so what to get first ?

Magic of Glorantha or Cults of Glorantha ?

And why ?

Or even the Arms&equipment book, though I'd rather get one of the Gloranthan books
 
This may or may not help, but it is done with the best intentions (like the road to Hell).
If you are running a pure Gloranthan campaign, then Cults. If not then Magic.
My reasoning for this is that cults themselves are the basis of all Gloranthan life, even EWF and GL basically are cult worshippers of one kind or another, and so cult practices dominate the very existence of every Gloranthan. On the other hand, with the Rulebook and Magic, creating or transforming another ethos to RQ rules would generally be within the scope of most competent GM's.

Of course I happen to like Cults 2 better than Cults 1 'cos it has my old favourites in there - but that is personal and not an answer to your query.

elgrin
 
weasel_fierce said:
Magic of Glorantha or Cults of Glorantha ?

And why ?

Caveat - I have not read much of MoG yet.

It depends on what sort of characters you/your players are goingt o have - If you are going to be old way traditionlists, worshipping Gods, or if you are going to be playing outside of the 2nd Age, then Cults would seem to be the way to go. If you are going to be playing Jrustuli God Learners or Full on EWF mystics (or wacky Zistorites) then Magic looks like being the best choice
 
I'm not recommending MoG over Cults by posting this, since everyone and their dog knows I think very highly of Voriof's work, but your post kinda confused me, Elgrin.

elgrin said:
On the other hand, with the Rulebook and Magic, creating or transforming another ethos to RQ rules would generally be within the scope of most competent GM's.

Everything in Magic is Gloranthan-specific. It's a book about the God Learners, the Dragonspeakers, and HeroQuesting, after all. Using the stuff in it for generic RQ or to help shape other game worlds is probably the last thing I ever thought I'd hear anyone recommend it for.

Apart from the intensely Gloranthan-specific Draconic Mysticism and HeroQuesting, the only other magic rules like Sorcery and Divine Magic are core rules found in the Companion.
 
Dead Blue Clown said:
I'm not recommending MoG over Cults by posting this, since everyone and their dog knows I think very highly of Voriof's work, but your post kinda confused me, Elgrin.

elgrin said:
On the other hand, with the Rulebook and Magic, creating or transforming another ethos to RQ rules would generally be within the scope of most competent GM's.

Everything in Magic is Gloranthan-specific. It's a book about the God Learners, the Dragonspeakers, and HeroQuesting, after all. Using the stuff in it for generic RQ or to help shape other game worlds is probably the last thing I ever thought I'd hear anyone recommend it for.

Apart from the intensely Gloranthan-specific Draconic Mysticism and HeroQuesting, the only other magic rules like Sorcery and Divine Magic are core rules found in the Companion.

Oops DBC, my poor use of language, with meaning obscured by the words. :oops:
My own feeling is that the mechanics of Draconic Mysticism and Sorcery are easier to move to a non-Gloranthan setting. (When I wrote this, I had missed Weasel's original reference to a purely Gloranthan setting.) I wholeheartedly agree that all the stuff in Magic is currently Gloranthan directed, but feel it is also the most versatile in terms of its applicability outside Glorantha.
Sorry if that is not how you see it, but that's the way I feel and actually meant it to be taken as a compliment.

elgrin
 
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