Re: English rules for 'Dieux Nomades'?

From: Keith <keith.nellist_at_1yioc2fl1KEd4ZqkDNZsUBznovm5cDw1DfuVwd-6oHnCJ7YoPwSqNjHon6oj4d>
Date: Thu, 15 Dec 2011 11:55:23 -0000

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> While chatting at our weekly game, I discovered that some my players, although big Glorantha fans had neither played Nomad Gods or Dragon Pass. They didn't realise that you could play out some of the events of the Hero Wars and get a feel for the areas covered. I think these games are still as important now for a feel of Prax and Dragon Pass as they were when they came out. Just the opening scenario in Nomad gods about controlling the Paps is an eye opener and Dragon Pass has the new magical units Argrath creates.

I have to agree with David on this, although it is also the case that if published now the games would need some significant changes, and could include some new scenarios. One could debate, for example, if the map for Dragon Pass would need to include the Dragonspine as a significant feature. The Battle of Iceland could be played out. Some of the characters mentioned in the Composite History could become units.

I've made a few new scenarios myself - the Dragonkill, and the Tarsh Civil War, in Dragon Pass, and some of the events from my founding of Pavis Hero Wars game in Prax. There is scope to do other modifications too - how about a First Age Dragon Pass scenario with Berenethtelli and all those tribes fighting it out. I'm now trying to use Britannia rules rather than hex and counter to model the events in the Composite History of Dragon Pass, but there are certainly things that happen that could use a hex and counter scale. I'm thinking the trolls fighting it out with the tusk riders for control during the inhuman occupation might be a good scenario.

My constructive criticsm of Nomad gods is that the pace feels wrong. Each turn represents one day, but my feeling is that the herds should move a little slower, with control of territory surrounding them being resolved, then the herds moving again so that the pace of the game revolves more realistically around more slowly moving herds. I think having the herds move, say only once per week, then other units moving daily. (and altars only giving allies weekly) would make the plains play out slightly more realistically rather than everyone in Prax being wiped out in a couple of weeks. There would need to be other tweaks to ger game balance but it seems to me that the standard game should cover a longer time.

Keith              

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