Cleombrotus
Mongoose
"If, as per RQ3, spell teaching works by summoning a Cult spirit, then it seems reasonable to say that a cult can only (safely) teach it's own spells - If you go to Humakt to learn "Bladesharp" the priest will get a spirit that is happy to teach the spell to those deemed worthy by the cult. If you go to Ernalda to learn the same spell the priestess will not necessarily get a friendly spirit and you may be in much more danger ."
This, from Duncan Disorderly, I really like. It's a simple game mechanic that adds actual Gloranthan flavour that is easily understandable to a player, and highlights something very Runequest, i.e spirit combat. It doesn't require a list or a new rule, just a bit of background flavour and description. It makes people think about the process and the result. Cool.
With reference to Simon's replies, I agree about the rationales for joining cults. In Glorantha there is a clear element of practicality in any choice. This doesn't rule out piety, of course, but that notion of practical and material benefit is certainly there.
I always loved the way that Glorantha, rather than running from the implications of what adventurers and mercenaries mean for a particular society, actively embraced it. On reflection, I probably haven't made enough of what the majority of Gloranthans would think about these bunches of parasitic thugs roaming around with no responsibilities. I think that my characters might get chased out of town by a mob of angry Tarshite hillsmen wielding torches and pitchforks in the next part of my game. Or the locals might resent the party making use of a particular village's Uleria temple next time they hit town with that adventurer attitude. Opportunity missed thus far, I feel.
The idea of what became disparagingly known as 'power gaming' was written into the introduction to Glorantha. I'm paraphrasing obviously, but it talked of "thousands of individuals travelled to Dragon Pass to build up their skills in order to take their place in the Hero Wars..."
Now I'm not interested in that whole "I'm a role player, not a roll player bollocks" but I personally have always enjoyed numeric character development. I like to think deeply about my character's background and motivation (feel free to read my website and see), but I love Glorantha for being the first world to acknowledge the appeal of what it is to be a rootless wanderer and freebooter. This is the stuff of Conan, Fafhrd and the Gray Mouser. This is why I love Runequest.
Having caught myself in mid flow, I realise I may be guilty of going wildly off topic and having no way to get back on, and yet resenting deleting the post as irrelevant. Never mind, please excuse me the editorial... :?
This, from Duncan Disorderly, I really like. It's a simple game mechanic that adds actual Gloranthan flavour that is easily understandable to a player, and highlights something very Runequest, i.e spirit combat. It doesn't require a list or a new rule, just a bit of background flavour and description. It makes people think about the process and the result. Cool.
With reference to Simon's replies, I agree about the rationales for joining cults. In Glorantha there is a clear element of practicality in any choice. This doesn't rule out piety, of course, but that notion of practical and material benefit is certainly there.
I always loved the way that Glorantha, rather than running from the implications of what adventurers and mercenaries mean for a particular society, actively embraced it. On reflection, I probably haven't made enough of what the majority of Gloranthans would think about these bunches of parasitic thugs roaming around with no responsibilities. I think that my characters might get chased out of town by a mob of angry Tarshite hillsmen wielding torches and pitchforks in the next part of my game. Or the locals might resent the party making use of a particular village's Uleria temple next time they hit town with that adventurer attitude. Opportunity missed thus far, I feel.
The idea of what became disparagingly known as 'power gaming' was written into the introduction to Glorantha. I'm paraphrasing obviously, but it talked of "thousands of individuals travelled to Dragon Pass to build up their skills in order to take their place in the Hero Wars..."
Now I'm not interested in that whole "I'm a role player, not a roll player bollocks" but I personally have always enjoyed numeric character development. I like to think deeply about my character's background and motivation (feel free to read my website and see), but I love Glorantha for being the first world to acknowledge the appeal of what it is to be a rootless wanderer and freebooter. This is the stuff of Conan, Fafhrd and the Gray Mouser. This is why I love Runequest.
Having caught myself in mid flow, I realise I may be guilty of going wildly off topic and having no way to get back on, and yet resenting deleting the post as irrelevant. Never mind, please excuse me the editorial... :?