The Real Glorantha.

From: Alex Ferguson <abf_at_cs.ucc.ie>
Date: Tue, 18 Jan 2000 23:22:46 GMT


JLeeWatts:
> I love world design. But have problems getting people to believe in gods as
> the movers and shakers of the universe.

Perhaps some things need to be 'moved', then: if not actively 'shaken'...

> Most of the people with whom I play are stuck in the believe that every game
> world is a revolving planet. How do you break them of this belief?

Have them drop off the edge? Have them get into a heated debate with a frenzied Buseri, who points out the impossibility of this? (Actually it's _not_ impossible on the celestiological evidence, though 'Yelmocentric' is, entirely so.) Challenge them with the evidence that not only does evryone else thing that the world works in such 'illogical' ways, but they can 'prove' that they're right: their magic works on the basis of such beliefs, and HQ and worship give more direct evidence yet.

> And that I see as the problem with the world of Glorantha. It appears to be
> overly developed and documented. I have fears that anything that I do will
> violate canon and thus cause the world to come crashing down.

It's an understandable concern, though there's always the equal and opposite concern that it's not developed _enough_. What _is_ Orlanthi custom on endogamy? Does the Praxian word for 'the Block' _really_ require MIME-encoding that heavy? What's the name of that mountain over there? etc, etc. The trick is, though, to paraphrase P. O'Toole, not minding... Of _course_ you're going to break canon, unless you both check up with Greg at every stage, and take the precaution of never actually gaming there, just to make certain. If it makes you feel better, my game has things in it I'm fairly sure aren't Canon, much less all the things that are doubtless 'wrong' of which I'm currently blissfully unaware.

Cheers,
Alex.


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