Peter Mecalf noted...
>(some stuff I said)
Actually, I have to concede the validity of your points. I think one can run a game based on one or a mixture of those veiwpoints (a God Learners became the Gods would be a mix of two of those) quite validly, but we really can't set one of those as The Truth for all suppliments. It hits me that the RQII and RQIII stuff can be looked at written by a Lhankhor Mhy Sage who got ahold of some God Learner materials; the core mythos seems to be very Orlanthi.
Another thing that sort of went against the "all stories are related" was the problem that sometimes similar or identical myths develop that have no common origin. I recall that there's some sort of demon/ghost/monster that takes the form of of a severed head moving about dragging its guts with it. There's a version in Wales (it's in some AD&D monster book), but also a Thai version (mentioned in a Somtow Suchartikal story). A God Learner would say they're related, but more likely it's a coincidence and both cultures came up with the image because it is such a nicely grisly thing. Also note the pyramids of Central America and Mexico and the Egyptian pyramids; while similar, it is more likely that both were attempts at creating something that stood out on a plain than something a common hereitage.
Anyway, this all points out that the next wave of suppliments for a Gloranthan RPG should be fairly complete studies of a people; their pantheons, myths, and culture. With, I'd suggest. guides for play in other historical periods than the "Hero Wars" of the old suppliments.
V.S. Greene : klyfix_at_aol.com : Boston, near Arkham...
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