>"I want to play Yelmalio."
>"Sorry, he doesn't exist."
>
Yes he does; his cult write-up is in Orlanth is Dead (p32). However,
this does raise the serious issue that the wrong message is getting out
- people are seeing that 'things have changed' and 'you need to study
advanced anthropology to understand this' and then not realising that
(to the extent this is true at all) recent products have done their
damndest to reverse this by simplifying things, providing directly
gameable stuff and re-introducing old RQ themes (albeit sometimes under
different names). Sorting out these problems is pointless if we somehow
fail to spread the message that we've done so :-(
>"OK, I want to play a Humakti. I like the idea of an honorable warrior who
>realizes he will die and looks forward to the reward he will have when he
>does."
>
This does not seem to me incompatible with the way Humakt is described
in Storm Tribe. It's just no longer the only viable approach to playing
that cult. Now, arguably its no longer the approach intended to be the
most common, but that doesn't mean it can't be done, or that future
supplements won't work if you follow it in your campaign. Indeed, now
there are other cults which can also fit that description, thus giving
you a wider range of magic to pick from and a broader range of character
types.
>"Yuck. I don't want to play that. I'll just play an Orlanthi. Maybe I can
>meet Argrath and help him against the Lunar Empire."
>"Well, Argrath might not really exist. He might be several people. It
>might turn out to be you."
>
It doesn't strike me that, if that's a problem for your players, its
particularly difficult to get rid of. The GM just decides who Argrath is
and goes from there - that should be perfectly compatible with all the
material in the Sartar Rising series.
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
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