ToME: the Tales of Maj'Eyal

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Would you play a module set in the world of Glorantha?
Never heard of Glorantha, but I'll play a module if it's good. 80%  80%  [ 8 ]
I know about Glorantha, that'd be cool! 10%  10%  [ 1 ]
I don't think a Glorantha module would work. (explain why?) 0%  0%  [ 0 ]
I would help make it. 10%  10%  [ 1 ]
I don't play modules. (What are you doing in the modules forum?) 0%  0%  [ 0 ]
Total votes : 10
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PostPosted: Sat Jul 10, 2004 2:46 am 
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Sher'Tul

Joined: Tue Jan 28, 2003 9:02 am
Posts: 1087
Location: Somewhere west of Nevada...
Over in Ideas, Massimiliano Marangio brought up the topic of a Glorantha module. As a long time player of tabletop RPGs, I would enjoy playing a module set in the world of Glorantha -- enjoy it enough to make it myself.


Here is some brief information about Glorantha.

Before I dive into this project, I'd like to see what kind of reaction it would get.



If you're interested enough to help make the module, don't hesitate to post or email me, even if you'd never heard of Glorantha until today. At this point, I need lua gurus more than Glorantha gurus.


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PostPosted: Sat Jul 10, 2004 4:35 am 
The Lhankor Mhy library contains some more (outdated) information:
http://www.glorantha.com/library/index_old.html

I know the setting well enough and may also help with the coding part.


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PostPosted: Sat Jul 10, 2004 4:38 am 
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Sher'Tul

Joined: Mon Sep 30, 2002 9:52 pm
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Location: Germany
:oops: Forgot to log in.


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PostPosted: Sat Jul 10, 2004 11:13 am 
Never heard of it, but from the breif description it sounds fun, I'd at least test it :)

And is massimiliano works on it, it is bound to be neatly done ;>


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PostPosted: Sat Jul 10, 2004 8:37 pm 
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Sher'Tul Godslayer

Joined: Sat Apr 26, 2003 7:38 pm
Posts: 1970
Location: GMT-8:00
I've heard of it. It should work fairly well. You gonna use the ToME god system (god spells cost piety) or the Runequest god system (god spells cost the POW stat)?

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PostPosted: Mon Jul 12, 2004 1:29 pm 
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Thalore

Joined: Fri Apr 18, 2003 12:37 am
Posts: 169
Chaos horrors would be very interesting in a glorantha module. I know you can make levelled monsters, but maybe chaos features would be something like thaumaturgy. You never know what you are going to get. Sort of like the chaos paladins (?) of Zangband.

Instead of :

Code:
He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin.


you might also see

Code:
He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin.  He has a flailing spiked tentacle protruding from his back, and is confusing to look at.


It would be cool if you could code an "Attracts Magic" Flag, which makes all aimed spells target the creature.

Wow, a duck swordmaster! Just like a hobbit, but with normal luck, no food creation, plus the AGGRAVATE and Beserk Ability. Such fun! Maybe the only race that can really resist water hounds. (The Gloranthan yeek?)


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PostPosted: Mon Jul 12, 2004 9:30 pm 
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Sher'Tul

Joined: Tue Jan 28, 2003 9:02 am
Posts: 1087
Location: Somewhere west of Nevada...
Wow, nice response. :)

So far, I've made Pavis, the Big Rubble, and changed most of the important buildings.

My next priority is to make the wilderness map, (probably just Genertela and islands) and to start making the player races. Then comes the fun part: making monsters. :D

Any contributions, especially maps and things not on the above list, are much appreciated.

Update:

I'm making slow progress. However, my (lack of) lua skills prevent me from doing some things I really want to. I may decide to hold off on the project until 3.0.0, and use this time instead to learn more lua.


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PostPosted: Tue Jul 27, 2004 2:40 pm 
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Thalore

Joined: Fri Apr 18, 2003 12:37 am
Posts: 169
Some comparisons:
Apple Lane = Bree
Boldhome = Minas Anor

Puzzle Canal = Maze
Snakepipe Hollow = Angband (kill Wakboth)
Rainbow Mound = Barrowdowns
Nysalor's Prison = Illusionary Castle
Under the spike = Mount Doom (Crush X under the spike to destroy it?)


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