It's been several months since my last post here, and it will probably be at least as long, if not more, before I do so again. (Although, on the other hand, I've got to review the new Pavis book at some point, so who knows?) Anyway, having just returned from Continuum 2012, it's time to post a review of that. Or, if not so much of the con as an entity, of the games I played, and what I thought of them.
To briefly look at the con itself, not only was it enjoyable, but, from my perspective, everything went without a hitch. I have not one complaint about the con, or its organisation. (I know some people moaned about the food, but I had no problems with it... one doesn't expect top notch catering in a student hall, and it was perfectly adequate for my needs. I'm there to game, not eat). So full kudos to everyone for pulling it off. The only negative points you're going to see in this post concern my reactions to individual game systems, and the like.
So, slot by slot through the con, here we go:
Monday, 23 July 2012
Saturday, 25 February 2012
Kingdom of the Flamesword
Some of you may recall that, in addition to the Book of Glorious Joy, I was also commissioned by Issaries to write a similar book on Seshnela and the Rokari. That fell through, as ideas of what Seshnela should be changed. In the none-to-distant future, Issaries/Moon Design will be publishing the Guide to Glorantha which will include the new, canonical view of Seshnela, and we both agree that it's important for any release of my material not to clash with that.
There was a hope that it might be published in some dead-tree format, but that's all stalled, and I've had no reply to e-mails. So, since I do have permission from Issaries to post the material free-of-charge to my website (so long as certain legal disclaimers are included), and in the interests of not clashing with the release of official publications, that's what I've done.
If you liked the Book of Glorious Joy, and wondered what I made of Seshnela, you can find my thoughts in Kingdom of the Flamesword. As always, the non-canonical nature of the work must be stressed, and no challenges to copyrights or trademarks are intended - this is just fan material, nothing more and nothing less. It will certainly be contradicted in official works, and, if that matters to you, this won't be of much use. It's also worth noting that at least some of it was written for HQ1, which was the current edition at the time, and may put some people off.
But otherwise - well, hopefully it will be useful to someone.
There was a hope that it might be published in some dead-tree format, but that's all stalled, and I've had no reply to e-mails. So, since I do have permission from Issaries to post the material free-of-charge to my website (so long as certain legal disclaimers are included), and in the interests of not clashing with the release of official publications, that's what I've done.
If you liked the Book of Glorious Joy, and wondered what I made of Seshnela, you can find my thoughts in Kingdom of the Flamesword. As always, the non-canonical nature of the work must be stressed, and no challenges to copyrights or trademarks are intended - this is just fan material, nothing more and nothing less. It will certainly be contradicted in official works, and, if that matters to you, this won't be of much use. It's also worth noting that at least some of it was written for HQ1, which was the current edition at the time, and may put some people off.
But otherwise - well, hopefully it will be useful to someone.
Update: Kingdom of the Flamesword, updated to the current version of what is now QuestWorlds, is now available for purchase at DriveThru RPG, along with Forged in Blood and Snow, which does the same for the Kingdom of Jonatela.
Sunday, 4 September 2011
Loskalmi Canonicity
One of the questions I have seen more than once with regard to the Book of Glorious Joy (well, all right, the only question I've seen more than once) concerns its canonical status. As one questioner put it:
But it may deserve a slightly more detailed explanation than that.
The simple answer to this question is "no".what is the relationship between the Book of Glorious Joy and mainstream Glorantha? Are they letting you define Malkionism in Loskalm?
But it may deserve a slightly more detailed explanation than that.
Monday, 29 August 2011
Book of Glorious Joy
In case you haven't heard (and its hard to believe that many people reading this haven't), after nine long years, The Book of Glorious Joy has finally been published. Seeing it in print at last is, indeed, both glorious and joyful.
You can buy it, in paperback, hardback, or just as a PDF, here. I don't get royalties, but, obviously, I'd like to encourage you all to do so nonetheless!
This is the book that would have been Lords of the West 3, and the first three chapters of Lords of the West 1: Heroes of Malkion added at the beginning for good measure, and in order to set the scene. It primarily serves as an overview of the magical and idealistic Kingdom of Loskalm, one of whose valiant wizard-knights you can see riding through perilous lands in the superb cover by Jon Hodgson.
I'm not sure there's much more to say here about the book that I haven't said already, so I'll gloss over that. I will say that I actually don't know what has happened to Lords of the West 2: Kingdom of the Flamesword, which would have covered Seshnela and the Rokari in the same way as BoGJ covers Loskalm, and would have also included the full write-ups for the more widespread saints and wizardry schools from LotW1. The last I heard it was still due to be published - but not in a single standalone volume - but more recent attempts at communicating with the publishers have not been successful, so that may no longer be the case.
You can buy it, in paperback, hardback, or just as a PDF, here. I don't get royalties, but, obviously, I'd like to encourage you all to do so nonetheless!
This is the book that would have been Lords of the West 3, and the first three chapters of Lords of the West 1: Heroes of Malkion added at the beginning for good measure, and in order to set the scene. It primarily serves as an overview of the magical and idealistic Kingdom of Loskalm, one of whose valiant wizard-knights you can see riding through perilous lands in the superb cover by Jon Hodgson.
I'm not sure there's much more to say here about the book that I haven't said already, so I'll gloss over that. I will say that I actually don't know what has happened to Lords of the West 2: Kingdom of the Flamesword, which would have covered Seshnela and the Rokari in the same way as BoGJ covers Loskalm, and would have also included the full write-ups for the more widespread saints and wizardry schools from LotW1. The last I heard it was still due to be published - but not in a single standalone volume - but more recent attempts at communicating with the publishers have not been successful, so that may no longer be the case.
Labels:
Book of Glorious Joy,
HeroQuest,
Loskalm,
Malkion,
writing
Thursday, 28 July 2011
Commoner Cults of Jonatela
So, in my last post I discussed the reasoning behind the rule mechanics I used for Jonating commoner caste magic in the recent piece at my home page. As I said then, I can think of two other questions the piece might have raised in the minds of readers, and I'll discuss them now.
To begin with, if the Elmoi are supposed to represent a denuded form of Ernalda worship, and they really are theistic, which gods are we talking about here? I see no reason to stay being mysterious about that, and people might wonder, so that's something I can quickly deal with. It should be said, though, that I think it's more important that the cults are distinct, than whether or not the beings behind them are, so I don't think it really matters much. Which means that anyone else's interpretation is as good as mine - if I thought it was important, and made a meaningful difference, I'd have put it in the article, not here.
At any rate, Frona is, I think, fairly clearly some sort of aspect of Ernalda the Great Goddess. She's mentioned as a grain goddess in RQ3, and Thunder Rebels reinforces that the grain goddess cults are different ways of worshipping the great earth mother. Frona, clearly, is the mother goddess and land goddess for Fronela as a whole, and will have her own, regular, theistic cult elsewhere.
Uryana and Vilecha are also aspects of Ernalda, and remember, we're told in Genertela: CotHW that the Jonating commoners worship Ernalda as their main goddess, so it makes sense that she gets the key roles. I don't think of Vilecha as a Chalana Arroy, incidentally, because she's just not powerful enough.
To begin with, if the Elmoi are supposed to represent a denuded form of Ernalda worship, and they really are theistic, which gods are we talking about here? I see no reason to stay being mysterious about that, and people might wonder, so that's something I can quickly deal with. It should be said, though, that I think it's more important that the cults are distinct, than whether or not the beings behind them are, so I don't think it really matters much. Which means that anyone else's interpretation is as good as mine - if I thought it was important, and made a meaningful difference, I'd have put it in the article, not here.
At any rate, Frona is, I think, fairly clearly some sort of aspect of Ernalda the Great Goddess. She's mentioned as a grain goddess in RQ3, and Thunder Rebels reinforces that the grain goddess cults are different ways of worshipping the great earth mother. Frona, clearly, is the mother goddess and land goddess for Fronela as a whole, and will have her own, regular, theistic cult elsewhere.
Uryana and Vilecha are also aspects of Ernalda, and remember, we're told in Genertela: CotHW that the Jonating commoners worship Ernalda as their main goddess, so it makes sense that she gets the key roles. I don't think of Vilecha as a Chalana Arroy, incidentally, because she's just not powerful enough.
Tuesday, 26 July 2011
The Magic of Malkioni Commoners
Yes, it's been several months since I've posted here. Not that I haven't been busy writing in the meantime, of course. For one, I have managed to write weekly posts at my mammalogical blog, Synapsida - and those do require quite a lot of preparation. There have been many other bits of writing besides, some of which may eventually appear somewhere for public perusal. But, on the Gloranthan front, I have also continued to write some fan material on Jonatela - what would have been LotW4, had the series not been cancelled.
The latest instalment has taken a while to appear, because its quite a big one - ten new cults, in fact. The next will focus on the wizardry schools and that, too, may take a while because of its complexity (I predict early September). But I think the latest one will likely raise a few questions that I think its worth answering here, rather than in the more formal outlet of the web page itself. The questions are:
The latest instalment has taken a while to appear, because its quite a big one - ten new cults, in fact. The next will focus on the wizardry schools and that, too, may take a while because of its complexity (I predict early September). But I think the latest one will likely raise a few questions that I think its worth answering here, rather than in the more formal outlet of the web page itself. The questions are:
- Why did I treat the commoner caste cults as I did?
- What, if anything, is their relationship to the Orlanth cults?
- Why did I even bother?
Monday, 28 February 2011
d101 Con
I've just returned from the d101 "convention" in Matlock, Derbyshire. It's not really a con in any meaningful sense, just a group of people renting out a cottage to do some gaming for a weekend. It was a pretty enjoyable weekend away, and it seems to have been popular enough with those who could attend that we may do it again next year, possibly renting out a second cottage to allow a larger group of players. My thanks go to Newt Newport for arranging it, but my main purpose for posting here is to ruminate on the games we played.
We started off with Action Castle, which, is basically a fun party game for those old enough to remember 1980s computer RPGs. This means we are all now "King of Action Castle"! Cool...
Being too tired from travelling to do anything more taxing on the Friday evening, we kicked off the RPing proper on Saturday morning with Savage Worlds. I've played this once before, but the game is a flexible one not tied to any particular genre, so it's not surprising that the experience was very different. That time, the setting was the old Captain Scarlet TV series, but this time it was a rather more serious sci-fi setting, with distinct Travelleresque overtones. I gather that d101 is planning to release this as a more formal setting at some point, possibly using the easy-to-obtain Savage Worlds license. The setting was a crumbling interstellar empire, with various different factions vying for control, including mad cyborgs and sinister telepaths.
Because the Captain Scarlet game obviously used characters from the TV series, those were all pre-gens, but this time we all made our own characters up on the day. Considering that few of us had any experience with character generation in this system, this seemed a remarkably quick and painless process, which suggests that Savage Worlds would be a good system for use at conventions where you don't want pre-gens. In general, its a pretty simple system, and plays quickly, and has fairly straightforward mechanics, perhaps with something of an emphasis on pulp style excitement. Here for example, is the character I came up with:
...which was enough to give me a reasonable overview of the character, without over-complicating things, or making it seem all overly generalised and simplistic.
In the afternoon, time for a game of HeroQuest, using the Call of Cthulhu setting. Obviously, I'm very familiar with both the system and the setting, although I've never seen the two used together before. In this instance, it seemed to work very well, with, for example, lingering penalties being used to reflect the inevitable loss of sanity that accrues as one continues investigating. The scenario, created by Newt, had the wonderfully appropriate title of "Normal for Norfolk" (unfortunately, if you're not British, the meaning of this reference may not be obvious). Since it was set in the 1970s, and the PCs were all members of the Flying Squad, the inspiration we ended up using was, perhaps, inevitable... Our characters were perhaps, not entirely serious, and we never really got to the end of the scenario, but I won't give out any more details, in case d101 should choose to publish it some day. At any rate, this was my character:
The actions of our DS (another PC) perhaps got a bit too extreme towards the end, but, being a con game, that was easy enough for me to ignore.
On the Sunday, there was only time for a single game of Burning Wheel, using the introductory scenario from the rulebook. Burning Wheel was once recommended to me (I won't say by who) as a flexible, rules lite, modern system with plenty of options for different ways of resolving things. Most of that seems true, but what would make anyone think it's "rules lite" is beyond me. Indeed, in an age where RPGs seem to be getting simpler, it has to be one of the more complex new systems on the market - although there are plenty of older ones of similar complexity. It's fun enough to play in, especially as a one-off, and it does seem to be very good at describing characters and fleshing them out, but its way too complex and detailed for me to want to ever GM it. I've run a version of GURPS in the past, but that was stripped down so far, that I consider it an entirely new system. Still, even that was more than I'd be happy with today, so while I have no doubt that Burning Wheel is very good at what it does, as a GM, it's not my cup of tea.
But, as a player, I had no problem with it, and it seemed to work fairly smoothly. I certainly had fun with the pre-gen character, who was a somewhat snooty and sinister sorceress. The scenario worked well, and it was an enjoyable game. I'm certainly glad to have tried it, and I wouldn't object to playing it again - so long as I don't have to run it!
The rest of the time was spent relaxing, chatting, watching old movies, etc. making it all a pretty enjoyable weekend, mostly with gamers that I haven't played with much before. Since this was a d101 event, I'll also add a brief update on Book of Glorious Joy: about two thirds of the interior artwork is in (and more came in over the weekend), all of which looks pretty cool. Things are stepping up, and I don't think its going to be too much longer now.
On similar lines, there should be further updates to my unofficial Jonatela material soon - the next one is quite large, which is why its taken longer than usual for it to appear. And, for my ponderings on mammalian biology, there's Synapsida, which has been updated fairly regularly of late. I'm not fully happy with all of the latest posts there, but its something I'm learning as I go along, and I think its getting better.
Just possibly, most likely if I can get something to run put together, I might attend Concrete Cow 11, but no promises there. As for cons later in the year... well, we'll see.
We started off with Action Castle, which, is basically a fun party game for those old enough to remember 1980s computer RPGs. This means we are all now "King of Action Castle"! Cool...
Being too tired from travelling to do anything more taxing on the Friday evening, we kicked off the RPing proper on Saturday morning with Savage Worlds. I've played this once before, but the game is a flexible one not tied to any particular genre, so it's not surprising that the experience was very different. That time, the setting was the old Captain Scarlet TV series, but this time it was a rather more serious sci-fi setting, with distinct Travelleresque overtones. I gather that d101 is planning to release this as a more formal setting at some point, possibly using the easy-to-obtain Savage Worlds license. The setting was a crumbling interstellar empire, with various different factions vying for control, including mad cyborgs and sinister telepaths.
Because the Captain Scarlet game obviously used characters from the TV series, those were all pre-gens, but this time we all made our own characters up on the day. Considering that few of us had any experience with character generation in this system, this seemed a remarkably quick and painless process, which suggests that Savage Worlds would be a good system for use at conventions where you don't want pre-gens. In general, its a pretty simple system, and plays quickly, and has fairly straightforward mechanics, perhaps with something of an emphasis on pulp style excitement. Here for example, is the character I came up with:
Lady Corinia
Agility: d6 Guts d4 Psionic Background d8
Strength: d4 Healing d6 Psionic Resistance d4
Vigour: d4 Investigation d8
Smarts: d8 Notice d6
Spirit: d8 Shooting d4
Psionic Powers: Obscure, Stun, Pyrokinesis
Edges: Mentalist, Rich, Alertness
Drawbacks: All Thumbs
Weapons: Engraved laser derringer (carried in handbag)
...which was enough to give me a reasonable overview of the character, without over-complicating things, or making it seem all overly generalised and simplistic.
In the afternoon, time for a game of HeroQuest, using the Call of Cthulhu setting. Obviously, I'm very familiar with both the system and the setting, although I've never seen the two used together before. In this instance, it seemed to work very well, with, for example, lingering penalties being used to reflect the inevitable loss of sanity that accrues as one continues investigating. The scenario, created by Newt, had the wonderfully appropriate title of "Normal for Norfolk" (unfortunately, if you're not British, the meaning of this reference may not be obvious). Since it was set in the 1970s, and the PCs were all members of the Flying Squad, the inspiration we ended up using was, perhaps, inevitable... Our characters were perhaps, not entirely serious, and we never really got to the end of the scenario, but I won't give out any more details, in case d101 should choose to publish it some day. At any rate, this was my character:
DC Bob Bawdsey
Drive Like a Lunatic 18 Boozing 13
Shooters 13 Hate Scroats 13
Ignore Procedure 18 Plant Evidence 13
Streetwise 13 Blag Way Out of Trouble 15
Boxing 13 Look Hard 4M
The actions of our DS (another PC) perhaps got a bit too extreme towards the end, but, being a con game, that was easy enough for me to ignore.
On the Sunday, there was only time for a single game of Burning Wheel, using the introductory scenario from the rulebook. Burning Wheel was once recommended to me (I won't say by who) as a flexible, rules lite, modern system with plenty of options for different ways of resolving things. Most of that seems true, but what would make anyone think it's "rules lite" is beyond me. Indeed, in an age where RPGs seem to be getting simpler, it has to be one of the more complex new systems on the market - although there are plenty of older ones of similar complexity. It's fun enough to play in, especially as a one-off, and it does seem to be very good at describing characters and fleshing them out, but its way too complex and detailed for me to want to ever GM it. I've run a version of GURPS in the past, but that was stripped down so far, that I consider it an entirely new system. Still, even that was more than I'd be happy with today, so while I have no doubt that Burning Wheel is very good at what it does, as a GM, it's not my cup of tea.
But, as a player, I had no problem with it, and it seemed to work fairly smoothly. I certainly had fun with the pre-gen character, who was a somewhat snooty and sinister sorceress. The scenario worked well, and it was an enjoyable game. I'm certainly glad to have tried it, and I wouldn't object to playing it again - so long as I don't have to run it!
The rest of the time was spent relaxing, chatting, watching old movies, etc. making it all a pretty enjoyable weekend, mostly with gamers that I haven't played with much before. Since this was a d101 event, I'll also add a brief update on Book of Glorious Joy: about two thirds of the interior artwork is in (and more came in over the weekend), all of which looks pretty cool. Things are stepping up, and I don't think its going to be too much longer now.
On similar lines, there should be further updates to my unofficial Jonatela material soon - the next one is quite large, which is why its taken longer than usual for it to appear. And, for my ponderings on mammalian biology, there's Synapsida, which has been updated fairly regularly of late. I'm not fully happy with all of the latest posts there, but its something I'm learning as I go along, and I think its getting better.
Just possibly, most likely if I can get something to run put together, I might attend Concrete Cow 11, but no promises there. As for cons later in the year... well, we'll see.
Labels:
Burning Wheel,
Call of Cthulhu,
d101,
Gaming,
HeroQuest,
Loskalm,
Malkion,
Savage Worlds
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