirit being Basic magic).
The content looks to be a direct rip from RQ3.
Its available in pdf from drivethru.

I prefer MRQ2, though it would be cool to re-introduce ritual magic to extend the time to cast spell to make the chance of success higher.
 
Exubae said:
I prefer MRQ2, though it would be cool to re-introduce ritual magic to extend the time to cast spell to make the chance of success higher.
You can use the "take twice as long" option for +20%.
 
Loz said:
There's a reason why D&D is still the big dog. Wanting to emulate a bit here and there is common sense.
Of course, and I have nothing against D&D at all. I just find it amusing that the way the attitude has almost come full circle. When MRQ was first released there was a somewhat bitter reaction with some people claiming that RQ had been dumbed-down or had taken too many d20 trappings. What we're seeing in this thread, certainly, are people who want to have a certain type of game experience - D&Dish, if you like - but using RQII in preference.

Just amazing how things change. :)

I don't think it's a change in attitiude, it's different people's views. The open playtest for MRQ revealed that it would be the perfect game providing that it
(1) didn't deviate at all from the Chaosium RQ2 and threw out all the AH RQ3 changes
(2) didn't deviate from the AH RQ3
(3) didn't deviate from previous versions of RQ, except to use my groups housrules for (Encumberance/Spell casting/hit points/magic points/skill use)
(4) used the d20 OGL rather than the BRP-based percentage system
(5) used a dice-pool mechanic
(6) used a %age roll-over mechanic
(7) had more Stats
(8) had less Stats
(9) had no stats
(10) had more skills
(11) had less skills
(12) had no skills


The people who criticised MRQ(1) for "dumbing down" and emulating d20 were most likely people who didn't like d20 to start with, were old fans of RQ/BRP and had adopted that system precisely because it wasn't a D&D Clone. I suspect that many of these people will not have bought MRQ2, having given up on Mongoose when the new system did not satisfy their requirements.

The people who are now looking for an easier way of converting from D&D to MRQ are people who most likely never saw Chaosium or AH versions of the game, and may not even seen MRQ(1). They appear top be people who like(d) the D20 system, but not D&D 4th Ed. They are now in the situation that the old RQ players were in - they could carry on using d20, but would rather have an "in print" and "supported" system that meets their needs.

As for me, I still think MRQ's biggest failing is that it is a "generic" ruleset that defaults to Glorantha except when it doesn't.
 
duncan_disorderly said:
The people who criticised MRQ(1) for "dumbing down" and emulating d20 were most likely people who didn't like d20 to start with, were old fans of RQ/BRP and had adopted that system precisely because it wasn't a D&D Clone. I suspect that many of these people will not have bought MRQ2, having given up on Mongoose when the new system did not satisfy their requirements.

The people who are now looking for an easier way of converting from D&D to MRQ are people who most likely never saw Chaosium or AH versions of the game, and may not even seen MRQ(1). They appear top be people who like(d) the D20 system, but not D&D 4th Ed. They are now in the situation that the old RQ players were in - they could carry on using d20, but would rather have an "in print" and "supported" system that meets their needs.

Possibly. But I would suggest there is also a world of difference between wanting the MRQ rules to steer clear of too many "D20isms", and wanting rules support (e.g. cult write-ups) that are more easily transferable to, and customisable for, a variety of settings.
 
As for me, I still think MRQ's biggest failing is that it is a "generic" ruleset that defaults to Glorantha except when it doesn't.
The only problem is Glorantha is the only world with enough detail to cover all examples of magic, skills, etc... without having to re-invent the wheel. Especially if your on tight budgets and time lines.

MRQ1 vs MRQ2
The biggest bugbear with MRQ1 was the experience system and how it integrated with magic (esp. Sorcery), MRQ2 has fixed this up a treat... adding some cool bells and whistles to boot.
 
I'm not going to be continuing this thread. It was swamped with too much pointless tangential debate, too many people utterly missing the point or trying to "educate" me (even on points my OP addressed, which they clearly didn't freaking read), and was generally turned into the sort of cluttered trainwreck I politely even asked folks not to turn it in to. Absolutely killed any enthusiasm for sharing the project.

Colin
 
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