(Actually From: Paul Honigmann, Oxford, UK)
Subjects: Sanity, Chaos Lore, Spleen Venting, Red Army
Hi y'all,
I'm one of those "Lurkers" who gets the Digest second-hand, and
doesn't contribute often. But I saw a couple of subjects crop up recently
which I'd like to comment on.
SANITY:
Mike Cule asked if we need a Sanity stat for RQ and if anyone had any
proposals.
As it happens, I've tried introducing Sanity into RQ and my advice is DON'T.
Here are some of the problems of CoC-style SAN rules in a campaign setting:
- It wrecks the game flow. When you have PC's incapacitated for several
months (examples: 2 months afraid of verbal communication, unable to
interact with other people; catatonic for months; permanent phobias of
something common) they can't join in the experiences of the other PC's.
Remember that in CoC, your characters are _meant_ to die, so players
aren't so upset when things go Horribly Wrong; but in most RPG's, you try
to develop a single PC very intensely.
- I gave everyone a starting SAN of POWx5. Unlike low POW and other stats,
those starting with low SAN never managed to work it up to a point where
it wasn't a handicap. So by rolling a low POW, say 6, you know your PC has
an arbitrary handicap which is going to screw up your gaming _repeatedly_.
- Low SAN (<40) makes you more vulnerable to SAN loss; it is extrememly
difficult to claw your way back up.
- It created a lot of book-keeping and dice rolling which got in the way,
like Fatigue.
- It isn't believable in a Gloranthan setting. The reason you lose SAN in
CoC is that something happens which jolts your comfy view of the world
(with Man at the top of creation). But in Glorantha, every peasant _knows_
that there are real trolls, giants, ghosts, evil gods, chaotic cultists
who sacrifice virgins. So meeting a broo for the first time is a shock, but
by no means a mind-shattering experience, or at any rate no more so than
any experience where someone's trying to kill you. Also, I think
Gloranthans are much closer to the grim raw side of nature than modern
man - blood sacrifices, Lunar arenas, cock-fighting etc. As for spells,
everyone has seen spells at work; I suspect that anything a Gloranthan
didn't understand would be ascribed to Magick or Chaos and thus,
fatlistically accepted as Just One of Those Things. And finally, they
are under no illusions about Man being the pinnacle of creation. Races
come, races go, even Gods die.
That's the down side. However, when I started a new campaign, I was
surprised to find the players were about 3-1 in favour of keeping SAN. So, I
toned it down so that they only went bonkers for a few minutes at a time,
thus keeping the fun & flavour of madness (oops, sorry Inquisitor Ontor, I
know that's not Politically Correct - er, Deeper World View?) but keeping it
playable for a campaign where characters are meant to last years.
If you must use SAN, may I suggest:
- Calm Mind, battle magic spell (2 points), increases SAN by half again;
- Krarshtides and Lunes strip SAN points;
- Insane characters are temporarily immune to certain chaotic effects,
also Befuddle, Demoralise, Madness, Fanaticise etc
- Jakaleel cultists "milk" particularly extreme lunatics (in Lunar
parlance, they've been "touched by the Goddess" and are considered holy)
to make or feed Lunes. ("I've got a real monster here, made it from 5
psychotic Storm Bulls.") This actually cures the lunatic, by sucking the
madness out, though it may not give him SAN back.
- Starting SAN should not be a simple POWx5.
etc. It's a big change to the flavour of a campaign, so consider carefully
before throwing it in.
CHAOS LORE
It is my firm opinion that Lores should never have been introduced. If a
PC has never heard of X in the game, he's never heard of it. If there's a
chance he's heard of Malkonwal / broo fertility ceremonies / inner secrets
of obscure cults then fine, the referee should decide on the chance (often I
just decree "None, there's _No Way_ your 16 year old peasant could know that
Krarshtkids are vulnerable to poison gas combined with Skin o'Life"). Hiding
behind Lore Rolls is poor role-playing and if referees allow them, they
may as well just hand over the enemys' stats and a plot summary to the
players. To summarise:
ROLE-PLAYING = GOOD
DICE ROLLING = BAD
AND ANOTHER THING!!!
Something else that really makes me MAD:
What's with all this netiquette crap, anyway?
Half the fun of the Digest is watching Alex and Nick having a Flame War.
They do it with such erudition and finesse. Let's have a bit less of this
dry, "actually I think CA's may not be Veggies in the strictest sense of the
word" and have a bit more raw vitriol!
RED ARMY
Someone asked why the Red Army is considered hard. There have been various
opinions aired but I think there are quite a lot of reasons why it has taken
over Central Genertela:
- It is DISCIPLINED. Storm cultists may be brave, but that's not enough. No-
-one's ever claimed the Roman soldiers / Macedonian phalanxites were
brilliant warriors, but if their line didn't break, their opponents were
at severe disadvantages. And soldiers who don't argue with their sergeants
win wars.
- It has a greater variety of magic. Apart from sorcery / rune / battle
magic - and incidentally I figure the Red Army uses its sorcerers to
continually Boost soldiers' stats, put on 'everlasting' defensive spells
etc, so when war breaks out they've got a huge edge - there's chaotic
stuff too.
- A civilised society is richer, ie produces more food / goods per capita,
than barbarians. So the soldiers are better equipped (at Imperial expense);
the Empire can afford to maintain more permanent soldiers, and more
temporary ones during emergencies; and the Army supports permanent
warrior-priests.
- A permanent, professional army whose business is War is much more efficient
than a quickly assembled barbarian army. It will have a coherent strategy;
it has experience at not just fighting, but maintaining supply routes,
holding territory, mapping, healing etc.
For the record, I usually figure a Lunar soldier on an open battlefield is
worth about 2 barbarians, but conversely, if he's caught alone in a forest
he's probably not a match for one Orlanthi barbarian.
Keep Heroquesting,
Paul Honigmann.From: Paul Honigmann, Oxford, UK
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End of Glorantha Digest V1 #188