more on gloranthan civ

From: Peter Metcalfe <P.Metcalfe_at_student.canterbury.ac.nz>
Date: Tue, 31 Dec 1996 14:45:07 +1200


Michael Cule:

>I think it would be more like a multi-player version of Populous 2: The Gods
>would have control over one or more Runes which would give them specific
>powers. They would try to steal the Runes from other Gods, to cut down the
>other Gods power-base and generally do all the things that we know the Gods
>of Glorantha do.

IMO We would run into problems with two different nations having the same gods on both sides - Alakoring versus Orlanth Dragonfriend, uniting Ralios and so forth.

A better way to work it would be to have a pantheon/monomyth for each country or culture. This would describe how well they percieve the cosmos. Thus Sartar would have Orlanth in its storm slot and Ernalda in its earth slot.

The strengths of these gods would be dependant on the social organisation of the culture as well as the number of people in the culture. Thus having Orlanth as the Mens God in Sartar means he would be stronger than in Esrolia where he is merely one of the Husbands. Spiritual conflicts with people who worship the same gods as you would be handled differently than people who worship different gods.

This would require means a social matrix describing what sort of gods the population worships, what organisation it has. This would impact on what sort of magic it can perform. Because Orlanth is the mens god in Sartar, their people would be hopeless at fire magic. In addition, one could form Imperial Cults to rule two or more cultural units such as Nysalor and the Red Moon.

In addition to this, you could simulate the minor gods by having units with their espirit de corps such as Humakt for the Household of Death, Lankhor Mhy for the Researchers etc.

Stephen P Martin:


>As I envision the game, you would have a Civilization-style board,
>counters for worship and troop units, and cards for any number of things.

I think the game should be centered on the leaders/heroes rather than the gods. Thus there would be leader units who can visit the heroplane as well as command armies.

>Do the gods have the ability to cause Earthquakes and stuff if they have
>enough worshipers?

I would imagine these things to be handled by having magician/priestly units cursing the enemy and requiring huge sacrifices for their magics. Of course having an oppressive government would run the risk of inciting Monster Man (in Peloria) or Kinstrife.

>How do you do things like the Sunstop and Closing?

In Pax Britannica and Republic of Rome, they have certain marker indicating European Tensions and Social Unrest. If these get too high then nasty things start to happen. A similar marker could be worked out for a gloranthan game (abuses of the cosmos).

Powered by hypermail