Wednesday 12 November 2008

Heroes of Malkion Update

The latest update on progress on Heroes of Malkion indicates that artwork is still in progress. Moon Design hopes to have it out by the end of the year, which indicates that it will probably be out before the new edition of HeroQuest. (Nonetheless, it does duplicate a lot of information in the main HQ1 rulebook, in order that it can be used by those who only have access to HQ2).

Personally, I'd take the 'end of the year' estimate with a bucket-load of salt; these things are always statement of hope rather than any definite publication deadline. But... well, hopefully by Tentacles, eh?

In the meantime, here's a wordle from chapter 2 of the book (for the uninitiated, a wordle is an artistic representation of which words appear most frequently in a piece of text):

Friday 7 November 2008

The Death of Pyramid Magazine

I've been reading Pyramid magazine ever since issue #1, which I believe was about 15 years ago. It's a gaming magazine, published by Steve Jackson Games, and focussing on GURPS, which was the basis for the homebrew system that I played in those days. (The rest of the homebrew system came largely from Pendragon, but the stats were easy to convert, and the ideas fitted what I wanted back then).

Around 10 years ago, it switched from dead-tree format to webzine format and, with a little reluctance, I continued my subscription. I'm glad I did; there has been a lot of good material published in Pyramid over the last decade. I've even contributed three articles to it myself, two on Glorantha, and one on, of all things, astrophysics. Subscription also got me access to playtests of SJ Games products, and, in particular, I helped out with the testing of the Vehicle Design software, and of GURPS Cops. Perhaps best of all, at least in the long term, were the NNTP discussion forums that the magazine ran for subscribers, where I have had all sorts of cool discussions with a wide range of people.

As of today, the Pyramid webzine ceases publication.

Oh, the magazine will continue as a monthly PDF release, with slightly less content for five times the price. But, oddly enough, that's not much of an issue for me. Because, over the last couple of years, since I no longer play GURPS, the NNTP forums were my main reason for paying the annual subscription anyway - everything else was an added bonus. Since those forums are being closed down, I will be cancelling my subscription forthwith, to claim the refund for the rest of the year. It's understandable why they're closing, of course, at least from SJ Games point of view. For myself, I don't really understand why NNTP is no longer popular as a format - it's so much more flexible than the message boards that seem to have replaced it. Sometimes, newer isn't better, and, while message boards are great for some things (hence the MBRPG I help to run), general discussion isn't one of them. A lot of functionality has been lost in the name of progress - but isn't that often the way?

So I'll miss those discussions... but change goes on, and one can't blame a company for closing down something that just isn't profitable for them. A fond farewell to Pyramid, then, and on to something else instead...

(Addendum: If you're wondering why I'm mentioning this, but not the more Glorantha-relevant news from Germany of a similar nature - I'm waiting for the official announcement before commenting on that).

Monday 20 October 2008

If I were a cat...

One of the players on my MBRPG posted to say that if I were a cat, I would look like this:



(You probably have to know about LOLcats to know what this is actually a picture of... but still, I thought it was rather cool).

Thursday 18 September 2008

Valind's Tale

As promised, the third audio file of my Vadrus stories is now up at my website. It will appear in text form at Mything Links later.

Sunday 14 September 2008

The Voice of Vadrus

Or, at least, the voice of me channelling Vadrus.

As promised some time ago, I have posted two of my Vadrus stories in MP3 format to my website, where you can hear them in all their glory, as they were meant to be heard. (Warning: contains naughty words!)

A third story will be following shortly

Sunday 7 September 2008

Wizard-Knights update

This morning, I finished the first complete draft of Lords of the West 3: Wizard-Knights. As I write this, the draft has been submitted in full to Moon Design for editing. Obviously, this book will not be available for a long while yet, but it is out of my hands now!

Like the other books in the series, this will be 100,000 words, which is the same length as Blood Over Gold. It covers the Kingdom of Loskalm, describing its society, government, religion, and magic in unprecedented detail. It includes a large gazetteer of the Kingdom, and a chapter describing the fractured realm of Junora that lies immediately east of Loskalm. The sketch maps I used to create the gazetteer will be available on my website, and the Issaries website, as soon as enough details have been confirmed to render that a worthwhile exercise.

I have also submitted revised drafts of Heroes of Malkion and Kingdom of the Flamesword, complying with the new rules in HeroQuest 2. The last I heard, HoM is still the next book scheduled for publication by Moon Design, although, presumably, they will have to re-do the layout to fit the new text.

Saturday 30 August 2008

Magic in the West

You may recall that, at Tentacles and Continuum, I (among others) said that Heroes of Malkion would work just fine with HQ2. You may also recall that, in this blog, I was unclear as to how that would be the case. Well, it turns out that it isn't the case; the rule sets are not really compatible at that level. (This, incidentally, doesn't mean that, for example, Blood Over Gold or Thunder Rebels can't be used with HQ2 - just that you'll also need a copy of HQ1 to make full sense of the rulesy bits).

But, fear not! I've spent the last weekend going through the draft of HoM, making sure that, when you get to see it, it is fully compatible with the new rules. There was quite a lot more to be done than at first appeared to be the case. This is because the HQ2 rulebook has very little information on Glorantha and its workings - understandably, because it's a generic rulebook, not a worldbook. There are a lot of things about the West, and Glorantha in general, that were in HQ1, but won't be in the second edition. All of that information had to be repeated, for the book to be stand-alone with the new ruleset.

However, all of that is now done, and what I suspect many people will be interested in is how Western magic works with the new rune-centred approach of the second edition. Here's the quick run-down:

  • Knight, noble, and to a lesser extent, commoner heroes, typically gain their magic by following a saint. This gives them access to one rune and one grimoire (spell book) associated with that rune. For example, a follower of Saint Xemela has the Harmony rune, and a book containing healing spells.
  • Members of the clergy practice their magic through holding religious services. This gives them access to one rune, and a set of community-based spells contained in one or more holy scriptures with that same rune. For example, a Rokari vicar has the Law rune, and uses the communal blessings and curses found in the scriptures of his Church. Bishops, incidentally, can further boost their magic by accessing the total devotional energy of their diocese.
  • Professional wizards use exactly the same magical rules as followers of saints, but they have up to three runes, and at least one grimoire for each rune.
  • It is generally possible to follow more than one saint, or be both a clergyman and follow a saint; but you cannot have more than three runes in total.
  • The majority of non-heroic people gain magical benefits from the blessings of the clergy, and use individual spells learned from folk wisdom, or the like. They usually don't have specific runes.
Note that 'adept' and 'mage' are now magical levels, not professions. Whether you're following a saint, a scripture, or a school of wizardry, you're still an adept - and, with study, you can become a mage. Your Church might not want to let you do this, of course, but the option is there. Basically, the same rules apply to everyone, and those of you confused by the first edition wizardry rules will hopefully find these easier to follow.

In short, quite a lot of work for me, in updating it all, but the end result should be simpler magic rules that are easier to use.