Please note that NPCs in this game don't have fixed stats, but create resistances to players' actions. So in one way all you would need to know is what resistance it poses to the players. You can just say "Broo 15" and be done. It is, I find, more fun to have something specific in mind about their "Brooness" when describing them, however. :)
> An example band or some sort of generator to let me know what sort of
> values for abilities might be appropriate?
>
If you are speaking of NPCs? As mentioned, they have no fixed abilities.
There is a generator for helping decide what kind of values would be
appropriate for the resistance based on narrative logic in the story.
(i.e. The players are doing well, things get harder. The players are
doing poorly, time for something easier.)
>
> If Broo are too crazily varied, how about a pack of wolves? Typical
> file of Lunar legionnaires? etc. How much would I need to cook the
> balance on my own or rely on old stuff?
>
You would get no help from the rules in describing what these things are
like in general, let alone in rule form. A pack of wolves at least you
would presumably have a real world idea, but nothing in that book would
give you an idea of what a file of Lunar Legionnaires are like. Again,
the actual stat/resistance the players must overcome to deal with them
you can set from the Pass/Fail system or from in-world logic or just
what feels right. I would recommend pillaging an old book to get the
"Gloranthan details" right.
>
>
> 2. If I tried to put together a series based on, say, gangster movies,
> would I have to make up the values for things like cars and guns? I
> think I understand the idea of resistances, but some sort of
> credibility frame would be great.
>
Yes, you would make up the values where appropriate. But it mostly would
not be worth the trouble. If a PC had a car and gave it a ranking, then
that car is important, and you should consider whether cars are faster
or slower than it. The credibility frame would just be that. (Or maybe
you could look up some general speeds for cars in the 30s and keep that
in mind when deciding what's credible.) Same for guns. If no one names
a gun as an ability, then the guns are just tools and should be treated
as such. If it does have an ability, you might want to think more about
why it does and what that means. Stat-wise, there's no point in working
out rate of fire or caliber or any such thing. (Description-wise, all
that can be fun of course.)
>
>
> 3. Is all in-house development going toward producing material for
> Glorantha?
>
I'm not sure. I was of the understanding that Moon Design is only doing
Glorantha products but the HQ2 system can be licensed to produce other
products. (I could be misremembering that quite easily.)
LC
>
>
> _
Powered by hypermail