Other worlds...

From: Ashley Munday <ashley.munday_at_geocities.com>
Date: Fri, 14 May 1999 11:06:21 +0100


Simon raises a few questions about Andrew's transplant of Gloranthan Adventurers to 19th century London (I can sympathise with them, trying to find a timetable at Baker Street station is a HQ):
  1. If the players can wander into other worlds and back again, can anyone else?

Yep, why not? Doesn't mean they have though. Could just be lucky / unlucky for the Adventurers. The script was with / against them.

2. Does this version of Old London have a resident population of lost Gloranthans who have made it their home?

Again, why not? Imagine their descendants these days, perhaps still knowing some magic, trying to get home. Imagica or Weaveworld are two scouse literary examples of this sort of thing.

Just as you can integrate non-Gloranthan elements into Glorantha without breaking it, you can integrate Gloranthan elements into other games. The poor bugger who rattles gibberish off at you when you get off the tube at Embankment is speaking Sartarite rather than Rab C. Nesbit. A bunch of Nysalor riddlers were deported to Oz during the 19th century and now export encoded riddles as crap soap operas.

Then on one of my posts...

3. <paraphrased>What benefit does your game get from a Melnibonean sorcerer summoning a Gorp rather than "generic blobby demon thing"?</paraphrased>

It's specific, it's fun, it's familiar. You can have "Genuine Part of Porcharngo" or "Made In Glorantha" stamped on it.

Likewise, when a Gloranthan summoning goes wrong, whatever you throw at the magician can be written off as a Krajki of some sort. What does the Storm Voice do when he asks for a sylph, buggers it up and gets the engine fan for a Renault Laguna instead which wirs menacingly whenever he goes near it?

Ash


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