Dead Blue Clown
Mongoose
Quintus said:Dead Blue Clown said:TRose said:I think the order the books have been coming out could have been better.I consider both the cults 2 book, with its rules on shaman, and the Players guide with its folk magic more important then , say Legendary Heros and the Magic of Glorantha. I mean players are going to be casting folk magic spells and dealing with shaman long befor they start leading armies against the Clanking City.
Yes and no.
Bear in mind that your view of Glorantha might not reflect others', especially given the fact it's the Second Age. A lot of new players especially will probably be playing God Learners and Dragonspeakers as the 'base' characters, since the Second Age is largely about them. That's why Magic of Glorantha, f'rex, is a book about their magic, and not the magic of all the other cultures that veteran RQ fans are used to.
Folk Magic means less than nothing to me, for example. In a game focused on my players' efforts as Dragonspeakers to defend conquered Orlanthi communities from God Learner agents and other local threats, they deal principally with Dragon Magic, Rune Magic and Sorcery. Admittedly a lot of the reaction I've seen here and there has many RQ vets seeing the two empires as enemies to be fought (which is cool, sure) but I'm willing to wager that most new players and more than a few vets will be playing them; and as the major factions of the setting, they needed their magic done very early. The magic of the main factions is unarguably more important than lesser cultures' tricks.
Clanking City is, however, very specialised - but no moreso than any city sourcebook and note that it's not coming out before those other books you mentioned - it's coming out afterwards. Note also that the types of games set there aren't going to be limited to attacking the place just because it's a hellhole of Gloranthan myth. Much like any city supplement, the sourcebook is about setting games there, detailing the social, magical and physical goings on that you can get up to.
That pretty much clarifies it for me - Power-Gamers. I supose in this age of MMORPG's, traditional RPG's are way too booring. Why bother dealing with rules, books, trying to figure out when is a good tme for everyone to meet etc. With puter games, everyone can play, whenever you want, and actually see the stuff. It must be a tough industry to try to compete with this media...
I see Glorantha as 50 % barbaric/rural, 20 % nomadic, 10 % tribal/primitive, and 20 % civilised/urban.
In my experience, for short games, sure, play that god-blasting hero, that has 20 different artifacts from slain deities. But for the majority of hard core roleplayers, its the finer points of a systems basic components that make a great campaign.
Starting out as a peasant, with a rusty sword from a battlefield has alot more gamming potential than say a hero class character decked out with redicilous amounts of magic and abilities. One of the most memorable rewards that the players thought was the best ever, was when the people of a village they saved, hired a scupltor and had a statue of the leader of the group errected in their town square, as memory for the deeds they performed. I was floored myself...but since that time, every game I'd run, the new groups would end up hearing the legends and deeds of their past characters recited - and glorified, to mystical proportions.
We dont need books that shatter worlds to have fun playing a game. What we do need, is a solid, basic foundation, so we know what to build upon. Thats whats starting to irritate me with this system. Sorry, but thats just the way I feel. Even D&D fleshed out all of their basics, before creating God-Worlds...
Q...
You convince me, more and more with each sentence, that you're missing the point and harping on about One True Wayism. Look at that sentence of yours I bolded.
No, we don't need books that do that to have fun. However, the Second Age is largely about empires that did - in the literal sense of the words - shatter worlds. They needed rules. That's all there is to it. You don't like them, and you care nothing for the cultures. But other people will. Other people do. Other people play them, and since the Second Age has the GLs and the EWF in such a prominent position, it would be retarded beyond belief to ignore them.
Look, we're talking past each other here. You're missing the points I'm making by some degree of mileage, and I'm betting most folks here can see that plain as day. And as for your points, they're overly hostile and often irrelevant. Yes, you enjoy a certain playstyle. Yes, you were expecting Magic of Glorantha to reinforce the cultures in Glorantha you prefer.
Well, this might be pole-axing news, old horse, but other people prefer different play styles, and their way is neither inferior or superior to yours, and vice versa. Additionally, I chose to write about the magic types that are prevalent in the Second Age and that hadn't been presented before, since they are vastly more common in the current setting than the previous books made clear. Even after 4 RQ books and 2 Glorantha books, there was still nothing dealing comprehensively with the two empires. You don't care about them and have made it clear they're not what interests you. Well, they're a huge chunk of the Second Age, so ignoring them would be dumb.
You like it your way. Other people like it their way. I like it my way. Drop this irritating "You have to play games like this to be correct" stuff, because One Tru Wayism has long been one of the most ridiculous expressions of faux-superiority in onlne RPG discussion.
I get that you like starting off small and building up to the heroic. So do I, as a general rule. But the Second Age needed rules to present the powers of the dominant cultures. They'd never been presented in previous editions of the game, and they are essential to the people who 'dare' play the game with a different culture to yours.
Enough, okay? I'm not doing this anymore. There's no point in writing all this if you're going to keep misunderstanding it or ignoring it completely.