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Topic: Syncretism in HQ
Started by: Mandacaru
Started on: 3/30/2005
Board: HeroQuest


On 3/30/2005 at 5:10am, Mandacaru wrote:
Syncretism in HQ

Elsewhere (http://www.indie-rpgs.com/viewtopic.php?t=14714&start=15), Mike H. said, in reference to syncretism:

I think that what the rules are intended to support - and I've put some substantial effort into trying to figure this out - is that syncretism is found in terms of specific religions. That is, you don't take B magic keyword from X religion, and B keyword from Religion Y. At least not often (experimental Hero Quests might allow this). Instead, the religion is already extant, the syncretism has already happened, and it offers you the magic keywords from what were previously different religions.

So, for the classic (though somewhat OT) example of religion in England at the time of Robin Hood, the Christianity of the time was apparently forced to accept certain of the pagan Celtic beliefs as part of the religion. The two had melded into one at the time, and the pagan beliefs were slowly on their way out.

Now, what about a country truely in the throws of two competing religions? Well, what I'd suggest is that the "reality" of the gods and such is that they are mutually exclusive, and you can't get magic from both. You can pretend to be in another religion, but you can only "really" be in one. Again, in this case if you want the religion to be truely syncretic, then you'll have to be the one to do the Hero Quests to meld the myths to make it one religion.


...and I said that indeed where magic does tangibly come from the gods (or whatever), it is harder to imagine syncretism occuring.

So, if we syncretism and the related stuff does throw up interesting conflicts, what are they? Overlaying religious ceremonies to smother others, building temples on top of one another, naming saints after the local gods to keep people on board (bottom-up or top-down), political machinations with a spectrum of positions. What else?

And how to use it? Glorantha has a nice mess of religions in Ralios but, unless you call things misapplied worship, they are all functioning happily. But say one religion muscles in on another's holy day?

I'm being vague here as I don't know where this is going. Thoughts?

Sam.

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On 3/30/2005 at 6:53am, lightcastle wrote:
RE: Syncretism in HQ

...and I said that indeed where magic does tangibly come from the gods (or whatever), it is harder to imagine syncretism occuring.


Except that it seems to have occured all the time in Glorantha. Yelm and Orlanth, for example, were melded into each other's myths. HonEel converted Tarsh in part by proving that "She Who Waits" in the Goddess myth is Ernalda. (And went into the Ernalda rites to do it.)

So, if we syncretism and the related stuff does throw up interesting conflicts, what are they? Overlaying religious ceremonies to smother others, building temples on top of one another, naming saints after the local gods to keep people on board (bottom-up or top-down), political machinations with a spectrum of positions. What else?


All of this is possible. But in Glorantha it seems a lot of this is done in Heroquesting mode. In other words, you go into the otherworld to prove thise things. Yes, you do all the mundane aspects, but then you have to prove it by having your magic work. And that is normally big heroquest mojo.

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On 3/30/2005 at 8:16am, Mandacaru wrote:
RE: Syncretism in HQ

lightcastle wrote:
...and I said that indeed where magic does tangibly come from the gods (or whatever), it is harder to imagine syncretism occuring.


Except that it seems to have occured all the time in Glorantha. Yelm and Orlanth, for example, were melded into each other's myths. HonEel converted Tarsh in part by proving that "She Who Waits" in the Goddess myth is Ernalda. (And went into the Ernalda rites to do it.)


Yes indeed, but that is mostly in the past or else somehow doesn't at least jump out as something of immediate import. I mean it does - say Doburdan = Storm god in the Far Place, but...

So, if we syncretism and the related stuff does throw up interesting conflicts, what are they? Overlaying religious ceremonies to smother others, building temples on top of one another, naming saints after the local gods to keep people on board (bottom-up or top-down), political machinations with a spectrum of positions. What else?


All of this is possible. But in Glorantha it seems a lot of this is done in Heroquesting mode. In other words, you go into the otherworld to prove thise things. Yes, you do all the mundane aspects, but then you have to prove it by having your magic work. And that is normally big heroquest mojo.


...is suffciently removed from the heroes that it isn't an immediate issue for a player, IMO. Of course, one can make it so, but one needs to play with the rules some to do so. A hero is unlikely to be an initiate of Doburdan and Orlanth, for example, because the reprisal daimons and magic fizzling will mitigate against it. A player hero is unlikely to buy into misapplied worship, but one can fiddle with the penalties.

I think what I am looking for is the internalisation of syncretism. More blurring of the boundaries. Yes it is there in Glorantha, but perhaps another example will be more illustrative...

Let us say we are in roughly 16th-18th century Brazil. We have indigenous animism, we have African animism and we have European monotheism (or let's make it more interesting and "fantastic" - polytheism). Keeping it broad, though, let's use those terms loosely.

In terms of the magic which player heroes might use, they are right slap bang in the middle of it - it is now. Something new is arising, a mixture (more than one final mixture) of those three and it is of tremendous political import how it goes. It doesn't need to end up as modern Brazilian Catholicism (less syncretic than in Mexico I think) or Candomble. It'd be nice to think that in this instance the 'Africans' might end up in a better situation.

The colonials are trying to impose their gods on both the indigenous and the exotic animists, so pick up the figures as saints or whatever.

The Africans know how to deal with spirits but the leopard spirits they know aren't here, they are jaguars. They do have access to the sea spirits/gods (Yemanja Inae etc, West African gods which exist in Brazil). They have been sufficiently brutalised (as in stripped of their culture) that they are looking to something to support them, but their gods are weak.

The indigenous people can see clearly that things are changing. Different individuals or tribes will have different attitudes to the colonials, originally for political reasons. They will also come across escaped Africans (the Zumbi in Brazil) - say these new neighbours have some very powerful magics going down and they want a piece.

A lot of people will have mixed origins. The Mamelucos, European fathers, Indigenous mothers, have been called the first "Brazilians" (as in of the new nation Brazil) and forged the interior which led to coffee plantations etcetera. They have this inbetween status (for the sake of a game) which is more immediate than in Glorantha. In fact, pretty much everyone does.

This is the sort of thing I at least am interested in (the above example is the universe I'd love to create). I don't have a clear 'question' or anything, just wondering how it would go, how you'd make this happen in terms of game play and of rules.

Sam.

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On 3/30/2005 at 11:12am, soru wrote:
culture hero

Is what you are talking about playing the part of a culture hero who founds a new Brazil? Weaving the strands of national identity into a rope (or binding the rods of the fasces together, on the dark side)?

Some interesting sources for that kind of thing:

http://en.wikipedia.org/wiki/Culture_hero
http://en.wikipedia.org/wiki/American_mythology
http://en.wikipedia.org/wiki/National_myth

I'd say the most interesting way to run that is to have the main characters be from different backgrounds, and form a hero band (or constitutional convention) together. Will all backgrounds be present? Who gets left out? And will they be represented by 'token' figures that nobody knows anything about, by an 'Uncle Tom' figure who is commonly seen as betraying their people, or by true heros (or villians)?

In HQ/Gloranthan terms, the new nation's magic comes from worship of the hero band, with some ability to pick and mix different aspects from different members (say, science from Franklin, winning wars from Washington, etc).

soru

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On 3/30/2005 at 11:55am, Mandacaru wrote:
Re: culture hero

soru wrote: Is what you are talking about playing the part of a culture hero who founds a new Brazil? Weaving the strands of national identity into a rope (or binding the rods of the fasces together, on the dark side)?


Since you put it like that, and with a quick look at the wiki's (good stuff), yes. I don't get the fasces or dark side references though?

soru wrote: I'd say the most interesting way to run that is to have the main characters be from different backgrounds, and form a hero band (or constitutional convention) together....


Hero bands definitely have syncretic (what's the adjective? sheesh!) potential, and such heroes could indeed be seen as betrayers.

Unfortunately, colonialism is so steeped in brutality, so romanticized in all directions, and remains so very loaded to this day, that I can't imagine it being much fun for a game. It would bring all that White Oppressor, Noble Savage, Downtrodden Slave type stuff so much to the fore that it would be a great test for what Chris and others are discussing elsewhere, but who'd be prepared to take it on? Christianity and British paganism are a long time ago but can still be overemotive for some (I think).

So, where syncretism leads into the cultural equivalent, I think it gets very difficult. I think it would be wonderful to make keywords, say for the Brazilian example, or for the North American (incl. Mexican) equivalents. Or...it would be wonderful to have done so, but it'd be a long journey I think. And then to play it in a constructive, fun way...that'd be a challenge and a half.

You'd get some damned interesting characters, though. Many Japanese Brazilians feel Japanese in Brazil, Brazilian in Japan.

Sam.

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On 3/30/2005 at 12:11pm, soru wrote:
RE: Syncretism in HQ

http://en.wikipedia.org/wiki/Fasces
http://en.wikipedia.org/wiki/Force_%28Star_Wars%29

And yes, there are a lot of obvious downsides to playing in actual real-world history. Maybe one route would be to come up with a lightly fantasized version, something like G G Kay's use of Sarantium as a stand-in for the real Byzantium.

http://en.wikipedia.org/wiki/Nika_riots

soru

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On 3/30/2005 at 6:12pm, Bankuei wrote:
RE: Syncretism in HQ

Hi Sam,

Well, my view has been that Glorantha always has syncretism going on all the time, just in differing amounts.

Remember that a HeroQuest brings benefits to the community that supports it, so if someone is doing misapplied worship, and eventually starts doing HeroQuests to try to make it official, even if they succeed, most of the time its going to be the small areas that support their new ideas. In order to make something "official" metaphysically, it is important to not only do the HeroQuest, but also get enough people to back you up on the HQ and buy into the new religious idea.

So in certain border areas where people mix peaceably, I'm sure you find minor cases of the myths mixing and religions growing towards each other. Places where people are mixing intensely(such as two different tribes banded together against Chaos), will result in faster and more solid syncretism as they end up living together, having kids, and going on HQ's as well. Then you have places where people are mixing through force or violence, in which case the myths mix, but the deities and spirits of one religion become the enemy deities of the other. Orlanth and Yelm are a perfect example of this.

But a neat thing is as the Hero Wars progress, and the stakes keep getting higher, people can and will start taking more risks, doing more HeroQuests, back and forth, and through it, all the religions will get mixed around, evaporated, or new ones will rise in their place.

It's an interesting circular logic to Glorantha- metaphysical reality is "proved" by what you see and witness on a Heroquest, but at the same time, what you see and witness is also created by the actions of Heroquesters, yourself and anyone else whose ever done(or will do) a Heroquest. If you do something different, and see different things, perhaps you "did it wrong", or perhaps you "discovered the older, forgotten way" and are doing it better.

A fun and worthwhile mystery to ponder regarding all this, is, did the Red Goddess really exist all along and was actually a part of all these other religions from way, way back? Or was it simply a mortal woman who ascended to godhood and managed to incorporate all these other religions and become part of their mythology through heroquesting and hardcore missionary work? (No, don't get into arguing the "truth" or canon of this, I'm not interested and it'll just derail the thread, this is here as an example of canon which suggests syncretism on a large scale).

Chris

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On 3/30/2005 at 6:49pm, lightcastle wrote:
RE: Syncretism in HQ

I agree with Chris in that I think it is happening a lot.

The fact is that heroquests are gone on by oridinary people in Glorantha, let alone Player Characters. And I don't think you need to initiate to rival gods to syncretise. You can do it by identifying the other god with the person you want them to be.

But as far as playing in a situation where the religions are all mixed up like you say, I'm not sure what the problem is. From a rules point of view, what's stopping you?

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On 3/30/2005 at 8:31pm, Mike Holmes wrote:
RE: Syncretism in HQ

Mandacaru wrote: This is the sort of thing I at least am interested in (the above example is the universe I'd love to create). I don't have a clear 'question' or anything, just wondering how it would go, how you'd make this happen in terms of game play and of rules.
Hmmm. I'm not sure what to add, other than what I've said already. But to reiterate;

As I understand it, the intent of the rules, despite there being no actual rule, is that you can only worship the beings of one religion at a time. As such, if there are two religions in an area, you can't combine them simply by applying. That is, if you go from being a Brazilian Animist to taking up Catholic orders, then you cease to be an Animist. Essentially, if you are actually honestly wanting to be a Catholic, the spirits will know that, and will shun you. You'll no longer have access to their abilities.

So the demarcation line between religions is, functionally, which beings you can worship without the other beings of the religion taking away their magical support of you. Rather, a religion is that set of beliefs which allow contact with one set of beings all of whom generally allow one to worship the others without taking away the magic that comes from those beliefs.

So how does syncretization occur? Well, it seems to me that you have to heroquest, to prove that the myths of the adopted being as seen by the other religion are, in fact, incorrect, or that there's another equally valid interpretation. Basically change it so that the being now has a mythic relationship to all of the other gods of your religion.

So, in the case of catholicism accreting spirits, one might go on a myth to change "How the mountain spirit became aware of man" to "How Saint Eusebius learned of the essence of the mountain." Or somesuch.

If you "win" you've either "converted" the being in question if the people who used to worship that being come to believe as you do (cause and effect may be reversed here), or you create a new being to worship that has some mythic similarities to the original one. Now, as Chris points out, this doesn't have to be agressive like the Lunars. It could just be that over time, people learn the myths of the other side, and that when they do the heroquests they do them slightly differently each time until one day they discover suddenly that the two beings have merged effectively, or that one has become like the other. But the important thing is that it's been changed such that the entity in question is now allowed by the other entities of the religion.

Now, misapplied worship seems to say that you can't change the otherworld of a being. Or, at least, that it's so hard that when one does create a connection to the being in question, if it's from the wrong otherworld that there's some chance that it won't convert in form.

But, other than that caveat, this seems how it happens to me that the entities from one religion get co-opted into another. Note that I've played an adventure last year at Origins, by Jeff and Bryan where this is precisely what happens.

Make any sense? Does it get at what you're looking for Sam?

Mike

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On 3/31/2005 at 12:25am, droog wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
Mandacaru wrote: So how does syncretization occur? Well, it seems to me that you have to heroquest, to prove that the myths of the adopted being as seen by the other religion are, in fact, incorrect, or that there's another equally valid interpretation. Basically change it so that the being now has a mythic relationship to all of the other gods of your religion.

It may be that what Sam is asking is: how could we model this without the overt Heroquesting of Glorantha?

If we're talking about a universe in which magic is subjective, subtle or nonexistent, the sort of things Gloranthans get up to on a regular basis aren't going to feel quite right.

Another real world example that doesn't follow the HQ rules is Japan, in which people are both Shintoists (animism) and Mahayana Buddhists (arguably theistic); and sometimes Christians as well. Maybe it's all just common magic?

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On 3/31/2005 at 8:58am, Mandacaru wrote:
RE: Syncretism in HQ

droog wrote: It may be that what Sam is asking is: how could we model this without the overt Heroquesting of Glorantha?


Yep.

In truth, Mike said it was a dear subject to him, droog said he'd be interested in thread on it, so here we are - it is all interesting to me.

So yes, Glorantha is chockablock full of syncretism and it is represented in one or several ways. But heroquesting, magical keywords, agents of reprisal, magic going phut phut, three worlds and concentration will tend to lead to a polarisation of an individual's religious situation. That is, they will mitigate against the internalisation of the conflict and the blurring of the bondaries. On the whole.

Droog mentions common magic. I have posted to one of the Y! Groups my house rules for common magic and concentration - basically, CM is fragments of magic which have wandered around as memes and concentration, devotion or whatever does not a priori close any doors. It is counter the canon, but to me is much more interesting as it allows that blurring and internalisation, as well as bringing the source of the CM to the fore.

Allowing more than one magical keyword (especially if running a 17 15 13 sort of chargen system rather than 17 17 17) would I think be a neat way to do it (also more in line with our history). To follow droog's example, a Japanese Brazilian nowadays could easily be a member of a Christian congregation, have some Buddhist philosophical leanings and have Shintoist (I'm probably cocking this up here) shrines to the ancestors at home.

Of course at that level it's doable with stock CM, but it gets more interesting, I think, if your Devotee of Orlanth (at 17) is also an initiate of Doburdan (at 13), your Yelmalian (17) has hankerings after Elmal (13), your Celtic Christian (17) also follows the Old Gods (13), your African animist or theist (17) goes to church every Sunday (13). And...in each of these examples, either you get magic from both sources which pulls you in both directions, or you get no tangible lightshows and remain in doubt.

Yes, you could use CM for those to some degree, but not with the concentration or 3 world rules in Glorantha, plus it too low key - it doesn't have the subtlety and drama of participating in a religious ceremony but having a black cockerel stuffed down your jacket - if the godtalker or priest doesn't detect it, the otherworld entities sure will, and you can't mask it by your superficial piety.

I can sort of picture responses - "But we do that all the time in our Gloranthan game" - if so, I'd be keen to see how (i.e. house rules type stuff). I do, however, maintain (in my argument with myself :-) ) that Gloranthans involved in religion (whether mortals or otherworld doodads) serve as pretty good enforcers of purity, piety and so on.

Sam.

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On 3/31/2005 at 7:15pm, lightcastle wrote:
RE: Syncretism in HQ

I'm curious about your common magic house rules, can you post the link again for me?

Now that I see what you want from the syncretisation, I think something like what you say is the way to go. Note that even in the HQ rulebook, it specifically states you can do this.

(p. 118 - "Initiating to two deities from different pantheons generates many obstacles from both. Such interpantheon worship is rare, and the hero will porobably be forced by the religious hierarchies involved to choose one or the other. Still, gods exist who are basically unattached to any pantheon and so can bypass this problem.")

This is similar to the Lunar Empire situation, where you can presumably a member of the local religion and a lunar, without abandoning either.

Since there is precedent for allowing more than one magical keyword anyway (Common and specialized) I see no reason not to do what you think, a multiple keyword option. I would say that devotees are probably off limits somewhat though, since rule wise they give up magic from all other gods, even in their own pantheon. But you can always house rule that.

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On 4/9/2005 at 10:20am, bigpumpkin wrote:
RE: Syncretism in HQ

Mandacaru wrote:
Allowing more than one magical keyword (especially if running a 17 15 13 sort of chargen system rather than 17 17 17) would I think be a neat way to do it (also more in line with our history). To follow droog's example, a Japanese Brazilian nowadays could easily be a member of a Christian congregation, have some Buddhist philosophical leanings and have Shintoist (I'm probably cocking this up here) shrines to the ancestors at home.


I'm stating the obvious here, but isn't our Christian/Buddhist/Shintoist chap an example of multiple religious affiliations rather than multiple magical ones? The Otherworld angle comes into play when magic is involved, but for the casual participant in a religion, this doesn't have to be an obstacle. If magic played a stronger part in RW religions, then maybe this kind of blending wouldn't be possible :)

Common Magic, crucially, is not simply about blending of systems, about magic that originates in the Mortal World, even if the entity that provides it does not. So maybe Christianity and Buddhism both provide Common Magic because the entities involved both incarnated in the Mortal World in order to spread their message.

Anyway, the point about the three (arguably four) worlds model is that specialised religions in HQ are just that: specialised on one otherworld. Where the waters are sufficiently muddied, or where the entity involved refuses to fit into a neat little box (e.g. Donandar) you mostly get common religion. Where there is wholesale cross-system stuff going on (e.g. Aeolian Church) , you get misapplied worship.

There are plenty of exceptions (e.g. Lhankor Mhy's Torvald sub-cult, which allows limited use of sorcery without misapplied worship penalties), but these always seem to be focussed on a single entity (cult, practice, whatever) with syncretically incorporated elements, rather than simultaneous worship of discrete entities from different worlds.

Mandacaru wrote: Yes, you could use CM for those to some degree, but not with the concentration or 3 world rules in Glorantha, plus it too low key - it doesn't have the subtlety and drama of participating in a religious ceremony but having a black cockerel stuffed down your jacket - if the godtalker or priest doesn't detect it, the otherworld entities sure will, and you can't mask it by your superficial piety.


Concentration makes things a little bit more complicated, but remember that an individual can concentrate on an entity (e.g. Donandar, Lanbril, Red Goddess) instead of an otherworld. And why can't common religion be just as subtle and dramatic as specialised religions? It doesn't have to be a low-key affair...

Greg once commented (on Misapplied Worship): "I almost wish that we'd called it Mixed Worship and made it the standard type of religion everywhere in the world". The point is this: the 'pure' approach of the specialised religions is the exception rather than the rule. In the context of the iredeemably mixed Mortal World, it is a distortion of the natural order of things to focus exclusively on an entity or entities from one of the Otherworlds.

I'm rambling a bit now, so I'd better stop :)

Does that make any sense or am I missing the point?

p

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On 4/11/2005 at 1:56pm, Mike Holmes wrote:
RE: Syncretism in HQ

Good comments. Welcome to the Forge. Got a name we can use so that I don't have to call you Pumpkin or something? :-)

The question of "multiple religious affilliations" is really the crux of it. The problem is that Greg told me point blank that the idea was that the gods and spirits of Glorantha do not allow their magic to be used by people who also worship enties outside of the religion in question.

Or, put another way, the definition of a religion, for practical purposes, could be worship of a group of entities who allow the use of their magic to people who also worship any of the other entities.

Now, practically speaking, you could have a "syncretic religion" that was three pantheons, or traditions, or churches, etc, all smashed into one "religion" for this purpose. The question is one of in-game enumeration. Do you get a "Syncretic Religion X" keyword to go with your homeland, or do you get three separate Religion keywords? It would seem that the prefered method is the former model, with only one keyword, though I'm making some assumptions there.

Now, all this said, a simple way out of the problem is to just allow multiple religion keywords, and to say that sometimes the gods do consider other "religions" to be inoffensive enough to allow their magic to be used by people who worship dieties in the other religion. Or somesuch. Basically ignore my extrapolation of Greg's opinion, and go with something else. This is what I was playing originally, actually.

Hey, Mark! If you're reading, do you want to comment? I think you might have some interesting input to give here.

Mike

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On 4/11/2005 at 7:01pm, bigpumpkin wrote:
RE: Syncretism in HQ

Mike Holmes wrote: Good comments. Welcome to the Forge. Got a name we can use so that I don't have to call you Pumpkin or something?

Sorry - didn't realise that there was no way to have a username and a real name. I've stuck it into my sig to avoid further confusion. Oh, and you can call me anything you like, but Paul is probably best. Thought it was about time I joined in all this erudite discussion, instead of just lurking and quietly soaking it all up.

Mike Holmes wrote:
The problem is that Greg told me point blank that the idea was that the gods and spirits of Glorantha do not allow their magic to be used by people who also worship entities outside of the religion in question.

Jealous bunch, aren't they? ;)

I think your definition of a religion is a good one, but it's interesting to note that some entities are more promiscuous than others, and seem happy enough to be worshipped in a number of different forms in a number of different religions. That opens up the whole multiple identity question, though. Is Are Orlanth's various aspects all Orlanth, for example? Or are they separate entities that have been assimilated into the Greater Orlanth?

The scope of some religions (notably the Lunar Way) also completely ignores Otherworld boundaries. And what about Misapplied Worship? Isn't that a good example of someone getting magic outside an entity's 'normal' religion?

I think that the single keyword approach is the most appropriate, because a syncretic religion is necessarily more (or less) than simply the sum of its parts. That said, I would favour the use of the Common Magic keyword as a way of straightforwardly augmenting a specialised religion with some syncretic additional elements. For an example of this, see my (still very much in ovo) approach to Stygianism in Safelster for my game:

http://www.eiderweb.net/safelster/syran/temporal.html

As you can see, I've been thinking about this quite a bit :)

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On 4/11/2005 at 7:03pm, bigpumpkin wrote:
RE: Syncretism in HQ

Addendum:

I just read something interesting in the Aeolian Church write-up in HQ:

The Aeolian Church is unusual in that it is a common religion even though its members use only wizardry. This is because the Aeolian Church practices misapplied worship.


This clarifies a point that I might not have articulated very well before: that specialised religions can only be specialised if they are focussed on a single otherworld and worship its entities in the 'correct' manner. My interpretation of this is that religions which deviate from this 'pure' model, which would necessarily include any cross-Otherworld syncretic religion, count as common religion.

Doesn't follow for syncretism within a single magic system, though...

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On 4/11/2005 at 9:55pm, Mike Holmes wrote:
RE: Syncretism in HQ

Paul? The guy from Sam's HQ Trolls game? Good to see you here. :-)

Some of this provides quite the conundrum. That is, specialized religions often do, apparently, have elements that are not from one specific otherworld. The Lunar Way aside, apparently even the Orlanthi have some spirits that fall under the purview of their otherwise Theistic religion. Kolat at least.

In fact, in the vein of what you quoted from Greg, people have also said that "mixed" religions are actually the norm, and one that only pertained to one otherworld would be rare.

This doesn't conflict with the religion definition at all - it could be that spirits and saints and gods can all get along in one religion.

Mike

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On 4/12/2005 at 7:43am, bigpumpkin wrote:
RE: Syncretism in HQ

Mike Holmes wrote: Paul? The guy from Sam's HQ Trolls game? Good to see you here.

Yup, that's me (waves cheerily). Sam pointed me in this direction some time ago, and I've found plenty of reasons to come back.

Mike Holmes wrote:
This doesn't conflict with the religion definition at all - it could be that spirits and saints and gods can all get along in one religion.

I agree, and this certainly seems to be the case in the published religions in Glorantha. My point, I guess, was that it's not religions per se that these entities are hung up on when it comes to deciding who can get their magic. The complex web of allegiances that bind or separate the Otherworlds will surely determine whether an entity allows an individual to use their magic alongside that of another entity, but there isn't necessarily a one-to-one correspondence between this and religion. Religions are a human/mortal construct; they almost always reflect the allegiances in the Otherworld realm, certainly, but they frequently reflect their cultural and historical context just as strongly.

Reading Greg's assertion (about entities not allowing their magic to be used by worshippers of entities outside of their religion) again, I think the thing that really matters is whether the entities in question are enemies. The concept of religion can be a fluid thing, in human/mortal cutural terms at least, but when it comes to the Otherworldly allegiances that those religions reflect, the boundaries are a little clearer. Or are they?

Essentially, it seems that a given religion (e.g. the Heortling Storm Pantheon) can borrow entities from neutral rivals (e.g. Ernalda) or even steal them from enemies (e.g. Elmal, Yavor). Does this assimilation always mean that the rival religion loses the entity in question? Look at Ernalda: she's worshipped in the Earth Pantheon and the Storm Pantheon. Do the myths that describe these additions reflect the human/mortal cultural assimilation of these entities? Or is it the other way around? Or both? :-) Hey! We're back to Heroquesting as a syncretic tool again...

It's also worth re-iterating my earlier (and woolier) point about promiscuity: certain entities (e.g. Donandar) seem to be almost completely unfettered by these divisions, and may be present (albeit in the background in some cases) even in mutually exclusive religions (e.g. Solar and Storm pantheons for Donandar). Does this transcendence reflect the unique nature of these entities, or does it instead reveal the arbitrary nature of the divisions that are generally perceived to be 'normal'?

To summarise: the allegiances and animosities that bind and divide gods, spirits and saints are not precisely the same as religions, however much those religions may reflect them. In most cases, this distinction is academic, even nit-picky, but at the boundaries it can be important. The implications of this for syncretism are very interesting, I think: if a pantheon can assimilate an enemy deity, provided there's a mythical pre- and/or post-hoc justification for it, then what are the limits?

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On 4/12/2005 at 6:15pm, Mike Holmes wrote:
RE: Syncretism in HQ

bigpumpkin wrote: My point, I guess, was that it's not religions per se that these entities are hung up on when it comes to deciding who can get their magic. The complex web of allegiances that bind or separate the Otherworlds will surely determine whether an entity allows an individual to use their magic alongside that of another entity, but there isn't necessarily a one-to-one correspondence between this and religion.
That's an excellent point. The most obvious example of this, are "independent" spirits.

Religions are a human/mortal construct; they almost always reflect the allegiances in the Otherworld realm, certainly, but they frequently reflect their cultural and historical context just as strongly.
I suppose. But the gods apparently are doing what they can to make sure that their alliances are reflected in the human ones. That is, it'll become obvious when an alliance is not favored by the god when your magic runs out. Or when the god simply tells you. Given this, I think that the idea is that, generally, you do have a one to one unity between how the worshippers feel and how the god feels.

Essentially, it seems that a given religion (e.g. the Heortling Storm Pantheon) can borrow entities from neutral rivals (e.g. Ernalda) or even steal them from enemies (e.g. Elmal, Yavor). Does this assimilation always mean that the rival religion loses the entity in question? Look at Ernalda: she's worshipped in the Earth Pantheon and the Storm Pantheon. Do the myths that describe these additions reflect the human/mortal cultural assimilation of these entities? Or is it the other way around? Or both? :-) Hey! We're back to Heroquesting as a syncretic tool again...
On the subject of "borrowing" it seems to me that what might happen is that the religion in question makes a copy of he entity in question, one that fits their world view. The view of dieties as immutable militates against this, however.

Also against that view, is the misapplied worship problem. If they did create a new altered copy, then wouldn't Aeol's Orlanth be a saint (instead of a misworshipped god)? It seems that, perhaps, it could be that the Orlanthi Ernalda is simply incorrect. But the "incorrect" Ernalda worship isn't problematic because it doesn't cross an otherworld line. Or that the Ernalda worshipped by the Orlanthi is an aspect of a greater Ernalda? Note that, of course I'm using this as an example, and it could be the Esrolians who are "wrong" about their worship.

It's also worth re-iterating my earlier (and woolier) point about promiscuity: certain entities (e.g. Donandar) seem to be almost completely unfettered by these divisions, and may be present (albeit in the background in some cases) even in mutually exclusive religions (e.g. Solar and Storm pantheons for Donandar). Does this transcendence reflect the unique nature of these entities, or does it instead reveal the arbitrary nature of the divisions that are generally perceived to be 'normal'?
As Common Magic beings, I think that basically they aren't worth the other dieties "worrying" about them. That's the impression I get. Because if I have it right, a religion, or more likely individual gods, can discriminate against the common magic gods in certain cases.

if a pantheon can assimilate an enemy deity, provided there's a mythical pre- and/or post-hoc justification for it, then what are the limits?
Well, faith, I suppose. It's hard to "assimilate" an entity, precisely because you have to "find" the myths that make it work instead of just reinforcing ones you aready know. While discovering these new myths, you have to believe that they've existed all along, simply uncovered. In some ways, it's a lot like scientific study. You note, "Hey, look how this god's myths are like the stories about the One-Who-Travels-With-Orlanth!" And then proceed to "uncover" that, in fact this god that they have is actually the forgotten god in question. Or the like.

I don't think it's like people sit around and plan to steal each other's gods, and then create the myths that allow them to do it. They have to come to believe that the being in question belongs to their mythic truth.

The Lunar advantage here is that they don't have to "change" the being much at all, just find the myth wherin the being "realizes" that it's been a follower of the Red Moon all along. I like the Carmanian Wizardry idea that I've seen where it turns out that Sedenya is simply actually a prophet, or emblem of the One God. Basically in that case, I think that they heroquested to change some of the saints (not the One God) so that it all makes sense together. Not to mention I wonder how much editing it took of Sendnya's myths to get her to fit the prophet mold there?

Mike

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On 4/13/2005 at 2:24pm, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
I don't think it's like people sit around and plan to steal each other's gods, and then create the myths that allow them to do it. They have to come to believe that the being in question belongs to their mythic truth.


I can understand that perspective from a lay worshipper, but I cannot understand in respect of eleveated or initiated members of a specific religion. Because, what happens to all the myths they have been telling to date? what I do not understand is how this is carried out - if one group quests to add a god to their pantheon, consciously and deliberately, how does this affect other members of their culture?

If it does, how does that happens?
If it doesn't, how do changes happen?

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On 4/13/2005 at 4:30pm, Mike Holmes wrote:
RE: Syncretism in HQ

I've been sorta dreading this moment, but there's only one way to elucidate the principle, and that's by example. (Apollogies to the Gloranthaphiles, I'm going to make up a bunch of BS to make this point).

Ragnar and Varia, two Orlanthi, are sitting by a tree thinking about the gods.

Ragnar: Lankhor Mhy is a most wise god, is he not?

Varia: I heard the Lunar soldiers talking about their god Buserian and how wise he is the other day.

Ragnar: Bah, what puny Lunar god can compare to the lawspeaker of Orlanth!

Varia: The Lunars tell of a myth where Buserian first recites the laws down for their god Yelm standing in a ring of fire.

Ragnar: Standing in a ring of fire? That's the myth of "He who assists Lhankor Mhy"!

Varia: You don't suppose that Buserian doesn't really exist, and that those stupid Lunars have been worshipping one of Lankhor Mhy's assistants, do you?

Ragnar: I'm sure of it, now that you say it. And what's more, we can prove it. Next time we're in the hall of Orlanth and the priest opens up his hall, we'll ask to venture forth from it, and find the ring where the recitation was made. When we help "He Who Speaks" recite the Orlanthi law, then we will know that Buserian is but an aide of Lankhor Mhy, and the Lunar sages will be forced to admit that they have been worshipping wisdom that descends from Orlanth all this time!



Now, this is a stilted, condensed example. What would more likely happen, is that over time, people would start discovering that the myths overlap (in a world without magic, whats' really going on here is that memory is simply conflating the myths over time), and eventually the quest gets made to "prove" the change. Even the small adjustments in the myths in heroquests previous to this lead up to it.

For example, in the example, the Orlanthi discover that Lhankor Mhy has a sacred ring of fire, previously only attributed to Buserian's myth. And in another they discover a station about the recitation of the law. The myth mutates over time till the "true" version of the myth is discovered (the truth is always being discovered, of course), and Buserian becomes a minor Orlanthi god.


Consider that illustration from the book which has the caption, "A Lhankor Mhy lawspeaker discusses philosophy with a Buserian Sage." The Sage tells the Lawspeaker that Buserian has a great library of books. This impresses the Lawspeaker, who thinks, "My gods are greater than his, Lankhor Mhy must have a library, too!" Sure enough, when he examines the mythic reality, he finds that library there. He just wasn't looking for it before.

As their gods come closer and closer together by processes like this, they become more and more susceptible to being co-opted. Suddenly one day, they go into the otherworld, their god does not answer to the name that they call him by, but by that which has been discovered to be "more true" by the previous questers, that these gods are one and the same. Or related to each other in a mythic way that makes the god a servant of the other pantheon. When they ask the god, he says, "Do you not see? You have been deluded all along seeing my library as a Lunar one. It was never so, it was always an Orlanthi one."

The faithful will, of course reject this as some deception on the part of the Orlanthi, and attempt to "edit" the myth back into order as they remember it. Rather, they attempt to find the truth as they remember it to be, and thus wash away the Orlanthi illusion. Or, they will lose faith due to what they see, and fall into despair, convert, or whathaveyou.

Does that help at all? It's not a game that they're playing, they're simply exploring their mythic reality, and discovering new things about it constantly. The fact that these things tend to match their desires to see their "way" be ascendant, simply to them coincides with their belief that their way is, in fact, superior. To the extent that they can't make these positive discoveries, they realize that their belief is the frailer. Eventually such beliefs dissapear entirely replaced by the newfound truth.

Mike

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On 4/14/2005 at 8:17am, contracycle wrote:
RE: Syncretism in HQ

No - thats not the question.

Ragnar and Varia have discovered - which is to say, asserted - that Buserian is in fact an assistant of Lhankor Mhy. How do the rest of the Orlanthi find this out?

If they don't find it out, then the "truth" they have "discovered" - which is to say, a lie they have invented as an apologetic - goes no further. No OTHER Orlanthi will "know" this "truth". What happens if a different group of Orlanthi come up with a different rationalisation, and quest to "prove" it?

Worse, how does the Lunar god Buserian get demoted within Lunar culture to the point of being a minor Orlanthi god? Because of course to the Lunars, the Orlanthi assertion is a) wholly untrue and b) unkown to them. And if the god is not so demoted in the Lunar pantheon, then what does the statement "Buserian becomes a minor orlanthi god" actually mean?

And with all of this apparent self-deception and ad hoc reasoning, why are we using the misleading terms "prove" and "discover" at all? These are actually the conceits of the CHARACTERS in Glorantha - why are they relevant to a discussion between real human players?

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On 4/14/2005 at 2:28pm, Mike Holmes wrote:
RE: Syncretism in HQ

contracycle wrote: No - thats not the question.

Ragnar and Varia have discovered - which is to say, asserted - that Buserian is in fact an assistant of Lhankor Mhy. How do the rest of the Orlanthi find this out?

If they don't find it out, then the "truth" they have "discovered" - which is to say, a lie they have invented as an apologetic - goes no further. No OTHER Orlanthi will "know" this "truth". What happens if a different group of Orlanthi come up with a different rationalisation, and quest to "prove" it?
There are two things at work, it seems to me. First, the people who come back from the otherside spread the word of the truth that they've discovered. Very simply, they tell people, and the word spreads based on how credible people find the people spreading the word. If your name is Paul, or Siddhartha, you're very, very good at this.

Second, when other people go to the mythic otherworld (and this is how the other culture's people likely discover the truth in most cases) they discover that these are the facts when they look at them there.

Which doesn't mean that you always find what you thought you would. Perhaps you find that Buserian is just Buserian after all. Not hard to buy, since that's what many people are asserting. Your quest might find that the original truth still stands.

And with all of this apparent self-deception and ad hoc reasoning, why are we using the misleading terms "prove" and "discover" at all? These are actually the conceits of the CHARACTERS in Glorantha - why are they relevant to a discussion between real human players?


The trouble here is trying to explain to the modern rational mindset how this all works. In some cases, I'm putting things from a rationalist player POV, and in other cases trying to explain the mindset of the character in Glorantha. You have to understand the Glorantha characters mindset to understand how this all works, and for some readers here, I was hoping that it would make sense to explain it in rationalist terms. But I'm sure that I'm just being more confusing.

The first thing to understand here is that in both Glorantha and the real world, there is no way to prove that the either the rationalist or religious POV is correct. There is no evidence in either world that can automatically make one POV right or wrong. I don't think that Glorantha asks you to accept a religious POV in real life, it merely asks you to understand that in Glorantha that nearly everyone thinks this way (much as everyone in the real world did before about the 14th century, with some real world thinkers and the Gloranthan "Godthinkers" as the exception to the rule), and that the reality of Glorantha is similar to ours in that nobody can prove the truth of either POV. Or, put another way, that one does not have to be stupid to believe what Gloranthan's believe.

There is an internally logical POV that one can play their character by, one that, at least for some, can make for a protagonist, in which the character has a religious belief. Here's an attempt to explain what the rationalist sees as "editing" in terms that the Gloranthan would use:

One cannot change the truth by any useful definition of the term. The gods are actually subject only to their own wills. They do not change becasue the Gloranthan goes on a heroquest to change them. Human understanding of the gods is, due to the fact of their being far beyond humans in terms of power and the nature of their existences, quite imperfect. Even the most devoted disciple claims only to know a small fraction of the truth that is the mighty reality of their diety. And they admit that what they know may not be precisely correct. The truth exists, but knowledge of it is not perfect. As such, one of the things that the religious do is to seek deeper understanding.

When somebody quests to find out something that they suspect is true, it's largely a matter of intuition. That is, if you drop something in the forest on a trip, you might think, "Hey, it's probably where I sat down." So you go to look there, hoping to find that this is, in fact, the truth. It may or may not be so. When Ragnar goes to the otherworld looking for the truth of Buserian, he's not causing the otherworld being to change, he's causing the truth to become more visible to all. The mythic landscape clears up so that the truth, there all along, is now known to all who may come by.

Worse, how does the Lunar god Buserian get demoted within Lunar culture to the point of being a minor Orlanthi god? Because of course to the Lunars, the Orlanthi assertion is a) wholly untrue and b) unkown to them. And if the god is not so demoted in the Lunar pantheon, then what does the statement "Buserian becomes a minor orlanthi god" actually mean?
When the Lunar comes along in the otherworld, and sees Buserian, now, sitting at Lankhor Mhy's knee scribing for him, he has four choices (Ragnar having cleared the veil to that understanding):


• Decide that people can and do "edit" the mythic planes, and become a godlearner or atheist, etc. This is a possibility, and no doubt how the original godlearners got started. That said, it requires throwing out everything that you've been taught about reality since you were born, and is no more logical than either of the following choices. So it's rare, and has only generated a full blown movement once in history (which ended up with the truth of the gods obliterating the godlearners, FWIW).
• Decide that what you are seeing is still only a fraction of the truth, and go about seeing if you can find a deeper meaning still, perhaps one that makes more sense to what you knew previously. "Yes, Buserian seems to be writing for Lankhor Mhy, but in fact he's simply recording the Orlanthi laws as he records everything. In fact, Lankhor Mhy is a servant of Buserian, look!" This will, of course, fail, if it's not the actual Truth.
• Decide that the god was deluding you all along not having revealed it's true nature, reject the god as revealed, and go back to the rest of your religion. This may well happen after number 2 has failed.
• Decide that your god is still worth worshipping, and convert to the religion revealed as the true religion of the diety.



When the character rolls in a heroquest to see if he succeeds at something, thus "creating" the reality of the myth, what the Gloranthan sees as actually happening is that they're simply finding what their intuition and faith perhaps told them would be there to find. That is, their mundane world virtues do not alter reality in the mythic world, they simply allow truth to be discovered. If a character is a better swordsman, and goes in and "proves" that he was correct about his suspicions with his sword, then what that means is that his knowledge of the sword is simply what tipped him off in the first place about the truth of the otherworld. If he's less skilled, and doesn't succeed, then his incorrect estimate of the truth comes becuase of his lack of understanding about swordsmanship.

This explains why quests have stations that are pertinent to the meaning behind them. And that's why magic works sympathetically as it does. Again, this is all internally logical, and how I think the Gloranthan percieves reality. Yes, the rules can be interpreted both ways, and sometimes we use terminology like "editing" or "rationalization" to make it easier for us to understand what's going on. But it's important to understand how the Gloranthan sees it, too.

Mike

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On 4/15/2005 at 12:22am, Hobbitboy wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
contracycle wrote: No - thats not the question.

Ragnar and Varia have discovered - which is to say, asserted - that Buserian is in fact an assistant of Lhankor Mhy. How do the rest of the Orlanthi find this out?

If they don't find it out, then the "truth" they have "discovered" - which is to say, a lie they have invented as an apologetic - goes no further. No OTHER Orlanthi will "know" this "truth". What happens if a different group of Orlanthi come up with a different rationalisation, and quest to "prove" it?


...

Human understanding of the gods is, due to the fact of their being far beyond humans in terms of power and the nature of their existences, quite imperfect. Even the most devoted disciple claims only to know a small fraction of the truth that is the mighty reality of their diety. And they admit that what they know may not be precisely correct. The truth exists, but knowledge of it is not perfect. As such, one of the things that the religious do is to seek deeper understanding.

When somebody quests to find out something that they suspect is true, it's largely a matter of intuition. That is, if you drop something in the forest on a trip, you might think, "Hey, it's probably where I sat down." So you go to look there, hoping to find that this is, in fact, the truth. It may or may not be so. When Ragnar goes to the otherworld looking for the truth of Buserian, he's not causing the otherworld being to change, he's causing the truth to become more visible to all. The mythic landscape clears up so that the truth, there all along, is now known to all who may come by.

Worse, how does the Lunar god Buserian get demoted within Lunar culture to the point of being a minor Orlanthi god? Because of course to the Lunars, the Orlanthi assertion is a) wholly untrue and b) unkown to them. And if the god is not so demoted in the Lunar pantheon, then what does the statement "Buserian becomes a minor orlanthi god" actually mean?
When the Lunar comes along in the otherworld, and sees Buserian, now, sitting at Lankhor Mhy's knee scribing for him, he has four choices (Ragnar having cleared the veil to that understanding)

You mention causing the truth becomming visible to all and then later talk about a non-Orlanthi 'seeing' the 'new' version, but how often does this actually happen?

It seems to me that different communities (let alone different cultures) have different myths, or at least differ on significant details, and it is those differences which determine the stations of the various hero quests that any one group of people know about. Specifically, no single group of people know all the myths about a god and in most cases they probably only know a small fraction of what that god may have done before time began.

I would be surprised if the Darra Happans (from whom the Lunars would have got the myths about Buserian) had ANY myths about Lhankor Mhy but even if they did the chances are almost infinitesimal that they would include the same one that the Orlanthi know about. Therefore any 'changes' that Ragnar uncovered would only spread among his fellow Orlanthi since no Lunars would know about that particular station to be able to visit it let alone observe anything found there. The Lunars (and Darra Happans, and anyone sharing the same set of myths) are all off following their own hero quests about Buserian.

So the Orlanthi can reduce their understanding of Buserian to just being one of Lhankor Mhy's scribes without having any effect on how the Lunars view Buserian at all.

Well, that's how it seems to me.

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On 4/15/2005 at 4:26am, lightcastle wrote:
RE: Syncretism in HQ

Greg once commented (on Misapplied Worship): "I almost wish that we'd called it Mixed Worship and made it the standard type of religion everywhere in the world".


So do I. The more I think about it, the more it seems that this would have helped conceptually.

As for the Buserian/LM example, it would (firstly) have to take place on the God Plane itself for it to change reality on a large scale. This from Greg and co on the digest. On the hero plane, you can change it for yourself and for some people you know. (Thus maybe gaining some Buserian powers for your LM worshipper or some such.)

On the higher level, it would, in fact, be changed to the extent that trips into the god relam by other worshippers would also see this, from what I understand. This ends up close to whay Mike was talking about, confronted with this new truth, you have to decide what it means. (This stemming in many ways from the Gods being too huge to be fully comprehensible.)

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On 4/15/2005 at 11:30am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Worse, how does the Lunar god Buserian get demoted within Lunar culture to the point of being a minor Orlanthi god? Because of course to the Lunars, the Orlanthi assertion is a) wholly untrue and b) unkown to them. And if the god is not so demoted in the Lunar pantheon, then what does the statement "Buserian becomes a minor orlanthi god" actually mean?


It would probably only mean that Buserian can now appear in certain LM quests -- it wouldn't make a big difference to the Lunars.

For an example, look at the way the Solar culture traditionally viewed "Orlanatum" and "Walindum" -- Orlanth and Valind, as depicted on the Gods Wall. They're shown as these funny midget gods: ha ha, here come wacky Orlanatum and Walindum again with their antics.

It's not so funny when Valind encases your city in a glacier (as has happened) or Orlanth's worshippers show up to burn it to the ground (as has also happened). So the Gods Wall images are there, but Solars (and now Lunars) on the sharp end know that Orlanth and Valind are very tough, and worth taking seriously. Orlanatum and Walindum are like statements of intent -- given total Solar-cult control over the world, this is what it would be like, with rebellion and unpredictability confined to a couple of buffoons.

Now, the Lunar vision is a little different, but it's also closer to being put into practice. Right now, Orlanthi under Lunar control are in some cases beginning to worship Doburdun or other storm gods. But that doesn't mean Orlanth really *is* Doburdun. Making that true is going to require real huge-scale efforts, not one or two mimsy-pimsy heroquests. It's going to take, oh, I don't know, a massive military campaign lasting more than one person's lifetime, coupled with a huge program of temple building and tactical heroquesting.

So what happens when the Lunars pull it off and kill Orlanth and replace him with Doburdun and so forth? Well, all hell breaks loose. Chaos, anarchy, cats living with dogs. But eventually things calm down and the Orlanthi myths get forgotten, and the Storm Pantheon weakens and begins to fade.

Mike Holmes wrote: It seems that, perhaps, it could be that the Orlanthi Ernalda is simply incorrect.


What's incorrect about it? That it differs from the way she's worshipped in Esrolia? Are there really such big differences?

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On 4/15/2005 at 1:10pm, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
The trouble here is trying to explain to the modern rational mindset how this all works. In some cases, I'm putting things from a rationalist player POV, and in other cases trying to explain the mindset of the character in Glorantha. You have to understand the Glorantha characters mindset to understand how this all works, and for some readers here, I was hoping that it would make sense to explain it in rationalist terms. But I'm sure that I'm just being more confusing.


The thing is, I am quite willing to see it from the characters point of view - the problem is that I cannot, unless I assume that Gloranthans suffer some mental ailment that prevents really simple rational thought. Because this whole proposed process requires a kind of Orwellian doublethink, in that:

- I know my god does X
- which really means I have chosen my god to do X
- and I can go exploring on the hero plane
- which really means I am defining and changing the hero plane
- and I can go to change and define the hero plane
- which I then report as "discovery"

.. and yet, apparently, not a single human being in Glorantha notices the slightest difficulty in these impossible propositions.


The first thing to understand here is that in both Glorantha and the real world, there is no way to prove that the either the rationalist or religious POV is correct. There is no evidence in either world that can automatically make one POV right or wrong.


But again, I'm afraid that is not true. We have developed a method to resolve such disputes - independant verifiability. This argument is not legitimate; the alleged subjectivity of Glorantha is different from, not the same as, the real world, even in ancient epochs. The Greeks figured out the world was round using a ruler and a bit of string.



When the Lunar comes along in the otherworld, and sees Buserian, now, sitting at Lankhor Mhy's knee scribing for him, he has four choices (Ragnar having cleared the veil to that understanding):


Except there is a problem. I'm going to cite some of James Holloways post in this regard, although it addresses the same issue: how changes are perceived by others.

Now, the Lunar vision is a little different, but it's also closer to being put into practice. Right now, Orlanthi under Lunar control are in some cases beginning to worship Doburdun or other storm gods. But that doesn't mean Orlanth really *is* Doburdun. Making that true is going to require real huge-scale efforts, not one or two mimsy-pimsy heroquests. It's going to take, oh, I don't know, a massive military campaign lasting more than one person's lifetime, coupled with a huge program of temple building and tactical heroquesting.



The problem with the case of Orlanth is that right at the start of Game Time - i.e., the first date in the current published documents, the Dragon Pass period - the Lunars have already succesfully Proven that Orlanth is Doburden. They did so in Tarsh. Furthermore, the Lunars know for absolute certain that Sedenya is the dominant power in the Middle Air - the very some domain to which Orlanth lays claim.

So this presents two problems:
1) manifestly, the Lunar quests that "proved" that Orlanth was Doburden in Tarsh had no effect whatsoever on Orlanthi belief in Orlanth, and

2) The Lunar quests that "proved" that Sedenya was the Lord of the Middle Air also had no effect whatsoever on Orlanthi faith, or on Orlanths power in the Middle Air.

This strongly implies that Culture A does not "see" the same Otherworld as culture B. Because if that were true, then in either case, "whoever got there first" would determine what was "seen" by any new 'quester.


And it seems to me to get worse from there, because as I see it, Jame's proposed massive military campaign, occurring as it does on the material, not the hero, plane, should have absolutely no relevance whatsoever to the existance of Orlanth or his dominance of the Middle Air. What principle would govern changes in the physical plane imposing changes in the hero plane?

Now, it might make sense that there is a constant war of changes, and that thus a military campaign succeeds by killing any potential counter-questers. However, that should only take place after the victory is pretty thoroughly complete, while in the canon development, inasmuch as I understand it, Orlanth is bumped off in the early stages of the conquest. So, even this "kill 'em all" solution does not appear supported by canon.


When the character rolls in a heroquest to see if he succeeds at something, thus "creating" the reality of the myth, what the Gloranthan sees as actually happening is that they're simply finding what their intuition and faith perhaps told them would be there to find.


Yes - confirmation bias. Thats not the problem - the problem is how two people look at the hero plane and they both have their expectations verified, despite them being mutually contradictory, such as who is dominant in the middle air.

James says:
It would probably only mean that Buserian can now appear in certain LM quests -- it wouldn't make a big difference to the Lunars.


But the question is, why not? Buserian has now been Proven to be a subordinate of Lhankor Mhy. Does this not cause some consternation and religious uncertainty among the Lunars? Hitherto, they have been believing a falsehood - don't any of them find them find that worrying?

Either that OR the changes to the hero plane had absolutely no impact at all, and when Lunar Buserian-worshippers enters the hero plane, they see what they always saw.

But if that were true, how was conversion accomplished in Tarsh? Because surely Orlanth worshippers would have been as unmoved by Lunar claims about Orlanth as Lunars are said to be about Buserian.

--

So, I'm afraid I still don't understand how syncretism or conversion happen in Glorantha.

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On 4/15/2005 at 2:31pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote: But if that were true, how was conversion accomplished in Tarsh? Because surely Orlanth worshippers would have been as unmoved by Lunar claims about Orlanth as Lunars are said to be about Buserian.

--

So, I'm afraid I still don't understand how syncretism or conversion happen in Glorantha.

Hi Gareth,

you raised a couple of different points and if it's OK by you (well, even if it isn't, I guess) I'm going to take them one by one. Right now I want to talk about "how X happens."

Here's the thing: as far as I know, no one has suggested that Orlanth is Doburdun. I could be wrong about this. But my understanding is that they have replaced Orlanth with Doburdun because it does minimal damage to the mythology -- Doburdun is also married to Ernalda, Doburdun is the god of the storm, etc. In some highly technical metaphysical sense, Doburdun may "be" Orlanth, like they both embody the Storm Rune or something, but for practical purposes they are different cults AFAIK.

Here's how conversion happened in Tarsh, in a very rough summary.

Tarsh used to be your basic rough-and-tumble Orlanthi society, more or less similar to Sartar (although there was no Sartar at the time), although its people are descended from the Alakoring Orlanthi rather than Heortlanders, which gives them a few differences -- they tend to live in villages, for instance, and most administration occurs at the tribal level rather than at the clan level. But for the most part, they were your basic Orlanthi.

Tarsh is a prosperous agrarian nation, very tied to the earth. The kings of Tarsh who were King of Dragon Pass expressed this -- note the difference from the Kings of Sartar who did so in terms of who they were sacrally married to.

Centralized, increasingly urbanized, increasingly wealthy, Tarsh has had a long period of contact with the Lunar provinces to the north, like Saird and Holay, which were once Orlanthi but are now Lunarish, with worship of "harmless" Heortling deities like Voriof and whatnot.

A social split begins to develop between lowland farmers, who increasingly see the rumbustious Orlanthi way as a pain in the ass (a view actually contained in Orlanthi mythology in the myth about the death of Barntar) and the highland tribes, who don't feel any real kinship with the urbanized, civilised (well, compared to them) Lunar provinces to the north. This cooks off in a succession crisis when king whoever-it-was is sacrificed by his Lunar wife and she takes over the regency. Sacrilege!

There is a war and the traditionalist Orlanthi get beat. This is a long drawn-out process involving the throne changing hands, blah blah blah, but eventually the unreconstructed Tarshites are stomped flat (along with their allies from Sartar and the Grazelands) by the Lunars at the Battle of Grizzly Peak and forced to withdraw into the area surrounding Mount Kero Fin.

OK, so here's the breakdown:

1) the conversion was a very long, brutal, violent process. It took decades and is still not complete. The Lunar army subjugated Sartar while there was still a pocket of Tarshite resistance in the Kerospine hills. Many many people were killed instead of converting, many left to become mercenaries or bandits, etc. Whole tribes were uprooted or destroyed.

2) the conversion preyed on an existing dysjunction between the Tarshite way of life and the Tarshite religion. Wealthy, agrarian Tarsh is a very different place from Sartar, where the pastoral economy keeps things similar to the conditions under which the Orlanthi religion developed. People were looking for a new way, because they felt the gap between the way their religion told them to live and the way they actually lived.

3) the conversion is made up of hundreds of personal events. It could be as simple as having a distant cousin in Saird and one day you say "so OK, what's the deal with the whole Red Moon thing? And how can you guys stand to be around dogs all the time?" and then he tells you.

But a lot of the time it's like this: the royal officials and some Lunar troops turn up at your stead and say "as of now, worship of Orlanth is banned. You can still worship Barntar if you like, and you ladies can go on worshipping Ernalda (although some missionaries will be coming around to tell you how she's really She Who Waits) but no more Orlanth."

So the local Orlanth priest puts up a fight and they kill him, and maybe half a dozen other die-hards, say all the men in the village who were Devotee level. And now the Lunar officer is looking at you and saying "how about you, pal? Are you ready to join the Provincial Church?" And you're looking at him and all his troops and thinking well, I could go out in a blaze of glory, it wouldn't be so bad, I hear Kalurinoran is pretty nice. But then you look over at your son. He's only a few years old, he doesn't understand this stuff. Do you want him to grow up without a father?

All right, you bastards, goddamn it, I'll join your Mickey Mouse religion. Just don't hurt my family.

And you hate it -- you felt the presence of the god leave you when you were initiated, that presence that's been with you since you got your first tattoos when you became a man. And this new religion is pretty crappy -- they teach you spells for Pete's sake and everybody knows only sissies use spells.

But the services are compulsory, and you go every full moon, and after a while -- say a couple of years -- you think, you know, this isn't so bad. I'm still pissed about how they made me initiate at spear point, but it's not that poor priest's fault. Listen to him, the earnest goob, he means well. And the harvests do seem to be good. This "wine" stuff is pretty nice, too. I do kind of miss the big Orlanth festivals, the way the kites would snap in the wind, but this, you know, it's not so bad. I can live with this.

And then another couple of years and you're attending your son's initiation into Yanafal Tarnils. My boy an officer! Going off to see the world and serve the Emperor. Maybe not what I would have chosen for him, but he seems okay with it. Would he have got there with Finovan? Probably not. Of course, he never had a chance to get to know Orlanth.

Oh well. Roads less traveled, eh?

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On 4/15/2005 at 2:51pm, James Holloway wrote:
RE: Syncretism in HQ

OK. So there's conversion for you -- let's talk about syncretism.

I think that the example Mike picked, integrating Buserian into Lankor Mhy, is actually kind of a dodgy one, because it's talking about an area where there are two gods with similar briefs -- god of scholars -- but very different ideas about what it means to be god of scholars (or maybe not; I don't really know enough about Buserian).

Let's look at the Storm Tribe in a bit more detail, specifically the Making of the Storm Tribe heroquest. In this quest, Orlanth does two things -- he exemplifies the clan/tribe structure of Heortling society and he explains what deities from other pantheons (clans) are doing in his religion (tribe). There is a basic formula for bringing a clan into a tribe, a tribe into a confederation, etc., and Orlanth says "I can do this with gods too, which is why Ernalda can be in my tribe even though she's not from my pantheon."

Elmal is the other obvious option -- a deity clearly from the Solar Pantheon, his name even shows the vestige of the word "Yelm." He's married to a local girl, though, Redalda, and he demonstrates, in the myth "Elmal Guards the Stead," that he shares important Heortling virtues, but in kind of a Solar way, ie he's kind of a stiffnecked, self-righteous so-and-so.

What has all this got to do with syncretism? Well, lessee.

OK, let's say that some Helering sailors got blown off course a long time ago and wound up on an uncharted desert isle. The locals are theists, and of course they have their own pantheon of gods. The Helerings stick to their old religion, but their priests really have to ransack their brains to come up with the right myths -- they didn't pay too much attention about Orlanth's journeys and whether he might ever have come here. They tell some stories that are right and some others that are wrong (ie some where the Heroquests work and some where they don't).

Now, the natives worship, I don't know, Jim-Bob, the god of taro root cultivation. The Storm Pantheon has no god of taro root cultivation, for obvious reasons. How can we learn to worship Jim-Bob so that we can grow delicious taro roots for ourselves and stop having to trade our shoes to the islanders for them?

So the top Helering god-talker and the top Islander god-talker get their heads together and have a long, rambling theological discussion, trying to establish a common ground, and the Helerings get the islanders drunk and get them into a storytelling contest.

Now things happen on two levels:

1) the Orlanthi are trying to learn how to worship Jim-Bob correctly. To make this easier, they need to fit him into their cultural framework, which means learning his myths and seeing how they can express them within the cultural framework of the Storm Tribe. They know that the Storm Tribe is the biggest and the best pantheon, and they know it's multicultural, so they're pretty sure that this Jim-Bob must be related to Heler or Quivin or Vestkarthen or somebody. They're looking for how Jim-Bob fits into their pantheon, which already has it as an important principle that it's possible to fit other gods in.

2) on the God Plane, there are possible connections between the gods here -- Orlanth is a weather god, Heler is a weather god, Heler comes from the Water Tribe, presumably this taro guy does the same -- or maybe he's an Earth Deity, like Asrelia. Whatever. The possible connection exists -- has always existed because of the spread-out nature of the Storm Tibe -- but has just never been put into play before.

They learn the myths, they try an islander heroquest, and either

a) they fuck it up. Sorry, guys, Orlanth never passed this way. See if you can use your existing magic to grow taro roots or something. You're not worshipping Jim-Bob.

or

b) they pull it off. Turns out Jim-Bob is the son of so-and-so, which makes him Heler's first cousin and therefore willing to grant them his blessings if they make the appropriate sacrifices, etc., etc.

Note that some religions are better at this than others. The Lunar religion is awesomely good at it: "We Are All Us" is made for syncretism. Both Storm Tribe and Earth Tribe have ways of doing it too. More isolated religions, maybe not so much.

The other thing is that it's very hard to incorporate deities who don't fit your general theme into your pantheon. This is why Donandar and Desemborth/Lanbril/etc. are so widespread -- everyone likes to steal things and everyone likes to dance. But not everyone likes to submit to authority. So the Lunars can incorporate most deities "god of bears? Sure, Bears Are Us. We Are All Us!" But they have a hell of a time incorporating Orlanth, because he's not us. He's "Me, and Fuck Your Us."

So instead they kill him and replace him with Doburdun. Doburdun is Us all right.

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On 4/15/2005 at 3:53pm, Mike Holmes wrote:
RE: Syncretism in HQ

First, when you travel to the god plane or the Hero Plane, you are traveling to where the gods are. So the question of how the lunars know about the Buserian change is that they go to see him in the otherworld, and he's different.

Also, he might stop letting them use his magic. When they go to the otherworld to ask what's the matter, he says, "Well, see, I was only pretending to be a lunar god, I'm really an Orlanthi god." Or something less pedestrian to that effect.

Note, I haven't read James' posts, so apollogies if we cover some of the same things.

- I know my god does X
- which really means I have chosen my god to do X

Why would they think the second? They don't believe that, they believe that the god is subject only to it's own will.

- and I can go exploring on the hero plane
- which really means I am defining and changing the hero plane

But, as I've explained, they don't believe that. They believe that they are exploring, and nothing else.

- and I can go to change and define the hero plane
- which I then report as "discovery"
No, they don't believe that hey change it, only that they discover new myths.

Your argument seems to be that if they think that they are changing the heroplane and think that these things are immutable, then they're crazy. Well, the problem with the argument is that they don't think that they're changing the heroplane. Rather, they're not changing it. It's just your perspective that they are.

But again, I'm afraid that is not true. We have developed a method to resolve such disputes - independant verifiability. This argument is not legitimate; the alleged subjectivity of Glorantha is different from, not the same as, the real world, even in ancient epochs. The Greeks figured out the world was round using a ruler and a bit of string.
Again, this is your belief in rationality as the only source of truth. As long as you maintain that, and don't realize that many people, including allmost all of them in Glorantha, don't feel that way, then you'll never understand their mindset.

It's like you're saying that before people knew that the world was round, that they were crazy for thinking that it was flat. Worse, you haven't proven in the analogy that the world isn't flat.


When the Lunar comes along in the otherworld, and sees Buserian, now, sitting at Lankhor Mhy's knee scribing for him, he has four choices (Ragnar having cleared the veil to that understanding):


So this presents two problems:
1) manifestly, the Lunar quests that "proved" that Orlanth was Doburden in Tarsh had no effect whatsoever on Orlanthi belief in Orlanth, and

2) The Lunar quests that "proved" that Sedenya was the Lord of the Middle Air also had no effect whatsoever on Orlanthi faith, or on Orlanths power in the Middle Air.

This strongly implies that Culture A does not "see" the same Otherworld as culture B. Because if that were true, then in either case, "whoever got there first" would determine what was "seen" by any new 'quester.
Quite incorrect. Again, you assume that faith is based on "seeing" which it simply is not. Not even seeing the otherworld. In fact, the Orlanthi in question have seen the "proof" and simply do not believe it to be true (except for the ones that do). Hey, so what if Orlanth is dead? He's been dead before. That won't stop good old Orlanth. The Lunars pretending that he's Doburdun are just not seeing the ruse that old Orlanth is pulling on them. Once we go into the otherworld to look around, I'm sure we'll find out that it's just not true.

And it seems to me to get worse from there, because as I see it, Jame's proposed massive military campaign, occurring as it does on the material, not the hero, plane, should have absolutely no relevance whatsoever to the existance of Orlanth or his dominance of the Middle Air. What principle would govern changes in the physical plane imposing changes in the hero plane?
I didn't think that it did. At least they don't think that it does. That is, the Lunars don't conquer in the mundane world to alter myths. They conquer because their gods say that they should.

Yes - confirmation bias. Thats not the problem - the problem is how two people look at the hero plane and they both have their expectations verified, despite them being mutually contradictory, such as who is dominant in the middle air.
They don't. They see the same things. Whether or not they choose to accept what they're seeing is a different matter.

"Orlanth is gone, it must be that we were weak and he no longer wants us. The way to bring us back into his sight is to prove our worthiness in battle. When we have done so, we will go before Orlanth and he will reveal the truth that he has not gone at all."

But the question is, why not? Buserian has now been Proven to be a subordinate of Lhankor Mhy. Does this not cause some consternation and religious uncertainty among the Lunars? Hitherto, they have been believing a falsehood - don't any of them find them find that worrying?
Of course they do. They have to process this new information. In the examples I gave, it might completely change their faith. Or it might not.

Now, all this said, there's an added level of complexity to all of this. The gods can really only be seen in their true forms on the God Plane. If you are questing in the Hero Plane, it's sorta like practice. In fact, if many people do "practice" heroquests on the mundane plane, expecting that it won't have any effect, other than to prepare oneself. When they go to the hero plane, they can see all sorts of different things, because it's all just "shadows" of the truth. Which means, however, that you can only be affected yourself. You don't change things in the hero plane, you get changed yourself. Any change to a myth is, in fact, just a change in your understanding of it.

To actually find a deeper truth about a god, you'd have to go to the god plane to do it. Making it way tougher to do. I mean you practically have to be a god yourself to do it. Only superhumans like JarEel or huge organizations working together can have any chance of learning deeper truths on the god plane.

Mike

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On 4/15/2005 at 4:44pm, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote: That is, the Lunars don't conquer in the mundane world to alter myths.

They do a little bit -- they need to build Reaching Moon Temples in order to really get their magical funk on in a particular location. The whole thing in Sartar centers on just that.

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On 4/15/2005 at 5:41pm, Mike Holmes wrote:
RE: Syncretism in HQ

James Holloway wrote:
Mike Holmes wrote: That is, the Lunars don't conquer in the mundane world to alter myths.

They do a little bit -- they need to build Reaching Moon Temples in order to really get their magical funk on in a particular location. The whole thing in Sartar centers on just that.
I don't see how that alters the mythic world at all. It just allows magic to be used better in the mundane world. Like any ritual does.

Mike

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On 4/15/2005 at 6:22pm, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote: I don't see how that alters the mythic world at all. It just allows magic to be used better in the mundane world. Like any ritual does.

Mike

Well, I'm not sure about this, but I suspect that in order to destroy Orlanth in the mythic world, you have to take or destroy things in the physical world that support him, like the Old Wind Temple or the Hill of Orlanth Victorious. You could heroquest all you like to kill Orlanth from a base in Raibanth, but Orlanth would smash you flat every time.

And taking out a city full of Wind Lords is a lot less of a problem if your magic doesn't stop working a couple of days of the week.

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On 4/18/2005 at 8:42am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Here's the thing: as far as I know, no one has suggested that Orlanth is Doburdun. I could be wrong about this. But my understanding is that they have replaced Orlanth with Doburdun because it does minimal damage to the mythology -- Doburdun is also married to Ernalda, Doburdun is the god of the storm, etc. In some highly technical metaphysical sense, Doburdun may "be" Orlanth, like they both embody the Storm Rune or something, but for practical purposes they are different cults AFAIK.


While its possible to make that argument about the persons of specific gods, its not possible to make that argument over the lordship of the middle air.


--

While I appreciate the effort put into this post very much, I'm afraid I don't see the point of it. You have described rather well roughly how I, with my anthropologists hat on, would describe such a process. And so to me, the fact that these people opportunistically give up their beliefs due to material and psychological pressures imposed by overlords makes sense - but in the real world, I don't have to accomodate really existing gods and magic. What you have described is how conversion occurs in a non-magical world.

But the question is how it occurs in a magical world where the gods really exist and are free willed; where the practitioners routinely enter the god plane and commune with their deities. And these gods are conspicuous by their absence in your account.

It also appears that religious devotion, such as it appears in Glorantha, is essentially unimportant. Faith is not something deep and significant about me as a person - its more like popular fashion. Despite bronze being the very bones of the gods in the earth, the gods themselves are so wuss and useless that what really matters is who controls the biggest human army. THAT is the decisive element in conversion.

And that really then begs the question: what is the significance of hero-questing? It is a fundamentally trivial activity, because it will never be important or have much impact. Why all the emphasis on this period being the hero wars, some sort of great metaphysical conflict, when none of the deciding elements are metaphysical?

This model of conversions only works if you assume that the gods do NOT exist at all, but are merely imagined to by Gloranthans. But that cannot be reconciled with the existance of overt magic and direct experience of the gods by worshippers. So, as an explanation of conversion in Glorantha, this unfortunately fails.

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On 4/18/2005 at 8:59am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
They learn the myths, they try an islander heroquest, and either

a) they fuck it up. Sorry, guys, Orlanth never passed this way. See if you can use your existing magic to grow taro roots or something. You're not worshipping Jim-Bob.

or

b) they pull it off. Turns out Jim-Bob is the son of so-and-so, which makes him Heler's first cousin and therefore willing to grant them his blessings if they make the appropriate sacrifices, etc., etc.


This sequence seems to imply that the Truth of the relationship between Orlanth and Jim-Bob is DEPENDANT ON THE SUCCESS OF THE HEROQUEST. And even retroactively, that is it becomes such that it always was this way.

But this is directly contradicted by the model of conversion we have just discussed, in which purely political-economic factors determined the presence of worship, and the truth of the myths, in the eyes of the individual.

Worse, we have the communication problem again. Once this hero-quest is performed one way or another, then an individual or small groups of practitioners knows the "truth" about the relationship between Orlanth and Jim-Bob - Ragnar and co. again, say. But way out on the other side of dragon pass is another community who do not know this "truth". Or, they also quested but got the opposite result. Thus, "truth" is geographically variable - what is true depends quite literally on where you are and who you know, and the "propagation rate of Truth" should have an identifiable value at about the velocity of horse and rider running cross country.

This is ALWAYS the problem with the local hero-quest as a solution to the problem. Unless the god plane has an objective, persistant existance - which is implied by the statement that the gods are real, but undermined by the presentation of exclusively socio-economic conversion - then changes to the god plane imposed through hero-questing are also trivial, unimportant, local and subjective.

In which case, it cannot be that the success of the heroquest determines the truth of the myth in any meaningful sense. As we saw in the case of conversion, the alleged mystic realm has no meaningful impact.

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On 4/18/2005 at 9:02am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Well, I'm not sure about this, but I suspect that in order to destroy Orlanth in the mythic world, you have to take or destroy things in the physical world that support him, like the Old Wind Temple or the Hill of Orlanth Victorious. You could heroquest all you like to kill Orlanth from a base in Raibanth, but Orlanth would smash you flat every time.


Why?

If I can rationalise the taro-root god to have a history that suits me, why can't I rationalise Orlanth similarly? All I have to do is decide to "discover" that Orlanth 'ain't all that' after all.

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On 4/18/2005 at 9:27am, contracycle wrote:
RE: Syncretism in HQ

No, they don't believe that hey change it, only that they discover new myths.


No, they DO change it. That is quite clear in the taro-root god example.

Yes this is cloaked bybthe language of discovery, but if te outcome is dependant on the success of the quest, asd James gives in his example, then the QUEST creates the REALITY of the hero plane.

For that observer.

Mike Holmes wrote: Again, this is your belief in rationality as the only source of truth. As long as you maintain that, and don't realize that many people, including allmost all of them in Glorantha, don't feel that way, then you'll never understand their mindset.


This is a totally unacceptable response.

First of all, I have said nothing about sources of truth in the real world. All I want is a clear understand of THIS GAMING PRODUCT. I do feel it is incumbent for a producer of a product sold for commercial sale to explain it, its ointernal logic, and how I the end-user am to actually use the product I have purchased.

It is NOT good enough to make spurious allegations about my thinking, or allege there is something I "just don't get". This product does not come with a warning sticker that indicates it can only be played by those with academic training in anthropology.


It's like you're saying that before people knew that the world was round, that they were crazy for thinking that it was flat. Worse, you haven't proven in the analogy that the world isn't flat.


No its not like that at all. Concluding the world is flat is fairly reasonable from casual observation. But Glorantha goes further and says that NOBODY in the entirety of Glorarantha ever uses rational thought for anything - they act exculsively through the denial of their own motivations and its transposition into religious mumbo-jumbo.


Quite incorrect. Again, you assume that faith is based on "seeing" which it simply is not.


No, thats the central QUESTION: Do gloranthans act on faith, or do they act on knowledge?

The books say the gods really exist; the worshippers can do magic; can quest on the hero plane. It just turns out, none of it MATTERS.


I didn't think that it did. At least they don't think that it does. That is, the Lunars don't conquer in the mundane world to alter myths. They conquer because their gods say that they should.


No, the glowline and Yanafil Tarnils temples are clearly "magical engineering" that is geographically specific.


They don't. They see the same things. Whether or not they choose to accept what they're seeing is a different matter.


If that were true, questing to "discover" new myths or stations would not work, becuase the True versions would be objectively fixed to all observers, and we know this is not the case.


Any change to a myth is, in fact, just a change in your understanding of it.


No thats not true as you altready concdeded; its not that Goranthans are not changing the hero plane, its merely that they THINK they are not. So this "understanding" stuff is just a rationalisation of an imposed change that I desired.


To actually find a deeper truth about a god, you'd have to go to the god plane to do it. Making it way tougher to do. I mean you practically have to be a god yourself to do it. Only superhumans like JarEel or huge organizations working together can have any chance of learning deeper truths on the god plane.


I'm the GM. I twist JarEel around my little finger and eat Orlanth for lunch.
These questions come from me, the real human player, about the really existing game - not from a character about a nebulous world. I just want the straight dope so I can make judgements.

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On 4/18/2005 at 9:57am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
While its possible to make that argument about the persons of specific gods, its not possible to make that argument over the lordship of the middle air.

I'm not familiar with the quest that made Sedenya lord of the Middle Air, but as far as I can tell two things happen here:

1) following this quest, Sedenya is victorious for a long time, crushing the Orlanthi religion and driving all before her, up to the point of "killing" Orlanth. So she does seem to be dominant, maybe even "lord of the middle air." In fact, the signs point to Orlanth's eventual sort-of victory coming through the power of the Seventh Wind, which suggests that his power is not rooted in the middle air.

2) Sedenya is present in the material plane as the Red Moon, and her quest to dominate central Genertela is brought to an abrupt end when she is physically killed. So it could be that "Sedenya was lord of the middle air. But now she's dead."




It also appears that religious devotion, such as it appears in Glorantha, is essentially unimportant. Faith is not something deep and significant about me as a person - its more like popular fashion. Despite bronze being the very bones of the gods in the earth, the gods themselves are so wuss and useless that what really matters is who controls the biggest human army. THAT is the decisive element in conversion.


Not necessarily. But I do agree that "faith" as such is not a big deal in theistic Glorantha at least -- what's important are relationships. Initiates don't have faith in their god -- how could they, since they've seen him face to face? They know for a fact that he or she exists. The question is how strong a bond they feel, what kind of relationship they have with the god. And that relationship can come under strain in a lot of ways, some of which are indeed based on who's got the biggest army.

On the other hand, the power of the Lunar army comes at least partially from the Red Goddess.

Something that I keep stressing is that the existence of the gods, their verifiable existence, is not the decisive, magic-bullet argument here. The relationship with Orlanth can be anything from "he's like a very good friend" for an initiate to "he's like my father and mother, but so much more" for a disciple. But Sedenya is real too, and she's tempting. People do abandon their loved ones under times of great stress. Others don't. Most Wind Lords are not going to convert, because their relationship with Orlanth is that strong -- his breath fills their being, and they would think it better to die than abandon him. But I don't see how the fact that this is not religious "faith" as it operates in the modern world doesn't make it important.

Next post: heroquesting!

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On 4/18/2005 at 10:36am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
But this is directly contradicted by the model of conversion we have just discussed, in which purely political-economic factors determined the presence of worship, and the truth of the myths, in the eyes of the individual.

The truth of the myth doesn't change when you convert. Orlanthi who know the myth of Yelmalio and the Hill of Gold don't doubt that it happened. They just don't venerate Yelmalio. Orlanthi who decide to worship Yelmalio, like Monrogh, don't think that Elmal never Guarded the Stead. They just consider Yelmalio to be the greater god, the more worthy of veneration.

But about heroquesting.

The thing is that the hero plane and the god plane are mutable, a bit. So there's certainly a sense in which the heroquester alters them when he quests. There's an amount of "play" in the myths.

Let's take an example from King of Dragon Pass. In a very early heroquest in this game, we enact the myth of Orlanth and Aroka, in which Orlanth slays the dragon Aroka to free Heler, whom Aroka has imprisoned. At one point, you're questing along, doing your thing, and this weird Uroxi (in the myth, Urox himself) turns up -- but Urox is not in this myth! However, he's really helpful to have along, because on the way you are attacked by chaos creatures. Urox wasn't in the myth because the slaying of Aroka happened before the Darkness, so there was no chaos. When you reenacted the myth, therefore, you didn't get it quite right, but it works anyway, because it's close enough. You got the gist of it.

So there we see some flexibility in the system. As long as you respect the point of the myth, which is really about something rather different, you can futz around with the details a bit and nobody will mind.

That's fine, but what about totally new heroquests? Well, there also there is a little bit of play in the system. The Helerings in the Jim-Bob example can't just make up a totally new myth from scratch. That stuff doesn't fly. What they have to do is find a myth they can use: "How Jim Bob Taught People to Grow Taro" or whatever. Now, Jim Bob really did teach these people to grow taro. That's not at issue. The play in the system is, are these guys eligible to learn the secret? They're using the argument "well, Jim Bob, we think you're related to our pantheon and therefore we can worship you" to try and argue that they are. To do this they're using the Storm Pantheon's powers of weather and fertility and its connection with the deep in the person of Heler, the Blue God, who is (as Helerings) their personal patron. The connection is real, Jim Bob is real, and though no Helering has ever acted out the myth before, it is close enough to what Helerings do to work in principle. Whether they carry out the quest well enough to convince Jim Bob is, of course, another matter. Their quest experience will probably be a bit different from the way the islanders do it, because some of that stuff is just surface dictated by the specifics of the islanders' relationship with Jim Bob, rather than the nature of Jim Bob specifically.

You asked about Orlanthi back in Dragon Pass trying to use this quest to grow taro root. The answer, I think, is yes, even if they hadn't heard of the victory of the Helerings in the Jim Bob Teaches the People to Grow Taro quest, if they somehow managed to hear the myth and decide to quest it, it would be easier for them once someone had established the relationship, because Jim Bob would be predisposed to listen to them more closely, having already been told that Helerings -- and by extension maybe other Orlanthi -- were OK guys. This is similar to how it became easier to perform the Lightbringer's Quest once Harmast showed the way -- this happens both in the material plane, where the knowledge of how to perform the quest correctly is spread, and in the Otherworld, where the path is opened up a bit. It might still be difficult, because heroquests often are. Even relatively well known quests like Orlanth and Aroka often wind up with failures. But it works because it plays to the general nature of Jim Bob. It's not as important that you pierce the Scudding Cloud with the Ancestral Harpoon to release the Warm Rains of Joy as that you do something that expresses the nature of Jim Bob's struggle to make the fertile earth yield taro.

I think it would be instructive to look here at a quest that would not be likely to work. Let's say for the sake of example that a Humakti decided to try to get him some Sandals of Darkness by taking on the role of Humakt in a quest similar to the one where Orlanth, as Desemborth, steals the sandals from the trolls. This would not work worth a crap, because it is totally contrary to Humakt's nature. Humakt does not, would never, steal, and even if he just killed the guy and took the sandals, he would never use them because he would never hide his Deathlight. So no matter how hard the Humakti quester tries, he'll never get this quest to work -- all he will do is piss off Humakt. So there's some play in the system, but it's not totally free-for-all.

Let's talk about some guys who thought it was totally free-for-all: the God Learners. The God Learners thought that myths were essentially replicable, and that they could isolate each one into a series of discrete elements, so that all they had to do was learn the myth of, say, the Hill of Gold, and then say "aha, that's a Testing of the Hero, subtype b, with, uh, sun and fire, and let's see ... ooh! Trolls!" And up to a point, that works. Yelmalio's quest shares elements with similarly-themed quests from similarly-themed deities; how could it not. But their big mistake was that they got "there are some similarities" confused with "liberty hall! Let's fuck around!"

Now, here's the thing. A sufficiently superhumanly powerful badass can use heroquesting on the God Plane to, you betcha, change the fabric of reality. With powerful magic and lots of community support (lots, like God Project lots) you can, in fact, go into the God Plane and say "hey Urox! Yeah, you, you pussy! I'm here to tame you and stop you being so wild!" And in the absurdly unlikely event that you calm Urox (because you have eight million masteries in Make People Think Tranquil Thoughts or whatever) you will change the nature of the deity, change the nature of his heroquests, change the nature of his affinities and feats. There will be a lot of styrmen with big axes and helpful new Look at the Pretty Flowers feats.

This is because, once you're in the god plane, all bets are off. Remember, Urox isn't all - powerful, he's just really, really powerful. You can change his nature if you're tough enough, not because his nature is inherently subjective or mutable or anything like that, but because you went in there and whupped on him until it changed. It was definitely like this and now it is definitely like that. Obviously, most people don't even bother thinking about this because it happens so rarely, but it can and does happen.

The problem with the God Learners is that arsing around with the divine like this is like juggling grenades: it'll create a spectacular effect no matter what, but it's not always the one you want, and there are no do-overs. So when the God Learners pulled off their big super-ass powerful experimental reality-altering heroquest, it totally fucked everything up. They changed the nature of supernatural reality, sure, but in an unpredictable and catastrophic way that led to them being wiped out. People who use carefully thought-out strategic heroquesting to make permanent alterations in the fabric of reality have kind of a bad name in Glorantha. It never seems to end well; just look at the Lunars.

To sum up: heroquests are not a point-for-point ritual repetition of the god's acts, but they are also not a free-for-all of symbol creation and interpretation. The nature of the gods is not precisely what their worshippers think it is, but it is not so very different either. There's some wiggle room without it being all adrift in an endless sea of signification.

I hope that helps.

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On 4/18/2005 at 10:40am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
These questions come from me, the real human player, about the really existing game - not from a character about a nebulous world. I just want the straight dope so I can make judgements.

I'm right here with you on this point; I actually found that answering your questions helped me understand heroquesting much better than I ever had, because in some ways the evidence presented on it in the books is confusing and apparently contradictory. I haven't read Arcane Lore yet; maybe it'll clear things up for me. But Gloranthan products (and I think Mike has raised this point too) tend to present everything in terms of generalities rather than rules, which can be frustrating for literal-minded Narrators like me. In the end, I think that the way I've explained heroquesting is only one of a few ways to do it consistent with how it's expressed in the books, but it's the one that makes the most sense to me and therefore the one I use.

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On 4/18/2005 at 2:38pm, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
But the question is how it occurs in a magical world where the gods really exist and are free willed; where the practitioners routinely enter the god plane and commune with their deities. And these gods are conspicuous by their absence in your account.


The guys with that level of relationship are the ones rounded up and killed, exiled, or, in the Lunar case, seduced by the personal attentions of a missionary.

Crude analogy: country 'X' has massive underground oil reserves, but special forces sneak in and blow up all the oil wells. Objectively the oil still exists, politically and miltarily it is of no immediate use. Once the country is conquered, new oil wells can be built with new owners.

soru

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On 4/18/2005 at 3:54pm, James Holloway wrote:
RE: Syncretism in HQ

soru wrote:
The guys with that level of relationship are the ones rounded up and killed, exiled, or, in the Lunar case, seduced by the personal attentions of a missionary.

Or the guys who take to the hills and form the resistance -- what they don't do is stick around in the stead. At least, the ones who do don't last long.

In general, the higher your devotion to your deity, the less likely you are to convert ... probably.

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On 4/18/2005 at 4:23pm, Mike Holmes wrote:
RE: Syncretism in HQ

contracycle wrote:
No, they don't believe that hey change it, only that they discover new myths.


No, they DO change it. That is quite clear in the taro-root god example.
I disagree. I think that's just an incorrect POV. This is where the problems begin and end. If you take your POV, then you're correct, the Gloranthan's are all silly fools. If you take my POV then it's all internally consistent.

It is NOT good enough to make spurious allegations about my thinking, or allege there is something I "just don't get". This product does not come with a warning sticker that indicates it can only be played by those with academic training in anthropology.
That's silly. I'm don't have such academic training, and I don't find it hard at all. It's only your insistence on certain axioms that start this argument that make these things problematic.

Which is fine. I don't see why the product needs to cater to you specifically. Let's say that there was a game about sewing quilts, and you found it boring, but others liked it. Would that make the game flawed? Then every game is flawed this way.

You'd have to argue that every player will have problems in understanding these issues. Odd thing is that you seem to be one of the only people I know who have this issue. So if HQ has a flaw of not appealing to everyone because of these issues, then it's not a very large one. In fact, I'd say that most games have much worse issues of this sort.

No its not like that at all. Concluding the world is flat is fairly reasonable from casual observation. But Glorantha goes further and says that NOBODY in the entirety of Glorarantha ever uses rational thought for anything - they act exculsively through the denial of their own motivations and its transposition into religious mumbo-jumbo.
Except for those that do use rational thought. I've given you the example of the people that do.

Again, putting it all off as religious mumbo-jumbo indicates to me that this is simply not the game for you. It's about faith and religion, and will probably appeal most to people who think it's interesting to look at issues from that side of the fence.

No, thats the central QUESTION: Do gloranthans act on faith, or do they act on knowledge?
I'd say that they do both. Which I find very reasonable, and realistic.

The books say the gods really exist; the worshippers can do magic; can quest on the hero plane. It just turns out, none of it MATTERS.
This is a non-sequitur. Why don't they matter? I think that they certainly matter to the characters.

No, the glowline and Yanafil Tarnils temples are clearly "magical engineering" that is geographically specific.
Can you substantiate that with some evidence? Why clearly? Just because that's how you see it, doesn't mean that everyone does, nor that this is how it's intended to be seen.

If that were true, questing to "discover" new myths or stations would not work, becuase the True versions would be objectively fixed to all observers, and we know this is not the case.
I think that this might be the source of the trouble.

The rules are for the players, not for the characters. It's all metagame. We as players don't actually know the myths of Glorantha most times. Oh, we might know a few that somebody has written down, but when it comes to play, we have to make them up. Yes, the HQ rules allow the players to alter the myths. The players. Not the characters. The character only discovers the "deeper truth" that was always there.

Ironically, Fang Langford's name for this sort of play is "No Myth." That is, nothing is real in the game world at all, until we discover it as players. That doesn't mean that the characters feel that way. When you say, "we go left at the fork" and you find a temple, the characters assume it's been there forever. The players know that the GM just put it there, or may as well have. It was a fiction created by somebody at some point, and entered into the SIS when somebody thought to do it.

Any change to a myth is, in fact, just a change in your understanding of it.


No thats not true as you altready concdeded; its not that Goranthans are not changing the hero plane, its merely that they THINK they are not. So this "understanding" stuff is just a rationalisation of an imposed change that I desired.
Where did I concede this? Yes, the hero plane itself is simply local to the individual. But they understand this, and don't expect the personal understanding of the truth to match others much. On the God Plane (or Spirit Plane, etc) it's different.


To actually find a deeper truth about a god, you'd have to go to the god plane to do it. Making it way tougher to do. I mean you practically have to be a god yourself to do it. Only superhumans like JarEel or huge organizations working together can have any chance of learning deeper truths on the god plane.


I'm the GM. I twist JarEel around my little finger and eat Orlanth for lunch.
These questions come from me, the real human player, about the really existing game - not from a character about a nebulous world. I just want the straight dope so I can make judgements.
The player knows that they can "edit" the reality of Glorantha. That they can have thier character search out certain truths.

Yes, this is how the player has some control over the truth of Glorantha. They become a mini-GM using their character as a tool with which to alter things. The in-game desription of which is that these things existed all the time, and that the characters are just finding them. It's like the game Donjon - the player rolls his "find secret door" and, if successful, the player creates one. The character doesn't think that he's created a secret door out of thin air, he thinks it was there all along. In his reality, it was there all along.

Mike

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On 4/18/2005 at 5:59pm, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
Yes, this is how the player has some control over the truth of Glorantha. They become a mini-GM using their character as a tool with which to alter things. The in-game desription of which is that these things existed all the time, and that the characters are just finding them. It's like the game Donjon - the player rolls his "find secret door" and, if successful, the player creates one. The character doesn't think that he's created a secret door out of thin air, he thinks it was there all along. In his reality, it was there all along.

Mike

Remember when I said there are multiple consistent ways to interpret heroquesting? Well, that's another one.

In practice, I bet this and my approach ("there is some actual wiggle room about questing in the game world") would come out to very much the same thing in terms of the session.

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On 4/18/2005 at 6:17pm, Mike Holmes wrote:
RE: Syncretism in HQ

James Holloway wrote: In practice, I bet this and my approach ("there is some actual wiggle room about questing in the game world") would come out to very much the same thing in terms of the session.


Quite. Basically nobody I've ever seen play the game gives a damn about any of this. That is, they have no problem understanding how their very intelligent characters believe what they believe, because it's not at all an "out there" position no matter how you read it.

Mike

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On 4/19/2005 at 12:06am, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
Quite. Basically nobody I've ever seen play the game gives a damn about any of this.

Well, actually, to be fair, I do. I love the idea of heroquesting, and I do like trying to get it straight in my head. But I agree that in most instances of play, a lot of the stuff I've been talking about here would be irrelevant.

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On 4/19/2005 at 12:31am, Donald wrote:
RE: Syncretism in HQ

contracycle wrote:
Mike Holmes wrote: Again, this is your belief in rationality as the only source of truth. As long as you maintain that, and don't realize that many people, including allmost all of them in Glorantha, don't feel that way, then you'll never understand their mindset.


This is a totally unacceptable response.

First of all, I have said nothing about sources of truth in the real world. All I want is a clear understand of THIS GAMING PRODUCT. I do feel it is incumbent for a producer of a product sold for commercial sale to explain it, its ointernal logic, and how I the end-user am to actually use the product I have purchased.

It is NOT good enough to make spurious allegations about my thinking, or allege there is something I "just don't get". This product does not come with a warning sticker that indicates it can only be played by those with academic training in anthropology.


You are demanding that the author subscribes to your view of the world or at least explains it in the terms you understand - those of the rational modern real world. Greg is a shaman and as far as I can tell doesn't even consider they are a complete truth about to the real world. It is hardly surprising that his creation doesn't follow those rules of logic. There are two ways of handling this, either immerse yourself in and explore the concept that myth creates reality and reality creates myth, or treat Glorantha as a fantasy world which doesn't have an internal logic. Either will work as a gaming product.


It's like you're saying that before people knew that the world was round, that they were crazy for thinking that it was flat. Worse, you haven't proven in the analogy that the world isn't flat.


No its not like that at all. Concluding the world is flat is fairly reasonable from casual observation. But Glorantha goes further and says that NOBODY in the entirety of Glorarantha ever uses rational thought for anything - they act exculsively through the denial of their own motivations and its transposition into religious mumbo-jumbo.


Not true, few people in Glorantha think in modern rational terms because they aren't part of modern RW cultures. Belief and personal experience weigh far more heavily than scientific proof, which is a concept alien to most of Glorantha (and much of the real world). I suggest reading medieval theology sometime, you will find perfectly logical arguments which prove things I expect you will find absurd. The error occurs not in the logic but in the assumptions made, assumptions which went unchallenged because they were obviously true in the belief system of the time. The same thing occurs today with Hollywood's version of historical events, however implausible, being accepted as the truth by large numbers of people.

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On 4/19/2005 at 8:16am, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
I disagree. I think that's just an incorrect POV. This is where the problems begin and end. If you take your POV, then you're correct, the Gloranthan's are all silly fools. If you take my POV then it's all internally consistent.


No, it is a correct point of view, at least according to multiple statements made on the topic. If you WANT to add another gofds powers to your Pantheon, you heroquest to achieve this.

Further, changes to stations can be introduced in order to facilitate the completion of the tests at those stations.

Thus, the question is, what precisely is your point of view? If your point of view resolves all these contradictions, then lets hear it.


That's silly. I'm don't have such academic training, and I don't find it hard at all. It's only your insistence on certain axioms that start this argument that make these things problematic.


WHAT AXIOMS? I have insisted on NO axioms whatsoever - I have merely pointed out what I percieve to be contradictory statements in the texts. I have limited myself purely to statements about the officially published content of Gorantha. The only time I stray outside that realm is when people argue falsely that Glorantha is just like primitive earth, when it is very different indeed.



Which is fine. I don't see why the product needs to cater to you specifically. Let's say that there was a game about sewing quilts, and you found it boring, but others liked it. Would that make the game flawed? Then every game is flawed this way.


again, a straw man set up to be knocked down. In point of fact, as I often remark, I am *very* interested indeed in tyhe topics that Glorantha allegedly tackles, and my frustration arises from the fact the Glorantha tackels them poorly, inconsistently, and illogically.


You'd have to argue that every player will have problems in understanding these issues. Odd thing is that you seem to be one of the only people I know who have this issue. So if HQ has a flaw of not appealing to everyone because of these issues, then it's not a very large one. In fact, I'd say that most games have much worse issues of this sort.


Ad populum fallacy - the popularity of a position is not an indicator of its truth. Please argue your case, not fallacies such as this.

Furthermore, it seems abundantly clear to me that nobody does understand this issue - becuase nobody is ever able to give a cogent explanation. What we get instead is handwaving.

Like James Randi, I think it would be entirely reasonable to offer a reward - say £50 - for anyone who can construct a cogent and non-contradictory model of Gloranthan metaphysics in the full confidence it would never be claimed.


Except for those that do use rational thought. I've given you the example of the people that do.


Do you mean the god-learners? Otherwise, I am not aware of any such proposition. the god learners should really not be broght into this discussion IMO.


Again, putting it all off as religious mumbo-jumbo indicates to me that this is simply not the game for you. It's about faith and religion, and will probably appeal most to people who think it's interesting to look at issues from that side of the fence.


But its NOT about Faith and religion, because Gloranthans easily give up their gods for other gods. Its not a faith issue at all. And as for religion, the entire question is about how the games articulation of religion is supposed to work.

No, thats the central QUESTION: Do gloranthans act on faith, or do they act on knowledge?
I'd say that they do both. Which I find very reasonable, and realistic.

You are avoiding the question. Do Gloranthans have faith in their gods, or knowledge of their gods? You cannot siply say "both".

This is a non-sequitur. Why don't they matter? I think that they certainly matter to the characters.


Becuase everything is decided by who has the biggest army. (although this itself is not much of an explanation, see later).


Can you substantiate that with some evidence? Why clearly? Just because that's how you see it, doesn't mean that everyone does, nor that this is how it's intended to be seen.


Yes - the whole map of the lunar empire is covered by the glowline, a magical forcefield which is emanated by the reaching moon temples. Building such temples ius said to be a basic mechanism of the expansion of the empire, and the effect of the glowline is to induce a "permanent full moon" effect for Lunar magic. Attacking such temples is a serious blow to Lunar power.


I think that this might be the source of the trouble.

The rules are for the players, not for the characters. It's all metagame. We as players don't actually know the myths of Glorantha most times. Oh, we might know a few that somebody has written down, but when it comes to play, we have to make them up. Yes, the HQ rules allow the players to alter the myths. The players. Not the characters. The character only discovers the "deeper truth" that was always there.


... until I play another character, who wants to find a different deeper truth, and quests to "find" it, which is to say impose it.

But I cannot see how the myths are metagame. It is repeatedly stated that the nyths of the embiment of Gloranthan culture - without the myths there is virtually nothing in Glorantha but bad chaos monsters. The myths are presented as important data; knowing myths is a key skill in understanding Glorantha, I have been repeatedly told. I mean there are whole volumes of myths in prints. Why, if they are merely irrelevant to my play? Characters go on missions to find the truths opf particular myths.

GLorantyhan myths are so iobjective and authoritative that the King of DragonPass game used a multiple choice system to test the players knowledge of myths in order to achieve progress in the game.


Ironically, Fang Langford's name for this sort of play is "No Myth." That is, nothing is real in the game world at all, until we discover it as players. That doesn't mean that the characters feel that way. When you say, "we go left at the fork" and you find a temple, the characters assume it's been there forever. The players know that the GM just put it there, or may as well have. It was a fiction created by somebody at some point, and entered into the SIS when somebody thought to do it.


Can you point me to a discussion of this in the text?

Where did I concede this?


when you pointed out that Gloranthans don't think they are changing myths, when in fact they are doing so. That was your proposed solution.


Yes, the hero plane itself is simply local to the individual. But they understand this, and don't expect the personal understanding of the truth to match others much. On the God Plane (or Spirit Plane, etc) it's different.


But is it? So can you then tell me who is the lord of the middle air - is it Sedenya or Orlanth, in the God Plane?

The player knows that they can "edit" the reality of Glorantha. That they can have thier character search out certain truths.


This is a non sequitur. Exploration is not creation. Searching out is not editing.


Yes, this is how the player has some control over the truth of Glorantha. They become a mini-GM using their character as a tool with which to alter things. The in-game desription of which is that these things existed all the time, and that the characters are just finding them.


No that simply cannot be true - becuase the in-game descriptions contradict one another. That is why it cannot be assumed that these things always existed, and the characters just find them, unless I the player am simply expected to ignore the contradictions.


It's like the game Donjon - the player rolls his "find secret door" and, if successful, the player creates one. The character doesn't think that he's created a secret door out of thin air, he thinks it was there all along. In his reality, it was there all along.


Can you point me to a discussion of this argument in the text? At the moment I feel it is wholly unsupported.

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On 4/19/2005 at 8:44am, contracycle wrote:
RE: Syncretism in HQ

Donald wrote:
You are demanding that the author subscribes to your view of the world or at least explains it in the terms you understand - those of the rational modern real world.


Which is entirely reasonable given that I am buying a physical product in the real world. It is not too much to ask that its use and operational principles be explained. I am buying this stuff in an entirely orthodox game store, not Mysteries or some other occult materials place. I have a reasonable expectation that I am buying a GAME.


Greg is a shaman and as far as I can tell doesn't even consider they are a complete truth about to the real world.


Greg is not a shaman; he merely claims to be one.


It is hardly surprising that his creation doesn't follow those rules of logic.


Then its hardly surprising it can be seen as a poor product, if you concede at the outset that it need not be logical.


There are two ways of handling this, either immerse yourself in and explore the concept that myth creates reality and reality creates myth, or treat Glorantha as a fantasy world which doesn't have an internal logic. Either will work as a gaming product.


No, neither work. I have, for example, played Mage quite succesfully, and that gave me a subjectivist metaphysic that I could understand and which I could reproduce in a short paragraph. I do NOT have a problem of any kind with subjectivist metaphysics in games, but Glorantha keeps asserting it is NOT subjectivist, that the gods really do exist, and that the myths are true.

Second, if Glorantha has to be treated as a "fantasy world that has no internal logic", then my central allegation is correct - Gloranthan metaphysics are indeed contradictory and nonsensical, and we the buying public are simply expected to ignore the editorial oversight.

It's also the case that if "fantasy has no logic" is the premise, then this is nothing at all like real life early societies, which were certainly based on some misunderstandings about the real world but were still as rational as we are - they, like us, are homo sapiens after all. Therefore, appeals to ancient mindsets, my alleged commitment to raiotnality, or Gregs alleged shamanic insight are all irrelevant.


Not true, few people in Glorantha think in modern rational terms because they aren't part of modern RW cultures.


Well that's extremely patronising and dismissive of pre-modern humans, in my opinion. Archeology has repeatedly shown that rationality is not the special province of modernoity, and that for example even making a stone axe requires a high intellect with the capacity to analyse cause and effect and construct goals out of opportunities.


Belief and personal experience weigh far more heavily than scientific proof, which is a concept alien to most of Glorantha (and much of the real world).


I'm well aware of this, but it is the Gloranthan game texts that keep appealing to the provability of myths, not I.


I suggest reading medieval theology sometime, you will find perfectly logical arguments which prove things I expect you will find absurd. The error occurs not in the logic but in the assumptions made, assumptions which went unchallenged because they were obviously true in the belief system of the time.


But this is not the problem. Again there are other games that do this perfectly well without resorting to double-speak. For example, Ars Magica established, purely by declaration, that no mortal magicians powers could affect the moon, because the moon was outside the terrestrial sphere and thus not subject to human intervention of any kind.

Of course I as a real person do not accept the existance of these spheres, and we have been to the moon. Thats not the point. The game works, because the game does not contradict itself. I am quite willing and able to work within the limits of a belief system I do not personally share as long as that belief system is articulated to me. The problem with Glorantha is that the beliefe SYSTEM is not being artiiculated - only individual and contradictory beliefs.

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On 4/19/2005 at 9:21am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
The truth of the myth doesn't change when you convert. Orlanthi who know the myth of Yelmalio and the Hill of Gold don't doubt that it happened. They just don't venerate Yelmalio. Orlanthi who decide to worship Yelmalio, like Monrogh, don't think that Elmal never Guarded the Stead. They just consider Yelmalio to be the greater god, the more worthy of veneration.


This does not appear possible to me, for as I understand it, the claims to soveriegnty advanced by both Yelm and Orlanth depend on whose view you think is correct, of their shared myth. I am admittedly shaky on the details, but once again this apepars to be a matter that thousands of people are willing to fight over.


The thing is that the hero plane and the god plane are mutable, a bit. So there's certainly a sense in which the heroquester alters them when he quests. There's an amount of "play" in the myths.


OK. Why - that is, whats the explanation for that? Is it something metaphysical, or merely in the class of "plot device"? Is it something known to the players, or the characters?

When you reenacted the myth, therefore, you didn't get it quite right, but it works anyway, because it's close enough. You got the gist of it.


Who and/or what decides that it was, or was not, "close enough"? Becuase there are dire warnings about the dangers of heroquesting without knowing exactly what you are doing.


So there we see some flexibility in the system. As long as you respect the point of the myth, which is really about something rather different, you can futz around with the details a bit and nobody will mind.


This is contrary to the idea of myths being valuable secrets, or grudgingly shared, or in any sense an historical account of the past, magical or mundane. Again, what is the metaphysical basis for the myths being malleable?


That's fine, but what about totally new heroquests? Well, there also there is a little bit of play in the system. The Helerings in the Jim-Bob example can't just make up a totally new myth from scratch. That stuff doesn't fly.


Why not? According to whom? Where do myths come from initially, then?


What they have to do is find a myth they can use: "How Jim Bob Taught People to Grow Taro" or whatever. Now, Jim Bob really did teach these people to grow taro. That's not at issue. The play in the system is, are these guys eligible to learn the secret? They're using the argument "well, Jim Bob, we think you're related to our pantheon and therefore we can worship you" to try and argue that they are.


I follow this, but is this an explanation of the players mindset, or the characters?

That is, I have proposed that Gloranthans do themselves concsiously engage in "constructive heroquesting", but this has been resisted on the grounds that while that may be what actually happens, they THINK they are discovering. So, which do you think this is an example of?


To do this they're using the Storm Pantheon's powers of weather and fertility and its connection with the deep in the person of Heler, the Blue God, who is (as Helerings) their personal patron. The connection is real, Jim Bob is real, and though no Helering has ever acted out the myth before, it is close enough to what Helerings do to work in principle.


But, is Jim-Bob real? Becuase the precdent of military conversion suggests the gods do not have objective existance, but are created as cultural expressions.


Now, here's the thing. A sufficiently superhumanly powerful badass can use heroquesting on the God Plane to, you betcha, change the fabric of reality. With powerful magic and lots of community support (lots, like God Project lots) you can, in fact, go into the God Plane and say "hey Urox! Yeah, you, you pussy! I'm here to tame you and stop you being so wild!" And in the absurdly unlikely event that you calm Urox (because you have eight million masteries in Make People Think Tranquil Thoughts or whatever) you will change the nature of the deity, change the nature of his heroquests, change the nature of his affinities and feats. There will be a lot of styrmen with big axes and helpful new Look at the Pretty Flowers feats.


But again we return to the central question - does that happen? Does a change on the magical plan actually cause this effect in the mundane plane, so that Uroxi stop getting magic?

There are statements that imply this effect should happen - such as the claims that the Lunar ways dominion over the Middle Air has improved the weather where its writ runs. On the other hand, it is also explicit that this writ does not run as far as dragon pass, where there are strong rival arir gods. So the Lunar dominance of the middle air appears to be only local, and to not impinge on the wind-related powers of Orlanthi.

If it were changes to the magical planes that had this effect, why are they not universal in regards the mundane plane?


This is because, once you're in the god plane, all bets are off. Remember, Urox isn't all - powerful, he's just really, really powerful. You can change his nature if you're tough enough, not because his nature is inherently subjective or mutable or anything like that, but because you went in there and whupped on him until it changed. It was definitely like this and now it is definitely like that. Obviously, most people don't even bother thinking about this because it happens so rarely, but it can and does happen.


Umm, but previous discussion of the tarot-root example implied that the detail of gods and their myths were not fixed, but that their "core essence" was. Hence the statements about getting the right 'sense' in the tarot-root quest. But here you say that the nature of gods is indeed changeable, subject to sufficient force.

In which case, sufficiently powerful tarot-root questors would not be obliged to consider the "essence" of Jim-Bob at all, if it is in their power to change what Jim-Bobs essential nature is.

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On 4/19/2005 at 9:52am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
On the other hand, the power of the Lunar army comes at least partially from the Red Goddess.


Indeed. In fact, considering the Chaos Bat, the Glowline temples, and the Lunar College of Magic, a huge proportion of the power of the Lunar military machine is magical.

Which implies that the magical powers and planes have objective existance such that they impose on the material plane. And that these powers can be imposed on the Orlanthi despite their opposition.

And this is in accordance with the view that gods can be worshipped in an objectively wrong manner, such that systematic penalties are imposed on those worshippers who use the wrong technique.

But that analysis is still contradicted by the existance of contradictory claims - such as that to the lordship of the middle air - and that apparent geographic delimitation of any cultures theology, such as the multiple gods of henotheism and the singular god of malkioni monotheism. After all they assert that: "There is only the Invisible God, and Malkion is his prophet."

Thus we end up going around the loop again. The magical dominance of the gods is brought about by the converting power of human armies, but the converting power of human armies - their capacity to conquor - is dependant on the magical powers of the gods.


Something that I keep stressing is that the existence of the gods, their verifiable existence, is not the decisive, magic-bullet argument here. The relationship with Orlanth can be anything from "he's like a very good friend" for an initiate to "he's like my father and mother, but so much more" for a disciple. But Sedenya is real too, and she's tempting.


Well for the purpose of MY question, its very close to a magic bullet argument. I can fully get behind a model in which the gods are ontologically valid persons in their own right, with whom individual worshippers have a relationship (although ironically, this mode of worship would be best described as veneration, surely).

But then, why are the magical planes, and the myths, mutable?

Surely if Pete and Bob each have a relationship with Jim-Bob, Jim-Bob appears - face to face, as you say - much the same to either of them. Presumably, Jim-Bob would reveal the same sorts of knowledge to both.

And yet, according to the Glorantha web site:

The breadth of the Orlanth cult's spread is extensive, and it is understandable that such diversity would spawn some differences of worship depending upon the local customs. In general, three forms of the god are recognized. Orlanth Adventurous is the most widespread, for his god-form appeals to those who wander and adventure. Orlanth Thunderous is the weather god aspect and is worshipped where people commune with the violent storms of nature. Orlanth Rex is the King of the Gods, and is worshipped by chieftains and nobles and poets


My emphasis.

Now, how do we reconcile the "local cultural differences" element with the objectively existing Orlanth in the magical planes with whom worshippers have a personal experience?

If they are having a personal relationship, a face to face meeting perhaps during the sacred time rituals, then why do they get different ideas about who Orlanth is and what he wants? What relevance does local culture have to an objectively extant god?


Footnote: I previously attributed the reaching moon temples to Yanafal Tarnils when I mean Yara Aranis.

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On 4/19/2005 at 9:58am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
But, is Jim-Bob real? Becuase the precdent of military conversion suggests the gods do not have objective existance, but are created as cultural expressions.


You seem to be confusing Glorantha with a world where belief defines reality. Sociological factors affect belief, belief affects worship, worship affects magic, magic affects who wins in a fight, who wins in a fight affects sociological factors. Nowhere does a change in belief ever effect reality, except in the same sense that, say, the loss of belief in communism affected the Soviet union post-1989.

The laws of economics did not change when the berlin wall fell.


In which case, sufficiently powerful tarot-root questors would not be obliged to consider the "essence" of Jim-Bob at all, if it is in their power to change what Jim-Bobs essential nature is.


Yes, for a defintion of 'sufficiently powerful' that allows you to say 'hey Jim-bob, get thee to God school and go learn that new stuff, or I will smite thee'.

A sufficient level of power would allow reshaping the world from flat to spherical, that does not make it ambiguous whether it is flat or spherical.

soru

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On 4/19/2005 at 10:19am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
This does not appear possible to me, for as I understand it, the claims to soveriegnty advanced by both Yelm and Orlanth depend on whose view you think is correct, of their shared myth. I am admittedly shaky on the details, but once again this apepars to be a matter that thousands of people are willing to fight over.


Yelm and Orlanth don't, as far as I know, make competing claims to sovereignty. Their myths recount broadly the same events (Orlanth killed Yelm, Yelm then returned from the dead) but differ in their interpretations of a) precisely what happened and b) what that means to us. It's the b) part that really gets the fighting going.

OK. Why - that is, whats the explanation for that? Is it something metaphysical, or merely in the class of "plot device"? Is it something known to the players, or the characters?

It's metaphysical. Godtime was a time (well, a non-time) that operated by a set of rules different from the ones that applied following the Compromise. In the hero plane and the god/spirit/essence planes, those rules still apply to a greater or lesser degree. When you're in those worlds you can manipulate them the way that gods and people who lived in Godtime did, allowing you to do things not necessarily possible in the material world. However, because you're from the material world, this is not easy because it's so different from the way you normally think about cause and effect.

Who and/or what decides that it was, or was not, "close enough"? Becuase there are dire warnings about the dangers of heroquesting without knowing exactly what you are doing.

No one is quite sure who "decides." If I had to choose, I'd say that no one really decides -- it's just the way things are. As to the dire warnings, yup. But the alternative is no yummy taro for you, so you have to take your chances.


This is contrary to the idea of myths being valuable secrets, or grudgingly shared, or in any sense an historical account of the past, magical or mundane. Again, what is the metaphysical basis for the myths being malleable?

Myths remain valuable secrets, grudgingly shared (well, big ones anyway) because they're powerful. This is what I was hinting at by suggesting the Helerings have to get the islanders drunk before learning their stories -- the ability to learn the Fertilize Taro feat is worth something and shouldn't be just given away, particularly to people who would abuse it. There are also levels of secrecy -- everyone knows the basics of the Lightbringer's Quest, some people know the details, but there are closely guarded secrets. The Humakti rite that precedes the quest, for example, is carefully concealed. As to myths being a historical account of the past, they are a little bit but not completely. The myth of Elmal Guards the Stead teaches a historical lesson: "in the Darkness it was Elmal who protected us." The fact that he may not have fought Eater of Flesh and Author of Sores in that particular order doesn't change the basic point.


Why not? According to whom? Where do myths come from initially, then?

They come from things that happened, usually in Godtime. It's the resonance of these events in the eternal now of Godtime that gives them their power -- things that happened after are (usually) not really powerful enough to make an impression.


I follow this, but is this an explanation of the players mindset, or the characters?

That is, I have proposed that Gloranthans do themselves concsiously engage in "constructive heroquesting", but this has been resisted on the grounds that while that may be what actually happens, they THINK they are discovering. So, which do you think this is an example of?

Gloranthans engage in constructive heroquesting within limits. So these guys know that they are not re-enacting the quest exactly the way that the islanders would do it, and that the changes they are making to it are to their own advantage (eg they are trying to gain access to the taro feat). But they are not creating the reality -- they're trying to use it to their own advantage, but they're not making it up on the spot. This is what I mean by "play" or "wiggle room." The nature of heroquesting is such that it's OK to change some details, although it makes the quest a little more difficult.


But, is Jim-Bob real? Becuase the precdent of military conversion suggests the gods do not have objective existance, but are created as cultural expressions.

Of course Jim-Bob is real. I don't understand how you get from military conversion to "the gods aren't real." Let's return briefly to that topic.

Orlanth is real. When I initiated into manhood, I flew above the clouds to Kalurinoran, and there I saw the heroes and Thunder Brothers drinking in his great hall, Kalurinoran. We all saw it, although we all saw slightly different parts of it, maybe. That day I initiated into Orstan, and ever since I've used a little bit of the god's power to guide my hand as I carve, to make the best work I can.

Then the Lunars came, and they said I couldn't worship Orlanth any more. They tore down the temple, and the priests ran off, and no one celebrates the festivals any more. I know Orlanth is still real, but I can no longer worship him (in game terms, can't maintain my time commitment). In the end I initiated into Barntar, who is also real.

The idea you seem to have is that if the gods were real, everyone would act like a total fanatic all the time. This is not the case. There certainly are a lot of fanatics, and they're currently all hanging around Kero Fin and the Shaker Temple waiting for some Lunar ass to kick. But most people, although they know their gods are real, are just Initiates. The gods are real, but are they worth dying for? To some people yes, but to most people no.

This is particularly true when you consider the philosophical mismatch you got in pre-Lunar Tarsh, where your Orlanth worshipper was sometimes a literate, town-dwelling absentee landlord. This guy could clearly recognize that his life didn't match the cattle-raiding, party-hearty ethos of the Storm Tribe, and that his religion was no longer providing guidance in important matters, because its behavioral code was formulated for a society very different from the one he actually lived in.




But again we return to the central question - does that happen? Does a change on the magical plan actually cause this effect in the mundane plane, so that Uroxi stop getting magic?

There are statements that imply this effect should happen - such as the claims that the Lunar ways dominion over the Middle Air has improved the weather where its writ runs. On the other hand, it is also explicit that this writ does not run as far as dragon pass, where there are strong rival arir gods. So the Lunar dominance of the middle air appears to be only local, and to not impinge on the wind-related powers of Orlanthi.

If it were changes to the magical planes that had this effect, why are they not universal in regards the mundane plane?

The magical planes aren't a single, universal "backstage" of the material world. Changes made there do happen in the material world, but there are competing factors. Sedenya made herself Lord of the Middle Air, and she has the air powers to prove it. But Orlanth, despite maybe not being Lord of the Middle Air as such, has a lot of wind powers. It is not possible to strip these from him and his followers without somehow overcoming Orlanth in a contest, in the same way that it would not be possible for me to strip Urox of his blinding rage without pounding Urox down somehow. So in order to stop Orlanth's wind, you have to actually overcome Orlanth, which means going up against a guy who has a base resistance of something like 10W12, plus all the backup you could ever hope for.

Calming the weather in Peloria is one thing, even reducing the ferocity of Valind's storms (but note just reducing them, not ending them), but Dragon Pass is uniquely stormy. You can't soothe Orlanth by proxy.


Umm, but previous discussion of the tarot-root example implied that the detail of gods and their myths were not fixed, but that their "core essence" was. Hence the statements about getting the right 'sense' in the tarot-root quest. But here you say that the nature of gods is indeed changeable, subject to sufficient force.

Different things. One is just a regular old heroquest, the other is going into the god plane.


In which case, sufficiently powerful tarot-root questors would not be obliged to consider the "essence" of Jim-Bob at all, if it is in their power to change what Jim-Bobs essential nature is.

Very true. This has happened in the past, resulting (as I mentioned) in catastrophe. In the case of, say, turning Jim-Bob into a cruel swine who hates humans and would never give them taro, all it would probably cause is a taro famine, since I imagine Jim Bob is a pretty minor god. But be careful that you don't upset the complex web of relationships that connect Jim Bob to the Island Pantheon, or all kinds of shit could come unstuck.

And of course, "sufficiently powerful" means "godlike power."

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On 4/19/2005 at 10:27am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Now, how do we reconcile the "local cultural differences" element with the objectively existing Orlanth in the magical planes with whom worshippers have a personal experience?

If they are having a personal relationship, a face to face meeting perhaps during the sacred time rituals, then why do they get different ideas about who Orlanth is and what he wants? What relevance does local culture have to an objectively extant god?

Orlanth is all these things, including the contradictory ones. He is both Niskis, the rowdy lover who has a "Pull on Trousers Fast" feat and Orlanthdovar, the most faithful of lovers who would not betray Ernalda although she tempted him in disguise. He is both Orlanth Rex, the mighty king of the storm, and Orlanthcarl, the humble farmer.

But humans have a hard time with this. To use a somewhat worn-out phrase, Orlanth is just too big to worship in his majestic entirety. People see only a part of him at a time. And I have a sneaking suspicion that they see a part of him that reflects themselves. Orlanth Rex is seen by the ambitious, Finovan by the aggressive, Drogarsi by the creative -- but all are Orlanth. It's the seeing eye that renders them different.

However, once again, I want to stress that this is within limits. Orlanth is many things, but he is not all things. He will never be Yelm, or even Yelmalio.

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On 4/19/2005 at 10:30am, James Holloway wrote:
RE: Syncretism in HQ

soru wrote:
A sufficient level of power would allow reshaping the world from flat to spherical, that does not make it ambiguous whether it is flat or spherical.

soru

Very good, exactly. Much better than my analogy.

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On 4/19/2005 at 11:04am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
GLorantyhan myths are so iobjective and authoritative that the King of DragonPass game used a multiple choice system to test the players knowledge of myths in order to achieve progress in the game.

I just want to pop in here with a side point relating to King of Dragon Pass:

1) success in heroquests in KoDP frequently involves diverging from the learnt mythological material, as I mentioned in the example of the "Orlanth and Aroka" heroquest, which is the first quest you do in the game. You have to pick an option which is different from what Orlanth actually did, but which makes sense in the context of the cosmology generally. Similarly, you can do exactly what the myth says and wind up dead. For some reason, in my case it's the Uralda's Blessing hq. I don't know what I'm doing wrong -- could be my Uralda worshippers are just too weak. So I'm not sure that that really reinforces the idea that myths are objective and authoritative.

2) KoDP makes a number of changes to things in order to facilitate gameplay and provide an easier in to Glorantha. For instance, "real" (ie Storm-Tribe-and-Thunder-Rebels) Sartarite clans are not chock full of Lankor Mhy initiates and Humakti and Chalana Arroy initiates and so on like they are in KoDP. Those guys were just put in to make separating clan ring member functions a little easier. Similarly, the heroquesting system is necessarily simplified in order to be playable as a computer game (shades of the RPG Open thread!) and therefore eliminates some options. It's still a good game and a good introduction to Dragon Pass, but it's a computer strategy game.

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On 4/19/2005 at 11:09am, contracycle wrote:
RE: Syncretism in HQ

soru wrote:
You seem to be confusing Glorantha with a world where belief defines reality. Sociological factors affect belief, belief affects worship, worship affects magic, magic affects who wins in a fight, who wins in a fight affects sociological factors. Nowhere does a change in belief ever effect reality, except in the same sense that, say, the loss of belief in communism affected the Soviet union post-1989.


Umm right, so belief affects worship, worship affects maghic, magic affects who wins a fight.

Thus, the outcome of the fight - and therefore, reality - is at least in part determined by beliefs, mediated through magic.

Where does magic come from? The gods, or from Gloranthans?

Edit: I am aware that there is no statement to my knowledge that Gloranthan reality is as subjectivist as that in Mage, say.


The laws of economics did not change when the berlin wall fell.


Quite correct, and the Labour theory of Value will yet have its day. Can we stick to the topic please.


Yes, for a defintion of 'sufficiently powerful' that allows you to say 'hey Jim-bob, get thee to God school and go learn that new stuff, or I will smite thee'.


OK. So cutting to the chase, the gods can be controlled by humans, right?

Are the gods artifacts of human creation?

Where does magic come from?


A sufficient level of power would allow reshaping the world from flat to spherical, that does not make it ambiguous whether it is flat or spherical.


Correct. The questions is which state it is IN, and thus answering "we could change it" is irrelevant.

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On 4/19/2005 at 11:18am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
OK. So cutting to the chase, the gods can be controlled by humans, right?

Are the gods artifacts of human creation?

Where does magic come from?

Well, humans can be controlled by humans, but are not themselves artifacts of human creation (well, except possibly in some involved philosophical sense). So the gods, although they can be controlled by humans through force, persuasion, trickery etc. in very extreme cases, are not therefore creations of humans.

Where does magic come from? Magic comes from the interaction of the planes -- "magic" in the material plane just means "stuff working on the material plane sometimes like it does in the spirit/essence/god plane all the time."

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On 4/19/2005 at 11:43am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
Where does magic come from? The gods, or from Gloranthans?


Where does oil come from, underground reserves or oil wells?

All oil in human hands came from a well. Almost all magic in human hands was learnt in a temple (or equivalent).

The difference betwene this analogy and Glorantha is that building your own personal oil well is very slightly more feasible there than here.

soru

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On 4/19/2005 at 11:50am, GB Steve wrote:
RE: Syncretism in HQ

contracycle wrote: So cutting to the chase, the gods can be controlled by humans, right?
Not exactly. The Gods are in the Godplane which is outside time as such. The Gods cannot act directly inside the mortal realm. Humans can change things in the mortal realm by changing the myths.

contracycle wrote: Are the gods artifacts of human creation?
No. The gods created the humans in the godtime before time started. Then the world was almost destroyed by chaos and the gods agreed a pact of non-intervention and created time. The world is only 1400 or so years old and many creatures still alive remember the start of time.

I think the structure works quite well and the access to myths and the godplane allows people to change the myth structure of the world, usually only to a lesser degree.

There always some ambiguity over whether it was a failure in an annual heroquest against the icespirits or just bad weather that caused the harvest to fail, much as there is with prayer and religious observance in the real world.

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On 4/19/2005 at 12:18pm, James Holloway wrote:
RE: Syncretism in HQ

GB Steve wrote:
There always some ambiguity over whether it was a failure in an annual heroquest against the icespirits or just bad weather that caused the harvest to fail, much as there is with prayer and religious observance in the real world.

Well, but bad weather is caused by ice spirits anyway (or if you like, ice spirits are just bastards like that and will sometimes come after even if you did the Fuck Off You Ice Spirits quest right).

"Tooth decay is caused by three things: improper diet, lack of brushing, and bad fairies."

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On 4/19/2005 at 2:36pm, Mike Holmes wrote:
RE: Syncretism in HQ

contracycle wrote:
Mike Holmes wrote:
I disagree. I think that's just an incorrect POV. This is where the problems begin and end. If you take your POV, then you're correct, the Gloranthan's are all silly fools. If you take my POV then it's all internally consistent.


No, it is a correct point of view, at least according to multiple statements made on the topic. If you WANT to add another gofds powers to your Pantheon, you heroquest to achieve this.
It's the lost item analogy again. If you lose something, you want it to be by the rock where you sat down, because that would be convenient. But you don't believe that if it's found there that it's your belief that placed it there, do you? It's there because that's where it dropped out.

The same thing is true in the godworld, spirit world, and essence planes. You can go looking for a truth that would be convenient to find. But the character only finds it if it's there, as far as he knows.

This is the primary axiom which we disagree about. You feel that Gloranthan people think that they change the gods. When everyone else is telling you that from our reading they do not think that they do any such thing.

You should actually be arguing about the biggest single case of a "change" that exists. That is, Sedenya's apotheosis. A group of folks questing co-ordinated with a bunch of people in the mundane world to raise one of their number to godhood at the same time as in the mundane world a huge chunk of earth was rippped from it forming a vast crater, the contents of which became the Red Moon.

Here you have the apparent creation of a god where there was none before. But, in fact, as we'll learn with ILH2 when it comes out, this is just the revelation of another entire otherworld. The god plane does not, in fact change at all in this case. Instead what you have is the revelation of an entire otherworld that was not known to exist previously, in which Sedenya has always reigned eternal over all.

The physical manifestations of that power as they project into the mundane world, the moon, and the glowline that represents it's magnifying effects on magic, merely are manifestations of the faith of those who follow Sedenya. Yes, in the mundane world your faith can change things, and change things drastically. That's magic.

again, a straw man set up to be knocked down. In point of fact, as I often remark, I am *very* interested indeed in tyhe topics that Glorantha allegedly tackles, and my frustration arises from the fact the Glorantha tackels them poorly, inconsistently, and illogically.
Obviously you're interested in the topic, Gareth, or you wouldn't be here arguing. What you seem not to be interested in is exploring these subjects from a religious POV. You want a rationalist explanation for how these things work, when they don't work that way at all. They work logically, but from axioms that you see as non-rational.

For example, you think it's not rational to see something that is "proof" of, say, the primacy of one god over another, but then not to believe in that supremacy, it seems to me (please correct me if I'm wrong). When, in fact, if you believe that what your faith teaches you is more true than what you see, this is not the only logical conclusion.

Ad populum fallacy - the popularity of a position is not an indicator of its truth. Please argue your case, not fallacies such as this.
Normally I'd agree with you. What I'm saying, however, is that this is an RPG, and what matters to most people playing it is not whether or not it makes sense on some deeply philosophical level, but whether or not they can have fun playing the game. That is, the question of the logic of the cosmology is actually largely an irrellevant one.

That's not saying that the logic is sound, or is not sound. Merely that, if there is some contradiction, then you're the only person that I know that's allowed it to ruin the enjoyment of the game. I could allow the fact that traveling faster than the speed of light brings up certain irreconcilable contradictions ruin my suspension of disbelief when I play sci-fi games that have it. But I don't, and few people do. In part because the subject is complex enough that, indeed, simply not looking closely at the problem can suffice to make things work out fine.

The point is that you're just like the one guy who can't play games with FTL. This doesn't mean that the game is fatally flawed for anyone other than you. This is why we have more than one RPG.

Actually, what I'd suggest is creating a RPG that looks at these faith matters from the POV that you find reasonable. I think that would make a much better counter-argument than any other you've made here. If people played it more claiming that it makes more sense to them, then you'd be pretty vindicated, I'd say.

Furthermore, it seems abundantly clear to me that nobody does understand this issue - becuase nobody is ever able to give a cogent explanation. What we get instead is handwaving.
See, it could be that we don't understand it, or maybe that you don't understand it. What seems certain is that we don't understand each other.

Like James Randi, I think it would be entirely reasonable to offer a reward - say £50 - for anyone who can construct a cogent and non-contradictory model of Gloranthan metaphysics in the full confidence it would never be claimed.
Which, like Randi, you'd win. Because you don't admit to the axioms of the argument which are required to allow the prize to be won.


Except for those that do use rational thought. I've given you the example of the people that do.


Do you mean the god-learners? Otherwise, I am not aware of any such proposition. the god learners should really not be broght into this discussion IMO.
Actually I think there have been other similar movements, but I'm not steeped enough in Glorantha lore to know for sure. Why should the Godlearners not be brought into the discussion. Your point seems to be, at least in part, that nobody in Glorantha ever took the rationalist POV. When, in fact, they have. The Godlearners, if I have them correctly said, "Gee, could it be that it's not that the truth of the gods is immutable, but that we make them? And if that's so, is it not true that we can manipulate them into doing our wills?"

And what's more telling is that this worked! For a while. So here's an interesting thing. The "reality" of Glorantha is that we don't know what the reality is, or, rather, like our reality, it's an open question.

Yeah, I know you don't think that's functional. But it is. In fact, it allows the players to ask deep theological questions in play.

Characters, however, don't believe this, neccessarily. That is, yes a godlearner believes as you do. And the theist believes otherwise. The game, in completely egalitarian style, makes no statement at all as to which is true.

Instead, it says characters can heroquest, and this results in apparent change. But what the characters believe the changes are, changes in their perception, or actual alterations to the gods, is a matter of the belief of the individual. All of these belief systems are logical, if not based on the same axioms.

Is this functional in play? Quite. Does Sorcerer tell you if summoning demons is a good idea? No, it lets the players decide. In Glorantha, the reality is open to allow you to make your own statements about what these things are about.

But its NOT about Faith and religion, because Gloranthans easily give up their gods for other gods.
Your reading is quite different than mine. They only do give up their gods when presented with some pretty compelling proof. Which is, in part that the faith of the other people has allowed them to prevail in battle, but also that their faith can now be shown to be true.

Which doesn't mean that everyone converts, however. Their faith is so strong, in fact, that many continue to revolt even when presented with visible and tangible evidence. This is, if anything, greater faith than people on earth have. This, apparently, in fact, seems unrealistically strong faith to you. Well, it's a heroic world peopled by heroic people.

You are avoiding the question. Do Gloranthans have faith in their gods, or knowledge of their gods? You cannot siply say "both".
Well, now we have to get all epistemological. How can anyone really "know" anything? Pascal posits that you have to start with the assumption that you exist, and extrapolate from there. But outside of that, humans are quite capable of doubting or believing anything despite evidence to the contrary. There is no evidence that can be 100% convincing. As such, faith can always be a choice for people.

This is a non-sequitur. Why don't they matter? I think that they certainly matter to the characters.


Becuase everything is decided by who has the biggest army. (although this itself is not much of an explanation, see later).
But that's so not true. The Orlanthi are going to stage a comeback and win after being defeated in battle. Know how? They're going to heroquest to fix things. The faith of a few is going to end up rectifying some of the trouble that the Lunars have caused.

This is the overall theme of the metaplot. Actually I dislike that the metaplot seems destined to create these themes despite what the players do. But it does speak to the nature of the universe. It's a heroic place, again, and armies cannot stand before the might of the strongest of faiths.

Yes - the whole map of the lunar empire is covered by the glowline, a magical forcefield which is emanated by the reaching moon temples. Building such temples ius said to be a basic mechanism of the expansion of the empire, and the effect of the glowline is to induce a "permanent full moon" effect for Lunar magic. Attacking such temples is a serious blow to Lunar power.
Yep, but none of this changes the otherworlds in any way. The subject was syncretization.

If you're now arguing that magic is somehow proof positive of a superior belief system, then that's a whole different subject (which I disagree with for pretty much the same reasons).

But I cannot see how the myths are metagame. It is repeatedly stated that the nyths of the embiment of Gloranthan culture - without the myths there is virtually nothing in Glorantha but bad chaos monsters. The myths are presented as important data; knowing myths is a key skill in understanding Glorantha, I have been repeatedly told. I mean there are whole volumes of myths in prints. Why, if they are merely irrelevant to my play? Characters go on missions to find the truths opf particular myths.
Who said the myths are metagame? They aren't. They are completely the beliefs of the people in the game, and what one encounters on the Hero Plane and elsewhere.

What's metagame is the player's ability to alter these things. Or, even better, it can be either way. That is, the reality of Glorantha doesn't say whether or not characters can change myths. What it does say is that the player can order their character to do things that will result in the myths changing. But, again, what we don't know as players is if the myth is actually changed, or if "it was that way all along."

This allows the player to make whatever statement he likes. "Ah, see, I changed the myth, myth must be alterable, so we should not worship the gods but instead make them bend to our will" OR "Ah, see, we've found the deeper truth, all hail Orlanth."

GLorantyhan myths are so iobjective and authoritative that the King of DragonPass game used a multiple choice system to test the players knowledge of myths in order to achieve progress in the game.
I think that comparing the two media is irrellevant. In fact, comparing the "truth" as it was in Runequest, to how it is now in Heroquest is similarly pointless. Because I believe that Greg's intention in making Heroquest was to fix how these things worked in all of these other games.

This does confound the community, BTW, who used to D&D style cosmology for Glorantha, are still adjusting to a much more complex and interesting one.


Ironically, Fang Langford's name for this sort of play is "No Myth." That is, nothing is real in the game world at all, until we discover it as players. That doesn't mean that the characters feel that way. When you say, "we go left at the fork" and you find a temple, the characters assume it's been there forever. The players know that the GM just put it there, or may as well have. It was a fiction created by somebody at some point, and entered into the SIS when somebody thought to do it.


Can you point me to a discussion of this in the text?
Nope. Much of this is largely my own speculation. Rather, it's how it can work. You'd have to ask Greg if it matches his vision. My point has always been that all you have to do is to see things from this POV, and suddenly there are no problems in playing HQ. But this is no different than saying, "To understand how the internal combustion engines work in Top Secret, know that they work this way in the real world, even if it's not clearly explained in the text."

Where did I concede this?


when you pointed out that Gloranthans don't think they are changing myths, when in fact they are doing so. That was your proposed solution.
We as players aren't informed by the game as to whether or not the characters are actually changing anything. We can choose to portray it that way if we wish, but we can choose to portray it the other way as well. Or leave it a mystery. What we have to be able to do, we all agree, is to portray the characters' responses to these things. And there are any number of reasonable responses that are intuitively available. So there is no problem in play with the ambiguity of the nature of the cosmology. Just as there's no problem portraying a person of faith who would be from the real world.


Yes, the hero plane itself is simply local to the individual. But they understand this, and don't expect the personal understanding of the truth to match others much. On the God Plane (or Spirit Plane, etc) it's different.


But is it? So can you then tell me who is the lord of the middle air - is it Sedenya or Orlanth, in the God Plane?
The characters can't know the reality of the situation. We can decide if we want, but that doesn't mean that the characters must act convinced. Put another way, it doesn't matter who "is" the Lord of the Middle Air. What matters is what magic is available to whom, what they percieve, and how the characters react to that.

At different times in the canon timeline, there is certainly evidence that Orlanth is lord, then Sedenya, and it looks like the metaplot will put Orlanth back in place, or at least in contention (hopefully they'll at least end it as as open question instead of deciding who wins). But these are all perceptions of the very fallible humans of the setting. One says, "I can no longer use my feats, and when I go to Orlanth's stead, it is burning! The Lunar goddess is the truth after all!" and another says, "Poppycock, Orlanth is crafty and what you see is merely his laying of a trap for the red bitch. If you'd bothered to look further, you'd see that he ends up putting her in a grave. The reason we can't use our feats is that Orlanth is punishing us for our lack of faith. Soon we'll go to the otherside, and prove that Orlanth is king. Here, let me help our people out by putting two feet of steel through you."

The player knows that they can "edit" the reality of Glorantha. That they can have thier character search out certain truths.


This is a non sequitur. Exploration is not creation. Searching out is not editing.
The player is not the character, and vice versa. The player creates, by the definition system in RPGs. The character...well, we don't know if he's creating or not. Maybe he is, maybe he isn't, the game doesn't say. But as I've maintained, most of the people of Glorantha believe that they're just searching.

No that simply cannot be true - becuase the in-game descriptions contradict one another. That is why it cannot be assumed that these things always existed, and the characters just find them, unless I the player am simply expected to ignore the contradictions.
You aren't expected to ignore the contradictions, but to have your character find the explanation for them. In fact, if you were playing a character in my game who you said believed the way that I think that most do, and then you had that character say, "Hey, look, we just changed Orlanth!" I'd ask you to correct that to something like, "Hey, look, we just discovered the true nature of Orlanth!"

We all want the characters to act consistently. So make them act that way. That means having an internally consistent belief system (which can even be disrupted in play - we just require the character to behave logically in response to logical data).


It's like the game Donjon - the player rolls his "find secret door" and, if successful, the player creates one. The character doesn't think that he's created a secret door out of thin air, he thinks it was there all along. In his reality, it was there all along.


Can you point me to a discussion of this argument in the text? At the moment I feel it is wholly unsupported.
But would it work? Nothing in the text contradicts any of what I've said. What I'm showing you is how all of us who have fun with the game, have fun with the game. Not that I've ever taken the time to actually think this out in this depth before - I continue to engage in this line of thought because it does make fodder for play. But that we play this way intuitively, because I think we all feel this is the way to portray such a character. How would you do it consistently otherwise?

It's like you're saying, "Look the characters are presented with a car, but then call it a plane!" and I'm saying, "No, when we play, they call it a car." Now we can argue all day about whether or not the text says to call it a plane or not...

In fact, the text is actually pretty ambiguous on the subject of things like player creation (I've gone on and on about this elsewhere). But there are sections like "It's the Player's Glorantha, too." That doesn't outright say that the player does a lot of reality creation on the fly, but it does say, essentially, that the player should have some director stance ability, and should have some say in what the reality is.

In any case, this is simply standard for most actual play in terms of technique. Player says, "I go to the temple, and pray the Gorbach prayer," inventing the prayer in question on the spot. In HQ, players invent feats which imply the myths behind them all the time (and sometimes even the myths to go with them). Leap Gorge as a feat explicitly creates a myth that must exist to make it possible.

So very much players create the reality of things in HQ. Now, it doesn't say in the heroquesting text explicitly that this is what's happening, I'll grant. But, again, it doesn't say that it's not what's going on, either. Yes, the text tends to state things in terms of the characters altering the myths, but it's ambiguous on whether that means that there is some reality that is changed, or whether it's just the character's perception of reality that's changed. In any case, it's mostly a mechanical description for the players that tells you how to narrate the events in-game. And nowhere does it say that the players just think that they transform the reality. It does, in fact imply my POV, that they are simply going off the beaten path and discovering new ground. That's why it's called exploratory heroquesting. As opposed to, say, conversion heroquesting.

Again, all complicated by the odd nature of the heroplane where most heroquesting occurs with the intent of changing the character questing, not the myths (though said myths may be changed in the process). Here reality is even more ambiguous. But the characters understand that, too.

Mike

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On 4/19/2005 at 3:07pm, GB Steve wrote:
RE: Syncretism in HQ

Mike Holmes wrote: Here you have the apparent creation of a god where there was none before. But, in fact, as we'll learn with ILH2 when it comes out, this is just the revelation of another entire otherworld. The god plane does not, in fact change at all in this case. Instead what you have is the revelation of an entire otherworld that was not known to exist previously, in which Sedenya has always reigned eternal over all.
When did that happen? I mean, that didn't seem to be the understanding of the event in Gloranthan circles last time I was involved. And to be fair, quoting unpublished material that seems to change from what was previously accepted seems a bit of a sneaky argument. ;-)

I don't really see what faith has to do with the argument. Gareth seems to be asking how the game works, not for some kind of proof of divinity in the real world. I'm sure one should be possible without the other.

Given that I'm not religious in the real world either, a model of Gloranthan religion would be very useful to me so that I can get this core part of the game right.

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On 4/19/2005 at 4:36pm, James Holloway wrote:
RE: Syncretism in HQ

GB Steve wrote: When did that happen? I mean, that didn't seem to be the understanding of the event in Gloranthan circles last time I was involved. And to be fair, quoting unpublished material that seems to change from what was previously accepted seems a bit of a sneaky argument. ;-)

I don't really see what faith has to do with the argument. Gareth seems to be asking how the game works, not for some kind of proof of divinity in the real world. I'm sure one should be possible without the other.

Given that I'm not religious in the real world either, a model of Gloranthan religion would be very useful to me so that I can get this core part of the game right.

Have you found this thread helpful? I think that it's seen some pretty good descriptions of how theism works. If you have questions, I'd be really glad to discuss them, although I'm not exactly Johnny Super-Expert.

As for Sedenya, I don't see how apotheosis is a big problem. Lots of mortals become capable of giving feats as heroes, like Sartar, Alakoring, Vogarth and others. Surely it's not a huge jump from there to making it to full god status. You make it to the god plane and you decide you're going to (or someone else makes you, or whatever) stay there. Lunars apotheosize like jimminy -- there must be eight or nine or even more formerly-divine humans who, to paraphrase a recent post on the Glorantha Digest, "both have and have not always been immortals."

But I'll buy that Sedenya is definitely a different kind of deity -- and some of the stuff that we see talked about for ILH2 tends to reinforce this.

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On 4/19/2005 at 6:09pm, GB Steve wrote:
RE: Syncretism in HQ

Sorry, I wasn't very clear. The apotheosis I have no qualms about, it's this "whole otherworld" business that is new to me. Does he mean the Red Moon or something else?

Mike really does talk about Glorantha as if it were the real world so that's what can be confusing, "The trouble here is trying to explain to the modern rational mindset how this all works." Given that the game was written and is played by such people, I'm not sure who else needs it explained.

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On 4/19/2005 at 6:17pm, James Holloway wrote:
RE: Syncretism in HQ

GB Steve wrote: Sorry, I wasn't very clear. The apotheosis I have no qualms about, it's this "whole otherworld" business that is new to me. Does he mean the Red Moon or something else?

Well, I assume it's something to do with Illumination or Mysticism or something.

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On 4/19/2005 at 7:32pm, joshua neff wrote:
RE: Syncretism in HQ

What Mike's referring to is Greg Stafford's comments on the HeroQuest Yahoo lists that the Red Moon is a separate Otherworld--different from the Gods Plane, Spirit World or Essence Plane. This will be elaborated upon in the forthcoming ILH2.

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On 4/19/2005 at 8:09pm, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Of course Jim-Bob is real. I don't understand how you get from military conversion to "the gods aren't real." Let's return briefly to that topic.

Orlanth is real. When I initiated into manhood, I flew above the clouds to Kalurinoran, and there I saw the heroes and Thunder Brothers drinking in his great hall, Kalurinoran. We all saw it, although we all saw slightly different parts of it, maybe. That day I initiated into Orstan, and ever since I've used a little bit of the god's power to guide my hand as I carve, to make the best work I can.


But did you?

Thunder Rebels page 120, discussing sacred time rituals:

What Does This Look Like?

"At any ceremony outsiders see the mundane events, but they do not see what truly occurs. They do not see what the worshippers do, because they do not know the secrets or have the proper perceptions. For example, when outsiders watch an Orlanth ceremony they see the men dancing through the entire rite. They may even see the men rise into the air and fly in a spiral above the temple. They cannot see that the worshippers have actually left their bodies and flown into the God World. Similarly, outsiders at an Ernaldan rite see the women continue to dance, even after the worshippers know that they have fallen asleep and entered the Earth Realm. In both cases, the souls of the worshippers have gone to the God World."

It is not clear that you ever did see Orlanth, or the hall, or the thunder brothers. Clearly, to a non-Orlanthi observer, nothing of the sort happened, because they do not "know the secrets" or "have the right perceptions".

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On 4/19/2005 at 8:46pm, cappadocius wrote:
RE: Syncretism in HQ

contracycle wrote:
Thunder Rebels wrote: What Does This Look Like?

"At any ceremony outsiders see the mundane events, but they do not see what truly occurs. [...] They cannot see that the worshippers have actually left their bodies and flown into the God World.


It is not clear that you ever did see Orlanth, or the hall, or the thunder brothers. Clearly, to a non-Orlanthi observer, nothing of the sort happened, because they do not "know the secrets" or "have the right perceptions".


I'm not sure what your point is here.

Non-Orlanthi X has

A) been initiated into his own religion, and knows there are secrets, and spiritual "out of body" experiences that cannot be perceived by the uninitiated; thus, not seeing the Orlanthi go to the God-Realm means nothing except that X has not been initiated into Orlanth's secrets.

B) same as above, but denies that the Orlanthi religion is true, and so they're deluded, while people who can't see his own religious experiences are simply uninitiated. This is rather more common when the two religions come from different magic realms - Malkionism vs Storm Pantheon, rather than Sun Pantheon vs Storm Pantheon.

C) hasn't been initiated, and must take it on faith that what the Initiates and Devotees tell him is true. The outside observer is under no obligation to believe this at all.

Okay? So what?

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On 4/19/2005 at 8:47pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
It is not clear that you ever did see Orlanth, or the hall, or the thunder brothers. Clearly, to a non-Orlanthi observer, nothing of the sort happened, because they do not "know the secrets" or "have the right perceptions".


So what?

No, seriously. So what? You have to be initiated into a religion (well, or Illuminated) in order to get to participate actively in that religion's rites, both physically and magically. If you said to an Orlanthi "well, actually you just hung there in mid-air," he would say "yes, but my soul flew to the Storm Realm." And he'd be right.

Non-Orlanthi observers would probably just go "yeah, I can't see their zany storm-hall thing just like they couldn't see Jim Bob's Eternal Taro Root Field."

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On 4/19/2005 at 8:57pm, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
It is not clear that you ever did see Orlanth, or the hall, or the thunder brothers. Clearly, to a non-Orlanthi observer, nothing of the sort happened, because they do not "know the secrets" or "have the right perceptions".


Well, the meeting took place on the 'hero plane', the neutral uninvolved observers were not on the hero plane, therefor they did not see the meeting.

Really not sure what it is about that that you are objecting to. Maybe you are implicitly assuming the neutral uninvolved observers are objectively right, simply because they are uninvolved?

soru

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On 4/19/2005 at 10:09pm, GB Steve wrote:
RE: Syncretism in HQ

contracycle wrote: It is not clear that you ever did see Orlanth, or the hall, or the thunder brothers. Clearly, to a non-Orlanthi observer, nothing of the sort happened, because they do not "know the secrets" or "have the right perceptions".
If your character made use of some kind of magical perception such as "Know Truth" or "See Magic" then the magical nature of the event would be apparent and your character would understand it.

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On 4/20/2005 at 12:33am, Donald wrote:
RE: Syncretism in HQ

contracycle wrote:
Greg is not a shaman; he merely claims to be one.


I'm not sure what you're suggesting here. I generally accept people's claims about their religious beliefs unless I've seen strong evidence to the contrary.


Then its hardly surprising it can be seen as a poor product, if you concede at the outset that it need not be logical.


You see it as a poor product, I don't because I'm happy to immerse myself in a world in which I don't know the whole logic behind its workings. Just a difference of opinion about the product.


Well that's extremely patronising and dismissive of pre-modern humans, in my opinion. Archeology has repeatedly shown that rationality is not the special province of modernoity, and that for example even making a stone axe requires a high intellect with the capacity to analyse cause and effect and construct goals out of opportunities.


If anything I'm insulting the modern humans who can't conceive of an alternative way of thinking and assume every sensible person shares their views. There is at least as much belief today in "what the scientist says" as there ever was in "what the high priest says" a 5000 years ago.


I'm well aware of this, but it is the Gloranthan game texts that keep appealing to the provability of myths, not I.


Proven by experience, not in the scientific sense of independently verified by controlled experiment. Of course the belief that scientists always have their results independently verified by controlled experiments is a modern myth.


Of course I as a real person do not accept the existance of these spheres, and we have been to the moon. Thats not the point. The game works, because the game does not contradict itself. I am quite willing and able to work within the limits of a belief system I do not personally share as long as that belief system is articulated to me. The problem with Glorantha is that the beliefe SYSTEM is not being artiiculated - only individual and contradictory beliefs.


This is your problem, Glorantha doesn't have one belief system but many. They contradict because each of them has found enough evidence to support their view. You have no more chance of reconciling all these different belief systems than you do of reconciling all the real world religions. To me this makes Glorantha more interesting and much closer to the real world than simplistic worlds where the creator has provided a canon explanation for how the world works.

As far as I can tell Greg isn't very interested in the metaphysics of Glorantha so doesn't write or explain much about it. Just about everything published is written from one cultural viewpoint or another.

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On 4/20/2005 at 11:03am, contracycle wrote:
RE: Syncretism in HQ

cappadocius wrote:
Okay? So what?


Well, so what is this: it is not clear that the Orlanthi actually do magic and commune with their alleged gods. This is where the perception comes in that Glorantha makes perfect sense if you assume that nobody actually has magic powers.

And it is directly related to the issue of conversion and syncretism too. Because, how can I convert or persuade anyone when the truth of my argument depends on them already agreeing with my argument, such that they have the correct perceptions to see my proof?

It appears recursive to me.

As above, this is where the perception arises that it may be valid to see Glorantha as an almost entirely non-magical place. I mean, when the warriors come home explaining that they were smote by Lunar magic, does that mean they actually were smote, or is that just a post hoc metaphor to explain their defeat?

It also has to do with cultural relatavism. Emperor Takanegi is said to have Proved that he exhibits the Eagle Heart or something aspect of the emperor. But on the strength of this passage, that proof can only be seen by other Lunars. Which means that if we are playing an Orlanthi game and met the emperor, I as the GM would feel should describe Takanegi as if no such proof was applicable - presumably as a fat sybarite or similar.

This is important if for example I am called upon to judge a conflict of powers. Does Takanegi ACTUALLY possess the Eagle Heart, objectively? That is not clear, not to me anyway.

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On 4/20/2005 at 11:06am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote: If you said to an Orlanthi "well, actually you just hung there in mid-air," he would say "yes, but my soul flew to the Storm Realm." And he'd be right.


Clearly, he would be wrong. I could say, no you and your buddies got drunk, fell down, and told a lot of wild stories the next day, I saw you.

And because I KNOW that the true Lord of the Middle Air is Sedenya, I kow that this is true.

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On 4/20/2005 at 11:11am, contracycle wrote:
RE: Syncretism in HQ

GB Steve wrote: If your character made use of some kind of magical perception such as "Know Truth" or "See Magic" then the magical nature of the event would be apparent and your character would understand it.


I don't think that can work. Becuase Truth depends on your culture, thus Know Truth would surely only show you your own truth. And if see magic is a magic power, but in fact nobody has magic powers, as is conceivable, then nothing would be achieved.


It gets a little thornier when we consider the Refute power of the Mystics. A mystic can Refute any attack directed against them, simply denying this possibility in the reality they inhabit. What would that actually look like? I have no idea how to resolve such an attack - or more accurately, I know precisely how to RESOLVE it, but I do not know how to NARRATE it. What actually happens? What does this look like? What does it say about the magic powers I "know" I have from my deity? Is my deity a wuss?

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On 4/20/2005 at 11:35am, contracycle wrote:
RE: Syncretism in HQ

Donald wrote:
I'm not sure what you're suggesting here. I generally accept people's claims about their religious beliefs unless I've seen strong evidence to the contrary.


Shamanism is not a belief; Shamanism is a magical practice. This is not a statement of belief, it is a claim of expertise.


If anything I'm insulting the modern humans who can't conceive of an alternative way of thinking and assume every sensible person shares their views. There is at least as much belief today in "what the scientist says" as there ever was in "what the high priest says" a 5000 years ago.


Of course there is. But that rather undermines your point - it is precisely because such similarities exist that we have good reason to think that humans several thousand years ago had intellects just like ours.

But neither case applies IN GLORANTHA where you allegedly meet your gods face to face in the god plane. In that case, I am observing like a good solid scientist, and I would have direct personal knowledge of what I indeed saw. I would NOT be making fuzzy apologetics about what I saw - I would and could simply describe it.

This appeal to some notional historic mindset is largely bogus. There are certainly cultural influences, but inasmuch as they accord with Glorantha, they do so negatively, in that these systems are dishonest.

But I have repeatedly pointed out that I consider this line of argument invalid. It is an ad hominem, an argument that due to some personal failing on my part I "just don't get it". In order to challenge that I have to get into real metaphysics, which then comes full circle as sundry nutters accuse me of proving that I'm a dogmatic materialist. The whole thing is entirely pointless, but much more importantly, totally irrelevant.

We are talking about a game, a published product. Lets just talk about the damn game, not about our personal religious beleiefs. They are not germane.


Proven by experience, not in the scientific sense of independently verified by controlled experiment. Of course the belief that scientists always have their results independently verified by controlled experiments is a modern myth.


And again, this sort of claim is very discouraging. I simply do not want to get into that debate, and if that debate is the only way that Glorantha can be apprehended, then my criticism that it is incomplete as a published product is valid.


This is your problem, Glorantha doesn't have one belief system but many. They contradict because each of them has found enough evidence to support their view. You have no more chance of reconciling all these different belief systems than you do of reconciling all the real world religions. To me this makes Glorantha more interesting and much closer to the real world than simplistic worlds where the creator has provided a canon explanation for how the world works.


Right, but: I am *THE GM*. I am the person who is appointed to make RULINGS about the local game we are playing. I NEED to understand how Glorantha actually works - otherwise I cannot apply the resolution system.

The multiple perspectives is valid, and does indeed make Glorantha much richer than more orthodox fantasy worlds. But that is still no excuse for failing to explain your game world to your buying customers. It is as if there is no game, but only splats.

You see, while the local perspectives of local people is intersting, and informative of their culture and values and mindset, it is not ACTUALLY telling me about the world they really live in. It is only telling me about the world they THINK they live in, and these are manifestly not the same.


As far as I can tell Greg isn't very interested in the metaphysics of Glorantha so doesn't write or explain much about it. Just about everything published is written from one cultural viewpoint or another.


Yes I agree. That in fact is precisely the charge that I have levelled, and why I expect my £50 will never be claimed. It is not just that there are conflicting views - it is that nobody knows. Arguably, not even Greg. And I have to say I find it exceedingly weird that a game product has survived all this time with a fundamental metaphysical hole and nobody ever addressed it.

Unfortunately, it is precisely that information I need if I am to understand Glorantha as a place.

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On 4/20/2005 at 11:37am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
I don't think that can work. Becuase Truth depends on your culture, thus Know Truth would surely only show you your own truth. And if see magic is a magic power, but in fact nobody has magic powers, as is conceivable, then nothing would be achieved.


I don't think 'there are no magic powers' is a possible viewpoint of a non-insane, non-totally-isolated member of any gloranthan culture. So I think that's a bit of a straw man.


It gets a little thornier when we consider the Refute power of the Mystics. A mystic can Refute any attack directed against them, simply denying this possibility in the reality they inhabit. What would that actually look like? I have no idea how to resolve such an attack - or more accurately, I know precisely how to RESOLVE it, but I do not know how to NARRATE it. What actually happens? What does this look like? What does it say about the magic powers I "know" I have from my deity? Is my deity a wuss?


Not much point in discussing mysticism if we can't come to an understanding about the system it breaks the rules of.

soru

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On 4/20/2005 at 11:41am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Clearly, he would be wrong. I could say, no you and your buddies got drunk, fell down, and told a lot of wild stories the next day, I saw you.

And because I KNOW that the true Lord of the Middle Air is Sedenya, I kow that this is true.

Well, they got drunk and flew. That's telling.

But just because you think Sedenya is Lord of the Middle Air, that doesn't mean Orlanth doesn't exist, or that Kalurinoran doesn't exist, or that the Storm Realm doesn't exist. Who's lord of what is neither here nor there in terms of whether or not people really go into the Storm Realm. All these things exist. The Lunars don't hold that Orlanth is fictitious, they believe that he is evil.

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On 4/20/2005 at 11:43am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote: What does it say about the magic powers I "know" I have from my deity? Is my deity a wuss?

Well, in terms of the person whose attack is being Refuted, it's probably no different than someone defending with Gesture to Ward Off Magic. No one believes that their magic will work all the time when opposed by someone else's -- why would they?

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On 4/20/2005 at 11:43am, GB Steve wrote:
RE: Syncretism in HQ

contracycle wrote: I don't think that can work. Becuase Truth depends on your culture, thus Know Truth would surely only show you your own truth. And if see magic is a magic power, but in fact nobody has magic powers, as is conceivable, then nothing would be achieved.

What do you mean, nobody has magic powers? Everyone has magic powers in Glorantha. I know for sure that in my games this would work.

contracycle wrote: I have no idea how to resolve such an attack - or more accurately, I know precisely how to RESOLVE it, but I do not know how to NARRATE it. What actually happens? What does this look like? What does it say about the magic powers I "know" I have from my deity? is my deity a wuss?
Gods don't intervene directly in Glorantha, only through the medium of initiates so your deity is not a wuss, but you are.

Mystics have some secret fu that allows them to control the world around them, seemingly without intervention of Gods (who are really just very powerful entities, anyone or thing powerful enough can stake out a corner of reality and grant gifts to those who revere them).

Perhaps they are tapping into some basic fundamental law of reality, perhaps they can even, through hard work and self-denial, define what reality is? Each mystic is certain to have some concept of how this work, but they aren;t likely to all agree. It might be that they are all doing the same thing, or that, in Glorantha, there are many paths to power.

So the narration would use whatever notion the PC uses whether it be a denial of the God through the magic of dialectic materialism, or a belittling of the worshipper as an unworthy vessel, or a conviction that the mystic is somehow beyond the normal rules.

And if the mystic or theist should fail, blame the messanger and not the message. He was obviously not up in his studies or failed in his devotion and must try harder. The road to enlightenment, or oneness with God or whatever one you're after is hard.

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On 4/20/2005 at 11:47am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
This is important if for example I am called upon to judge a conflict of powers. Does Takanegi ACTUALLY possess the Eagle Heart, objectively? That is not clear, not to me anyway.


The standard HQ way of resolving that, as a GM, would be you look at his character sheet, look at the rating of the 'Eagle Heart' ability there, and use that in a simple or extended contest. He wins, he had it, loses he didn't. Any outcome is easily narratable.

In this, Eagle Heart is no way different from Strong or Tall.

soru

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On 4/20/2005 at 12:16pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
And it is directly related to the issue of conversion and syncretism too. Because, how can I convert or persuade anyone when the truth of my argument depends on them already agreeing with my argument, such that they have the correct perceptions to see my proof?

It requires heroic efforts, that's for sure. It's much easier to put a knife to their throat, probably. Then, once they initiate, they'll see that it's true.

But it is possible to do. The best example is by living well. This probably influenced a lot of Tarshites: "what is this delicious food?" "We call it maize." "How come we don't have any maize?" "Well, we got it through the blessings of Hon-Eel the Dancer." "Huh. And does this require any horrible blood sacrifices?" "Oh, no no no. Well, not many."

"Man, these Yanafal Tarnils initiates are eating our lunch." "I know, every time we go up against them they clobber us." "Maybe Yanafal Tarnils just is better than Destor." "Shut your mouth!" "No, seriously. Think about it."

"So you keep slaves, right?" "We do." "And keeping slaves is good." "It is! How else would we get all these fields harvested?" "How indeed. But does Orlanth approve of keeping slaves?" "Well, not reeeeally. I mean, it's technically OK, but he frowns on it a wee bit. It's the whole freedom, no one can make you do anything bit, you know." "But keeping slaves is good." "True." "And if Orlanth disagrees with it..." "then he must be wrong!" "How right you are."

So yeah, people often convert for practical reasons, and only once they initiate do they find out the truth of their religion -- which you might interpret as being an illusion, but that would be all you.

The thing you have to grasp is that the otherwolds are not like the material plane. They are not really rational, cause-and-effect type places. If two people see slightly different things in the otherworld, that's not proof it doesn't exist -- it's just probably significant in some way. If some guy can't see the otherworld and we can, well, the poor sucker. What does he know?

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On 4/20/2005 at 1:03pm, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
And it is directly related to the issue of conversion and syncretism too. Because, how can I convert or persuade anyone when the truth of my argument depends on them already agreeing with my argument, such that they have the correct perceptions to see my proof?


I think the trick for active magical conversion is to steal their secrets, and show up in _their_ otherworld. Learn their ways in order to teach them yours.

Or just make your knowledge available, and hope they take what is offered.

Or, of course, kill them and raise their children as your own.

soru

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On 4/20/2005 at 1:12pm, StalkingBlue wrote:
RE: Syncretism in HQ

contracycle wrote:
Donald wrote:
I'm not sure what you're suggesting here. I generally accept people's claims about their religious beliefs unless I've seen strong evidence to the contrary.


Shamanism is not a belief; Shamanism is a magical practice. This is not a statement of belief, it is a claim of expertise.


Gareth,

A personal request from me. I'd be grateful if you would step away from discussions of what real-world shamanism is or isn't. There's a place for discussions of that sort I'm sure, but this thread isn't it.

(Do feel free to PM me if you wish to comment on my request.)

Thank you.


Kerstin

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On 4/20/2005 at 1:31pm, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote: It's the lost item analogy again. If you lose something, you want it to be by the rock where you sat down, because that would be convenient. But you don't believe that if it's found there that it's your belief that placed it there, do you? It's there because that's where it dropped out.


Erm, that makes no sense. Where it would be most convenient for me to find does not seem to matter. It will be found where it objectively is, convenient or otherwise.


This is the primary axiom which we disagree about. You feel that Gloranthan people think that they change the gods. When everyone else is telling you that from our reading they do not think that they do any such thing.


No no - I am saying, it is implausible to prpose that GLoranthans actually do go out and change their gods but don't notice their own behaviour. That implies that all Gloranthans are intellectual cripples, which is surely nonsense.


Here you have the apparent creation of a god where there was none before. But, in fact, as we'll learn with ILH2 when it comes out, this is just the revelation of another entire otherworld. The god plane does not, in fact change at all in this case. Instead what you have is the revelation of an entire otherworld that was not known to exist previously, in which Sedenya has always reigned eternal over all.


Right, but as you pointed out, that is not in fact True at all. What Happened is that a heroquest was carried out, and the god world was changed. The suggestion that it has "always been this way" is precisely the post hoc rationalisation I accused Glorantha of using.

And for the umpteenth time, I am quite capable of understanding this process, I just want to be told about the game world.

Yes, in the mundane world your faith can change things, and change things drastically. That's magic.


Soryu said that GLorantha was not subjectivist, and here you claim it is. Which is true?


Obviously you're interested in the topic, Gareth, or you wouldn't be here arguing. What you seem not to be interested in is exploring these subjects from a religious POV. You want a rationalist explanation for how these things work, when they don't work that way at all. They work logically, but from axioms that you see as non-rational.


Thats becuase they ARE non-rational, just as irrational as Orwellian doublethink: we have always been at war with Eurasia = the red moon has always reigned over all.

I do not actually have a problem with this happening in a society in the game. I think that is entirely plausible. What I am unhappy about is the entirety of Glorantha as a consumer product being written in doublethink. Thats doubleplus bad.


I could allow the fact that traveling faster than the speed of light brings up certain irreconcilable contradictions ruin my suspension of disbelief when I play sci-fi games that have it. But I don't, and few people do. In part because the subject is complex enough that, indeed, simply not looking closely at the problem can suffice to make things work out fine.


That is not an accurate simile; it would be more like having a SF game that simultaneously says lighstpeed travel is both possible and impossible.

As I have now tried to point out repeatedly, I do not have any objections to fictional worlds of any stripe. What I have a problem with is game products that are not complete and make contradictory statements.


Actually, what I'd suggest is creating a RPG that looks at these faith matters from the POV that you find reasonable. I think that would make a much better counter-argument than any other you've made here. If people played it more claiming that it makes more sense to them, then you'd be pretty vindicated, I'd say.


But thats easy. I pick up my ritual Staff of Stafford and intone: "all in game magic really works as writ. The gods exist objectively. People from other cultures CAN see your magic and your gods, and worshippers REALLY DO go the god plane in a non-ambiguous manner"

But everyone tells me that any such proposal would be "not Glorantha" and would be "too rational" and "scientific".


Actually I think there have been other similar movements, but I'm not steeped enough in Glorantha lore to know for sure. Why should the Godlearners not be brought into the discussion. Your point seems to be, at least in part, that nobody in Glorantha ever took the rationalist POV. When, in fact, they have.


No, that issue has nothing to do with the godlearners whatsoever. Its a simple quetion of ordinary people not seeing what is front of their faces, or seeing things that are not there. The Godlearners are a whole different ball of metaphysical wax and the discussion inevitably breaks down as soon as we disucss the extremely local Gloranthan definition of "atheist".

It should not required to investigate such a weird, specific, and subjective, but much more importantly UNPUBLISHED point of view simply in order to play a game.


And what's more telling is that this worked! For a while. So here's an interesting thing. The "reality" of Glorantha is that we don't know what the reality is, or, rather, like our reality, it's an open question.


But we don't know that! All we know is that some people hold that opinion, that is all. We do NOT know that it actually worked.


Yeah, I know you don't think that's functional. But it is. In fact, it allows the players to ask deep theological questions in play.


And the above is the reason that they in fact cannot - becuase it is only rumour. It is not a statement about how Glorantha operates.


Is this functional in play? Quite. Does Sorcerer tell you if summoning demons is a good idea? No, it lets the players decide. In Glorantha, the reality is open to allow you to make your own statements about what these things are about.


But Sorceror does not provide me with a huge quantity of setting material that is mutually contradictory and intended to be so. Thats why sorcerer does not have the same problem at all.

Your reading is quite different than mine. They only do give up their gods when presented with some pretty compelling proof. Which is, in part that the faith of the other people has allowed them to prevail in battle, but also that their faith can now be shown to be true.


Right. So, thats not faith - thats basic rationality and observation.


Well, now we have to get all epistemological. How can anyone really "know" anything? Pascal posits that you have to start with the assumption that you exist, and extrapolate from there. But outside of that, humans are quite capable of doubting or believing anything despite evidence to the contrary. There is no evidence that can be 100% convincing. As such, faith can always be a choice for people.


You evaded the question again. Do Gloranthans have faith or knowledge of their gods? Becuase if the KNOW, there is no need for faith. You do not need to belioeve in things that are self-evident.

Gloranthans do NOT have faith BECAUSE they actually do their gods face to face.

Unless....

Gloranthans DO have faith and do not in fact actually meet their gods face to face (or perform magic) - they merely have faith that they do.

But that's so not true. The Orlanthi are going to stage a comeback and win after being defeated in battle. Know how? They're going to heroquest to fix things. The faith of a few is going to end up rectifying some of the trouble that the Lunars have caused.


Which only begs the question: why don't the Lunars solve their problems by heroquesting, instead of with armies?


This is the overall theme of the metaplot. Actually I dislike that the metaplot seems destined to create these themes despite what the players do. But it does speak to the nature of the universe. It's a heroic place, again, and armies cannot stand before the might of the strongest of faiths.


....except that flies against the model of conversion in Tarsh proposed by James. Armies can and do crush faiths by sheer power and inertia.


Who said the myths are metagame? They aren't. They are completely the beliefs of the people in the game, and what one encounters on the Hero Plane and elsewhere.


Grr this makes me want to tar my hair out, the circularity of this.

No they are not and cannot be statements about what one encounters on the hero plane becuase they are only individual perspectives - not statements of gloranthan fact about the hero world or anything else.


What's metagame is the player's ability to alter these things. Or, even better, it can be either way. That is, the reality of Glorantha doesn't say whether or not characters can change myths. What it does say is that the player can order their character to do things that will result in the myths changing. But, again, what we don't know as players is if the myth is actually changed, or if "it was that way all along."


Well WHY don't I know that as a player? Its my bloody game!

Thats exactly the initial charge I levelled, yes. And neither does the GM know. There is a hole where Gloranthan metaphysics should be to the point that even the players anf the GM do not really know what is going on in the game world. That is absurd.

This allows the player to make whatever statement he likes. "Ah, see, I changed the myth, myth must be alterable, so we should not worship the gods but instead make them bend to our will" OR "Ah, see, we've found the deeper truth, all hail Orlanth."


How does the myth get changed in play? By a ruling of the GM - or whatever other credibility device is used. But as you point out, neither the GM nor the player even know whether the myth needs changing!


This does confound the community, BTW, who used to D&D style cosmology for Glorantha, are still adjusting to a much more complex and interesting one.


No, current Gloranthan cosmology is LESS interesting, because it is an indistinguishable mass of unverifiable statements. At least a D&D cosmology has different areas, power, textures, without any doubt as to these in-game facts.


We as players aren't informed by the game as to whether or not the characters are actually changing anything.


Yes I know - thats the issue that bothers me. Will you please now accept that this is nothing to do with my personal view of the universe? It has to do with the game text and as you agree, the game text does NOT specify.

The characters can't know the reality of the situation.


And for the umpteenth time, individual local perspectives are irrelevant to the question. I don't care about what the CHARACTERS think - I care about what the PLAYERS think. And I, as the GM player, need to know these thigs if I am to judge action resolution.

Please stop substituting character persepectives for player perspectives. I have already complained about this. The question is about players, not characters.

We can decide if we want, but that doesn't mean that the characters must act convinced.


I don't care about the character - the character is imaginary. I only care about the players.


You aren't expected to ignore the contradictions, but to have your character find the explanation for them. In fact, if you were playing a character in my game who you said believed the way that I think that most do, and then you had that character say, "Hey, look, we just changed Orlanth!" I'd ask you to correct that to something like, "Hey, look, we just discovered the true nature of Orlanth!"


But I am the GM. I don't have a character. And how does a character find an answer if the GM is just as ignorant as they are?


It's like you're saying, "Look the characters are presented with a car, but then call it a plane!" and I'm saying, "No, when we play, they call it a car." Now we can argue all day about whether or not the text says to call it a plane or not...


No, the situation says that the device is both a car, and that it is a plane (not that it is a car-plane hybrid note).

Which ability will you call on to drive away or take off? And how do you narrate it?

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On 4/20/2005 at 1:34pm, contracycle wrote:
RE: Syncretism in HQ

StalkingBlue wrote:
A personal request from me. I'd be grateful if you would step away from discussions of what real-world shamanism is or isn't. There's a place for discussions of that sort I'm sure, but this thread isn't it.


I'll make you a deal - you get the Glorantaphiles to stop telling me what atheism and rationality are, and I will completely agree.

As I have made plain, real world metaphysics are not relevant to this discussion and should never have been introduced. Unfortunately they always are introduced.

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On 4/20/2005 at 1:37pm, StalkingBlue wrote:
RE: Syncretism in HQ

contracycle wrote: Well, so what is this: it is not clear that the Orlanthi actually do magic and commune with their alleged gods. This is where the perception comes in that Glorantha makes perfect sense if you assume that nobody actually has magic powers.


Could you clarify this for me? Looking at the game mechanics I see magic powers that work - magical abilities have effects on the game world. So are you saying that IC these powers and there effects aren't "real" but merely exist in the minds of the users and targets?

That would bring us to the old philosophical debate of whether "reality" is actually real or an illusion. Is that what you are talking about?

Because, how can I convert or persuade anyone when the truth of my argument depends on them already agreeing with my argument, such that they have the correct perceptions to see my proof?


Well, arguably it isn't easily possible to concinve anyone of anything - unless they want to be convinced of it or are at least open to being convinced, prepared to "see" differently. This isn't true in religion only, it's true in everything. Have you ever seen people block off all attempts to convince them that they were wrong about something, even refuting a presentation of (to you) comprehensive and convincing facts? I know I have. Unless a person is prepared to "see" my side of things (or I can find a way to present things in a light that they are able to "see" without changing their viewpoint first) I'm not going to get through to them.

Now whether it is possible in Glorantha to start "seeing" the point of a new religion without ever having been formally initiated into it is another question. I can think of any number of answers to that one - and for me that speaks of great freedom for groups playing in Glorantha. For example, perhaps you can start having "visions" guiding you towards a change in religion, or perhaps you have to take a leap of faith and formally join the religion first.

I wouldn't have a problem with this question being answered in any number of different ways for different religions - heck, not even for different characters courting (or being courted by) the same religion.

But perhaps you'd like there to be hard-and-fast rules for this?

This is important if for example I am called upon to judge a conflict of powers. Does Takanegi ACTUALLY possess the Eagle Heart, objectively? That is not clear, not to me anyway.


So would you want certainty about, for example, Takanegi and the Eagle Heart so you'll know what powers to give him when you narrate a game involving him?

If so I'm not sure I understand why you feel you need that kind of information to be provided by someone else, rather than make up whatever best fits your own game. No game product gives a GM a full set of details on a game world, you always have room as a group and as a GM to explore/create things of your own. Is that your point here? You don't want vagueness and openness in matters of religion, specifically? (I actually love this openness, but that's personal preference of course. I'd like to try and see your point of view on it.)

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On 4/20/2005 at 1:40pm, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Well, they got drunk and flew. That's telling.


No its not. Glorantha has quite a number of flying people. that may just be normal. Who knows?

I mean, its not as if we can appeal to a known definition of humanity, can we?

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On 4/20/2005 at 2:10pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
No no - I am saying, it is implausible to prpose that GLoranthans actually do go out and change their gods but don't notice their own behaviour. That implies that all Gloranthans are intellectual cripples, which is surely nonsense.



Yeah, but I don't think the setting asserts this. In the extremely rare cases where the nature of the gods was changed, I think most people are probably aware of it in some way, given the appropriate historical knowledge.



Right, but as you pointed out, that is not in fact True at all. What Happened is that a heroquest was carried out, and the god world was changed. The suggestion that it has "always been this way" is precisely the post hoc rationalisation I accused Glorantha of using.


Well, there are a couple of options here. The Lunar would say: "it both has and has not always been this way," meaning something like "yeah, it's a recent development in historical time, but since it happened in Godtime, which is an eternal mythological past, it has now always been this way, even though it hasn't always always been this way."

Yes, in the mundane world your faith can change things, and change things drastically. That's magic.


Soryu said that GLorantha was not subjectivist, and here you claim it is. Which is true?



That doesn't make any sense. Magic in Glorantha is not subjective -- it objectively happens. I'm not sure that this can be said to be the product of "faith" unless "faith" is being used as a synonym for "religion."


Thats becuase they ARE non-rational, just as irrational as Orwellian doublethink: we have always been at war with Eurasia = the red moon has always reigned over all.

I do not actually have a problem with this happening in a society in the game. I think that is entirely plausible. What I am unhappy about is the entirety of Glorantha as a consumer product being written in doublethink. Thats doubleplus bad.

But is the reality of the Otherworlds necessarily rational?




But everyone tells me that any such proposal would be "not Glorantha" and would be "too rational" and "scientific".

Screw 'em. Seriously. If that's the best solution for you, go on with your bad self. I would bet you money that it's how 90% of the people playing games set in Glorantha play it anyway -- it's almost how I do. So what do you care what other people think?


Which only begs the question: why don't the Lunars solve their problems by heroquesting, instead of with armies?

Because it's almost totally impossible. Heroquesting the overthrow of Orlanth requires overthrowing Orlanth, that guy with the double-digit masteries in "Smite Interfering Mortals With Deadly Thunderbolts." If you do it in the material world, the Cosmic Compromise prevents him from getting up close and personal with you. So you engage in operations in the material world to destroy Orlanth's support system, and then you heroquest to take him out.


....except that flies against the model of conversion in Tarsh proposed by James. Armies can and do crush faiths by sheer power and inertia.

Well, not forever. Eventually, Argrath's guys reconquer Tarsh. But in the short term, they weaned most of the Tarshites away from Orlanth. It didn't destroy the religion completely (because traditionalists held out around Wintertop Fort and of course in Sartar), but it dealt it a heavy blow.

Additionally, some heroquests were involved, most notably those performed by HonEel.


No they are not and cannot be statements about what one encounters on the hero plane becuase they are only individual perspectives - not statements of gloranthan fact about the hero world or anything else.




Well WHY don't I know that as a player? Its my bloody game!

Why don't you just make up your mind? There are two or three different but consistent ways to address this problem. Why don't you just pick one and run with it?

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On 4/20/2005 at 2:13pm, James Holloway wrote:
RE: Syncretism in HQ

StalkingBlue wrote:
Now whether it is possible in Glorantha to start "seeing" the point of a new religion without ever having been formally initiated into it is another question.

I think that's at least part of Illumination.

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On 4/20/2005 at 2:28pm, droog wrote:
RE: Syncretism in HQ

Why don't you just make up your mind? There are two or three different but consistent ways to address this problem. Why don't you just pick one and run with it?

I think the complaint is that Glorantha as a gaming product ought not to force the players to do this for themselves. Which is possibly reasonable. For myself, I like the open-ended nature of Gloranthan metaphysics, but other developments have disappointed me in the past and surely will in future.

Look at it this way--you can use Glorantha, along with the YGMV mantra, to explore your own ideas about these topics. I can certainly see the case for magic not really existing, for example. And maybe that's what really happens at the end of King of Sartar--the people find out, the dream fades.

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On 4/20/2005 at 2:37pm, James Holloway wrote:
RE: Syncretism in HQ

droog wrote:
I think the complaint is that Glorantha as a gaming product ought not to force the players to do this for themselves.

If you like. But clearly most people don't have this problem -- they just put whatever interpretation they want on the material and away they go. The books as written suggest a couple of obvious interpretations. Most people conclude that theirs is the "right" one rather than saying "there are a couple, but I picked this one." But in practice there's not much difference. People have been playing games set in Glorantha for, what, 25 years now? It clearly works at least a little bit.

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On 4/20/2005 at 2:42pm, droog wrote:
RE: Syncretism in HQ

James Holloway wrote:
droog wrote:
I think the complaint is that Glorantha as a gaming product ought not to force the players to do this for themselves.

If you like. But clearly most people don't have this problem -- they just put whatever interpretation they want on the material and away they go. The books as written suggest a couple of obvious interpretations. Most people conclude that theirs is the "right" one rather than saying "there are a couple, but I picked this one." But in practice there's not much difference. People have been playing games set in Glorantha for, what, 25 years now? It clearly works at least a little bit.

I know that. You know that. But one of the problems here is that several people are offering explanations that do not take account of contra's concerns. It seems to be the old problem of 'YGMV, but you're wrong.'

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On 4/20/2005 at 2:45pm, James Holloway wrote:
RE: Syncretism in HQ

droog wrote:
I know that. You know that. But one of the problems here is that several people are offering explanations that do not take account of contra's concerns. It seems to be the old problem of 'YGMV, but you're wrong.'

Not at all. Contra is asserting that the metaphysics of Glorantha "don't work," or "don't make sense." They do, but only if you're willing to accept some things he clearly isn't willing to. No one is criticizing his vision of Glorantha -- he has complained extensively on this and other threads that he hasn't got a vision of Glorantha, and that the Glorantha material as published makes it impossible for him to have one.

His position in this thread has been moving from "it's impossible" to "the material is confusing," and he has only now started to say "well, I suppose I could do it this way," to which I and I suspect everyone else gladly say "indeed you could."

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On 4/20/2005 at 3:17pm, contracycle wrote:
RE: Syncretism in HQ

GB Steve wrote:
What do you mean, nobody has magic powers? Everyone has magic powers in Glorantha. I know for sure that in my games this would work.


StalkingBlue wrote:
Could you clarify this for me? Looking at the game mechanics I see magic powers that work - magical abilities have effects on the game world. So are you saying that IC these powers and there effects aren't "real" but merely exist in the minds of the users and targets?



Let me try to give a proper discussion to this.

You may be familiar with a certain kind of behavior, probably Sim, often seen in D&D Fora. Someone says "I wonder what a society with magic would really look like? I wonder how you would build castles in a world where heroes can fly on griffins or magic carpets?"


Some of the results are very weird. I saw a long discussion on RPGnet about this topic once, and the eventual sort of model they settled on was a big stone box buried in the earth. Over there is the pegasus eyrie; over here the storage of magic-users magical components. The gate such as it is has been Blade Barriered and warded etc.

The inevitable problem with this approach is that it becomes industrial very quickly. The buried fortress that protects against Roc's, with its concrete base that protects against umber hulks, looks very Napoleonic, architecturally.

Similarly, an attempt to construct a plausible economy in the context of a Vancian magic system gets strange quickly. And yet this kind of seizure of opportunity, projection of cause of effect, action and consequence, are grist to the gamist mill.
--
But now lets look at Glorantha. The problem here is that Glorantha's history, in human terms, looks very much like our real world history - so much so that it is in fact quite easy to see Glorantha in a non-magical light. No magic is necessary to understand the human geography of glorantha.

This is highlighted by the discussion of the Lunar conquest of Tarsh. As discussed above with James, the idea of a formal conversion of religious faith is less compelling than the idea that people merely adapt to the prevailing powers that be. They accmodoate and unjust; they rationalise and reify the ideological changes, if any, they undergo as part of this new social order.

And in all this, there is no need to cite magic to make Glorantha work the way it does. In fact, Glorantha makes more sense without magic than with it for the same reasons.

So if you stand far enough back, and squint right, its quite possible to see the description of Glorantha as the description of a non-magical world, seen through the eyes of people who THINK it is magical. Just as, say, a real world Celt might have thought of the real world. Just as, say, the dancers in a bronze age ritual might have percieved their own entrance to an Otherworld through a combination of drugs, autosuggestion, and trance.

And if it is the case, as appears verified above, that there are no conclusive statements about the magical nature of Glorantha in the Gloranthan canon, and ALL of them are subjective statements by people who believe in magic, then the fact that the canon asserts the exostance of magic is only a local perception - it need be actually true in Glorantha proper, and all the canon would still make sense.

So, I am not asserting confidently that there is no magic in Glorantha. But the non-magical Glorantha is, ironically, a hypothesis that explains all the available data. And, no citation from the canon can contradict this view, because all canonical statements are made in the voice of NPC's.

This is roughly the angle that I think Mike also sees as implicit in the text, although we differ on the implications.


And if the mystic or theist should fail, blame the messanger and not the message. He was obviously not up in his studies or failed in his devotion and must try harder. The road to enlightenment, or oneness with God or whatever one you're after is hard.


Or, thats a subjective rationalisation of the fact you cannot do magic after all, and that ultimately is why it failed.

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On 4/20/2005 at 3:20pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
So, I am not asserting confidently that there is no magic in Glorantha. But the non-magical Glorantha is, ironically, a hypothesis that explains all the available data. And, no citation from the canon can contradict this view, because all canonical statements are made in the voice of NPC's.

Sure, OK. That involves redefining "magic" in such a way as to make things like the giant floating eggs* "non-magical," but you could definitely run the game that way if you liked. Warlord Chronicles style.

*The existence of which is asserted not by characters but by the game text.

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On 4/20/2005 at 3:39pm, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Not at all. Contra is asserting that the metaphysics of Glorantha "don't work," or "don't make sense." They do, but only if you're willing to accept some things he clearly isn't willing to.


No no no. The assertion that I am wilfully refusing to understand, or simply not suffiently intelligent to understand, is simply not fair. Not least of all becuase I have only ever asked to have the issues explained. The problem is that in the explaining, we all to often adopt the same dodgy technique that Gloranthan texts use, which is to switch between in-character and out-of-character statements without any clarity about which we are using at any given time.

All I want is a chapter headed "how glorantha works behind the scenes". Every other game I have provides this sort of thing.


His position in this thread has been moving from "it's impossible" to "the material is confusing," and he has only now started to say "well, I suppose I could do it this way," to which I and I suspect everyone else gladly say "indeed you could."


Its impossible because it is confusing and contradictory, because there are no objective statements. Because it is contradictory, I cannot get a model in my head that makes sense. And while I may agree that certain things could be done in certain ways, that does not necessarily apply as a general case.

For example, so far we have been discussing theism by default. In this situationa, it is prima facie reasonable to say, OK, the existance of your god does not challenge the existance of my god. We can just let 'em fight it out. But does that still make as much sense when we place a Malkioni next to an Orlanthi and ask the same question? Because the Malkioni is going to say "there is no god but Allah", roughly speaking. So the specific case for two theists does not necessarily, in my eyes, apply to this case, where one party does have an absolutist faith.

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On 4/20/2005 at 3:41pm, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Sure, OK. That involves redefining "magic" in such a way as to make things like the giant floating eggs* "non-magical," but you could definitely run the game that way if you liked. Warlord Chronicles style.


No. It means seeing that there in fact no magical floating eggs, but rather that we have the accounts fo some people who believe there are.


*The existence of which is asserted not by characters but by the game text.


But as was mentioned above, ALL the game text is subjective, every last bit of it. Or at least, there is no way to determine when the text is speaking authoritatively or subjectively. The problem is not only the prevalence of in character monologues by a long way - its endemic to all the text.

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On 4/20/2005 at 3:45pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
But as was mentioned above, ALL the game text is subjective, every last bit of it. Or at least, there is no way to determine when the text is speaking authoritatively or subjectively. The problem is not only the prevalence of in character monologues by a long way - its endemic to all the text.

That's certainly something you said, all right. It's an interpretation you put on the text. But I don't see it. To me, the egg bit on p. 164 of the rulebook, the Basic Magic chapter and so on are clearly the voice of the author: out-of-game statements about how the system works. Playing it your way could be fun, but it's definitely not the only way.

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On 4/20/2005 at 3:49pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
For example, so far we have been discussing theism by default. In this situationa, it is prima facie reasonable to say, OK, the existance of your god does not challenge the existance of my god. We can just let 'em fight it out. But does that still make as much sense when we place a Malkioni next to an Orlanthi and ask the same question? Because the Malkioni is going to say "there is no god but Allah", roughly speaking. So the specific case for two theists does not necessarily, in my eyes, apply to this case, where one party does have an absolutist faith.

As far as I know, the Malkioni assert that the beings worshipped by the heathen are merely very powerful supernatural beings, not "gods" per se. Which would seem to be a very fine distinction. Whether this statement is "true" or not depends very much on how you define "god." But they don't deny the existence of theistic entities, as is made very clear by the existence of spells relating to them in the Abiding Book.

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On 4/20/2005 at 3:55pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
No no no. The assertion that I am wilfully refusing to understand, or simply not suffiently intelligent to understand, is simply not fair. Not least of all becuase I have only ever asked to have the issues explained. The problem is that in the explaining, we all to often adopt the same dodgy technique that Gloranthan texts use, which is to switch between in-character and out-of-character statements without any clarity about which we are using at any given time.

Despite the fact that I've spent a lot of time discussing what people in the setting might do, I hope that I've made it clear that I'm speaking out of character.

Look, I think part of the problem is that this thread is so long and covers so many sub-points. It might be worthwhile to split it off. If we decide not to, though, could we maybe get a brief statement about the elements of Gloranthan cosmology that are specifically unclear to you?

I think that so far we have addressed a couple of these:

1) do heroquesters change the metaphysical nature of reality?

a) (me) yes, within certain limits -- they cannot do so freely, but reality is a little bit flexible.
b) (Mike) no, the rules are metagame and used as a tool of director stance.

I think both these answers work fine -- obviously I like mine best.

2) do people have reliable experience of the existence of their gods?

Sure, yes.

3) given that people have reliable experience of their gods, how can conversion happen?

I don't fully understand this question, I have to admit.

4) where does magic come from?

From the otherworlds, or, in the case of talents, the material world.

Are there any other areas you have trouble with?

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On 4/20/2005 at 4:00pm, Mike Holmes wrote:
RE: Syncretism in HQ

GB Steve wrote: Mike really does talk about Glorantha as if it were the real world so that's what can be confusing, "The trouble here is trying to explain to the modern rational mindset how this all works." Given that the game was written and is played by such people, I'm not sure who else needs it explained.


I do not talk about Glorantha as if it were the real world, or at least I'm not making any such attempt. I apollogize for any confusion if what I've written looks to say something like that.

I have compared the actions of the characters in Glorantha to those of people in the real world. We have to do this because this is the only guages as to what's "realistic" or believable. That is, you have to say, "if it were true that X, then what would a real person do" in order to evaluate whether or not something is rational, logical, believable, etc. My argument is simply that, since some people in the real world do base their actions on faith, that it's not absurd to expect people from faith-based Gloranthan societies to act in a similar fashion.

Is that any clearer? To try to elucidate, the counterargument seems to be that since the Gloranthans have more evidence than real world people you can't make a direct comparison. That if people in the real world could see magic happening, or go to see the gods on the other side, that they would simply act as if these things were just natural phenomena.

The people who I'm betting do not need this explained as much are those who, while not many of them may have the faith-based mindset neccessarily, at least understand how people with that mindset act. If you assume that the only way for characters to make decisions is the way that the rationalist in our world makes decisions, then you'll have trouble understanding the Gloranthan mindset. I posit, however, that if you've had any exposure to faith at all, that the faith-based mindset is not hard to grasp, and it's not hard to understand how the characters in Glorantha respond to their reality as the game describes it.

Mike

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On 4/20/2005 at 4:05pm, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote: That is, you have to say, "if it were true that X, then what would a real person do" in order to evaluate whether or not something is rational, logical, believable, etc. My argument is simply that, since some people in the real world do base their actions on faith, that it's not absurd to expect people from faith-based Gloranthan societies to act in a similar fashion.

And, of course, people being people, they sometimes act one way and sometimes another. This is the thing with conversion -- some people convert because of the material inducements, some convert for philosophical reasons, some convert because they have a gun to their heads. Some leave town to go somewhere they can worship in peace, some leave town to join the resistance, some stand up in the clan ring and shout at the converters.

Every hero's approach to the conversion process is going to be different.

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On 4/20/2005 at 4:13pm, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
But now lets look at Glorantha. The problem here is that Glorantha's history, in human terms, looks very much like our real world history - so much so that it is in fact quite easy to see Glorantha in a non-magical light. No magic is necessary to understand the human geography of glorantha.


I think I am starting to see where you are coming form now.

Out-of-game, I would say that it is true that a design goal for (modern, say since 1990 or so) glorantha is to come up a system of magic that would naturally fit into a 'jazzed-up' version of things that look somewhat like real world historical societies.

Rather than take the description of the magic and extrapolate the society, you take the description of society, and see where magic would make things cooler.

soru

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On 4/20/2005 at 9:16pm, Mike Holmes wrote:
RE: Syncretism in HQ

I agree completely with you Gareth that the "non-magical" world POV works perfectly to describe Glorantha. You are quite correct about that.

But this is largely the point that I've been trying to make. What if magic is real in the real world? If so, then the Celt isn't rationalizing, his faith is correct. But that's not neccessary to prove. All I have to prove is that in Glorantha truth is ambiguous enough that a character in that world having faith is not non-sensical. Which I think is quite true.

Is the squinting Celt non-sensical? Or is he merely a product of his environment? I could play a character based on such a real world person, and do play characters like him in Glorantha all the time. Further, it doesn't matter if I personally believe that the magic does or does not exist in Glorantha, the character does, so we play him as though he does. Or he doesn't, and we play him as a godlearner or whatever.

But as was mentioned above, ALL the game text is subjective, every last bit of it. Or at least, there is no way to determine when the text is speaking authoritatively or subjectively. The problem is not only the prevalence of in character monologues by a long way - its endemic to all the text.
I quite agree with this as well. The Glorantha text could be clearer on this by a long-shot. But there is a mitigating factor here, I believe: Few, if any, other texts have ever done this right either. They get away without worrying about it, because they have never tried to approach religion and cosmology in as complex a way as this game has.

That is, in D&D, the gods are just powerful beings who give you power if you worship them, and since we're really only concerned with winning that suffices just fine. Like Gareth says, it's easier just to not look at the ramifications of a cosmology like this.

Here's what you have to imagine to imagine that magic exists in Glorantha (and not that it's just everyone's imagination, or completely subjective). Basically nothing operates without magic. What magic allows is for people to operate on a basic level that looks a lot like our world does. That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death.

Yes, we know from the descriptions that magic can allow you to do some impressive things if its actually happening in the game world. But when you look at them they really don't tend to be the sorts of things that cause all of those debates about what castles would look like. For example, one thing that I always pointed out about D&D magic is that, if people had the ability to cast Continual Light, that all places would be lighted all the time. Just buy your classic Continual Light rock, and use a black cloth to cover it when you don't want it "on." They last forever, and the power doesn't cost anyone anything. The only "cost" is the skill of the caster. Meaning that if the market is allowed to operate, that enough casters of the spell will become available so that everyone will have lighted homes. Actually, given that there's no obsolescence to these lights a developed society will have already gone through it's lighting up phase, and there will only be "maintenance magicians" to keep these things going when one gets randomly dispelled or something.

Then you get all of the secondary effects of indoor lighting like people staying up too late, etc...

There is no Continual Light spell in Glorantha. Period. Any ability which caused something to glow "permenantly" would be considered really impressive magic. Rare to say the least. Most abilities simply make you better at something that you already have to know how to do to have any success with to start. That is, they don't let you know how to farm, they just make you better at it than you would be without it.

Abilities like teleportation, invisibility, shapechanging, etc, are all even more rare because of the "inherent difficulty" rule. Why don't people just go and get teleported each day to where they have to go? Because it's completly impractical to do so.

Basically there are no spells that really would alter the landscape of Glorantha to make it somthing that would not resemble to some extent our world. Rather, where it does vary, you can be specific about it. There just are no long-term ramifications that are not handled in the setting, given the magic that's available.

Which is great. This is what everyone wants. Not some world where everything is taken care of for everyone with magic. In Middle Earth, why doesn't Elrond just teleport to mount doom with the ring and drop it in? Because he can't do that. Does that mean he has no magic? No, it means that magic is just subtle and costly enough that you just can't use it to make the world unrecognizable to real world humans.

Let's look at cost. This is the big one, IMO. The gods and spirits etc don't just allow you their powers for the asking. You have to pay and pay and pay for them with your obedience. Even for sorcerers (hey, another case of atheists outside the God Learners) who flaunt "God's magic," they have the restrictions of their orders, which may not only be social, but also just how the magic works. That is, to conduct magic the spells have to be connected to an essence node, and this takes great effort to acheive.

The point is that magic in Glorantha is not free and easy, and certainly doesn't present the sorts of abilities that would make Glorantha look, well, any different than it does.

Mike

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On 4/20/2005 at 9:57pm, soru wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
Basically there are no spells that really would alter the landscape of Glorantha to make it somthing that would not resemble to some extent our world.


This is me agreeing 100% with Mike.

Well, apart from the minor point that there are spells, like the Skyburn, that do literally alter the landscape of Glorantha. But those are big spells, rare and notable, not routine day to day, repeatable, stuff.

soru

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On 4/20/2005 at 10:30pm, Christopher Kubasik wrote:
RE: Syncretism in HQ

And Mike wrote this:

"That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death."

I think that nails so much.

Everything is magic or religion dependent in Glorantha: the eco-system, the cultural life of all peoples, the history...

The supernatural in Glorantha isn't something extra added to our own world... It's a foundational element for a world alien to our world.

I know others will see it differently.... But thanks Mike, you just crystalized something for me in that statement.

Christopher

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On 4/21/2005 at 12:53am, Donald wrote:
RE: Syncretism in HQ

contracycle wrote:
Shamanism is not a belief; Shamanism is a magical practice. This is not a statement of belief, it is a claim of expertise.


It's actually both, however if you're claiming that Greg does not have that expertise can you provide supporting evidence?


We are talking about a game, a published product. Lets just talk about the damn game, not about our personal religious beleiefs. They are not germane.


Unfortunatly you are making them so, you appear to believe in a scientific/materialist real world where everything fits together in a coherent form. You then want Glorantha to have a similar degree of certainty. Many people do not share your belief in the real world and see no reason to apply it to Glorantha.

Yes I agree. That in fact is precisely the charge that I have levelled, and why I expect my £50 will never be claimed. It is not just that there are conflicting views - it is that nobody knows. Arguably, not even Greg. And I have to say I find it exceedingly weird that a game product has survived all this time with a fundamental metaphysical hole and nobody ever addressed it.


It has been addressed at length on the Glorantha digest in the past without coming to any better resolution than we are doing now. Some GMs want to understand the metaphysics, others aren't bothered. So those who want to know have to invent their own. Even if Greg were willing to write it, I can't imagine there'd be much interest in the supplement "The metaphysics of Glorantha".

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On 4/21/2005 at 12:55am, Donald wrote:
RE: Syncretism in HQ

James Holloway wrote:
contracycle wrote:
Which only begs the question: why don't the Lunars solve their problems by heroquesting, instead of with armies?

Because it's almost totally impossible. Heroquesting the overthrow of Orlanth requires overthrowing Orlanth, that guy with the double-digit masteries in "Smite Interfering Mortals With Deadly Thunderbolts." If you do it in the material world, the Cosmic Compromise prevents him from getting up close and personal with you. So you engage in operations in the material world to destroy Orlanth's support system, and then you heroquest to take him out.


In fact the two operate in parallel, alongside the military invasion of Sartar there is a major magical effort to kill or enslave Orlanth. The siege of Whitewall and building the Temple of the Reaching Moon are more to do that than to achieve a military victory over King Broyan and the rebels.

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On 4/21/2005 at 8:24am, James Holloway wrote:
RE: Syncretism in HQ

Donald wrote:
In fact the two operate in parallel, alongside the military invasion of Sartar there is a major magical effort to kill or enslave Orlanth. The siege of Whitewall and building the Temple of the Reaching Moon are more to do that than to achieve a military victory over King Broyan and the rebels.

Yeah, that's more or less what I've been trying to get at.

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On 4/21/2005 at 8:46am, GB Steve wrote:
RE: Syncretism in HQ

Mike Holmes wrote: If you assume that the only way for characters to make decisions is the way that the rationalist in our world makes decisions, then you'll have trouble understanding the Gloranthan mindset.
I get your point although I'd contend that there is no "Gloranthan mindset" as such. There's an implied mindset of fictional creations which I don't see as being the same thing.

I think part of the issue that Gareth has is that the rules of Glorantha imply a different mindset for him than they do for others. This is inextricably bound up in how everyone concerned in this debate views the real world and how it might be interpreted. Given that we're not about to change that, resolution is difficult.

Gareth's pov, as I see is that if what I call magical happens all the time in Glorantha, then there is no magic to it. It's just part of what one might do naturally, and without divine interference. Furthermore, given that much of this magic could be said only to appear to those who have faith in it, how is one to convince unbelievers of its existence. Much in the same way that you'd have trouble convincing an atheist such as myself that God exists in the real world because you know it does. All good points.

However, Glorantha is a fiction and not the real world. So if you want something to have objective existence in that world, you can just say that it's so. In my Glorantha there is no ambiguity about the existence of magic although there is ambiguity about what this magic might be.

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On 4/21/2005 at 9:28am, soru wrote:
RE: Syncretism in HQ

Donald wrote:
Unfortunatly you are making them so, you appear to believe in a scientific/materialist real world where everything fits together in a coherent form. You then want Glorantha to have a similar degree of certainty. Many people do not share your belief in the real world and see no reason to apply it to Glorantha.


Those people, however many they are, are not the holders of any particularly powerful truth, because glorantha does have a reasonably straightforward and understandable metaphysics that has been presented in the supplements, namely the 4 worlds colliding and interacting model, with magic coming from the interactions between the worlds.

Quest to form an assocation between the ressurected emperor of the God world and the returned sun of the mundane world, and you get the powers of solar rule. The 'hero plane' is not an objective place, but what you subjectively experience while magically exploring and rearranging those connections. Connections made in history and pre-history, but experienced in the present.

Now, I rather expect that, Greg being Greg, once people understand and become complacent about that model, it will be contradicted, requiring it's replacement with something perhaps more complicated, or at least differently simple.

soru

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On 4/21/2005 at 11:53am, StalkingBlue wrote:
RE: Syncretism in HQ

Donald wrote:
contracycle wrote:
Shamanism is not a belief; Shamanism is a magical practice. This is not a statement of belief, it is a claim of expertise.


It's actually both, however if you're claiming that Greg does not have that expertise can you provide supporting evidence?


Donald,

I've said it to Gareth above already and I'll say it again, once more. If you two need to get into a discussion about the "is" and "is-not" of shamanism, could you please take it elsewhere. This is not an appropriate place for it, and you should not assume lightly that everyone who reads here will be comfortable with you dragging this kind of topic into a battle between egos.

Thank you.

(And Gareth: I'll be grateful if you can hold your breath here and refrain from engaging Donald on this provocation.)

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On 4/21/2005 at 12:04pm, StalkingBlue wrote:
RE: Syncretism in HQ

Christopher Kubasik wrote: And Mike wrote this:

"That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death."

I think that nails so much.

Everything is magic or religion dependent in Glorantha: the eco-system, the cultural life of all peoples, the history...

The supernatural in Glorantha isn't something extra added to our own world... It's a foundational element for a world alien to our world.


I agree with all of that, except the word "alien". I'd say D&D cosmology is alien to our own world - it has no connection to what we experience, nothing to engage with on an emotional level. Glorantha on the other hand uses systems and metaphors deeply familiar to us from our own cultures and experiences.

I'm not saying Glorantha mirrors our world, mind you. What I'm saying is that Glorantha contains enough parallels to our worlds (and twists, both familiar and unfamiliar, to those parallels) for people to engage with it emotionally, to care passionately about its meaning and get into shouting matches over it even without being in a game together - witness this thread, which is off on a parsec-long tangent from its original topic. I don't think something alien could do that to us.

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On 4/21/2005 at 12:52pm, soru wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death.


As another aside, I suspect that if you created an elaborate magical warding system, designed to keep out all spirits and beasts and diseases and curses and miasmas and so on, then you probably could farm 'naturally', without any further magic.

I rather suspect a project like that that wouldnl't end well, though.

soru

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On 4/21/2005 at 2:52pm, Christopher Kubasik wrote:
RE: Syncretism in HQ

StalkingBlue wrote:
Christopher Kubasik wrote: And Mike wrote this:

"That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death."

I think that nails so much.

Everything is magic or religion dependent in Glorantha: the eco-system, the cultural life of all peoples, the history...

The supernatural in Glorantha isn't something extra added to our own world... It's a foundational element for a world alien to our world.


I agree with all of that, except the word "alien"...

I'm not saying Glorantha mirrors our world, mind you, for people to engage with it emotionally, to care passionately about its meaning....


Hmmmmmm. Fair enough.

I would argue that AD&D is simply more alien than Glorantha for you and I. Anyone could come charging in here at any moment and say, "When we played Greyhawk from '87 to '91 we engaged with it all the time and found meaning that mattered!" and that person would be, you know, right. Neither you nor I could say that the person didn't care, wasn't engaged emotionally. And the person probably was.

Let me clarify what I meant by "alien" though. And it's spun off my Glorantha is Myth... Right? thread.

When you wrote about emotion and meaning, the systems and metaphores of Glorantha, what I read was, "Yeah, like in a story." And that's what I meant about Glorantha being alien. It's not alien in the sense I don't understand it. It's alien in the sense that in a fundemental, not really my reality way, not the world I know.

Itt seems to me Glorantha is culled from some cauldron we might call The Land of Story. Familiar to us, yes -- if we read stories and respond to events with emotion and metaphore. But also fundementally different than how our model of the universe works. If I were to land there, I would be like Blackthorne in Shogun haveing to learn new rules -- fast. And not because of the cultural issues... but because a new, fundemental way of thinking would have to be drilled into my head about how EVERYTHING works. (See Mike's point quoted above.)

That's what I meant by the word "alien" -- a poor choice, on reflection -- though I can't think of what else to use. And for you I might be overstating the case. But for me, something clicked.

Christopher

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On 4/21/2005 at 4:04pm, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
But this is largely the point that I've been trying to make. What if magic is real in the real world? If so, then the Celt isn't rationalizing, his faith is correct. But that's not neccessary to prove. All I have to prove is that in Glorantha truth is ambiguous enough that a character in that world having faith is not non-sensical. Which I think is quite true.


I'd rather not respond to that idea directly.

But I do agree completely with:
"That is, farming magic doesn't make the farmer superior to a real world farmer, mostly it makes him just like a real world farmer. Sans magic, he'd probably starve to death."


In this sense, magic becomes a kind of metaphor for skill and knowledge. And that is perfectly plausible; for example, I know Chinese traditional medicine uses a belief system about sympathy and chi and whatnot which I do not agree is true, but is also able to produce treatments that are effective.

But where I become less sure again is when I resolve character actions with magic. If a character has something like "throw lightning" as an ability, or fly, when this ability is used I will be required to narrate causes and effects to that player.

Now, lets say I privately come to the view that Gloranthat is not literally magical; what then do I say to a player who wnats their character to fly to the top of a tower? It may be reasonable to see the sacred time rituals as a form of ecstatic trance, but the magical powers they imply go further.

For me this means I may not actually have a common social contract with the players. If they are expecting the game to run as (it appears) writ, and I am applying this second order analysis of the game, we are heading for a collision. OK sure, we can of course always discuss this. But my strong feeling is that if there was a section in the GM's books laying this out, and saying before you venture into Glorantha, you need to make a decision on this issue and discuss it with your players, then the product as a game would be much much less confusing to the buyer.

Aside:
I have actually considered a game which would exhibit my own view of historical magic, but I doubt its going to win many fans. This is a model of magic as deception, no bones about it.

For example, Egyptian priests had a cunning device that exploited the ability of fire to cause liquids to expand in a statue of a god, so that when you made a fire on the plate in front, in worship of the god, a reservoir would be heated, fluid would expand, and pour out of a beaker held by the god, putting out the fire.

Its very clever. It would also almost certainly be wondrous and magical to most observers. Even those who knew that it was a device wopuld not really know how or why it worked. It would indeed be a technology sufficiently advanced to be indistinguishable from magic. Of course, like any stage magician, this is not real magic, and works only under very specific conditions.

It would be quite interesting to play a game like this I think; please note I am not necessarily accusing the priests here of fraud, they may themselves believe this to be magic. But it would be interesting for a modern to see such "honest deceptive magic" in action as a possible model of historical society.

--
I'm certainly not opposed to conflicting worldviews; I'm not opposed to the characters having a different worldview to that of the players. My main issue, and this thread has clarified it if only because at least some others can see the way that Glorantha can be thought of as non-magical, is that becuase the game doesn't warn me of these levels of ambiguity or how to use them, my social contract may be based on totally fallacious assumptions.

In the absence of a certain statement as to the nature of the world in the text, I think it needs to be explicitly negotiated. And I think that needs to be explicitly discussed by the game itself.

--

Aside: Soru, I'm not actually too worried about Skyburn and so forth - because these can be rationalised away as natural disasters that have been rationalised. Frex, if you read a Chinese text saying that a mighty dragon crossed the sky on certain dates, its plausible to see that as a passing comet. Similarly, "Skyburn" could be a Tunguska event or similar.

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On 4/21/2005 at 4:39pm, joshua neff wrote:
RE: Syncretism in HQ

Gareth,

If you want to run Glorantha as "fake magic"--that is, what is called "magic" is actually trance states, hallucinations, and "magical" explanations for scientific events (like the Skyburn being a natural disaster explained through myth and magic), but you're worried about player expectations, shouldn't you declare, before characters are created and play has begun, how you want to run Glorantha? I mean, you'll be directly contradicting the text, which states that magic in Glorantha is obvious and flashy. A lot of players, I would think, would expect that the magic in the game, therefore, will be obvious, mythic, with lots of special effects.

You could obviously run your game differently, with the magic subtle for the most part, the flashy bits being hypnosis, hallucinations, and stage magic effects. I guess you'd just have to tone down the feats, spells, and spirits. And again, let the players know before hand how you want to run your game, to avoid the kind of disconnect you mentioned.

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On 4/21/2005 at 5:30pm, Mike Holmes wrote:
RE: Syncretism in HQ

GB Steve wrote:
Mike Holmes wrote: If you assume that the only way for characters to make decisions is the way that the rationalist in our world makes decisions, then you'll have trouble understanding the Gloranthan mindset.
I get your point although I'd contend that there is no "Gloranthan mindset" as such. There's an implied mindset of fictional creations which I don't see as being the same thing.
Well what I meant was what you said. Sorry if I used the wrong words. By Gloranthan Mindset, I mean that fictional mindset that the fictional characters of the obviously very fictional world of Glorantha must have (some of them) in order for them to seem interesting (as opposed to insane or stupid) to we real players.

I think part of the issue that Gareth has is that the rules of Glorantha imply a different mindset for him than they do for others. This is inextricably bound up in how everyone concerned in this debate views the real world and how it might be interpreted. Given that we're not about to change that, resolution is difficult.
I completely and wholeheartedly agree. You've just encapsulated much of my argument.

Gareth's pov, as I see is that if what I call magical happens all the time in Glorantha, then there is no magic to it. It's just part of what one might do naturally, and without divine interference. Furthermore, given that much of this magic could be said only to appear to those who have faith in it, how is one to convince unbelievers of its existence. Much in the same way that you'd have trouble convincing an atheist such as myself that God exists in the real world because you know it does. All good points.
Yes. You've pointed out how in the Real World atheists have problems with magic. But you admit that in the Real World that faithful people exist, despite those doubts, correct? So is it unbelievable to have a Glorantha in which people of faith exist?

The only argument can be that there the constant magic makes that hard to understand. But when you realize that people of faith in the Real World feel that magic is about them all the time, it becomes easier. And for people like me, it becomes believable. For others not, apparently. Or maybe I still misunderstand the disagreement.

However, Glorantha is a fiction and not the real world. So if you want something to have objective existence in that world, you can just say that it's so. In my Glorantha there is no ambiguity about the existence of magic although there is ambiguity about what this magic might be.
This is pretty much how I play with HQ (understanding that I import the cosmology into another setting for actual play).

Mike

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On 4/21/2005 at 5:54pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
But where I become less sure again is when I resolve character actions with magic. If a character has something like "throw lightning" as an ability, or fly, when this ability is used I will be required to narrate causes and effects to that player.

Well, in the game as written, the character throws lightning or flies. That's not really in doubt. You want to run it differently, that's cool.

OK sure, we can of course always discuss this. But my strong feeling is that if there was a section in the GM's books laying this out, and saying before you venture into Glorantha, you need to make a decision on this issue and discuss it with your players, then the product as a game would be much much less confusing to the buyer.


Well, I think that the books state pretty unambiguously that magic works and (slightly more ambiguously) how it works. I agree that the wording in the main books could really stand to be a lot clearer, but I'm not sure this specific concern (does magic really exist?) needs to be addressed, being pretty far off from what the game is about.


It would be quite interesting to play a game like this I think; please note I am not necessarily accusing the priests here of fraud, they may themselves believe this to be magic. But it would be interesting for a modern to see such "honest deceptive magic" in action as a possible model of historical society.

Bernard Cornwell is not a great writer, but his Arthur novels are full of superb examples of this, including a speech in which Merlin says basically: "well, yes, that girl was glowing because I coated her with luminescent mollusc secretions. I do do real magic, but it's clever and subtle, and you supertitious humps want fireballs and so forth, so I have to fake it."

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On 4/21/2005 at 7:31pm, Mike Holmes wrote:
RE: Syncretism in HQ

James Holloway wrote:
contracycle wrote:
But where I become less sure again is when I resolve character actions with magic. If a character has something like "throw lightning" as an ability, or fly, when this ability is used I will be required to narrate causes and effects to that player.

Well, in the game as written, the character throws lightning or flies. That's not really in doubt. You want to run it differently, that's cool.


Well, like I've said, I think that he's right in that it's one way to explain things. Part of the reason that I don't play this way, Gareth, is because the game doesn't make it particularly easy to do. I'm pretty certain that it's not the default assumption. While it can work, it seems obvious to me that the game was designed to say that the magic in the world is real in that world and not just deception.

In fact, I think the reason that you and I can see it all as deception is that we are capable of seeing magic in the real world as deception. But here's your key. If, in fact, you want to run Glorantha as all deception, then all you have to do is to just be the extreme skeptic. No matter what comes up, find the explanation for it. Charaters flying? That's easy, they just think they are. Did they fly up to that cave? No, they walked, but in their state they thought that they flew. Lightning bolts? They were throwing spears, of course.

If you can explain the Egyptian Idol putting out fire away, or better, the Skyburn as a physical phenomenon, you can explain away anything.

But the odd thing is that you don't have to do so.

Let that sink in for a minute. You could explain to the characters just their characters perceptions of reality. In which case you're just back to playing HQ as written with all of the color and flying and lightning etc. This has been my point all along. It doesn't matter if magic is real or not in Glorantha. Some people percieve it that way, so when they do, just describe the characters' perceptions and let the player make of it what they may. When they ask "did that 'really' happen to my character" just shrug and move on. Because it really doesn't matter. It's a very abstruse point to argue that a magic effect in a fictional world was fictionally real or fictionally false.

Mike

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On 4/22/2005 at 8:48am, contracycle wrote:
RE: Syncretism in HQ

joshua neff wrote:
If you want to run Glorantha as "fake magic"--that is, what is called "magic" is actually trance states, hallucinations, and "magical" explanations for scientific events (like the Skyburn being a natural disaster explained through myth and magic), but you're worried about player expectations, shouldn't you declare, before characters are created and play has begun, how you want to run Glorantha? I mean, you'll be directly contradicting the text, which states that magic in Glorantha is obvious and flashy. A lot of players, I would think, would expect that the magic in the game, therefore, will be obvious, mythic, with lots of special effects.


First I want to make this abundantly clear: "this is not a way that I WANT to run Glorantha". I mean this is a sort of bizarre charge given that only a page back I said explicitly that if I had my way all magic would be unambiguously literal. Please stop attributing arguments to me which I have not made.

Obviously I should declare it. But the problem is, I will NOT be contradicting the text. Because the text is relentlessly inconsistent with the voice it adopts for declarative statements about the nature of Glorantha.

As I have pointed out, there is literally nothing in Glorantha that can be firmly said to be magical. There are NO verifiable claims. The ONLY data is subjective, and discusses what Gloranthans BELIEVE, not the reality of Glorantha.

Back on one of the HW lists, I pointed out that because of this almost nobody has any idea of what Glorantha is supposed to be like. Are Orlanthi like Celts, or like Germans? It entirely depends on the accident of which publication you read. And contradictory publications exist because none of them are authoritative. And none of them are authoritative because they only discuss beliefs, not facts.

The only point I was trying to present with the discussion of deceptive magic is that DESPITE the alleged statements that magic actually happens in Glorantha, the deceptive model is AS GOOD OR BETTER for understanding Glorantha-as-written. I cannot actually learn anything about Glorantha - I can only assert things about Glorantha. For me, that kills Exploration stone dead.

I'd also like to drag this back to the topic of Syncretization and conversion, as StalkingBlue suggested we have drifted far from that topic. In my view, all of these things are germane to that topic, becuase it speaks directly to what the players and characters understand about their world.

You see, I do understand the process by which Rome exerted its sybcretic agenda; I know both why and how they did it. It is clear in the Annals of Livy, for example, that the senatorial classes pretty much only think of a religion as a way to keep the mob happy. There is very little of what we would think of as faith or devition going on; religion is a mechanistic, almost engineered practice for the purposes of social cohesion. As this appears in the conquest of Barbarian peoples, the Romans can convincingly assert that their broad empire has given them an insight into the universility of types of gods such that erecting a temple to Sulis at Bath can be seen as an act of piety in both Roman and Celtic terms. The Celts can be brought into the Roman system by seeing their prior understanding of their god as a limited and local vision of a much more broadly recognised entity. And once again, Glorantha can be convincinlgy interpreted in this sort of light.

But then, how on earth do I represent this in a game in which questions of conversion, faith, and culture are important? In games in which I am simply allowing Orlanthi magic to happen becuase the Orlanthi characters believe it, the kind of process which James laid out seems implausible. for one thing, their attempts to convert should trigger a serious response from the Orlanthi spirits of reprisal, possibly resulting in death!

The ambiguity of the true nature of Glorantha renders it, for me, almost exactly like the view of the Matrix that I think Soru gave in Christopher Kubasiks thread - set of cool characters doing cool things in a fundamentally shallow, meaningless world. I don't think I can really get into the mindset of someone facing the kind of problems and issues raised by conversion and syncretism becuase the world itself is so nebulous, the nature of magic and the gods dubious, and the "reality on the ground" undescribed and confused.

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On 4/22/2005 at 9:21am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Obviously I should declare it. But the problem is, I will NOT be contradicting the text. Because the text is relentlessly inconsistent with the voice it adopts for declarative statements about the nature of Glorantha.

As I have pointed out, there is literally nothing in Glorantha that can be firmly said to be magical. There are NO verifiable claims. The ONLY data is subjective, and discusses what Gloranthans BELIEVE, not the reality of Glorantha.

You keep saying this, but it relies on a very weird reading of, eg, HeroQuest pp. 97-110, which describe the reality of magic in a very firmly out-of-character, matter-of-fact tone.

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On 4/22/2005 at 9:25am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Back on one of the HW lists, I pointed out that because of this almost nobody has any idea of what Glorantha is supposed to be like. Are Orlanthi like Celts, or like Germans? It entirely depends on the accident of which publication you read. And contradictory publications exist because none of them are authoritative. And none of them are authoritative because they only discuss beliefs, not facts.

That's an odd way to look at it -- the Orlanthi are a little bit like Celts and a little bit like Germans, and a little bit like Anglo-Saxons, and a little bit like Vikings, and a little bit like stock fantasy barbarians. And of course all these real-world cultures are a little bit like each other.

If you look at old-ass RuneQuest material, they're sort of Celto-Mycenaean. But that's just the world being changed over 25 years in release; the evidence presented by Sartar Rising, Storm Tribe, and Thunder Rebels is consistent, and those are the current authorities.

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On 4/22/2005 at 9:29am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
As I have pointed out, there is literally nothing in Glorantha that can be firmly said to be magical. There are NO verifiable claims. The ONLY data is subjective, and discusses what Gloranthans BELIEVE, not the reality of Glorantha.


I think this has very little to do with the text as written, and rather a lot to do with the unwillingness of most people on the internet to say in a clear but polite way 'you are wrong about that, here is how it actually works'.

Most people these days do prefer to be spoken to using the more indirect language 'that is one way of doing things, but here is another you might like to consider'.

Sometimes this causes confusion, but once you get the hang of translating into normal speach it means much the same.

soru

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On 4/22/2005 at 11:34am, GB Steve wrote:
RE: Syncretism in HQ

contracycle wrote: As I have pointed out, there is literally nothing in Glorantha that can be firmly said to be magical. There are NO verifiable claims. The ONLY data is subjective, and discusses what Gloranthans BELIEVE, not the reality of Glorantha.
So, what would count as evidence of magic in Glorantha? What is it that is missing that would allow you play the game in the way you want to?

In other words, what is it that you call magic that would count as evidence of that in Glorantha?

Talking from the pov of syncretization, it's pretty clear that there are some things that some Gods promise to their worshippers that other Gods would not be able to deliver.

You'd never see a Lankhor Mhy performing the Sunset Leap, just as much as only a truth cultist can unerringly decide on the veracity of a statement (although I guess you might say this leaves open questions of what 'truth' is). There are things that some cultists can do, that they claim derives from their god to which other cultists make no claim, and indeed would sometime agree.

Some Lunars are proud of their chaos powers and Orlanthi would wholeheartedly agree that these derive from Sendenya, could never be supplied by Orlanth, and are a good reason for killing all the Lunars.

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On 4/22/2005 at 11:59am, joshua neff wrote:
RE: Syncretism in HQ

Gareth,

First of all, stop being so defensive. I'm not "charging" you with anything. You said, "Now, lets say I privately come to the view that Glorantha is not literally magical; what then do I say to a player who wants their character to fly to the top of a tower?" and I responded to that. I don't think my response was "bizarre" at all.

Now, you say, "There is literally nothing in Glorantha that can be firmly said to be magical. There are NO verifiable claims. The ONLY data is subjective, and discusses what Gloranthans BELIEVE, not the reality of Glorantha."

You're wrong. In the HeroQuest book, on page 97, it says, "Magic flows from the Other Side to the Mortal World, where beings use it to create, destroy, and transform. It has changed history, when mighty magicians crushed kingdoms. But not just the mighty have it! Everyone has a little. A humble farmer uses magic to improve his crops, a trader uses it to make herself more persuasive, and an artisan improves the quality of his handiwork."

That's not subjective, that's the rulebook talking objectively about magic in Glorantha.

On the next page, it says, "Magic is 'sensible'--it can be seen, heard, felt, or otherwise sensed when it is used. People glow, sparks shoot out of their hands, or a colored nimbus wavers around them. Attack magic is usually bright and makes a loud noise, detection magic makes the perceptive organs or the studied object glow, and healing magic sends gentle waves of energy flowing between healer and patient; the closing of the wound in a few seconds makes it even more obvious that magic is at work."

That's not in-game-voice flavor text, that's the objective voice of the rulebook.

And on page 222, the game text objectively states, "All peoples of Glorantha practice magic. All the various contradictory explanations for the origins of magic seem to work. No one doubts that magic exists; everyone can see its effects."

So, you're idea of Glorantha as a world in which magic doesn't objectively exists is your own interpretation, and it runs counter to every game text available. Similarly, the game texts objectively state that the gods and spirits exist. It's not just the view of the people of Glorantha, it's how the world works.

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On 4/22/2005 at 12:23pm, contracycle wrote:
RE: Syncretism in HQ

GB Steve wrote: So, what would count as evidence of magic in Glorantha? What is it that is missing that would allow you play the game in the way you want to?


An ability to really think in-character about the world objectively.

I am a gamist, after all. I want to be able to lay traps, make plans, deceive my enemies, build defences. But I cannot really lay a trap if I can't even really predict if my target can really fly, or merely believes they can fly. I need to be confident about my knowledge, be confident it is sound and reliable, so that I can make informed decisions.

But I find the nature of Glorantha too fluid and in some sense contentless to ever really be confident about anything.

For example, Thunder Rebels page 119, last paragraph:
"Kero Fin is the Greatest Mountain".

Seems clear cut, good firm statement from author to reader, should be reliable. Except at the end of the paragraph it says:

"Orlanthi in other lands, such as Ralios, have their own Greatest Mountain, and fly to their instead of to Kero Fin."

So clearly Kero Fin is not THE Greatest Mountain, it is A Greatest Mountain.
(despite the fact the form greatEST is pretty specific).

But on the next page it says:

"Thus in their general clan ceremonies the Orlanthi go the Greatest Mountain if they can reach it, or the Great Mountains, if Kero Fin is too far away".

... which again tacitly allocates 'the Greatest Mountain' to Kero Fin.

So, even as a GM, I could not answer the question "where is the greatest mountain" without knowing the religion of the CHARACTER asking the question. The question as asked by a PLAYER is unanswerable.

So, I sort of find myself in perpetual existential doubt about the most trivial facts, which is highly annoying and not fun.

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On 4/22/2005 at 12:49pm, pete_darby wrote:
RE: Syncretism in HQ

Player: Which is the Greatest Mountain?
Me: That's the one the Orlanthi fly to in their great ceremony.
Player: But is it Kero Finn, or...
Me; Who's asking? You or Cormac Swensson?
Player: Me
Me: The Greatest Mountain is the one the Orlanthi fly to in their great ceremony.
Player: Fucker. WHICH ONE?
Me: What the fuck does it matter?
Player: Listen, if there isn't one answer it's a crock of shit.
Me: Okay then; whichever mountain they fly to in the great ceremony is the greatest mountain
Player: Oh. So they all fly to their own mountain, and go to different ones that they say is the Greatest Mountain..?
Me: No. They all fly to the Greatest Mountain. They fly to their nearest Greatest mountain, and all arrive at the Greatest Mountain.
Player: I don't get it.
Me: It's symbolic
Player: It's bullshit
Me: But it works
Player: But here it talks about "We go to the Greatest Mountain, but those other fuckers just go to great mountains."
Me: Yes
Player: A straight answer or I hurt you
Me; Okay. Maybe that's supposed to be what the Kerofini think, "We've got the great mountain, they're just fooling themselves." Maybe, and this may be hard to accept, Issaries have missed a very minor continuity point.
Player: Or maybe Glorantha's all a crock of shit by a stoned hippy and his acolytes who can't even keep their story straight.
Me: Why the fuck do you even play this game?
Player: ...You all say it's cool and interesting.
Me: But you think we're the acolytes of a stoned hippy. What do you care what we think is cool?
Player: I still think you're full of shit.
Me; And we love you. Do you need a hug?

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On 4/22/2005 at 12:55pm, droog wrote:
RE: Syncretism in HQ

That's pretty funny.

I enjoy a bit of existential doubt, myself. It allows me to explore my head.

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On 4/22/2005 at 1:32pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
But I cannot really lay a trap if I can't even really predict if my target can really fly, or merely believes they can fly.

Pick one. I recommend a).

So, even as a GM, I could not answer the question "where is the greatest mountain" without knowing the religion of the CHARACTER asking the question. The question as asked by a PLAYER is unanswerable.

Unless you pick one. I like Pete's explanation: all great mountains can lead to the Greatest Mountain. I would say "all very important mountains share to some extent in the trait of Great-Mountain-ness. Kero Fin is probably more Great than the others."

I mean, seriously -- unless for some bizarre reason what you really care about is being able to sling shit at Tentacles with the other guys from the Digest, who gives a hoot? Just pick one and play the game, or don't and pick one when you get to it. How hard is that?

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On 4/22/2005 at 3:05pm, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
I mean, seriously -- unless for some bizarre reason what you really care about is being able to sling shit at Tentacles with the other guys from the Digest, who gives a hoot? Just pick one and play the game, or don't and pick one when you get to it. How hard is that?


Sure James, I can pick one, but then you know, why I am paying money for this stuff in the first place if I'm just going to have to make it all up again?

It would be nice to just USE the materials. There comes a point where buying materials I'm going to have to effectively rewrite is just a waste of time and money.

And this is also annoying and pity because most of it is well written.


--
Lovely stuff Pete.

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On 4/22/2005 at 3:12pm, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
Sure James, I can pick one, but then you know, why I am paying money for this stuff in the first place if I'm just going to have to make it all up again?


Except that that you seem to be complaining about is not so much that you need to make anything up, as that it would be possible for you to make something up that's different from what's clearly stated in the books without anyone breaking down your door and stopping you.

I can't promise to break down your door, but would it help if I told you your Glorantha is not allowed to vary?

soru

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On 4/22/2005 at 3:17pm, joshua neff wrote:
RE: Syncretism in HQ

contracycle wrote: And this is also annoying and pity because most of it is well written.


I think it is, in general, well-written. But it just doesn't seem like your thing, Gareth. You seem to want a game that rewards gamist play. I don't think HeroQuest does that. You want a game world in which certain things are objectively true. Glorantha can be that, but you're going to have to decide which things are objectively true, and you seem to not want to do that--you want the game to explicitly say what things are objectively true, and Glorantha books don't do that. I honestly don't see what it is about Glorantha and HeroQuest that you find intriguing enough to rage about the things you find frustrating. You've asked questions, people here have tried to give you answers, and each answer just seems to make you more frustrated. We, apparently, don't understand what it is you're confused about and can't give you the right answers.

So answer the questions yourself. You obviously know yourself better than we do. You know what you want, you know what you don't want, and I don't think anyone here can answer the questions you have in a way that you'll find satisfactory.

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On 4/22/2005 at 3:45pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Sure James, I can pick one, but then you know, why I am paying money for this stuff in the first place if I'm just going to have to make it all up again?

I hardly think picking one of a couple of options is "having to make it all up again." I can't think of anything major you'd have to change by going with the "magic works objectively thus" approach.

But then, obviously how much work something is and how much work it's worth are subjective things that differ between you and me. I hardly ever run a game without some tweaking of the setting because I'm a cranky perfectionist and nothing ever fully satisfies me. Truth be told, I rather like doing this. Obviously, you don't so much.

But Glorantha has a metaphysical system that is, to me, pretty consistent as long as you're willing to read between the lines a bit. It's not actually one of the things I felt necessary to muck about with in the game. But then, I quite like the idea that there are multiple Greatest Mountains, just like I like the idea that Arkat was simultaneously the same entity inhabiting five different bodies and five different people using the same name. I suspect that would bug you.

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On 4/22/2005 at 6:23pm, Mike Holmes wrote:
RE: Syncretism in HQ

I agree with Josh and James unsurprisingly.

1. Such ambiguity comes about in Glorantha only because it has a cosmologically complex take on things. Other cosmologies ask you to do far greater handwaving it seems to me. Explain to me, for example, how Egyptian dieties end up in D&D worlds. At some point you just accept that no RPG is going to be perfect and accept some of the absurdity. Or you play some other game with absurdities that bug you less.

2. Real life is just as existential in nature. Or I at least, and others too, find it to be that way. To the extent that Glorantha is existential, it's more believable and interesting to players like myself. Not less.

3. When it all comes down to it, you aren't pointing out a logical flaw of any sort, but a preference for different axioms about your game world. Well, what would you have us do? We can't change those axioms. I've already agreed with you that, given your preferences, that the game has problems for you. Well that makes you unlucky. It doesn't make the game bad for everyone else, however (or even for a many it seems to me).


So to get back to syncretization, yes, if you assume your version of Glorantha where magic does not exist, then it's hard to reconcile syncretization the way that I have, for instance. But if you accept the axiom for a moment that magic does exist, and that this is how I, for one am trying to explain how it works, it's quite logical I think.

If you feel that the argument from my axioms is not logical, I'd like to know where the problem is specifically.

Mike

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On 4/22/2005 at 10:00pm, droog wrote:
RE: Syncretism in HQ

I'd like to quote another Holmes here:

a) Relativism is an Absolute: there can be no certainties. There are at least four and a half correct explanations for anything. Everything you believe is only a prelude to initiation into gnosis. Arkat made but half the journey. Only baboons know the truth, and only Lunars are aware of this. Godlearner documents are memic land mines. Epistemology and ontology consciously arise only when cultures clash (and twice on Godsdays). Choose your errors consciously and wisely. Mythos is logos. Praxis before doxis.

b) Cultivate Wonder: Mystery is a value in itself. Not knowing is a path to liberation. Enjoy the magical, the mythical, the mystical. Surprise yourself at least once per session.

c) Your created world is itself a myth; fluid, open to many interpretations, semiotically charged and awash with possibility. Get in there and start hacking your own memes. Never be afraid to kiss the trickster.
................................................

23. It's YOUR Glorantha.
There is no, there cannot be, a One-True Glorantha. No matter how much we recognise and strive to achieve the values of consistency and coherence, we have to recognise that myths just aren't like that!

Myths are by definition multivalent. They never have a single interpretation, or even a single authoritative version. And Glorantha is a myth. Its also your own personal shamanic journey, your own inner-world. The treasures and truths you discover and return with are yours, to be shared with your co-creative community.

So never be afraid to tinker. Official or prevalent ain't necessarily best. You can't keep a good idea down. (Just look what happened to the cult of Vinga...) Cast your threads upon the electronic waters, and in seven days four Digesters will have told you why you're wrong and six dozen will have silently adopted your idea into their own thinking.

Which leads me to the most important point of all...

24. Follow Your Bliss.
You're here to have fun. So have it. None of us are in this for the money. Glorantha is neither a work of art, nor an excuse for a personal jihad/crusade. It's a ramshackle, living, breathing group experiment, a bubbling cauldron of creativity and community. Love it.

http://home.iprimus.com.au/pipnjim/questlines/trickster.html

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On 4/23/2005 at 4:36am, Christopher Kubasik wrote:
RE: Syncretism in HQ

droog wrote: I'd like to quote another Holmes here:
.....
http://home.iprimus.com.au/pipnjim/questlines/trickster.html


Droog,

Just read that page.

That's pretty much summed it up for me! Thanks for linking it.

Christopher

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On 4/23/2005 at 7:28am, droog wrote:
RE: Syncretism in HQ

You're very welcome, Christopher. Glad to be able to give something back.




EDIT: Even if I did screw up John Hughes' name.

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On 4/25/2005 at 7:31am, contracycle wrote:
RE: Syncretism in HQ

soru wrote:
I can't promise to break down your door, but would it help if I told you your Glorantha is not allowed to vary?


No, that does not help at all. Will you refund me my £50?

Fundamantally, a game which a) refuses to make firm statements about its own content and b) exhibits no concern about that is so broken that empty platitudes about "glorantha varying" are merely insulting.

What I thought I was doing was paying someone else to design this stuff for me, so that I would not have to. But it appears that contract has been violated - not only is the material contradictory but there is no prospect of that issue ever being addressed.

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On 4/25/2005 at 7:34am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
I hardly think picking one of a couple of options is "having to make it all up again." I can't think of anything major you'd have to change by going with the "magic works objectively thus" approach.


Everything. Because the contradictory statements would have to go. So if I decided Orlanthi should indeed have objective magic, then the things they think about the Lunars must also be true. So, in making this selection, I have just rendered 80% of the world irrelevant, and the materials I have purchased useless.

tha the problem with the "pick one" approach - in promoting that as a solution, you are conceding that the bulk of Glorantha is useless.

I hardly ever run a game without some tweaking of the setting because I'm a cranky perfectionist and nothing ever fully satisfies me. Truth be told, I rather like doing this. Obviously, you don't so much.


But I do, you see. It was exactly in doing that process that I found the discrepancies. But " a bit of tweaking" is not all the Gklorantha requires to work just to achieve basic-level Exploration; 80% of it must be binned.

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On 4/25/2005 at 8:42am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
So if I decided Orlanthi should indeed have objective magic, then the things they think about the Lunars must also be true.

a) What do they think about the Lunars that isn't true?

b) I don't understand why you say this. Why does the Orlanthi having magic mean that they have to be right about everything?
Gklorantha requires to work just to achieve basic-level Exploration; 80% of it must be binned.

Obviously this is untrue. We haven't all sat down and completely rewritten the game, and yet we've had no problems playing it (or not game-breaking problems anyway). So what's going on here? My suggestion is that you're making mistakes in evaluating the metaphysics that are making things unnecessarily difficult for you.

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On 4/25/2005 at 9:45am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
So if I decided Orlanthi should indeed have objective magic, then the things they think about the Lunars must also be true.


'if the americans have working aeroplanes, then everything they think about French people must be true'.

Perhaps you could explain why you think this?

soru

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On 4/25/2005 at 11:06am, contracycle wrote:
RE: Syncretism in HQ

soru wrote:
'if the americans have working aeroplanes, then everything they think about French people must be true'.

Perhaps you could explain why you think this?

soru


I really don't understand where you are coming from. We are talking about Glorantha, not the real world.

And it is true if I am to privilege one culture as being ontologically correct, according to the proposed solution.

So for example, emperor takenegi IS a fat lazy sybarite after all, not a posessor of the Eagle soul. This is now necessarily true in order that the righteous barbarians can triumph over the corrupt and hypocritical empire.

Wherever any material contradicts Orlanthi cosmology, Orlanthi cosmology wins. Or whichever group you have selected. Unfortunately, this renders a large percentage of the others erroneous.

Please remember *I* did not propose this solution.

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On 4/25/2005 at 11:16am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
So for example, emperor takenegi IS a fat lazy sybarite after all, not a posessor of the Eagle soul. This is now necessarily true in order that the righteous barbarians can triumph over the corrupt and hypocritical empire.

Moonson is both a fat lazy sybarite and possessor of the eagle soul. What's the problem? Even other Lunars see the person of the emperor as a lazy drunk -- but, to paraphrase ILH1, the Greatest Lazy Drunk in the Empire. They differentiate between the person and the Takenegi.

Additionally, Orlanthi cosmology does not contradict the idea "the Lunar Emperor is, according to traditional succession mechanisms, Emperor of Dara Happa, Paradisal Aviator of Rinliddi, and Padishah of Carmania."

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On 4/25/2005 at 11:19am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
b) I don't understand why you say this. Why does the Orlanthi having magic mean that they have to be right about everything?


For the thousandth time, please address the point of view of the players, not the characters. The characters are only imaginary.

If the proposed solution is to pick on culture and privilige it as the point-of-view of the GAME SYSTEM, so that narration and resolution coincide, then anywhere that this culture's perspective contradicts any other culture, the foreign culture must be wrong. And seeing as so much of Glorantha is contradictory to such extent, about nearly everything, then yes the ovwerwhelming bulk of all other dicuments will have to be treated as mistaken or fraudulent.

Thus, if the Lunars have magic based on their erroneous understanding of what really happened in the lightbringers quest, then it cannot work.

Obviously, the Malkioni are inherently wrong at most levels if Orlanthi culture is privileged.


Obviously this is untrue. We haven't all sat down and completely rewritten the game, and yet we've had no problems playing it (or not game-breaking problems anyway). So what's going on here? My suggestion is that you're making mistakes in evaluating the metaphysics that are making things unnecessarily difficult for you.


Well then, over the course of this thread, how come these errors cannot be pointed out? Thats precisely the topic of the thread!

But instead, you have proposed that I should not ask those questions, because they cannot be answered, and instead propose I simply pick a culture as a short cut to getting an actual game running with a working social contract.

No you seem unhappy with what your proposed solution produces, and want to go back to talking metpahyisics. OK, what are the metaphysics of Glorantha that reconcile its contradictory statements? My £50 remains unclaimed. I WANT to know.

But then, I quite like the idea that there are multiple Greatest Mountains, just like I like the idea that Arkat was simultaneously the same entity inhabiting five different bodies and five different people using the same name. I suspect that would bug you.


Of course it bugs me becuase its blatently bogus. I can understand oine entity in 5 bodies; I can understand 5 different people; I cannot understand what on earth you mean when you say both of these are the case simultaneously.

They cannot be. So what do you ACTUALLY mean by this statement?

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On 4/25/2005 at 11:34am, pete_darby wrote:
RE: Syncretism in HQ

Gareth, you keep osting false dichotomies and demanding that they are absolute: Takenegi possesses the Eagle soul, and he is also a human sybarite.

Consider this: the Orlanthi are right about as much as they need to be right to mythologically connect with Orlanth, who is the channel of their magic. But this doesn't make them right about everything. They've forgotten more about Orlanth than they know now.

Similarly, the Lunars haven't got the privelige on the absolute truth, nor do the Malkioni, the Praxians, or any other single group. That they have magic is just an expression of their mythic relationships with the otherworlds, which grant magic through mythic relationships, not through empirical relationships only available to groups possessed of an overriding, empirical, objective truth.

Ontological privelige does not reside in any one ethnic, political or geographic group: I find it hard to believe you would find this hard to accept.

To get things back to syncretism; Gareth, you mentioned the attitude of Roman nobles, looking down on the peasants worshipping the pantheon. What you neglected to mention is the heteredoxy at this level. Some nobles believed that the gods were the expressions of one god, others that they were expressions of an impersonal divine power, others that they were personifications of entirely natural processes (whatever that would mean to a Roman).

I can very well see Lunars especially, but sophisticates of other cultures as well, taking similar views. The main difference is that ceremony and heroquesting demonstrably works in Glorantha, but if you can only interact with the inhuman, supernatural otherworld through the tools of myth and ritual, if they really are (objectively!) the only ways to obtain magic, then even an illuminate who treats the Gods as personifications of abstract ideas will still burn the incense, chant the chant and follow the steps of the Gods, because that's still the only way to obtain the Sunspear feat...

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On 4/25/2005 at 11:35am, joshua neff wrote:
RE: Syncretism in HQ

contracycle wrote:
But then, I quite like the idea that there are multiple Greatest Mountains, just like I like the idea that Arkat was simultaneously the same entity inhabiting five different bodies and five different people using the same name. I suspect that would bug you.


Of course it bugs me becuase its blatently bogus. I can understand oine entity in 5 bodies; I can understand 5 different people; I cannot understand what on earth you mean when you say both of these are the case simultaneously.

They cannot be. So what do you ACTUALLY mean by this statement?


He means Arkat was one person in five bodies and five different people using the same name. Was Arkat also Gbaji? Yes. Was Arkat the guy who fought Gbaji? Yes. Was Nysalor Gbaji? Yes. Was Nysalor the guy who fought Gbaji? Yes.

It makes sense to me. It apparently makes sense to a lot of people who play in Glorantha.

Just because you, Gareth, have problems with this doesn't mean the game is bogus or broken. It obviously indicates that Glorantha isn't your cup of tea, and I fail to understand why you persist in insisting that it is, if only it's "fixed" to jibe with how you want it to be. My advice? Either accept that the game and the setting is what it is, and if you want it to fit in with your wants & needs, you're going to have to tweak it; or accept that Glorantha and HeroQuest was never designed for you, it doesn't work for you, and move on. You haven't explained why it's so important for you to prove that the setting and game are "broken" simply because you personally don't accept things about the setting that a lot of us do accept.

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On 4/25/2005 at 11:51am, contracycle wrote:
RE: Syncretism in HQ

joshua neff wrote:
He means Arkat was one person in five bodies and five different people using the same name. Was Arkat also Gbaji? Yes. Was Arkat the guy who fought Gbaji? Yes. Was Nysalor Gbaji? Yes. Was Nysalor the guy who fought Gbaji? Yes.


No. Why not assert that blue is red, that white is purple, or that 2+2 = 108.

How do you resolve the contradictions?


It makes sense to me. It apparently makes sense to a lot of people who play in Glorantha.


Sure, well, OK then, explain it to me. As you have just said, it makes sense to you, it does not to me. This is precisely the issue on which I am seeking clarification.


Just because you, Gareth, have problems with this doesn't mean the game is bogus or broken. It obviously indicates that Glorantha isn't your cup of tea, and I fail to understand why you persist in insisting that it is, if only it's "fixed" to jibe with how you want it to be.


'But hang on - the only "fix" I have ever proposed is that there be a frank discussion on this issue. I mean, what is your position, that Glorantha is only expected to be sold to some higher quality of being and that peasants like myself should not dare to ask uppity questions?

You see, you say you accept it , understand it, but how then can you not explain it?

I actually don't think anyone does understand it, they merely "accept" it by turning a blind eye. I'm aware this is a contentious claim, but there have no been so many assaults on my person and intellect I don't care. I suspect the game "works" on two levels: 1) you don't need to think about anything while killing broo: the game can operate as a simplistic dungeon crawl adequately, and 2) having faith that in some way unknown to you personally there is some underlying reason known to Greg Stafford.

What it is not is a complete and working game. If it had been proposed for design here with such gaping conceptual gaps and no express design intent to explain why these are gaps are features rather than bugs, I fancy it would have been shot down in flames.

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On 4/25/2005 at 12:03pm, joshua neff wrote:
RE: Syncretism in HQ

No, Gareth, it makes sense to me because I don't have a problem with contradictions in the game, and I don't feel any need to resolve them. Now, it may be that during play, it could come up, and my group as a whole will decide that, say, Nysalor was never Gbaji while Arkat was. And that sounds great to me. But I don't see any need to decide before play has even started.

But beyond that one example--no, I have no problem with metaphysical contradictions. I have no problem with the Orlanthi being correct about the metaphysics of Glorantha some of the time, the Lunars being correct other times, and both being right or wrong other times. Part of it is turning a blind eye, yes, because it simply doesn't matter to me. Part of it is that contradictions don't bother me at all in this context, and I have no problem holding the contradictory ideas in my head. I'm a Doctor Who fan, and I have no problem with Atlantis being destroyed on three different and separate occasions in three different ways that all contradict the other instances.

In fact, one of the things I like about the Lunar religion is that it frequently seems to be paradoxical and weird. I like paradoxical. Paradoxical makes more sense to me than everything explained concretely.

What I still fail to understand is why it's so important for you to prove that Glorantha is "broken" and that all of us who have no problem with it are just "turning a blind eye" and ignoring how broken it is. I don't understand what your obsession is here. Why is it so important for Glorantha to make sense to you?

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On 4/25/2005 at 12:15pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
For the thousandth time, please address the point of view of the players, not the characters. The characters are only imaginary.

I have never done this; you are misrepresenting me. I am saying that in-game, there is no reason that the objective success of Orlanthi magic would necessitate the objective truth of Orlanthi cosmology.


But instead, you have proposed that I should not ask those questions, because they cannot be answered, and instead propose I simply pick a culture as a short cut to getting an actual game running with a working social contract.

I said nothing of the kind -- I said to pick a solution to the problem, not an in-game culture. "All magic works fine" is a perfectly valid solution, and does not privilege any culture.

Listen: the fact that magic functions does not mean that the Orlanthi are picture-perfect right on every point of their mythology. Mythology is a reflection of the real state of the otherworld. It contains fundamental truths ("Elmal is brave and steadfast; when tested he endures"), facts that lead to useful generalizations ("Teller of Lies could not flatter Elmal into abandoning his lord" = "pride is dangerous; honor is knowing your place") and meaningless details ("Magasta is Humakt's uncle.") It is not absolutely right; it is also not absolutely made up. This is what I've been saying all along for like a hundred posts.

The Orlanthi cosmology does not contain in it anything that, if true, would fundamentally negate the Lunar one, and vice versa. You think that Sedenya's Lordship of the Middle Air should give her power over all the air everywhere, and you think it's an inconsistency when it doesn't, but this is only because of constructions you are putting on the material. It is no more true that Sedneya's Lordship of the Middle Air would give her total control over it than that by becoming Duke of York, I could tell everyone in York to do whatever I liked and they would have to do it no matter what they wanted.

As for Arkat, this is a side-point about the kind of game I would run: I'm perfectly happy with the "real world" of Glorantha being a non-rational place, such that Arkat was simultaneously both five different people who all called themselves Arkat, like saying "I am Spartacus!" and a single entity occupying five different bodies. I am equally happy with there being parts of Glorantha where up is down, black is white and short is long. However, I haven't been arguing on this basis, as I'm trying to come up with solutions that are helpful to you. I was just using my preference as an example of one of the range of possible play styles supported by the text, not suggesting that you should want to play this way.

Your big problem seems to be that you're conflating "some" and "all." If Orlanthi magic works, all Orlanthi mythology must be exactly true. If the gods were real, nobody would ever act this way. Some Gloranthan documents are in-character, so there's no out-of-game description of how magic works.

edit: the first three paragraphs of Pete's post are a much better expression of what I'm saying.

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On 4/25/2005 at 12:19pm, James Holloway wrote:
RE: Syncretism in HQ

joshua neff wrote:
Was Arkat also Gbaji? Yes. Was Arkat the guy who fought Gbaji? Yes. Was Nysalor Gbaji? Yes. Was Nysalor the guy who fought Gbaji? Yes.

Well, actually, this one is a little easier. "Gbaji" is just an insult, "Deceiver." So cultures who sympathize with Nysalor call Arkat "Gbaji" while cultures who sympathize with Arkat do it the other way round. It's as if supporters of George Bush and John Kerry had both decided never to speak the opponent's name, but just to call him "that son of a bitch." I don't think there is some Gbaji-ness somewhere that both entities aspire to. So this is not a contradiction, Gareth, just a terminological dispute in the game world.

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On 4/25/2005 at 12:25pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Sure, well, OK then, explain it to me. As you have just said, it makes sense to you, it does not to me. This is precisely the issue on which I am seeking clarification.

Ask a specific metaphysical/mythological question about Glorantha, identifying clearly where you feel the contradiction occurs. Please do not respond "I've already done so"; cut and repost if you have to. I know most about Dragon Pass, a good deal about the Empire, and less about the other parts of Genertela, so please take that into consideration.

I will grant you right now that some of the material is poorly or confusingly explained.

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On 4/25/2005 at 1:31pm, soru wrote:
arkat

On the specific point of arkat:

1. out of game, that is intended to be one of the limited number of explicit mysteries, not a normal background detail.

2. in-glorantha, few people are _entirely_ sure their version of the truth is correct, they will mostly be aware of the other viewpoints about him.

3. there are no widespread and powerful magics associated with arkat, no empires or kingdoms that regard themselves as his heirs.

None of those points is coincidental.

soru

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On 4/25/2005 at 2:29pm, Mike Holmes wrote:
RE: Syncretism in HQ

The fact is that it's simply not neccessary for the players to know the absolute truth of the game world. It's just not. All the players need to know is what the characters in the setting believe.

You keep claiming that we've not made even a prima facia argument about this, when we have repeatedly. You claim that the game is incomplete and that we've not showed you how it is, in fact playable, when, in fact we have many times over. Now, I could be just saying that, so I'll try one more time to reiterate my argument. If you choose to ignore it, as not addressing your problem, then I'll be done arguing this point, because I'll have already given you what you've asked for.

All that a game has a need to do is to indicate to the participants how to narrate the events that occur in game. It is simply not required to give you a hard "truth" about the nature of those events. In fact, many of us would argue that the game is superior because it does not tell you these things.

You say, ah, but then I have to make up the truth myself. Well, you only have to make up character perceptions. These do not have to be truth itself. But, yes, you do have to make up stuff in an RPG. This is the nature of an RPG. If the player says that they go left at the turn, do you expect that the truth of what lies there will always be laid out in the gaming texts? No, to some extent, you are always required to make up some information on what the characters percieve. Now, you can take that information that you've made up to be objective if you like, but interestingly, to the character in question, there's no way to "prove" the existence of the objects encountered. Not unless Glorantha is somehow significantly different from our world in this, something which we cannot assume since it's not indicated anywhere. An unwritten rule of all RPGs is that where unstated, assume that things work as they do in our world. There's nothing in the book saying specifically that if a person jumps into a fire that they will be harmed - it only gives resistances and assumes that we'll figure out what the results will be.

So we have fictional characters in fictional Glorantha who, like us in the real world, are limited to our perceptions in determining reality. The Glorantha texts tells us what the characters believe, even some contradictory things. So, does this cause a problem when you come to the contradictory information? No, you simply give the player what his current perceptions are. Which may appear to explain the mystery or contradiction in question, or which may actually remain contradictory.

Example:
GM: you see standing before you five Arkats, yet only one Arkat.
Player: how can that be, I as a player have a hard time wrapping my head around that?
GM: So does your character, when exposed to this great mystery.
Player: well, my character has been told that Arkat was really just that one guy on the left. The rest must simply be illusion. I attack the rest in order to make the universe make sense again.
GM: OK, let's roll.

There simply is no problem with contradiction in play. The real players can understand how somebody might react to such information, and they proceed to continue to play. The narrator can present it, and the players can play through it.

Give me an example of a situation in actual play where you'd not be able to narrate something interesting to the players. Where it's not simply a matter of your own personal preferences? If it's simply a matter of your preferences, then we've been right for the last five pages or so, and you're just saying that you don't like a world presented this way.

In which case, I think you should ask Issiaries Inc for your money back, if anyone - I don't see how it's our responsibility. That said, I think that if a car works for one person, but not for you, that caveat emptor applies here. If HQ works for most players, but you just don't like it, well, I'm not sure that you're entitled to a refund.

What I am also just as sure of is that given your needs, and how Glorantha is set up, that nothing we say can help you. It's very much like you've said, explain to me how this car can fly like an airplane just by looking at it differently. Well, it's not, you've bought the car. So either drive it, or...don't.

You can call this sticking our heads in the sand all you want. Doesn't make the game any less playable for us.

Mike

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On 4/25/2005 at 5:13pm, droog wrote:
RE: Syncretism in HQ

I'll have a go. You know, contra, that in real-world terms I am as close to your philosophical position (historical materialism) as anybody.


The Malkioni worship the creating force of the universe (noting that this gives them no magic). They see theists as worshipping part of this entity's creation. In game terms, ie for the players, magic comes from accessing a plane of abstract energies.

Theists may agree that there is a Creator, though they may also disagree on the nature of this entity. Rejecting direct worship of the Creator, they worship beings that personify natural or social forces. In game terms, magic comes from making bargains with powerful entities.

Animists worship the lesser beings of Creation, the immediate life-force of people, trees, rocks etc. In game terms, magic comes from direct control of magical creatures.

Thus, magic comes from distinct sources.

The entities that theists interact with are mind-numbingly powerful. The Orlanthi, for example, can never know the truth of Orlanth because ordinary human minds are not built for it. What they do understand is filtered through their own cultural symbols. Hence, two Orlanthi may never see Orlanth in quite the same way, as their own understanding of these symbols may differ, if only slightly. Naturally, people's myths may or may not reflect the Real Truth; but they have discovered that they work to an acceptable extent.

Subjective understanding affects the magic one can do. Hence the various aspects, subcults etc. If there was unlimited time and paper, one could detail subtle differences between each clan or perhaps even each family's magic.



As for Arkat, Josh makes a point--the point of the game is to sort this out for yourself. Which one is Arkat? Too many stories; we don't know. Find out through play. Otherwise you are playing before you play.

No, I don't know that Greg Stafford has any better idea of all this than me. I like to think that my notions--even the ones still not fully formulated--are just as good. I think he's making it up as he goes along just like me.

I could do with 50 quid. Can I ask you to respond to this so that I may work towards the cash?

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On 4/26/2005 at 3:34pm, jorganos wrote:
RE: Syncretism in HQ

contracycle wrote:
James Holloway wrote:
b) I don't understand why you say this. Why does the Orlanthi having magic mean that they have to be right about everything?


For the thousandth time, please address the point of view of the players, not the characters. The characters are only imaginary.


The point of view of the players is that of an outsider observing Glorantha as a game setting. They can receive facts for the game setting.

Fact: Orlanthi have magic derived from their deities which works as long as they can contact these deities and these deities are willing to grant them those magics.

Fact: Orlanthi have believes which they regard as absolute truths. To play an orthodox Orlanthi, the player ought to have his character adhere to these views.

Fact: The Lunars tell a different story. They have magic which works, and even magic which blocks contact between Orlanthi and their deities (after siege of Whitewall).


contracycle wrote:
If the proposed solution is to pick on culture and privilige it as the point-of-view of the GAME SYSTEM, so that narration and resolution coincide, then anywhere that this culture's perspective contradicts any other culture, the foreign culture must be wrong.


The GAME SYSTEM has no point of view. It is only imaginary.

The narrator presents the world to the players. He doesn't present the Absolute Truth, but observable reactions of the setting to actions of player and non-player characters, as well as developments outside of the focus of gameplay whenever they touch gameplay.

contracycle wrote:
And seeing as so much of Glorantha is contradictory to such extent, about nearly everything, then yes the ovwerwhelming bulk of all other dicuments will have to be treated as mistaken or fraudulent.

Thus, if the Lunars have magic based on their erroneous understanding of what really happened in the lightbringers quest, then it cannot work.


Wrong. If the Lunars have contact to deities who grant magic for that understanding of what happened wherever (I won't go into details whether the 7 Moms messed with the Lightbringers' Quest or something else), it's not Orlanthi business. Orlanthi have myths of Orlanth praying to greater powers before going on the Lightbringers' Quest. They know that Orlanth is not the ultimate deity. And they know that there are other sources of power and magic which are evil or wrong to the Orlanthi way.

Your players don't need to know about these greater deities. The narrator doesn't need to know. The story works without finding out who exactly Orlanth addressed.

In fact, the story works for the narrator and the players jointly to experiment with a model who these greater truths/beings were. The Aeolians in Esvular believe they know the greater truth. So did Lokamayadon's cult of Tarumath, and so did the EWF Orlanthi. All of these draw (drew) magic from a source beyond Orlanth. All of that magic works under given premises. And none of these magic sources need to be the penultimate. There's turtles all the way down.

contracycle wrote:
But instead, you have proposed that I should not ask those questions, because they cannot be answered, and instead propose I simply pick a culture as a short cut to getting an actual game running with a working social contract.


You can ask these questions. Many others have before. Check the Glorantha Digest archives for "sobjectivity", for instance.

If you take any one (imaginary!) culture's point of view as binding for the entire setting, the setting won't work as soon as you leave the frame of that culture - in fact as soon as you contact any other culture.

So: don't.

But: Do present beliefs of the characters to the players as if they were truths. Treat it like the background of Mage-the Ascension - other truths are waiting to be discovered. Truths that may change the rules. Because that is what the Hero Wars setting in Glorantha is about, and that's what the HeroQuest rules are written for.


contracycle wrote:
No you seem unhappy with what your proposed solution produces, and want to go back to talking metpahyisics. OK, what are the metaphysics of Glorantha that reconcile its contradictory statements? My £50 remains unclaimed. I WANT to know.


What exactly are the irreconcilable contradictory statements you complain about? There is one (entirely imaginary) obective Glorantha, a section of the surface world where for a given time there are (imaginary) observable facts.

There are holy places which ease magic because they act as the place where some myth happened, even though the myth happened elsewhen and, by being a myth, in the mythic realm, possibly with mundane world byplay. The Hill of Orlanth Victorious is given as the place from which Orlanth set out on the Lightbringers' Quest, and it eases entry to that mythic realm. It doesn't have to be the only place to do so, for the reason that it was the starting place, because where Orlanth really started from was in the mythic realm in which the Lightbringers' Quest took place - and that's a place without completely observable facts, as per rules.

It doesn't matter in which sequence you add the numbers 1, 2, 3, 4 and 5, the result will be 15 unless you change the context (if you go hexadecimal, the correct answer will be F instead).

Magic effects can be observed. Magic is changing the context of the mundane world into that of the mythic realm. Much of this can be viewed as remaining in context if you define the context taking in a set of mostly compatible myths. If a different context is used, the result may appear to make no sense - my three year old niece will tell me that you cannot count to F, so that's no number and I talk bollocks.


contracycle wrote:
But then, I quite like the idea that there are multiple Greatest Mountains, just like I like the idea that Arkat was simultaneously the same entity inhabiting five different bodies and five different people using the same name. I suspect that would bug you.


Of course it bugs me becuase its blatently bogus. I can understand oine entity in 5 bodies; I can understand 5 different people; I cannot understand what on earth you mean when you say both of these are the case simultaneously.


Stop thinking in exactly three dimensions. That's the wrong context.

Let me present to you five different people: me when I was born, me when I entered school, me when I left school, me when I left university, me today. I haven't met more than one of these at a time, but that's because I lack the ability to go back through time. Let me assure you that me today is different from me when I was born. We probably share hardly 1% of the atoms.

I know you'd be impressed if I could alter your context so that I could present more than one of me at the same time.

Glorantha is about altering that context, to an extent.

contracycle wrote:
They cannot be. So what do you ACTUALLY mean by this statement?


That cannot be in the context of the world we appear to share. That's not the context of Glorantha - for starters, we don't have observable effects of magic here. By shifting the context to allow for observable magical effects, you'll have to shift it further to accommodate one entity spread simultaneously to several locations. My hand can make contact with a 2-dimensional surface in several locations, it still is one hand. Nowhere on that surface will you be able to observe the entire hand, but it will be adjacent where my palm rests nonetheless. And where the tip of my thumb rests, too. etc.

Does this help answer your question?

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On 4/27/2005 at 8:44am, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote: The fact is that it's simply not neccessary for the players to know the absolute truth of the game world. It's just not. All the players need to know is what the characters in the setting believe.


the GM is also a player. It is necessary for the GM to know in order to judge and narrate resolution.

Now, I could be just saying that, so I'll try one more time to reiterate my argument. If you choose to ignore it, as not addressing your problem, then I'll be done arguing this point, because I'll have already given you what you've asked for.


No, I have NOt ignored your argument. I have repeatedly explained why it is inadequate, and you have repeatedly ignored my points and simply reiterated your position again. It clearly is not convincing me.


All that a game has a need to do is to indicate to the participants how to narrate the events that occur in game. It is simply not required to give you a hard "truth" about the nature of those events. In fact, many of us would argue that the game is superior because it does not tell you these things.


Then why bother buying it?


You say, ah, but then I have to make up the truth myself. Well, you only have to make up character perceptions.


No, not perceptions, because perceptions conflict but dice resolve. To advabnce this claim you are essentially saying "system doesn't matter".

Now, you can take that information that you've made up to be objective if you like, but interestingly, to the character in question, there's no way to "prove" the existence of the objects encountered.


the character doesn't exist. The character is imaginary.

It is not the character I must convince, but the player. Please provide me with a player explanation, not a character one, as I have repeatedly requested.


An unwritten rule of all RPGs is that where unstated, assume that things work as they do in our world. There's nothing in the book saying specifically that if a person jumps into a fire that they will be harmed - it only gives resistances and assumes that we'll figure out what the results will be.


Yes - thats how it normally works in RPG's. But it doesn't work that way in Glorantha becuase therevis no objectively shared space, only isolated character perceptions. So if a character has a perception that fire was harmless, that would be just as valid a statement about Glorantha as any other.


So we have fictional characters in fictional Glorantha who, like us in the real world, are limited to our perceptions in determining reality.


Limited is not the same as poor. Our technology does produce reliable, predictable results common to all observers. In this it is NOT like Glorantha.


The Glorantha texts tells us what the characters believe, even some contradictory things. So, does this cause a problem when you come to the contradictory information? No, you simply give the player what his current perceptions are. Which may appear to explain the mystery or contradiction in question, or which may actually remain contradictory.


And yet again, a response is given in character terms when the question is in player terms. And once again I will tell you: I can determine what contradictiory or false PERCEPTIONS exist if I know what is true. What I need to know as a plyer/GM is what is true in the game world. The fact that my character may be mistaken is totally irrelevant.

For example, if I was playing Conspiracy X, it may REALLY be that a Man In Black is transformed Saurian. And then, if there is a discrepancy between what the player expects is normal behaviour for a human, and what the MIB actually does, then that discrepancy may be a Clue. But I will not of course, as the GM, come out and say so. I will tell the player what the CHARACTER percieves based on my knowledge of what the game world OBJECTIVELY is. But Glorantha does not let me do that, becuase it never tells me anything objective.


Example:
GM: you see standing before you five Arkats, yet only one Arkat.
Player: how can that be, I as a player have a hard time wrapping my head around that?
GM: So does your character, when exposed to this great mystery.
Player: well, my character has been told that Arkat was really just that one guy on the left. The rest must simply be illusion. I attack the rest in order to make the universe make sense again.
GM: OK, let's roll.


Yes, this is an example of how it fails in my eyes. The alleged "mystery" of the multiple Arkats is ignored in favour of stock RPG kill-em-all-and-take-their-stuff.

And also, the player plainly does not see this is an important spiritually significant issue - the player selects a quickie off-the-shelf pat solution with no depth. So what was the point of doing all this in the first place? Nobody cared.

And from this basis, why should I think ANY of the metaphysical "truths" of Glorantha are anything other than empty rhetoric? The course of play does not prompt a study of the multiple natures of Arkat - indeed, in your example, it is the PLAYER who proposed the solution. For explorative purposes, that is totally valueless; nothing could be learned because the player made the decision. The world could not be explored. For me, as I said, this kills the game stone dead.


Give me an example of a situation in actual play where you'd not be able to narrate something interesting to the players. Where it's not simply a matter of your own personal preferences? If it's simply a matter of your preferences, then we've been right for the last five pages or so, and you're just saying that you don't like a world presented this way.


Yes. Do the Orlanthi really visit the god-world during their sacred time ritual?

Do Orlanthi really have the power to Fly?

Where is the Greatest Mountain?

I have offered many examples and none of them have been addressed - all that has proposed is that it be handwaved.


In which case, I think you should ask Issiaries Inc for your money back, if anyone - I don't see how it's our responsibility. That said, I think that if a car works for one person, but not for you, that caveat emptor applies here. If HQ works for most players, but you just don't like it, well, I'm not sure that you're entitled to a refund.


And as far as I can tell, this is a company selling a car that doesn't run but has a fanbase that likes sitting in the stationary in the vehicle in the garage.


You can call this sticking our heads in the sand all you want. Doesn't make the game any less playable for us.


Well, theres not accounting for taste. But lets remember the topic here: how does syncretisation and conversion work in Glorantha? That question remains unanswered, and it seems will never be answered. Now I am quite willing to express a preference, and acknowledge my own tastes, and am quite happy to do so. And if it is the case that in this game, you cannot and simply never are expected to Immerse into your character and see the world as they see it, as we see our world, then yes indeed I can happily say that this is not the game for me.

But the fans themselves keep asserting that this is not the case, that nothing is wrong, and if only I was open-minded enough I would be able to understand. That is why I keep the door open for people to explain it to me. If there is ano explanation, then I think these products should be much more explicit about how they are intended to be used. I made the mistake of thinking I was buying an RPG, and instead I have bought a set of props. It appears to me to be a dishonest product.

Thsat is a perception reinforced by the torturous lengths this cpnversation goes to in order to avoid admitting that there is in fact no coeherence between Gloranthan products. While I was on one of the old mailing lists, many new players of HW wrote in to ask much the same question, and many many were shamefully abused by the old hands. Cries go up of "oh no not the s/objectivism debate again, won't you idiots learn that its not worth raising the issue".

Why treat your customers with such hostility and contempt? I/we bought the game wanting to play - if we have questions, what we want is answers, not to be told that we are mentally deficient for failing to "get it". We are not being mischevous or spiteful in asking these questions - if we really didn't want to know, we would not ask them. And if we end up alienated from the product both as a result of its inherent deficiencies, the total silence of the authoer on the topic, and the self-appointed elitism of the old hands, then that is not because we are possessed of some vendetta.

I saw a whole procession of people join that list and simply get turned away, often rudely, as this thread has shown. What you all seemt to fail to understand is that if I didn't actually want Glorantha to work, then yes I would just go away and laugh from the sidelines as a product that has always struggled (now, to me, unsurprisingly) continues to struggle. My ideal outcome would be a publication with sufficient design notes and discussion of intent such that the material actually makes sense. Or, just be honest about it - when a question is asked about syncretisation, just respond, "actually these materials area really just props and that sort of thing is outside its scope", instead of all the apologetics for multiple perspectives that fail to address the issue.

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On 4/27/2005 at 8:51am, contracycle wrote:
RE: Syncretism in HQ

James Holloway wrote:
Ask a specific metaphysical/mythological question about Glorantha, identifying clearly where you feel the contradiction occurs.



Do Orlanthi REALLY go to the god-world during their sacred-time rituals?

Which is the Greatest Mountain?

How can more than one entity be Lord of the Middle Air?

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On 4/27/2005 at 8:58am, GB Steve wrote:
RE: Syncretism in HQ

Are you still all discussing this? It seems fairly fruitless to me. The fault lines between the positions have been identified and there seems little hope of reconciliation.

Just looking at Gareth's 3 questions I can see that there will be several different answers because there is no right HW, there's just the HW that one plays.

FWIW, my answers are:
Sometimes they do.
There's a bit of it in every mountain.
It depends on who you ask.

I see these as being of no use to Gareth. Isn't it time to draw a line under this and move on?

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On 4/27/2005 at 9:09am, contracycle wrote:
RE: Syncretism in HQ

droog wrote: I'll have a go. You know, contra, that in real-world terms I am as close to your philosophical position (historical materialism) as anybody.


Yes I remember


Thus, magic comes from distinct sources.


I don't have any difficulty with magic coming from different sources.

But lets look at the Malkioni case a bit more closely. It is not just that the Malkioni assert their view, it is that it has implications for other views. And we know this well from our real history: the religions of One God have consistently viewed all other metaphysical entities as being guises of ther deceiver, where they have acknowledged the existance of those entities.

To me, this is hugely significant. Malkioni lands are set up like Feudal europe; one would expect Malkioni priests to treat Orlanth worship as akin to devil worship. It is not just that the power comes from another source - in their metaphysics, the power is tainted, and probably contains a moral dimension, like the story of Faust. It seems to me that if you played a game based on these views, and resolved die rolls based on these views, you are establishing a social contract that privileges these views - that is, you would need to demonstrate say that the worshippers of false gods get their due comeuppance for consorting with the Deceiver.

Subjective UNDERSTANDING of objective FACT I can understand. Subjective fact, I cannot.


As for Arkat, Josh makes a point--the point of the game is to sort this out for yourself. Which one is Arkat? Too many stories; we don't know. Find out through play. Otherwise you are playing before you play.


Except, that will not be "finding out" during play - it will be asserting during play. IUf I am to assert - if Arkat is intended to be a "user configurable device" - then the text should say so, IMO.

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On 4/27/2005 at 9:13am, contracycle wrote:
Re: arkat

soru wrote: On the specific point of arkat:

1. out of game, that is intended to be one of the limited number of explicit mysteries, not a normal background detail.

2. in-glorantha, few people are _entirely_ sure their version of the truth is correct, they will mostly be aware of the other viewpoints about him.

3. there are no widespread and powerful magics associated with arkat, no empires or kingdoms that regard themselves as his heirs.

None of those points is coincidental.

soru


OK. Now, this strikes me as the right way to proceed, becuase this does imply that Arkat has some underlying logic which the products then implement. That is expecially striking in the sentence that none of these is coincidental.

So, can you expand on this? This is the kind of thing that has for so long seemed to suggest that there is some coordinating principle in operation, and if only it were openly discussed I may find the products more accessible.

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On 4/27/2005 at 9:17am, contracycle wrote:
RE: Syncretism in HQ

joshua neff wrote: I don't understand what your obsession is here. Why is it so important for Glorantha to make sense to you?


Just that I wish to be able to immerse into the characters perceptions, and as a GM, to understand when those percpetions conflict with the single reality the multiple opinions share. I want to be able to treat my character as a person, rather than as a mere token.

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On 4/27/2005 at 9:22am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Do Orlanthi REALLY go to the god-world during their sacred-time rituals?

Yes.

Do Orlanthi really have the power to Fly?

Some of them, which is to say the ones who worship Vanganth the Flyer. Other Orlanthi sort-of fly by summoning Umbroli or Herothroli to carry them, which to observers looks like much the same thing, but isn't quite the same as the Vanganthi ability to fly under their own power. During the Sacred Time rituals, all Orlanthi fly, even if they can't do so otherwise, but it looks as if in the material world they aren't in control of it: they are lifted up and carried by the wind, but they don't control where they go, at least until they get to the other side.

Which is the Greatest Mountain?

The Greatest Mountain is a spot in the otherworld, a sort of ur-mountain which embodies the lofty heights to which the Orlanthi can go. Particularly tall physical mountains partake of the nature of the Greatest Mountain, and thus can be used as conduits to access the Greatest Mountain. In this sense they are said to "be" the Greatest Mountain, in the same way that a heroquester taking on the role of Orlanth or Humakt is said to "be" or "become" the god. Naturally, most Orlanthi believe that their particular Greatest Mountain is the Greatest Mountain as a bit of regional chauvinism. If you had to pick a greatest Greatest Mountain, the best bet would probably be Kero Fin in, er, Kerofinela, which is both Orlanth's mother and (IIRC) the tallest mountain in the world. But the nature of the connection between our world and the Storm Realm means that there genuinely can be more than one Greatest Mountain, or rather that all these mountains are really different guises of the same Greatest Mountain.

How can more than one entity be Lord of the Middle Air?

More than one entity can't, really. Now, I don't know where it says that Orlanth is Lord of the Middle Air. TR tells me that Orlanth was born in the Middle Air, but that's all I can find on a quick glance through the books. It may be that Orlanth was the Lord of the Middle Air, that Sedenya performed the quest that would entitle her to be LotMA, and that now they're going to have a dirty great fight to settle the issue, but I couldn't comment until I saw a reference that said Orlanth was LotMA.

edit: note that I said, "clearly identifying the contradiction." The questions on entering the godworld and flying are, as far as I'm concerned, no-brainers, which is why I ask about the perceived contradiction. If I can understand why you think that Orlanthi might not fly, or why you think they might not enter the Storm Realm, that would be good.

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On 4/27/2005 at 9:29am, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote: To me, this is hugely significant. Malkioni lands are set up like Feudal europe; one would expect Malkioni priests to treat Orlanth worship as akin to devil worship. It is not just that the power comes from another source - in their metaphysics, the power is tainted, and probably contains a moral dimension, like the story of Faust. It seems to me that if you played a game based on these views, and resolved die rolls based on these views, you are establishing a social contract that privileges these views - that is, you would need to demonstrate say that the worshippers of false gods get their due comeuppance for consorting with the Deceiver.

The Malkioni believe that pagans and heathens will not receive Solace when they die -- which is, of course, perfectly true!

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On 4/27/2005 at 10:29am, droog wrote:
RE: Syncretism in HQ

contracycle wrote: To me, this is hugely significant. Malkioni lands are set up like Feudal europe; one would expect Malkioni priests to treat Orlanth worship as akin to devil worship. It is not just that the power comes from another source - in their metaphysics, the power is tainted, and probably contains a moral dimension, like the story of Faust. It seems to me that if you played a game based on these views, and resolved die rolls based on these views, you are establishing a social contract that privileges these views - that is, you would need to demonstrate say that the worshippers of false gods get their due comeuppance for consorting with the Deceiver.

I think you're going a bit astray when you see the Malkioni as straightforwardly Catholic. I think they are more akin in religious terms to Jews. Now Yahweh in the Old Testament is one god among many--the supreme god, but one only.

I think that you would best be served by seeing Glorantha as the game of commentary on subjective viewpoints. Nobody is right; all cultures have their flaws. Hence the people will one day reject the gods altogether.

I have for many years played Glorantha at one remove. I suggest you try this.

Subjective UNDERSTANDING of objective FACT I can understand. Subjective fact, I cannot.

It's a thought experiment. What if?...the gods are real...elves are plants...dwarves are machines...the God Learners are us...

Except, that will not be "finding out" during play - it will be asserting during play. IUf I am to assert - if Arkat is intended to be a "user configurable device" - then the text should say so, IMO.

For me the text has, since at least the time of the Genertela pack, implied this very strongly. Assert away--that's what YGMV means to me.

HQ isn't a Sim game any more. It's Nar in that it asks you what you think. Maybe Greg Stafford doesn't actually mean it this way, but a text like Glorantha has taken on a life of its own. It means more than its overt meaning, just as we can find all sorts of unintended meanings in Heart of Darkness or Salammbo. I pick these 19th century examples carefully; because Glorantha, intentionally or not, has a whiff of Victoriana about it. Go ahead and deconstruct it. Use it for your own commentaries and political thinking.

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On 4/27/2005 at 11:15am, soru wrote:
RE: Syncretism in HQ

contracycle wrote:
To me, this is hugely significant. Malkioni lands are set up like Feudal europe; one would expect Malkioni priests to treat Orlanth worship as akin to devil worship. It is not just that the power comes from another source - in their metaphysics, the power is tainted, and probably contains a moral dimension, like the story of Faust. It seems to me that if you played a game based on these views, and resolved die rolls based on these views, you are establishing a social contract that privileges these views - that is, you would need to demonstrate say that the worshippers of false gods get their due comeuppance for consorting with the Deceiver.


Well, there very much is a game mechanic in with that purpose, the 'misapplied worship' rule. This states that if you try to tap a source of magical energy with the 'wrong attitude', you pay double hp cost. You could tie that into moral failure by arguing the points you spend on that you are not spending on 'pious', 'loyal to feudal lord', 'slave all day in the fields', 'survive on diet of turnips', etc.

In the specific case of malkioni, the 'wrong attitude' is looking at Orlanth not as a god to be emulated, but as impersonal forces owned or guarded by a personality that needs to be negotiated with - i.e. demonology.

The thing that 99.9% of malkioni will never be in a position to know is that there is also a 'right' way to worship those gods, a way that does fit into a society, rather than place you in opposition to it.

Incidentally, most people find the misapplied worship rule pretty unplayable (it jumps from normal cost to double cost), so if you were going to run a game focusing on that area it might be worth trying to come up with something a bit better.


Except, that will not be "finding out" during play - it will be asserting during play. IUf I am to assert - if Arkat is intended to be a "user configurable device" - then the text should say so, IMO.


I'd agree a nice long essay along the line 'how to narrate interactions with conflicting myths' would be a good thing. Some people get it, some don't, and I'm always an optimist that more explanation can help move people from one camp to another.

soru

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On 4/27/2005 at 11:25am, joshua neff wrote:
RE: Syncretism in HQ

contracycle wrote:
joshua neff wrote: I don't understand what your obsession is here. Why is it so important for Glorantha to make sense to you?


Just that I wish to be able to immerse into the characters perceptions, and as a GM, to understand when those percpetions conflict with the single reality the multiple opinions share. I want to be able to treat my character as a person, rather than as a mere token.


You misunderstood me. What I don't understand is this: if, as you claim, Glorantha is a "car that doesn't run" (despite the fact that many of us get a great amount of mileage out of it), and if you think the game is only worth the money you spent on it if someone out there defines exactly how the gameworld works in absolute terms (rather than you doing that yourself), and if you think the Glorantha "community" are being jerks for handwaving aside questions that you want answered or otherwise not answering them to your satisfaction--if this is the case, why do you persist in trying to get the answers you want? What is it about this setting and this game that make you want to play it, even as you deride it for being "broken"? What makes you want to play this game even as you have so little respect for the other people playing it?

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On 4/27/2005 at 11:31am, pete_darby wrote:
RE: Syncretism in HQ

Okay, about these Malkioni: they typify theistic gods and spirits as "the enemy", and, from their PoV, they are right. They represent the two other alien otherworlds whcih are anathema to the essential otherworld, and thus threats to their foothold on Glorantha

Now, let's look at football; Arsenal see Chelsea & Manchester United as "the enemy", as they are competing for primacy in the league.

Which one of these is allowed more leniency by the rules of football, ontological privelige if you will, becuase they are "right"?

Please let go of ontological privelige in Glorantha. It doesn't exist, no single group is right about everything, just because they point to an opposing group and say "evil!" doesn't make them right, even if their magic tells them it is (everyone's magic tells them they're right).

How does a Malkioni know that theists and animists get their comeuppance? By knowing they won't get to Solace in the afterlife. Yeah, that'll learn 'em.

If you place ontological privelige into Glorantha, if you say that these players get bonuses because they are right and their opponenets are wrong, it is purely something you have done, not anything the designers have done. It is not only uneccessary for Glorantha, if it were true of Glorantha, Glorantha would be very, very different.

Some writings about Glorantha make claim ontological privelige for one group or antoher, but they are plain wrong.

Finally, when you ask for an answer, and you get an answer, and say it's just handwaving, ask who's waving the hand. You are waving away the answer, and accepting that answer may require you to change the way you think.

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On 4/27/2005 at 12:09pm, James Holloway wrote:
RE: Syncretism in HQ

soru wrote:
In the specific case of malkioni, the 'wrong attitude' is looking at Orlanth not as a god to be emulated, but as impersonal forces owned or guarded by a personality that needs to be negotiated with - i.e. demonology.

I'm not sure I understand this -- Malkioni don't worship Orlanth, except for the Aeolian church, who worship him as a saint.

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On 4/27/2005 at 12:19pm, jorganos wrote:
RE: Syncretism in HQ

James Holloway wrote:
soru wrote:
In the specific case of malkioni, the 'wrong attitude' is looking at Orlanth not as a god to be emulated, but as impersonal forces owned or guarded by a personality that needs to be negotiated with - i.e. demonology.

I'm not sure I understand this -- Malkioni don't worship Orlanth, except for the Aeolian church, who worship him as a saint.


They still recognize Worlath the World Storm as a major player outside of the church saints, ofttime enemy or neutral.

It's a bit like the Orlanthi not worshipping Yelm but having him in their religion as a major independent player (getting killed then rescued by Orlanth).

I think that Soru was after propitiatory worship of that force which makes up Orlanth - getting magic to survive the storm. Or non-orthodox but pragmatic worship of what is there and likely to cause conern.

Some of this can be found in the Men of the Sea western keywords (Loskalm, Quinpolic League and Malki) with the Little Saints acting much like acceptable facets of theist deities of the neighbours.

On the subject of which Malkioni do worship Orlanth, don't get me started - I've rambled on the digest about Ralian henotheists, Jonating and Wenelian Orlanthi/Malkioni blends and earlier ages. Check Lokarnos.com...

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On 4/27/2005 at 12:22pm, James Holloway wrote:
RE: Syncretism in HQ

jorganos wrote:
They still recognize Worlath the World Storm as a major player outside of the church saints, ofttime enemy or neutral.

OK, so in the same way that Orlanthi "worship" Zorak Zoran by devoting some time in rituals to keeping the bastard away. Only in the case of Malkioni it's misapplied propitiation? Cool. I haven't read MotS yet (because I'm trying to focus on Dragon Pass first) but I'll definitely check it out.

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On 4/27/2005 at 12:22pm, soru wrote:
RE: Syncretism in HQ

From http://www.glorantha.com/library/prosopaedia/w.html#worlath

Malkion pantheon -- a false god
Worlath imprisoned himself within a storm to escape the truth of Malkion. Since then he has been cursed to remain there, and he wars upon the world because he is angry and frustrated with this enforced exile. Only ignorant barbarians worship him.
Worlath is displayed as a bare-headed barbarian knight, capable of striding across the air and clouds and wielding a gigantic sword. His coat of arms is a blue spiral upon a white background.

From the point of view of a malkioni, he isn't worshipped in the sense of havign a church or cult, but can be magically interacted with, presumably at the cost of suffering fom the 'misapplied worship' rule.

soru

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On 4/27/2005 at 3:28pm, contracycle wrote:
RE: Syncretism in HQ

droog wrote:
I think you're going a bit astray when you see the Malkioni as straightforwardly Catholic. I think they are more akin in religious terms to Jews. Now Yahweh in the Old Testament is one god among many--the supreme god, but one only.


Yes, but Christians today are loathe to admit that. I agree that the implication in the old testament is that of a form of henotheism, like those standard in the mesopotamian societies. But my point is that in all the three faiths that emerged, they end up claiming absolute universality and, inasmuch as they acknowledge other powers, these other powers are necessarily tainted by the Manichean other.

I think that you would best be served by seeing Glorantha as the game of commentary on subjective viewpoints. Nobody is right; all cultures have their flaws. Hence the people will one day reject the gods altogether.


Maybe. I have considered that myself - hence the whole magicless Glorantha approach. But if the author describes himself as a Shaman, that seems unlikely to me.

I have for many years played Glorantha at one remove. I suggest you try this.


For me the text has, since at least the time of the Genertela pack, implied this very strongly. Assert away--that's what YGMV means to me.


OK, but I have no idea of what you mean by the Genertela pack. I presume its a prior publication.

If its intended for us to create these things, how do we know that is what we are supposed to do? Also, does your Glorantha not steadily deviate from canon glorantha? While publishing series of adventures is a new development, surely the existance of the for-purchase adventure implies some expected consistency in then local games that will then host these adventures?

But even then, this does seem to me rather like a cop-out. It reminds me of the "you can do anything with D&D" argument. OK sure I can, but that defeats the purpose of purchasing a product designed by others.

The irony is that my introduction to Glorantha was the Dragon Pass boardgame. Arguably, I would have been better off creating my own Glorantha from that than attempting to investigate the glorantha texts. But that seems counterproductive to me, from everyones perspective.

I pick these 19th century examples carefully; because Glorantha, intentionally or not, has a whiff of Victoriana about it. Go ahead and deconstruct it. Use it for your own commentaries and political thinking.


Yes I agree with that too - It seems to me that the tacit morality of Glorantha is essentially Christian. So frex the discussion of Devotional sacrifices uses a very late concept of sacrifice as suffering, rather than the earlier concept of sacrifice as "making sacred".

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On 4/27/2005 at 3:42pm, Mike Holmes wrote:
RE: Syncretism in HQ

contracycle wrote:
Mike Holmes wrote: The fact is that it's simply not neccessary for the players to know the absolute truth of the game world. It's just not. All the players need to know is what the characters in the setting believe.


the GM is also a player. It is necessary for the GM to know in order to judge and narrate resolution.
Yes, I'm including the GM when I write "player." And, no, he does not need to know the absolute truth. He simply has to know what the appearance of the thing is to the character. He simply has to be able to narrate, "Your character sees Five and One Arkats." Which you can get from the text. Which people do get from the text.


All that a game has a need to do is to indicate to the participants how to narrate the events that occur in game. It is simply not required to give you a hard "truth" about the nature of those events. In fact, many of us would argue that the game is superior because it does not tell you these things.


Then why bother buying it?
To have the subjective appearances suggested to us (to say nothing of the rules). That is, the text is not devoid of inspiration. It just doesn't always tell you what the absolute truth is. It gives you possible truths and the observations that the characters have. Which, again, is all you need to narrate to the players what their characters percieve.


You say, ah, but then I have to make up the truth myself. Well, you only have to make up character perceptions.


No, not perceptions, because perceptions conflict but dice resolve. To advabnce this claim you are essentially saying "system doesn't matter".
Could you explain this argument better. I don't see at all how it follows. Yes, the dice can cause results that affect what the character percieves. I don't see how this is in the least problematic, or contradicts what I've said. After the dice are rolled, you still have to narrate the results, and you still have all the tools you need to do so provided by the game. At least as much as any other game provides.

Now, you can take that information that you've made up to be objective if you like, but interestingly, to the character in question, there's no way to "prove" the existence of the objects encountered.


the character doesn't exist. The character is imaginary.

It is not the character I must convince, but the player. Please provide me with a player explanation, not a character one, as I have repeatedly requested.
The "player explanation" is that he's only recieving the fictional character's sensations - just like when reading a book. Which include an inability of that character to be sure of what's objectively real.


An unwritten rule of all RPGs is that where unstated, assume that things work as they do in our world. There's nothing in the book saying specifically that if a person jumps into a fire that they will be harmed - it only gives resistances and assumes that we'll figure out what the results will be.


Yes - thats how it normally works in RPG's. But it doesn't work that way in Glorantha becuase therevis no objectively shared space, only isolated character perceptions. So if a character has a perception that fire was harmless, that would be just as valid a statement about Glorantha as any other.
Sure. For some characters it is harmless - that's magic. The system will determine whether that's so or not, which includes input from the narrator and all players really.

That doesn't mean that the players don't share a space. I'm not really convinced that this ever happens anyhow, or that it's important at all. But assuming that it does happen and is, there's nothing about Glorantha that makes this SIS any less objective than in any other game. It's not like one character sees one thing, and another character sees another in the case of the fire. Or perhaps they do. But that doesn't mean that a player can't imagine a SIS in which one character can percieve something, but another cannot. I mean, what if a character has X-Ray vision? He can see things that others cannot. Does the difference in character perceptions mean that we can't imagine the situation? Not at all. We imagine it as players from the POV of all of the characters present.


So we have fictional characters in fictional Glorantha who, like us in the real world, are limited to our perceptions in determining reality.


Limited is not the same as poor. Our technology does produce reliable, predictable results common to all observers. In this it is NOT like Glorantha.
I think that's a matter of your opinion. People of faith will tell you that their experiences with the metaphysical have, in some cases, even more ability to convince people than science does.

They may be wrong, I'm not putting forth an opinion. I'm merely saying that it's common for real people to feel this way, and so it's not at all odd to have a fictional world Glorantha in which the fictional characters have similar perceptions. The player, assuming he's playing a character that has such beliefs, recieves his perceptions of the events through the filter of the character's perceptions. "You're character sees five in one Arkats" as opposed to, "You as a player know that there is one Arkat posing as five separate entities."


The Glorantha texts tells us what the characters believe, even some contradictory things. So, does this cause a problem when you come to the contradictory information? No, you simply give the player what his current perceptions are. Which may appear to explain the mystery or contradiction in question, or which may actually remain contradictory.


And yet again, a response is given in character terms when the question is in player terms. And once again I will tell you: I can determine what contradictiory or false PERCEPTIONS exist if I know what is true. What I need to know as a plyer/GM is what is true in the game world. The fact that my character may be mistaken is totally irrelevant.
My point continues to be that you don't need to know what's objectively true to play as a player. All you need is your character's perceptions. Yes, if you're told what's true, then you can present the world objectively to the player. But why is this neccessary to do? Again, some would argue that:

"Your fictional character sees X"

is superior to:

"X is true in our fictional game."

For example, if I was playing Conspiracy X, it may REALLY be that a Man In Black is transformed Saurian. And then, if there is a discrepancy between what the player expects is normal behaviour for a human, and what the MIB actually does, then that discrepancy may be a Clue. But I will not of course, as the GM, come out and say so. I will tell the player what the CHARACTER percieves based on my knowledge of what the game world OBJECTIVELY is. But Glorantha does not let me do that, becuase it never tells me anything objective.
But it does give you options. In fact, you could choose to see Conspiracy X as subjective as well - have you ever changed the backstory, and explained it as problematic perceptions? If not, why not? It's a useful technique.

We all agree that the world in question is fictional. So why does it have to have some Objective truth? Why can't you take the suggested text as likely perceptions by the characters? I don't see how this is any harder than the objective version.

Especially because in 99% of all situations the subjective perception may as well have been objective. That is, if I tell a player, "You see a hut." Yeah, it could be an illusion, or it could be that somebody else doesn't see it. But it's so rare in Glorantha that it just doesn't matter. I mean, when I say, "Ragnar shoots lightning from his spear." I don't mean "Ragnar alone percieves lightning shooting from his spear." I mean "everone present percieves lightning coming from Ragnar's spear."

So the SIS is easily maintained just like in any other game. The only cases where this even becomes potentially problematic is when we're talking about going to some misty otherworld and poking around with things metaphysical. And even then it's rare - most heroquests are about just getting magic items or something.


Example:
GM: you see standing before you five Arkats, yet only one Arkat.
Player: how can that be, I as a player have a hard time wrapping my head around that?
GM: So does your character, when exposed to this great mystery.
Player: well, my character has been told that Arkat was really just that one guy on the left. The rest must simply be illusion. I attack the rest in order to make the universe make sense again.
GM: OK, let's roll.


Yes, this is an example of how it fails in my eyes. The alleged "mystery" of the multiple Arkats is ignored in favour of stock RPG kill-em-all-and-take-their-stuff.
I was being campy. Sorry. What I mean is that play can continue in quite any manner that the players want. Which could involve deep philosophical speculation at this point if that's what you want. Will the game answer the questions that the real players have about their fictional character's questions? No, it allows the players to make up their own answers. Not that this means that we will somehow know objectively that Glorantha is X when it's done. We'll know that the player in the real world has said that it's more interesting to look at things in X way.

For example, you may be interested to know, one of my first characters that I made to play in Glorantha was set up to "prove" that the gods did not exist. That is, as a player I took a character who, if I played him long enough (I didn't as it turned out) would hopefully have given me a chance to make a statement through play that the whole apparent subjectivity of the god meant that they were frauds.

If the game had already said that, it wouldn't have been a theme that I'd have been interested in persuing. Personally.

And from this basis, why should I think ANY of the metaphysical "truths" of Glorantha are anything other than empty rhetoric? The course of play does not prompt a study of the multiple natures of Arkat - indeed, in your example, it is the PLAYER who proposed the solution. For explorative purposes, that is totally valueless; nothing could be learned because the player made the decision. The world could not be explored. For me, as I said, this kills the game stone dead.
Sounds decidedly simulationism based. In narrativism it's precisely giving the player the ability to make such decisions that's what's sought in play. Sounds like a simple problem with mode preference here.

Do the Orlanthi really visit the god-world during their sacred time ritual?
When the Orlanthi do their ritual, I narrate that their characters percieve being in a world that they'd term the god-world.

Do Orlanthi really have the power to Fly?
When they use their feats to do so, I narrate that every character present sees them as flying, yes. When they're in the god world, of course, only those in the god world with them can see them doing this.

Where is the Greatest Mountain?
If a player wants to know what their character knows, if they are Orlanthi, I tell the player that their character has been told that Kero Fin is the Greatest. And further, if they've seen it that it was great indeed. And if they saw another culture's great mountain? I'd say that it also seemed to be just as great (I'm trying not to dodge here, but I could point out that it might appear differently to that character based on the character's ability to see the "real" mountain). Does this mean that the character now has something to think about? Yep.

And as far as I can tell, this is a company selling a car that doesn't run but has a fanbase that likes sitting in the stationary in the vehicle in the garage.
Except that I've run it over 100 times now. Purrs like a kitten. I even have IRC logs for 35 or so of them if you demand proof.

But I'm sure that you'll claim that I'm running the game despite the metaphysical problems that you think exist. But that actually defies the fact that I've gone out of my way to make the metaphysics intrinsic to the play that we've had. They've only served to make the game more interesting and intense, not less.

Well, theres not accounting for taste.


I understand that you're frustrated, but ad hominems? In any case, you saying that I have bad taste will not change my taste. It'll only make me feel like this is one massive case of sour grapes.

But lets remember the topic here: how does syncretisation and conversion work in Glorantha? That question remains unanswered, and it seems will never be answered.
Well we disagree on the state of the discussion (no surprise). I think that I've given a quite cogent display of how it can happen quite coherently in the game. If your question is, "How can I know the objective truth of how syncretization works?" then I agree that you're never going to get an answer. But the original question in this thread by Sam never stipulated that this was part of the request. Yes, if it were true that a method of play that couldn't support my concept did not exist, then I'd think that you'd be correct in questioning it. But it does work, and has worked in actual play.

So all we're left with is that my concept (and those of many others) does not work for you because it doesn't leave you with an objective answer which you feel is required for play to be satisfactory. The only answer to this is that you'll either have to figure out how to make it work for you, alter the game, or not play it at all. I'm sorry that this is unsatisfactory to you. I don't have a better answer. Whether or not you feel entitled to one.

Now I am quite willing to express a preference, and acknowledge my own tastes, and am quite happy to do so. And if it is the case that in this game, you cannot and simply never are expected to Immerse into your character and see the world as they see it, as we see our world, then yes indeed I can happily say that this is not the game for me.
Actually, ironically, the subjective character perspective is usually said to be the prefered method for Immersionists. That is, being told objective truths OOC is often seen as distasteful to players claiming to want Immersion.

But I completely believe you when you say that there's some quality about it that you don't like.

I made the mistake of thinking I was buying an RPG, and instead I have bought a set of props. It appears to me to be a dishonest product.
Well, I think that most RPG players, at the very least myself, see RPGs as just a set of props; precisely that. It's all I've ever expected out of a setting. In any case, you're ignoring the system which is, I think a thing of beauty. But that's not really pertinent to the discussion. In any case, this is just another case of us throwing up preferences.

In any case, I'll continue to suggest that people play the game. Beyond my own bias as somebody who may make money off of play of the game someday (I want to be honest here), I've only seen people have fun with it, and consistently more fun than with any other RPG that I've personally ever played. And I've played a few.

Thsat is a perception reinforced by the torturous lengths this cpnversation goes to in order to avoid admitting that there is in fact no coeherence between Gloranthan products.
Oh, I hold no sympathy for the state of Glorantha in terms of it's mishmash of player contributions and general chaos. Yes, the setting really does require a lot of work to make it playable IMO.

In fact this is one of the reasons that I don't play in Glorantha, but instead port the metaphysics over to a setting that's much more stable and open for development in play.

Why treat your customers with such hostility and contempt?
In the examples given was it really Issiaries personnel who were offensive? Or just the rabid fan base. Again, I have no tolerance for most of them either. I am not a Gloranthaphile, nor will I likely ever be.

And I have to admit that even Issiaries does sometimes just use "YGWV" as a solution to problems - which I have said previously in reference to the car analogy is like being sold a car with a problem and being told that you can take it to a garage to get it fixed. I have a whole thread here on that subject alone.

But now we're not even talking about the text, but follow on support from the company and community. The text is quite playable as is - moreso that many other games.

And if we end up alienated from the product both as a result of its inherent deficiencies, the total silence of the authoer on the topic, and the self-appointed elitism of the old hands, then that is not because we are possessed of some vendetta.
I agree. I think that the author and the old hands, however, tired a decade ago of such debates have simply been very turned off to them.

That said, I've found them all very approachable and have gotten great responses. I suppose that makes me in the good old boys camp now? I don't see it that way personally.

My ideal outcome would be a publication with sufficient design notes and discussion of intent such that the material actually makes sense. Or, just be honest about it - when a question is asked about syncretisation, just respond, "actually these materials area really just props and that sort of thing is outside its scope", instead of all the apologetics for multiple perspectives that fail to address the issue.
Well, I at least, have admitted on this thread that the notes that I give here are how it all makes sense to me and the people I play with, and not something that one gets automatically from the text. I agree that this isn't covered all that well. And I too would appreciate such notes as you suggest (I would no doubt find myself to be very wrong about the "reality" of Glorantha).

But, again, given the narrowness of the topic in question, it's sorta "high-level" nature if you will, and the fact that there are some ways that I don't find difficult by which one can figure out how to play through these issues, I hardly think that the game is broken to the extent of requiring a refund. Imperfect? Sure, as all games are.

So, I believe that I've provided a method that works for some to explain syncretization and how you can play through it in HQ, but I realize that it doesn't work for you. Nor do I think that one is forthcoming, given the basic nature of the design. That is, given that the world of Glorantha seems to me at least to be presented subjectively in terms of the perceptions of it's fictional inhabitants, there is no way to interperet the setting such as to get the objective truth from it. If you want any sort of play that requires the objective truth, you will have to pick and choose from options to decide what that is.

I don't think there's any way around that. Now, I think that the contradictions are few enough in play and that it's easy to decide on the spot that the truth is - usually it suffices to just pick one of the suggested truths at random. As such, I don't even think that this is really problematic. But if it doesn't fit your requirements, then I think you're out of luck. I don't think that the mechanics can fix this for you without ruining your other reasonable criteria which is that the fictional characters make sense to the players (and not be dupes).

Now, I'm willing to be proven wrong, that there is a sensible way to do this. But especially sans anyone working hard to try and satisfy your requirements - you personally seem to be trying to discover how they can't be met, at least using the methods we propose - I think that we're not going to get your solution any time soon.

Mike

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On 4/27/2005 at 4:42pm, Mike Holmes wrote:
RE: Syncretism in HQ

At the risk of following up the post above, I have to comment on the Malkoni, having been raised Catholic, and it beeing quite interesting to me.

It seems to me that the Malkoni are Jewish only in that they have no Christ parallel. Even Sedenya is not the daughter of God in the Lunar Religion, she's merely the most important prophet.

I think that a lot of interesting questions pertinent to the thread are raised by this - basically in part of the religion Sedenya is supreme, while in others she is subordinate to the One God.

Anyhow, the point is that Malkionism and the faith in the One God is widespread in different cultures, and handled in substantively different ways in many of them. This is as compares Judaism which remained remarkably unaltered in it's different communities despite the diaspora and other events that caused the movement of their population over the centuries (including, for example, the exodus created by the Inquisition in Spain). Also, the Jews do not have saints; prophets are few, and even then not prayed to as intercessors.

Malkionism seems to me to be more like Catholicism sans Christ. There is a church heirarchy, but in fact more than one - this is like the schisms of the Greek Orthodox, Eastern Orthodox, and other such versions as they differ from Roman Catholicism. Malkion himself seems to serve as a cognate for the apostle Paul. Though as "first prophet," perhaps he's more like Abraham. The question is whether or not there is or was some religion that predates Malkion from which his is derived. Does anyone have anything on that?

Interestingly, Carmanian monotheism, such as I've seen writups on it called Carmanian Orthodoxy, seem to deliberately be patterned after Islam. They have a later prophet who is all important to their version, Shah Karmanos. http://www.etyries.com/sects/carmanian.htm

Another parallel is that it seems that the Carmanian's proper were invaders who swept over an earlier empire, following their Shah, which sounds like the original Arab expansion following the founding of Islam. Given the "middle eastern" feel of Carmania (with viziers and such), it seems that the authors probably probably felt something like Islam was appropriate for the region. I'm looking forward to how this is addressed in ILH2.

Mike

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On 4/27/2005 at 6:12pm, James Holloway wrote:
RE: Syncretism in HQ

Mike Holmes wrote:
Interestingly, Carmanian monotheism, such as I've seen writups on it called Carmanian Orthodoxy, seem to deliberately be patterned after Islam.

Carmania is meant, I think, to be based on something like Sassanid Persia (indeed, "Carmania," IIRC was a real-world region of Persia). The Carmanian thing about knowing how to ride, shoot, and hate the Lie is a direct lift from Persian Zoroastrianism.

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On 4/27/2005 at 6:24pm, Mike Holmes wrote:
RE: Syncretism in HQ

I completely agree in terms of culture. But that makes sense, as the Sassanids were overrun by the Arabs. It just seems like the cultures are being smashed together to get a sorta "mythic mideast" feel. Basically like the resulting Persia following the Arab conquest. Going all the way until 19thy century Turkey, too. One almost expects a Sultan.

Reminds me, in a way, of the amalgam culture that they use in the Disney movie Aladdin (I stole my Carmanian character's picture from the TV show). But, the Orthodox religion has lots of Islam parallels.

Mike

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On 4/27/2005 at 10:52pm, soru wrote:
RE: arkat

Going back to Arkat, there really isn't that bigger an inherent contradiction between the different cults of Arkat than there is between, say, Yelm the Youth, Yelm the Warrior, etc.

If you look at a unified, organised culture then all the different magic-giving aspects are tied together into a single coherent narrative, with most of the loose ends tied off and variants suppressed. In that particular case, the contradictions are resolved by associating the different aspects with progressive age-groups, but it could also be done by associating them with sexes, castes, professions, clans, moral choices (e.g. the Jedi/Sith mythology of Star Wars, with a light and dark side), or any other organising principle imaginable. However it is done, the structure of the society reflects and reinforces the structure of the myths, leading to more powerful magic, a more materially successful society, and so on.

Look at an open, conflict-ridden society, and there isn't that unifying explanatory narrative connecting the individual power-giving myths. So the corresponding cults are in conflct, because they know no way of cooperating without betraying the essence of what they are. They can't share and explore secrets, discover deeper meanings, guide members to the aspect most appropriate to their talents, etc. So their magic remains weak, their society remains divided.

soru

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On 4/28/2005 at 11:11am, contracycle wrote:
RE: Syncretism in HQ

Mike Holmes wrote: ]Yes, I'm including the GM when I write "player." And, no, he does not need to know the absolute truth. He simply has to know what the appearance of the thing is to the character. He simply has to be able to narrate, "Your character sees Five and One Arkats." Which you can get from the text. Which people do get from the text.


Yes, but why would I do this? Seeing as I don't understand the significance of Arkat, and the player does not understand the significance of Arkat, all we have done is genuflect to the text for no good reason. What did we do, throw Arkat in just for tourism purposes?

Thats why the GM IMO does need to understand the reality of Arkat. Because without knowing that, I have no idea what to do with Arkat at all. Why bother?


No, not perceptions, because perceptions conflict but dice resolve. To advabnce this claim you are essentially saying "system doesn't matter".


Could you explain this argument better. I don't see at all how it follows. Yes, the dice can cause results that affect what the character percieves. I don't see how this is in the least problematic, or contradicts what I've said. After the dice are rolled, you still have to narrate the results, and you still have all the tools you need to do so provided by the game. At least as much as any other game provides.


I disagree with your last sentence, no other game I am aware of contradicts its own statements other than by accident.

But to address the system doesn't matter thing, this is what I mean: if system negotiates the credibility to define the imaginary space, then it implies congruence on the content of the imaginary space.

But if your solution is to narrate according to the character's perceptions, and these perceptions are themselves mediations of ideology and fact, then the player is never actually able to see the game space in which their token exists. The credibility to state "I fly to the top of the tower" is contradicted by the GM saying "OK" but thinking "actually the character climbed to the top of the tower, but perceives this as flying".

This proposition destroys the shared imaginary space and establishes two spaces. It renders system as a means of negotiation moot, as system itself does not fix items in the IS. In effect, EVERYTHING is GM fiat.

And that is more or less the experience I encountered the one time I attempted to play HQ with an experienced group. As soon as I got a pre-prepared character sheet, it became clear to me that this groups understanding of Glorantha and mine were radically different; worse, it seemed like there had to be another negotiation over every action.

I don't want to make a big deal of this because IMO it is not a case of being put off by a particular play group. Fundamentally, two adults reading the same rules should be reasonably able to agree as to what is going on. The mutually contradictory statements in Glorantha destroy this; the inability to talk to the players straight means they never can really share a coherent SIS. The acceptance of "as it appears" narration destroys the Lumpley principle, IMO



The "player explanation" is that he's only recieving the fictional character's sensations - just like when reading a book. Which include an inability of that character to be sure of what's objectively real.


Right, and player includes GM, thus neither GM nor player know whats really going on in their own game. I cannot understand why it is acceptable to give the GM only fictional perceptions - the GM has to handle many characters, not just one.


That doesn't mean that the players don't share a space. I'm not really convinced that this ever happens anyhow, or that it's important at all. But assuming that it does happen and is, there's nothing about Glorantha that makes this SIS any less objective than in any other game. It's not like one character sees one thing, and another character sees another in the case of the fire. Or perhaps they do.


They must see different things if they do not share the same beliefs. Again, this occurs to me because I was toying with a game featuring Orlanthi and Lunar characters yada yada. So if we return to the flying-up-the-tower example above, after the GM has said "OK" with the private caveats to the Orlanthi player, the GM turns to the Lunar character and says "you see Bob clamber laboriously up the tower". Yet just a second ago the GM accepted the Orlanthi players claims to flight as credible without demur, and that may even have been resolved by system.

Thus, again, system doesn't matter. System apportioned to the Orlanthi player the credibility to make the statement about flying up the tower, but then the GM is obliged to undermine this by reporting a contrdictory IS to the Lunar player. There is no Shared IS in this proposition.


But that doesn't mean that a player can't imagine a SIS in which one character can percieve something, but another cannot. I mean, what if a character has X-Ray vision? He can see things that others cannot. Does the difference in character perceptions mean that we can't imagine the situation? Not at all. We imagine it as players from the POV of all of the characters present.


There is a huge difference here - seeing different aspects of a SHARED Is is not the same as seeing two IS's. The character with X-ray vision may shout a warning about an oncoming truck say - whereas in Glorantha, the existance of that truck is itself a feature of the characters perception, and a character without such vision cannot be forced to interact with the truck they do not perceive.


I think that's a matter of your opinion. People of faith will tell you that their experiences with the metaphysical have, in some cases, even more ability to convince people than science does.


I am quite sure that they are able to convince. But they are manifestly NOT consistent to all observers, unlike technologically derived data.


They may be wrong, I'm not putting forth an opinion. I'm merely saying that it's common for real people to feel this way, and so it's not at all odd to have a fictional world Glorantha in which the fictional characters have similar perceptions.


You're quite right, its not odd that characters have such perceptions., What is odd is that the text written for the players is phrased purely in terms of those perceptions.

But it does give you options. In fact, you could choose to see Conspiracy X as subjective as well - have you ever changed the backstory, and explained it as problematic perceptions? If not, why not? It's a useful technique.


Becuase I pay people to make that stuff up for more. Remember, I have never claimed to be a creative person - I am a consumer of other peoples creative efforts, for which I am prepared to pay. That seems reasonable enough to me.

Yes, I could in fact choose to see the factual statements in Con-X as subjective claims. In fact, I suspect that may actually be the case in a limited sense. But you have not really dealt with the substance of the point I raised. I acknowldge, and always have, that character perceptions of the world may not be accurate, and that it may be exploited for dramatic effect. But that requires that someone, somewhere, knows the underlying reality and therefore that there is even a missperception in the first place! And that is NOT what Glorantha does - it says they are all simultaneously true.


We all agree that the world in question is fictional. So why does it have to have some Objective truth? Why can't you take the suggested text as likely perceptions by the characters? I don't see how this is any harder than the objective version.


Becuase in my capacity as a referee I expected to make judgements, and those judgements must be fair. If I have no idea of the objectively reality occupied by the characters, but instead have only access to in-game perceptions, then I cannot be fair in any sense. All I can do is impose fiat.

I mean, when I say, "Ragnar shoots lightning from his spear." I don't mean "Ragnar alone percieves lightning shooting from his spear." I mean "everone present percieves lightning coming from Ragnar's spear."


Yes, and Gloranthan texts exploit that elision relentlessly. It starts to collapse as soon as you have a multicultural group, which is precisely how I found myself in precisely this dilemma.


I was being campy. Sorry. What I mean is that play can continue in quite any manner that the players want. Which could involve deep philosophical speculation at this point if that's what you want.


But deep philosophical speculation about WHAT?

We the players, all we know is that the book makes contradictory statements. Wheres the profundity in poor continuity control? IF there were a point to the whole Arkat construction, if in fact it did say or suggest something profound, THEN we might have such a conversation.

This is different from the contradictory statements I might make as a GM in regards the MIB in Con-X. There, the contradiction is expressly intended to communicate something to the player, to create a meaning. I know what its for; I can assess whether they pick up on it or not. It is a means of exposition.

The Glorantha case just appears to be contradiction for its own sake.

Will the game answer the questions that the real players have about their fictional character's questions? No, it allows the players to make up their own answers. Not that this means that we will somehow know objectively that Glorantha is X when it's done. We'll know that the player in the real world has said that it's more interesting to look at things in X way.


Right. But who cares? I can sit down and assert that it would be "more interesting" to see something in a certain way without needing to play a game. But also, why is it interesting? Just aesthetic preference? OK, but then its not even basic Exploration.


Sounds decidedly simulationism based. In narrativism it's precisely giving the player the ability to make such decisions that's what's sought in play. Sounds like a simple problem with mode preference here.


Thats decidedly possible. Thats exactly why I am sympathetic to Christopher Kubasiks proposition that Glorantha IS myth, rather than a game about myth. I still have concerns over whether even the foundational level of Exploration is really viable, but if we all came to the consensus that Glorantha is a sort of extreme Narr design, I would indeed regard that as progress.

Do the Orlanthi really visit the god-world during their sacred time ritual?
When the Orlanthi do their ritual, I narrate that their characters percieve being in a world that they'd term the god-world.

Thats not the questions I asked. I can figure out character perceptions myself from first principles - what I want to know is IF I am narrating a local delusion, or IF I am narrating an event that actually happens.

So once again: Do Orlanthi visit the god world during their sacred time rituals? This should have a Yes or No answer.

Do Orlanthi really have the power to Fly?
When they use their feats to do so, I narrate that every character present sees them as flying, yes. When they're in the god world, of course, only those in the god world with them can see them doing this.

I didn't ask about what you narrate. I asked whether Orlanthi can fly, precisely becuase my concern is to include all cases, not just those cases in which all characters share the same ideology.

Where is the Greatest Mountain?
If a player wants to know what their character knows, if they are Orlanthi, I tell the player that their character has been told that Kero Fin is the Greatest. And further, if they've seen it that it was great indeed. And if they saw another culture's great mountain? I'd say that it also seemed to be just as great (I'm trying not to dodge here, but I could point out that it might appear differently to that character based on the character's ability to see the "real" mountain). Does this mean that the character now has something to think about? Yep.


And as I have repeatedly said, I'm not interested in the character, I'm interested in the player. You have to hook players, not characters: that is an established truism here. What is the PLAYER LEVEL answer to the question: Where is the Greatest Mountain?

I'd like to point out here that a game with an objectively coherent metaphysics could produce the confused effect. If for example, the Greatest Mountain was itself a spiritual entity, with multiple avatars in the material world, that could make sense at the player level easily enough. Then, there is no THE Greatest Mountain but multiple representations of the Greatest Mountain in several places.

Well, theres not accounting for taste.


I understand that you're frustrated, but ad hominems? In any case, you saying that I have bad taste will not change my taste. It'll only make me feel like this is one massive case of sour grapes.


That was not meant as an ad hominem at all, just as a reflection that our preferences may differ to an extent that allows you to play a game I can't get my head around. I mean obviously, you and I differ on our positions on many issues, and this can easily be accounted for in that framework. But the fact you and others can and do play the game does not actually address the problems I encounter.

Well we disagree on the state of the discussion (no surprise). I think that I've given a quite cogent display of how it can happen quite coherently in the game.


Well, I am not aware of this. I regarded James Holloways contribution as the best to date on the topic, but still point out that it kinda implies a non-magical world. But still and all, becuase we only discuss the characters perceptions as character perceptions, instead of player coomprehension, the state of the discussion appears to be that player fiat determines conversion, and the characters actual psychological experience is never touched on by game play.


If your question is, "How can I know the objective truth of how syncretization works?" then I agree that you're never going to get an answer.


No. I would be able to figure out how syncretisation works if I knew what was really going on in the game world, i.e. if there was a unifying metaphysical model.

Actually, ironically, the subjective character perspective is usually said to be the prefered method for Immersionists. That is, being told objective truths OOC is often seen as distasteful to players claiming to want Immersion.


Yes thats right. And I would want all my information during play to be phrased in character-subjective terms. But as with the Arkat example, your mode does not really seem to me to leave room for that - rather than me thinking about Arkat, and the mystery of multiple identities, and seeing this issue from the inside my characters head, instead my raw, OOC opinion of which would be "most interesting" is used instead. The mystery of Arkat is never something that I contemplate through the vehicle of my character - Immersion is denied.

Well, I think that most RPG players, at the very least myself, see RPGs as just a set of props; precisely that. It's all I've ever expected out of a setting. In any case, you're ignoring the system which is, I think a thing of beauty. But that's not really pertinent to the discussion. In any case, this is just another case of us throwing up preferences.


Yes I will agree that I don't begrudge paying for the basic HW book which lays out the system.


In the examples given was it really Issiaries personnel who were offensive? Or just the rabid fan base. Again, I have no tolerance for most of them either. I am not a Gloranthaphile, nor will I likely ever be.


Well, I don't rightly know if Issaries has any personnel at all, properly speaking. We are taking about the fan base, but we are also about the luminaries of the fanbase.

But still and all, I really don't understand the decision to leave the s/objectivism debate as an open running sore if it could be cleared up by a frank discussion of "how to use this book" or, if the Narr conclusion is valid, by a discussion of Narr. But to date it appears that despite knowing how frequently the problem appears, it is deliberately maintained rather than dealt with. Again, that kinda gives me the impression that there is some purpose to it, but if there is no purpose, then it would seem reasonable to me to discuss matters openly.

Again, I can't really see what is to be feared by discussing the game in, say, the light of Chris Kubasisk proposal. Would such a view undermine some necessary component of Glorantha? Its the pretension to some sort of mystical sensibility that is irksome.

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On 4/28/2005 at 12:46pm, pete_darby wrote:
RE: Syncretism in HQ

Gareth:

Why must people see things differently if they share different beliefs?

They may not agree on the "why" of things ("I can fly becuase I have been gifted by Orlanth, lord of winds" "He can fly because he is in thrall to a false god with many tricks"), but the flying is beyond question here. As is the lightning for the lightning hurler.

You repeatedly claim that the rulebook undermines this, but I still can't see where: where does it say "You throw thunderbolts if you believe you throw tunderbolts, but other people won't necessarily see you throw thunderbolts"? Or anything of the sort?

The inability ot talk to the paleyrs striaght isn't coming from th rulebook, it's coming from you.

The differing character perceptions is a red herring: if you accept that magic works, that people do what they think they're doing with it (even if the why is incomplete or wrong) then it disappears.

Again, please tell me where it says that if a character in Glorantha doesn't share someone's exact beliefs, they see something completely different.

I don't think the books say that mutually contradictory belief systems are true, because that would pre-suppose that they are right. Think of them in terms of being right about effects (if we sacrifice in this way and re-enact this myth we will probably get this magic...) but not causes (... and this is because Orlanth is the true god and the Red Goddess is a usurper that he shall hurl down in his righteous anger real soon now).

Right, let's answer your questions, and answer them from the PoV of an omniscient observer to Glorantha, as far as I can:

Do the Orlanthi really visit the god-world during their sacred time ritual?


Yes, although possibly only their souls do. And yes, I was thrown by the dichotomy of the description in Thunder Rebels when it said "The Orlanthi experience this, outsiders see that," and I reconcile it by positing an out-of the body experience. All evidence points to them interacting with the god-world in a mythic manner to gain magic, whcih is consistent with the rest of the background.

Do Orlanthi really have the power to Fly?


Those with the power of flight, yes. Since Lunar battle tactics include anti-flier techniques, I'd be surprised to find they were "really" jumping off boxes, etc.

Where is the Greatest Mountain?


On the godplane: some mountains in the mundane world have a quality of "greatest mountain"-ness about them, they more perfectly reflect the greatest mountain. In my opinion, Kero Fin is most GM-ly, but I'm biased by the predominance of kerofini material.

How can more than one entity be Lord of the Middle Air?


Okay, who is saying who is LotMA? Objectively, there was an almighty smackdown between the red goddess and Orlanth, Orlanth lost. The Orlanthi are proud, and say she cheated by using chaos, and will probably do bloody anything to avoid saying she is LotMA. The Lunars are all in your face about it, claiming it means Orlanth has no place in Glorantha. Again, who is saying that? Is LotMA the defining quality of Orlanth, meaning he has lost his mojo, or is it incidental to him?

Inn other words, in terms of the objective giving of magic, does it matter? apparently not. In fact, during the time that Orlanth is Dead, his absence causes massive problems, indicating that he is still a vital component of Glorantha.

Gareth, please, is any of this helping? Glorantha isn't a collection of props for myths in terms of just some airy-fairy stuff that can change at whim (I think that's Capes... TLB, I kid, because I love), but an ongoing attempt to make a stable world that has a mythical metaphysic which demonstrably works diagetically.

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On 4/28/2005 at 1:16pm, James Holloway wrote:
RE: Syncretism in HQ


So once again: Do Orlanthi visit the god world during their sacred time rituals? This should have a Yes or No answer.

And it does: the answer is yes.


I didn't ask about what you narrate. I asked whether Orlanthi can fly

They can. I covered this already also.

I'd like to point out here that a game with an objectively coherent metaphysics could produce the confused effect. If for example, the Greatest Mountain was itself a spiritual entity, with multiple avatars in the material world, that could make sense at the player level easily enough. Then, there is no THE Greatest Mountain but multiple representations of the Greatest Mountain in several places.

Which is the case (well, "otherwordly" rather than spiritual, but you get the picture).

Well, I am not aware of this. I regarded James Holloways contribution as the best to date on the topic, but still point out that it kinda implies a non-magical world. But still and all, becuase we only discuss the characters perceptions as character perceptions, instead of player coomprehension, the state of the discussion appears to be that player fiat determines conversion, and the characters actual psychological experience is never touched on by game play.

You're very kind, but I certainly never meant to imply a non-magical world. I think you are getting an idea that the existence of the gods would necessarily inspire a sort of do-or-die fanatacism, which I have repeatedly tried to show is not necessarily the case. You may consider this result "unrealistic," of course, but I don't think it's inconsistent.


No. I would be able to figure out how syncretisation works if I knew what was really going on in the game world, i.e. if there was a unifying metaphysical model.

Well, here's the thing that has never really been raised in this thread: in Glorantha, syncretization in the sense of the creation of something like Haitian Vodou doesn't really work very well -- there are obvious examples of the adoption of foreign deities in Godtime (Elmal, Heler), and it is possible to incorporate cults into your religion that make sense in terms of what's already there ("Argar Argan" in Esrolia, for instance), but coming up with a whole new way to look at existing elements of religions? That doesn't happen much AFAICT and when it does it's either:

a) the Lunar religion, which has syncretic things about and generally says "well, contradictions exist. And yet, We Are All Us. Ommmm." Or,

b) the Aeolian Church, a crappy religion that only a fool would join.

Actually, I guess Common Magic is syncretic, in that it can be Feats or Spells or whatever and everybody learns whatever they like all higgledy-piggledy. But for the most part, there isn't much large-scale syncretism in Glorantha. Which is a shame, but would be hard to implement using Glorantha's metaphysical structure.

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On 4/28/2005 at 1:20pm, pete_darby wrote:
RE: Syncretism in HQ

James:

Huh? I thought Common Magic meant syncretism went on all the time: in fact, the whole history fo Glorantha can be seen as an excercise in extreme syncretism with a very big special FX budget...

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On 4/28/2005 at 1:27pm, James Holloway wrote:
RE: Syncretism in HQ

pete_darby wrote: James:

Huh? I thought Common Magic meant syncretism went on all the time: in fact, the whole history fo Glorantha can be seen as an excercise in extreme syncretism with a very big special FX budget...

Yeah, but in terms of the way Common Magic actually works in game I don't see it as a very useful or interesting feature of most campaigns. I could be wrong. I think that the desire to avoid getting stung on the concentration and the liberal common magic rules mean that most people just get whatever kind of magic they won't lose when they concentrate, an unfortunate artifact of the game mechanic.

I recognize that CM is meant to represent a set of underlying I-don't-give-a-fuck syncretic magico-religious practices which are then overlaid by the specialized religions... but in practice I don't know that it works out like that in play.

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On 4/28/2005 at 1:36pm, pete_darby wrote:
RE: Syncretism in HQ

James Holloway wrote:
I recognize that CM is meant to represent a set of underlying I-don't-give-a-fuck syncretic magico-religious practices which are then overlaid by the specialized religions... but in practice I don't know that it works out like that in play.


Heh... I've seen quite a few people go for the "kitchen sink and damn the HP cost" mentality. It's certainly supposed to be the Gloranthan norm, but probably not the PC norm.

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On 4/28/2005 at 3:32pm, contracycle wrote:
RE: Syncretism in HQ

pete_darby wrote: Gareth:

Why must people see things differently if they share different beliefs?


Am I correct in thinking you mean "see" as in visually observe, rather than in the sense of think or conceive?

If so, I am NOT saying this is necessarily the case.

Look, I am actually trying to be quite controlled about this conversation, rather than opening up too many lines of enquiry at once. If it would help, lets label the proposition I was addressing as the NMG, the Non Magical Glorantha. I am not, of course, assetting that the NMG is a correct model, because I openly admit I do not know what the correct model should be. But as I think should be clear from the fact that Mike, Droog and I have arrived at a similar perception of how the NMG might be seen as being present in the text, that might be *A* valid interpretation.

I have laid out the problems I have with that interpretation above. Some of those problems apply to other modesl such as what might be termed the Universally Magical Glorantha, and some not.


You repeatedly claim that the rulebook undermines this, but I still can't see where: where does it say "You throw thunderbolts if you believe you throw tunderbolts, but other people won't necessarily see you throw thunderbolts"? Or anything of the sort?


Right - it does not. But it also makes a mishmash of the statement about the Greatest Mountain, to name but one. Thats why the fact it does not specifically say this does not mean it is not true - remember, everything we know is phrased in terms of character perception, not objective statement about the world of glorantha.


The inability ot talk to the paleyrs striaght isn't coming from th rulebook, it's coming from you.


No, I don't accept that at all, and I think that is an unfair accusation.


Again, please tell me where it says that if a character in Glorantha doesn't share someone's exact beliefs, they see something completely different.


OK, I will repeat:

Thunder Rebels page 120:"At any ceremony outsiders do not see what truly[/] occurs. They do not see what the worshippers do, becuase they do not know the secrets or have the proper perceptions"

This is reinforced with: "Similarly, outsiders at an Ernaldan rite see the women continue to dance, even after the worshippers know that they have fallen asleep and entered the God World".

So quite explicitly, if you do not share the beliefs, you do NOT see what the Orlanthi themselves see and experience. The Ernaldans perceive themselves to be asleep in the mundane world and astrally projected, if you will, into the god world, while to an outside non-Orlanthi observer they are neither asleep nor projected.

Note the use of the word KNOW rather than believe.


Yes, although possibly only their souls do. And yes, I was thrown by the dichotomy of the description in Thunder Rebels when it said "The Orlanthi experience this, outsiders see that," and I reconcile it by positing an out-of the body experience. All evidence points to them interacting with the god-world in a mythic manner to gain magic, whcih is consistent with the rest of the background.


OK. I can get behind some form of astral projection into the god world to gain magic. Except, why then the multiplicity of aspects of Orlanth?

On the Issaries site, the section on Orlanthi religion states: "The breadth of the Orlanth cult's spread is extensive, and it is understandable that such diversity would spawn some differences of worship depending upon the local customs. " Except its not understandable at all: if Orlanthi are really going to the same god world to interact with the same god, what relevance do "local customs" have? Why should mere human customs have any impact on the god world whatsoever? That seems to suggest that the relationship is in reverse, rather like the model Pratchett used in Small Gods: the ideas and belief of the faithful empower their gods. Humans don't get magic from the gods, gods get power from humans.

We also need to return to the question of subjective heroquesting. If we firmly assert the UMG model, then one would expect the hero quests to remain consistent to all observers. They express metaphysical facts, rather than the opinions of humans, surely. In which case, the previously proposed method by which a worshipper changes their god, or introduces an aspect or whatever, and alleges that in the doing they have "discovered" this thing, is necessarily false. Also, one would expect that such a change would aply instantly to all worshippers of the god, as the change to the god world has no geographical correspondance.

But then... we return to conflicting claims that have been 'proven' in the magical otherworlds. Such as the fact that Ernalda has been 'proven' to be She Who Waits, or the replacement of Orlanth with Doburden in Tarsh.

In this regard, James Holloway previously said:
Here's the thing: as far as I know, no one has suggested that Orlanth is Doburdun. I could be wrong about this. But my understanding is that they have replaced Orlanth with Doburdun because it does minimal damage to the mythology -- Doburdun is also married to Ernalda, Doburdun is the god of the storm, etc. In some highly technical metaphysical sense, Doburdun may "be" Orlanth, like they both embody the Storm Rune or something, but for practical purposes they are different cults AFAIK.


OK. So, it is precisely that 'highly technical metaphysical sense' with which we are concerned. Doburden IS Orlanth; the Lunars Proved this. So once again, how come the Orlanthi otherworld does not reflect these facts? They may well be different CULTS, but both cults are of the same GOD.

We are back to Jim-Bob ther god of tarot, and the quests that can impose retroactive change on the god world, as further presented by James as follows:

a) they fuck it up. Sorry, guys, Orlanth never passed this way. See if you can use your existing magic to grow taro roots or something. You're not worshipping Jim-Bob.

or

b) they pull it off. Turns out Jim-Bob is the son of so-and-so, which makes him Heler's first cousin and therefore willing to grant them his blessings if they make the appropriate sacrifices, etc., etc.


How can this be possible in the Universally Magical Glorantha in which the gods are geunine entities, the magical planes objective places? Why all the references to culture, or to what orlanthi want and need, in reference to the magical planes and their denizens?


In other words, in terms of the objective giving of magic, does it matter? apparently not. In fact, during the time that Orlanth is Dead, his absence causes massive problems, indicating that he is still a vital component of Glorantha.


Sure, it looks that way. Unfortunately, I don't understand why the same didn't happen during the conquest of Tarsh.


Gareth, please, is any of this helping? Glorantha isn't a collection of props for myths in terms of just some airy-fairy stuff that can change at whim (I think that's Capes... TLB, I kid, because I love), but an ongoing attempt to make a stable world that has a mythical metaphysic which demonstrably works diagetically.


Well, it is helping in that it is furthering the discussion, but I'm not yet convinced of the unity of the mythical metaphysics. This is becuase of all the references to cultural specifics both in terms of the aspects of gods and changes via heroquesting. In the UMG, I cannot see how or why heroquesting is important, as I can see no basis for expecting that humans are able to change the very gods themselves, if the gods truly do exist. And all the references to culture are what drives speculation to the NMG model.

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On 4/28/2005 at 4:01pm, pete_darby wrote:
RE: Syncretism in HQ

The multiplicity is, for me, very easily dealt with: Say Orlanth has, somewhere in the God world, a definable, fixed (as much as he can be), objective existence. However, and this is explicit in the rulebooks, Orlanth can't be fully comprehended by Gloranthan humans. Well, he can, but you can only do this by fully partaking of his nature, which is learning the Great secret of Orlanth, when you bceome Orlanth, Orlanth becomes you and you disappear, quite literally, in a puff of wind.

All this is as much as to say, the true nature of Orlanth transcends a Gloranthan human's experience.

However, by acting in accordance with the myths of Orlanth, in making themselves "orlanthlike", the Orlanthi can gain some of the superhuman abilities of Orlanth. The Gloranthan metaphysic is such that this partaking of the nature of Orlanth can only be acheived through use of mythic thinking and action.

Now, this is to say that any ritual which has at it's heart, however expressed, a genuine mythic relationship with Orlanth expressed sincerely will gain something of the nature of Orlanth, some magic, for the participant. Which is how regional differences occur: tribes split, ceremonies are passed down slightly differently. Someone goes and heroquests slightly "wrong", but instead discovers a previously undiscovered facet of Orlanth.

Even if they go to the same godworld and interact with the same god, remember that in the godworld, time is to some extent FUBAR. Same world, different ages. Also, the Gloranthan's perceptions, myths and beliefs shape what they can see and interact with in the godworld; in many ways, the Godworld is much more like the environment you've been having problems with, but if differing beliefs are clashing on the godplane, they should (IMHO) all become manifest to all present.

Thirdly, especially in large ceremonies such as those taken at sacred time, identity gets fuzzy and sometimes downright lost on the Godplabe. You remember what happened there after you come back, but while there it's hard to remember who you are beyond broad archetypes (I am an Orlanthi warrior / Thunder Brother / Helemakt depending on level of commitment).

The other world expresses not physical facts but metaphysical relationships through the lens of constructed belief, hence the fluid nature of the otherworlds.

When did the Lunars "prove" Orlanth was Doburdun?

anyway, time to go, more later!

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On 4/28/2005 at 4:03pm, jorganos wrote:
RE: Syncretism in HQ

contracycle wrote: Seeing as I don't understand the significance of Arkat, and the player does not understand the significance of Arkat, all we have done is genuflect to the text for no good reason. What did we do, throw Arkat in just for tourism purposes?


Arkat is fairly easy: here you have originally a single person going off into the mythic realm doing first one total identification, then a series of different total identifications. Already during his interaction with his Other (Nysalor, who was not complete, and from whose "leftovers" Arkat came into being) Arkat started encountering prior total identifications of himself in the mythic realm.

Effectively, Arkat left his mark upon the cult aspects he touched, and those became somewhat independent entities.


Thats why the GM IMO does need to understand the reality of Arkat. Because without knowing that, I have no idea what to do with Arkat at all. Why bother?


You might see this as a fun or interesting conflict to play. If not, why bother indeed.


But to address the system doesn't matter thing, this is what I mean: if system negotiates the credibility to define the imaginary space, then it implies congruence on the content of the imaginary space.


There is more than one level of imaginary space, and that appears to be your problem with Glorantha. You appear to have a hard time accepting that myth is malleable. I guess you'd hate a time travel setting where you can shoot yourself, too...

There is the Physical World of Glorantha, which is predictable and explainable to players and narrator. There may be sudden changes carried over from the Otherworld (aka magic or heroquesting), but these remain until changed again.

Then there are the Otherworlds, which aren't predictable. The Hero Planes are predictable to a certain point, the God World is somewhat predictable if you stick to the "known" routines, but that's it. Leave the predictable and receive the unpredictable. That's what Arkat did systematically, btw.


But if your solution is to narrate according to the character's perceptions, and these perceptions are themselves mediations of ideology and fact, then the player is never actually able to see the game space in which their token exists.


I agree. For the Otherworlds, that is a feature. That's similar to fractal space or hyperspace encounters in Science Fiction settings - neither narrator nor player can correctly know what they are in. It's like dealing with quantum mechanics - you find out how it appears to work, and work on that basis until that fails and you'll have to bring in another, even harder to approach theory.


The credibility to state "I fly to the top of the tower" is contradicted by the GM saying "OK" but thinking "actually the character climbed to the top of the tower, but perceives this as flying".


I see what you are getting at.

The characters experience full sensory VR while the uninvolved audience sees a stage play with minor special effects.

How do you narrate cyberspace physiological effects, say a character experiences a VR fall and carries over actual falling damage even though his comrades see little more than him twisting in a VR tank?


This proposition destroys the shared imaginary space and establishes two spaces. It renders system as a means of negotiation moot, as system itself does not fix items in the IS. In effect, EVERYTHING is GM fiat.


Funny. I experience this the worst when a narrator tries to tell me things in a historical setting, insisting on Braveheart-style historical accuracy, which I know to be different. Not knowing makes make-believing a lot easier.


And that is more or less the experience I encountered the one time I attempted to play HQ with an experienced group. As soon as I got a pre-prepared character sheet, it became clear to me that this groups understanding of Glorantha and mine were radically different; worse, it seemed like there had to be another negotiation over every action.


This happens to me with any setting where there is some level of detail information. World of Darkness, Forgotten Realms - everywhere you get old nags doing things strangely different, and having done so for ages. Join them or ignore them.

I do agree that Glorantha has a greater share of old nags, though.


They must see different things if they do not share the same beliefs.


That's just a very literal reading. Participants in the ceremony will see mostly the same things. Details may vary, but that is about on the level how an unmasked Vorlon appears differently to Mimbari, Humans or Narn in Babylon 5.


Again, this occurs to me because I was toying with a game featuring Orlanthi and Lunar characters yada yada. So if we return to the flying-up-the-tower example above, after the GM has said "OK" with the private caveats to the Orlanthi player, the GM turns to the Lunar character and says "you see Bob clamber laboriously up the tower". Yet just a second ago the GM accepted the Orlanthi players claims to flight as credible without demur, and that may even have been resolved by system.


Ok, here's how I would treat that situation:

A) The Lunars are involved in the Ceremony, as opponents. They are moved into the mythic realm just like the participants in the ceremony. They experience the same special effects as the player characters.

B) The Lunars cannot interact with the ceremony - they cannot enter the "force shield" - and see vague blurring images of mummery. This would happen if they have no relation to the player characters in the ceremony. As soon as they do have a relation and are meant to interact, they are drawn into mythic space, and mythic space is drawn to them.

There are "precendents" that unwilling opponents can refute the mythic space of an enemy, and draw them back to a more mundane level. This affects the entire ceremony, and causes it to change drastically. But it happens to all participants.



Thus, again, system doesn't matter. System apportioned to the Orlanthi player the credibility to make the statement about flying up the tower, but then the GM is obliged to undermine this by reporting a contrdictory IS to the Lunar player. There is no Shared IS in this proposition.


Really bad example, because Orlanthi observably have the magic to fly. Participating in a ceremony, they gain magical abilities they might not have outside of that environment.

What you get is an encapsulated SIS within the ceremony, with an event horizon separating it from the mundane world. There can be no interaction across that event horizon other than to enter the encapsulated SIS and join those rules.


You're quite right, its not odd that characters have such perceptions., What is odd is that the text written for the players is phrased purely in terms of those perceptions.


Again, how would you narrate a Virtual Reality encounter? I wouldn't say "In the VR, you see the alien advance on you." but would use active tense: "The alien charges you." Both narrator and player know that the player character is in an environment with different rules. Still, the character may awake from the VR with bite marks or a ruptured (but thankfully uninhabited) abdomen.


I acknowldge, and always have, that character perceptions of the world may not be accurate, and that it may be exploited for dramatic effect. But that requires that someone, somewhere, knows the underlying reality and therefore that there is even a missperception in the first place! And that is NOT what Glorantha does - it says they are all simultaneously true.


One truth for a given encapsulated setting. Your Lunar patrol cannot enter the enclosed ceremony without entering the mythical space there, and either adjusting to the myth (possibly gaining unexpected powers) or causing the ceremony to fade back into mundanity.

Your Lunar patrol leader will see the barbarian chieftain, but he will recognize that masked within that character there is a greater power (say Orlanth, whom he may address as Rebellus Terminus and whom he might see wield an ebony crystal sword rather than the bronze blade the Orlanthi might see). Neither perception will be accurate, but they will be sufficient to give a common context. They are using different senses (to wit, their "initiate" or similar ability) to perceive the deity behind the barbarian leader and get different results - compare an xray of a human body to an ultrasonic picture. It still is the same body.



We all agree that the world in question is fictional. So why does it have to have some Objective truth? Why can't you take the suggested text as likely perceptions by the characters? I don't see how this is any harder than the objective version.


Becuase in my capacity as a referee I expected to make judgements, and those judgements must be fair. If I have no idea of the objectively reality occupied by the characters, but instead have only access to in-game perceptions, then I cannot be fair in any sense. All I can do is impose fiat.


That's a noble position, but not necessary. Fair within the limit of the rules may still be unfair to the player. And there are times when one player acts unfair to the enjoyment of the others, and as a narrator (not umpire) you can unfairly to this player cut that back. GM Fiat isn't all bad. Sometimes it is necessary to preserve a lesser consensus if a greater consensus cannot be had.


I mean, when I say, "Ragnar shoots lightning from his spear." I don't mean "Ragnar alone percieves lightning shooting from his spear." I mean "everone present percieves lightning coming from Ragnar's spear."


Yes, and Gloranthan texts exploit that elision relentlessly. It starts to collapse as soon as you have a multicultural group, which is precisely how I found myself in precisely this dilemma.


I don't agree with the "everybody perceives..." line. There is magic which produces actual lightning, behaving like somewhat controlled lightning and creating effects like lightning. There are few characters who can produce lightning in the mundane world, but when they can, they do.

Magical effects are real in the mundane world of Glorantha. No need to tiptoe around with perceptions.

People using magical perceptions might perceive some extra effects depending on the meta-reality the narrator might wish to add, but it is those characters who are out of tune with imaginary reality level zero, and on level one (Otherworld) there may be different aspects visible.

On a higher level (Transcendant) all the different aspects are joined together again. There can be no complete transcendant perception, only an approximation. The narrator may decide on a meta-rule to define his truth and derive the visual effects, tinted towards the perception of such characters. But that much effort would be necessary only when the characters start switching goddesses or similar high-brow stuff. Might be fun, but might as well be uninteresting, depending on your player group's SIS.


We the players, all we know is that the book makes contradictory statements. Wheres the profundity in poor continuity control?


Getting hung up on the True Greatest Mountain again? Both Kero Fin and Top of the World are representations of the True Greatest Mountain in Orlanthi Godworld. The Talastari Orlanthi might come to Kero Fin, notice the differences to Top of the World and look with his magical senses to perceive that beyond its mundane appearance it is Greatest Mountain. If this confuses the player as much as the character ought to be confused, I'd say good job, narrator and Issaries. If you as narrator can't cope with this, don't go there. I've met enough people to whom I wouldn't recommend Glorantha as a game setting. And I usually do recommend Glorantha...


IF there were a point to the whole Arkat construction, if in fact it did say or suggest something profound, THEN we might have such a conversation.


I discussed Arkat above. I don't claim being profund, but I fail to see how a situation like that damages SIS. Please explain what is wrong with that.


The Glorantha case just appears to be contradiction for its own sake.


A slight touch of paradox, there to be explained away or ignored. As a narrator, I don't claim to know all Greater Truths. I'm satisfied when I have an imaginary space which gives me a consistent story to narrate and to share. Profound insights be damned, this is a game, meant to be fun.

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On 4/28/2005 at 4:30pm, Mike Holmes wrote:
RE: Syncretism in HQ

contracycle wrote: Yes, but why would I do this? Seeing as I don't understand the significance of Arkat, and the player does not understand the significance of Arkat, all we have done is genuflect to the text for no good reason. What did we do, throw Arkat in just for tourism purposes?

Thats why the GM IMO does need to understand the reality of Arkat. Because without knowing that, I have no idea what to do with Arkat at all. Why bother?
You're getting into deeply existential terrritory here. Why do we roleplay at all? I sense that the meanings behind why you and I roleplay are different enough that this explains our different viewpoints on this.

Why would I have Arkat show up like this? Because it creates an opportunity for players to examine their own thoughts on the nature of reality through the mechanisms of the fictional characters in a game. A player making a statement via their character doing something in-game, might, for example, be struggling with his own understanding of the holy trinity. Or he might be making a statement about the problems of religion. It seems to me that throwing in Arkat like this is precisely the sort of thing that makes Glorantha good as a game to discuss these sorts of things. If the game were to say that there's only one Arkat objectively, but the player does not know this, then that statement is the same - but we didn't need to know that there was only one Arkat objectively. If the player does know that there's only one Arkat, then his only potential themes are, "My culture is sensible, becuse they know the truth," and "My culture has been duped, because their beliefs are not true." The only way to get more and deeper themes than these is for there to be no objective truth.

I disagree with your last sentence, no other game I am aware of contradicts its own statements other than by accident.
I agree, but I disagree that contradictions are any less playable than "facts" about the game world. They're both sorts of information, and both playable.

But to address the system doesn't matter thing, this is what I mean: if system negotiates the credibility to define the imaginary space, then it implies congruence on the content of the imaginary space.
Yes, but, again, congruence does not have to mean that the players all think that all of the characters see the same thing. They simply have to agree on what each of the individual characters see. In a way this creates two spaces, but they, together make up the total SIS. Again, this is no different than having two characters in different scenes. Each sees different things simultaneously. Just because their perceptions are different, doesn't mean that we can't imagine that.

The credibility to state "I fly to the top of the tower" is contradicted by the GM saying "OK" but thinking "actually the character climbed to the top of the tower, but perceives this as flying".
This is always true in every RPG. Sometimes the GM will relate that the character thinks he's succeeded at something, for instance, only to have the player find out later that the character has determined that he's actually failed. As I recall, MegaTraveller actually had very hard rules about this, when tasks had to be labeled "uncertain" and you had to roll not only to succeed, but to know how well you succeeded. This is standard with perception checks, "You think you see ghost off in the forest" when actually it was just a fumble.

What's out there to be percieved is always a GM call. Winning a perception check only in the game Dunjon, actually creates the thing seen. The end result of using an ability to get to the top of the tower is that you get to the top of the tower in HQ. What HQ specifically and intentionally does not tell you is how you got to the top of the tower - it leaves that to the "narrator" to narrate. So in the case in question, this is never any different than what any GM does in any other RPG.

And, again, when playing with the "magic works" paradigm in the Gloranthan mundane world, everybody does see the guy climb the tower, and everyone playing can assume for ease of play that it's objectively true. It's only in your "magic is just the belief of the individual in the mindane world" that you run into this problem. When I narrate that the character flew to the top of the tower in the mindane world, that might as well be objectively what he did.

Fundamentally, two adults reading the same rules should be reasonably able to agree as to what is going on. The mutually contradictory statements in Glorantha destroy this; the inability to talk to the players straight means they never can really share a coherent SIS. The acceptance of "as it appears" narration destroys the Lumpley principle, IMO
My anecdotal evidence is completely the opposite. I've never seen anyone have any trouble with any such issue. And I've played with all sorts of people, even random ones in convention events who claimed that they weren't going to be able to "get" HQ from what they'd heard about it previously.

Right, and player includes GM, thus neither GM nor player know whats really going on in their own game. I cannot understand why it is acceptable to give the GM only fictional perceptions - the GM has to handle many characters, not just one.
I can't understand why it's not acceptable to do so for the GM. I've been that GM. It works fine.

The character with X-ray vision may shout a warning about an oncoming truck say - whereas in Glorantha, the existance of that truck is itself a feature of the characters perception, and a character without such vision cannot be forced to interact with the truck they do not perceive.
That's non-sensical. I can make them roll to not get crushed by the truck if I want. Yes, that means that I've just invalidated one character's perceptions. That happens all the time, too. What I can't do is to violate the system. If the system says that they see the truck, then they see the truck.

Now, back to the tower, it's not a problem what the characters percieve, as long as they all percieve the same end result, which is the character being atop the tower. What does it matter if he flew or climbed? Either way I can narrate to the endpoint provided by the system.

"You guys see him fly to the top of the tower, and you guys see him climb up. In any case, he's up there now."


They may be wrong, I'm not putting forth an opinion. I'm merely saying that it's common for real people to feel this way, and so it's not at all odd to have a fictional world Glorantha in which the fictional characters have similar perceptions.


You're quite right, its not odd that characters have such perceptions., What is odd is that the text written for the players is phrased purely in terms of those perceptions.
It's unique, I'll give you that. All of those "Voices" articles saying stuff like "Our tribe is closest to the spirits!" and such. I've seen such before, but not to the extent that Glorantha does it, no. Still, not problematic in play.

Becuase I pay people to make that stuff up for more. Remember, I have never claimed to be a creative person - I am a consumer of other peoples creative efforts, for which I am prepared to pay. That seems reasonable enough to me.
So any time the product gives you two options about a truth, it's a bad product for not having decided on one instead? If they're both fun options, I'd rather have more information than less. Again, sounds like a preference to me. I can understand your viewpoint - I just don't share it.

I acknowldge, and always have, that character perceptions of the world may not be accurate, and that it may be exploited for dramatic effect. But that requires that someone, somewhere, knows the underlying reality and therefore that there is even a missperception in the first place! And that is NOT what Glorantha does - it says they are all simultaneously true.
What I'm not getting is what is lost by not having an objective truth. I mean, I can continue to narrate, some people can enjoy the game - I don't understand what the problem is.

Becuase in my capacity as a referee I expected to make judgements, and those judgements must be fair. If I have no idea of the objectively reality occupied by the characters, but instead have only access to in-game perceptions, then I cannot be fair in any sense. All I can do is impose fiat.
Except that the system makes things fair. If two players go up against each other, we'll have a victor and a defeated character. The description of how that occurs is simply color. Important color philosophically, I'm not dismissing it. But color that does not affect "fairness."

Yes, and Gloranthan texts exploit that elision relentlessly. It starts to collapse as soon as you have a multicultural group, which is precisely how I found myself in precisely this dilemma.
I don't agree that this is true. That is, your assumption seems to be that Lunars won't see the Orlanthi's lightning. My reading of the text is that the standard method of play is that the Lunars do see the lightning (in the mundane world).

The thread is about syncretism, and the only contradictions that I'll stipulate that must happen, are in the world of myths and gods.


I was being campy. Sorry. What I mean is that play can continue in quite any manner that the players want. Which could involve deep philosophical speculation at this point if that's what you want.


But deep philosophical speculation about WHAT?
Epistemology, for one. The meaning of life. Morality. Ethics. Anything one likes.

IF there were a point to the whole Arkat construction, if in fact it did say or suggest something profound, THEN we might have such a conversation.
It seems that paradox is deeply profound. One can either go to great lengths to explain them, or they can be discarded based on their paradoxical nature, or they can be seen as metaphor, etc, etc. Tell Thomas Aquinas that the paradox of evil isn't deeply profound.

The Glorantha case just appears to be contradiction for its own sake.
No, it's fictional contradiction to emulate real life contradictions. Again, like the Holy Trinity. If such subject matter doesn't interest you, that's one thing. But I think it's interesting to play characters who have such beliefs. Whether or not I have them myself. And, again, if the game gives me an answer it's a much bigger let down than if I get to make my own statement.

Do you dislike movies that end without a resolution? Where you are left to imagine for yourself how things might have ended? I like such films. I don't see these endings as a cop-out as long as the questions raised for me to answer are as interesting as any one of the potential endings.

Right. But who cares? I can sit down and assert that it would be "more interesting" to see something in a certain way without needing to play a game. But also, why is it interesting? Just aesthetic preference? OK, but then its not even basic Exploration.
What about the other participants? And, again, there are some basic expectations about the "reality" of the world. Glorantha really isn't that different from our world, IMO. Certainly not when I play.

Thats decidedly possible. Thats exactly why I am sympathetic to Christopher Kubasiks proposition that Glorantha IS myth, rather than a game about myth. I still have concerns over whether even the foundational level of Exploration is really viable, but if we all came to the consensus that Glorantha is a sort of extreme Narr design, I would indeed regard that as progress.
I don't even think it's "extreme." I think it's not as nar as, say, Sorcerer. But, I'm willing to put this all down to mode preference, sure.

Anyhow, it shouldn't be surprising that I find HQ fun this way when I play that silly game with the Coins where the mechanics only establish who has authority to say what, when, and where absolutely no objective reality is attempted to be constructed, instead giving over in favor of empowering players to create a story in any fashion they like. :-)

Do the Orlanthi really visit the god-world during their sacred time ritual?
When the Orlanthi do their ritual, I narrate that their characters percieve being in a world that they'd term the god-world.


Thats not the questions I asked. I can figure out character perceptions myself from first principles - what I want to know is IF I am narrating a local delusion, or IF I am narrating an event that actually happens.

So once again: Do Orlanthi visit the god world during their sacred time rituals? This should have a Yes or No answer.Well, I don't need it to. Irellevant to me what he "reality" of the fictional world is.

Do Orlanthi really have the power to Fly?
When they use their feats to do so, I narrate that every character present sees them as flying, yes. When they're in the god world, of course, only those in the god world with them can see them doing this.


I didn't ask about what you narrate. I asked whether Orlanthi can fly, precisely becuase my concern is to include all cases, not just those cases in which all characters share the same ideology.Orlanthi are fictional. For play purposes, all I feel a need to know is how to narrate the results of declared actions.

I'd like to point out here that a game with an objectively coherent metaphysics could produce the confused effect. If for example, the Greatest Mountain was itself a spiritual entity, with multiple avatars in the material world, that could make sense at the player level easily enough. Then, there is no THE Greatest Mountain but multiple representations of the Greatest Mountain in several places.
Sure. I just don't need that information.

That was not meant as an ad hominem at all, just as a reflection that our preferences may differ to an extent that allows you to play a game I can't get my head around. I mean obviously, you and I differ on our positions on many issues, and this can easily be accounted for in that framework. But the fact you and others can and do play the game does not actually address the problems I encounter.
I completely agree with all of this.

I regarded James Holloways contribution as the best to date on the topic, but still point out that it kinda implies a non-magical world.
I think he's probably made the best attempt possible to reach all of your needs, yes. But he still fails, right?

But still and all, becuase we only discuss the characters perceptions as character perceptions, instead of player coomprehension, the state of the discussion appears to be that player fiat determines conversion, and the characters actual psychological experience is never touched on by game play.
Non-sequitur, and I'm not sure agree that "player fiat determines conversion." If you mean that the player controls their character in terms of their own conversion, I agree. But converting others is definitely something that the mechanics handle. In any case, the characters psychological experience regarding such matters is about all we play about in my game.

Take one character created recently. She comes from a lowly economic background, but has been made a holy warrior of a goddess of Luck rather out of the blue. The whole point of the character is going to be (already has started to be in the first scene), what's happened to her, why it's happened, and how or if it makes any sense in the larger cosmology. I've got another character who had, in his past, been a priest of an "evil" diety, but who has tried to take his belief system and convert it over to another. In play I'm just starting to get heavy on the bangs which show that perhaps he's still worshipping the evil diety and just doesn't realize it yet. Players basic idea, my own twist on it. Another character has "secular" magic, in that it's taught by a secular order. But he's used it to resurrect a dead girlfriend in a state of mechanical operation, and it turns out that the magic used is so potentially "evil" that whole nasty cults are dedicated to it. The moral implications are tremendous.

I can go on and on if you like. It seems to me that HQ is specifically designed, in fact, to produce characters with this sort of conflict. And in play it's all be quite wonderful.


If your question is, "How can I know the objective truth of how syncretization works?" then I agree that you're never going to get an answer.


No. I would be able to figure out how syncretisation works if I knew what was really going on in the game world, i.e. if there was a unifying metaphysical model.
I don't see the disagreement here. I agree that, sans a unifying metaphysical model present, you'll either have to make one up, or not be able to play.

Yes thats right. And I would want all my information during play to be phrased in character-subjective terms. But as with the Arkat example, your mode does not really seem to me to leave room for that - rather than me thinking about Arkat, and the mystery of multiple identities, and seeing this issue from the inside my characters head, instead my raw, OOC opinion of which would be "most interesting" is used instead. The mystery of Arkat is never something that I contemplate through the vehicle of my character - Immersion is denied.
Uh, non-sequitur again. How does explaining things in only subjective mode lead the player to the behavior indicated? In any case, even if you're correct, since I don't require this (nor do I mind it), it still works for me either way.


In the examples given was it really Issiaries personnel who were offensive? Or just the rabid fan base. Again, I have no tolerance for most of them either. I am not a Gloranthaphile, nor will I likely ever be.


Well, I don't rightly know if Issaries has any personnel at all, properly speaking. We are taking about the fan base, but we are also about the luminaries of the fanbase.
Issiaries, Inc. has two employees, if I understand correctly. Greg Stafford and Stephen Martin. Nils Wilander (SP?) the webmaster may or may not be an employee, I'm not sure. But he doesn't handle policy in any case. Only the other two do.

Rory is an author of much of their stuff, and though he has hit me with the YGWV bat on occasion is very consistent in his responses. Mark is another author and the most important freelancer for Issiaries, I'd say, and he's nothing if not completly respectful and helpful. Basically, if you want a good answer, ask the people who are in it for the money (or, rather, have some money invested). :-)

As for the other "Luminaries," well, who cares? They don't create the cosmology, and in fact spend a lot of time complaining about getting "Gregged" meaning having their ideas stomped all over by the owner of the IP. So, no, don't listen to them if you want a straight answer. OTOH, if you want tons of creativity...

But still and all, I really don't understand the decision to leave the s/objectivism debate as an open running sore if it could be cleared up by a frank discussion of "how to use this book" or, if the Narr conclusion is valid, by a discussion of Narr.
I've been a strong advocate for this. That said, given the state of Narrativism, I think that HQ is amazingly oriented that way without the authors even really understanding thoroughly nor agreeing with the theory. Part of the problem is probably that HQ is Sim/Nar incoherent to some extent, yes. Some would say moreso even than HW was.

That said, I'm against an explanation of the metaphysics that nails things down to one solution. Again, for me, that would be ruinous.

But to date it appears that despite knowing how frequently the problem appears, it is deliberately maintained rather than dealt with.
On the nar front, I think it's a willful rejection of the theory here at The Forge. Not in a malicious way, but in a "we know what we're doing designing games and don't need any hairy theory to do it well" sort of way. I really don't blame them, actually.

On the cosmology front, well, I think it's simply Greg's vision. No different than any other setting author there. His is just more complex. And so it doesn't surprise me that such a groundbreakingly complex cosmology might have problems in presentation.

Again, I can't really see what is to be feared by discussing the game in, say, the light of Chris Kubasisk proposal.
Well, in that thread, Chris says that he agrees with me. Not that I understand that, but if we do agree, then he's saying what I'm saying about playing HQ. II'm willing to have my understanding on that improved if anyone might.

Mike

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On 4/28/2005 at 7:00pm, pete_darby wrote:
RE: Syncretism in HQ

Okay, back again, where were we, ah yes, Doburdun.

The problem here is that the lunars have kind of made a rod for their own backs. Fo rtheir own purposes (permanent setting of Sedenya as Lord of the Middle Air), they've co-opted Yelmic myth, identifying Orlanth as Rebellus Terminus. Whatevr and however they've done it, they've set themselves up so Orlanth Has To Go, in their big scheme of things.

This leaves a problem: no storm powers, no movement... oh, but hang on, here's previously obscure minor deity Doburdun, the tamed wind. He shares some aspects with Orlanth (one of Ernalda's many husbands, storm god), but few of what the lunars think of as bad ones (like being king of the storm tribe).

So they are quite separate, but similar. Kind of like replacing Zeus worship with Thor worship. Just because they've both got lightning bolts doesn't make them the same.

Quite apart from anything else, it lets the Seven Mothers missionaries to go in and say "Look, you know we had to outlaw Orlanth, rebellus Terminus and all that, but look: devote yourself to doburdun and you still get all your cool storm affinity intact". This is thanks to their "enlightened" magical practices rather than a deep metaphysical bond with some putative "uber-storm" deity that is the "real" source of Orlanth & Doburdun.

I really don't see how you can look at the material and say "Aha! So they really ARE the same god!" What makes you say that?

Orlanth didn't die after the conquest of Tarsh, because the Lunars hadn't filled every major temple of Orlanth with earth. Once Whitewall goes under, poof, Orlanth has a major connection to mundane Glorantha ripped away from him. The Fimbulwinter was, IMHO, a completely unseen consequence. I can imagine the Lunar priests having the discussion... "Listen, are you sure it's a good idea to cut the great storm off from Glorantha entirely?" "Ah, heck, we still got Doburdun, what could possibly go wrong..."

In Glorantha, the Gods are real, but transcendant beings, whose nature can only be understood by Gloranthans through the tool of myth. We have no "outside Glorantha looking in" view of them, because that would put us in the position of looking at any Gloranthan character as a fool, dupe, or whatever. If we accept that their nature cannot and will not be objectively nailed down, except through their myths, we can start working with them in the game. They are not characters, they are not even embodied impersonal forces, they are the sum total of their myths.

The cultural references are their because that is, in a very practical sense, the only way to understand the Gods, magic, the otherworlds, because they can only be understood as the subjects and products of myth which also produces very real physical effects.

Merely because something is real doesn't make it mundane in Glorantha: each god has a variety of natures (Orlanth is the storm, the rebel, the hunter, the thief, the king, the warrior... or was that Conan, I forget). IN Glorantha there is certainly evidence that each cult we see (Issaries, frex) is both the syncretization of many local cults that sprang up in the dawn age, but also, as worshipping one aspect of a more abstract, impersonal principle (Issaries and Etyries are very similar in interests & etymologies).

If you can get away from the idea that the Gods are "really" very big people with superpowers, or entirely separate personifications of abstract concepts, because, despite the presence of the Godplane, despite the availability of deity granted magic, the mythology of Glorantha is very like the mythology of Earth in that it is messy, syncretic, the product of thousands of years of very messy human interaction with the added bonus of giving access to magic.

Picking up some of your language, look at this: the Godplane only has an objective existence as a collection of stories, myths: interacting with them is only possible through myths.

If you can't buy that, and I'm not saying you should, Glorantha as written, UMG, doesn't, cannot work. It's what the metaphysic rests on.

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On 4/28/2005 at 8:57pm, James Holloway wrote:
RE: Syncretism in HQ

contracycle wrote:
Right - it does not. But it also makes a mishmash of the statement about the Greatest Mountain, to name but one. Thats why the fact it does not specifically say this does not mean it is not true - remember, everything we know is phrased in terms of character perception, not objective statement about the world of glorantha.

You keep saying this, but it isn't the case. Many sections of the books are out-of-character, others are in. The Greatest Mountain case is a bit of a slip-up, but if you look at it in terms of the descriptions of Orlanthi sacred time rites throughout Thunder Rebels, it's clear what happens. See for instance TR p. 132 which says "the nearest sacred mountain." That clearly makes a lot more sense.

No, I don't accept that at all, and I think that is an unfair accusation.

Sorry Gareth, but I really do agree: you're creating difficulties where none exist.


OK, I will repeat:

Thunder Rebels page 120:"At any ceremony outsiders do not see what truly[/] occurs. They do not see what the worshippers do, becuase they do not know the secrets or have the proper perceptions"

This is reinforced with: "Similarly, outsiders at an Ernaldan rite see the women continue to dance, even after the worshippers know that they have fallen asleep and entered the God World".

So quite explicitly, if you do not share the beliefs, you do NOT see what the Orlanthi themselves see and experience. The Ernaldans perceive themselves to be asleep in the mundane world and astrally projected, if you will, into the god world, while to an outside non-Orlanthi observer they are neither asleep nor projected.

Note the use of the word KNOW rather than believe.

What's the problem here? When someone enters the God World, or heroquests, they appear simultaneously in both worlds -- this is in lots of cases. Look at the illustrations of the heroquests in KoDP, which clearly show people in costumes, using puppets, etc. (and yet people still die), or -- is it River of Cradles? -- where a heroquester engaging in a battle with some kind of river god appears to the PCs as a guy floundering around in a river.

And yet, in ooc tones, the books make it very clear that the characters are genuinely entering the god world. TR p. 132 again: "all initiated Heortlings have been to the God World."

If you are not an initiate, you cannot perceive the realm of that pantheon -- you are not welcome there. That's why people can't see into the Storm Realm unless they're initiates or participating in a big heroquest, like when Palangio the Iron Vrok invaded the Storm Realm.


OK. I can get behind some form of astral projection into the god world to gain magic. Except, why then the multiplicity of aspects of Orlanth?

On the Issaries site, the section on Orlanthi religion states: "The breadth of the Orlanth cult's spread is extensive, and it is understandable that such diversity would spawn some differences of worship depending upon the local customs. " Except its not understandable at all: if Orlanthi are really going to the same god world to interact with the same god, what relevance do "local customs" have? Why should mere human customs have any impact on the god world whatsoever?

Because the god world is not exactly as worshippers perceive it -- the entities that inhabit it are too big to be grasped by human minds, so aspects and subcults are created to manage worship -- the god world is interpreted through the cultural biases of the viewer, as far as the superficial details go. Also, if you read this, it says that there are differences of worship -- cult rites are different, prayers are different, etc. But Orlanth doesn't care about that crap, not really -- hell, he allows those goofball Aeolians to venerate him as a saint! So in this sense, cultural norms determine how Orlanth is worshipped.

We also need to return to the question of subjective heroquesting. If we firmly assert the UMG model, then one would expect the hero quests to remain consistent to all observers. They express metaphysical facts, rather than the opinions of humans, surely. In which case, the previously proposed method by which a worshipper changes their god, or introduces an aspect or whatever, and alleges that in the doing they have "discovered" this thing, is necessarily false. Also, one would expect that such a change would aply instantly to all worshippers of the god, as the change to the god world has no geographical correspondance.

And when it happens (almost never) it does apply equally to everyone in the appropriate cults -- which is why the goddess swap was such a big catastrophe, for instance.

The UMG includes some play -- it is objectively true as part of the setting that it's possible to fuck around with the truth a bit in the hero plane. Hmmm.

How can I put this: the god world has truth. Not fact, truth. So some people say Odayla is Orlanth's brother and some say he's his son. Whatever; the truth is that Odayla is tightly bonded to Orlanth. Some say that Rigsdal is part of Orlanth, and some that he's part of Elmal. Well, the truth is both -- because the truth is that he's responsible like Orlanth Allfather and loyal like Elmal. The "fact" -- that he's Orlanth's son and Elmal's employee, or some damn thing -- is a culturally-contingent expression of the truth.

But the truth of the Orlanth myths fits the cultural biases of the Orlanthi pretty well, not because they created him, but because they are the kind of people who would worship him. Mind you, Orlanth is vast and different cultures take his lessons in different ways. So although the Hendreiki, the Tarsh Exiles, and the Heortlings all believe in Orlanth, they've incorporated his lessons into different cultural norms, each arguably supportable by theology -- that is, supportable by the superhuman truth of the Storm Realm.

But then... we return to conflicting claims that have been 'proven' in the magical otherworlds. Such as the fact that Ernalda has been 'proven' to be She Who Waits

Ernalda is not She Who Waits -- the Lunars are telling porky pies on this one. HonEel is Ernalda, in some aspect, but Ernalda is not really She Who Waits. I suspect we'll have to wait for ILH2 to find out what's really going on here -- I suspect it is something to do with the mysterious, deceptive power of SWW, who for my money is Arachne Solara/Ginna Jar.

In this regard, James Holloway previously said:


OK. So, it is precisely that 'highly technical metaphysical sense' with which we are concerned. Doburden IS Orlanth; the Lunars Proved this.

I can't find any source for this -- it's not in the Doburdun write-up in BA, it's not in the Doburdun entry on the website. In fact, http://www.glorantha.com/support/doburdun.html very clearly states that Orlanth and Doburdun are two different deities: "when violent Orlanth came to take Ernalda away, Ernalda commanded Doburdun not to fight." This is a wrong idea you have, not something actually in the text.

How can this be possible in the Universally Magical Glorantha in which the gods are geunine entities, the magical planes objective places? Why all the references to culture, or to what orlanthi want and need, in reference to the magical planes and their denizens?

In this instance, I was using Mike's example of a case in which the GM has not decided whether the relationship exists or not and is allowing the players to determine it. But even if the relationship exists, the heroquest can still fail if the Heroes fuck it up.


Sure, it looks that way. Unfortunately, I don't understand why the same didn't happen during the conquest of Tarsh.

Because Sartar is uniquely sacred to Orlanth -- it's where he was born, it's where he set off for the LBQ, it's where he slew the dragon. Not that it was called Sartar then, but you know what I mean. The Old Wind Temple, Kero Fin, and the many other sacred Orlanthi sites are part of his power and destroying them gives you a huge boost to the contests necessary to kill them. With powerful Orlanth worshippers still active in Sartar, this was not possible in Tarsh.

Look at the failure of the cults of Daysenerus and Tarumath -- a couple of people deciding to stop worshipping the High Sun and High Storm doesn't make a difference. But the root-and-branch extermination of those cults and the destruction of their temples? That'll help.

Well, it is helping in that it is furthering the discussion, but I'm not yet convinced of the unity of the mythical metaphysics. This is becuase of all the references to cultural specifics both in terms of the aspects of gods and changes via heroquesting. In the UMG, I cannot see how or why heroquesting is important, as I can see no basis for expecting that humans are able to change the very gods themselves, if the gods truly do exist. And all the references to culture are what drives speculation to the NMG model.

In the UMG, the gods truly do exist -- but if you can get access to the god world and are sufficiently powerful, they are truly, objectively mutable. They've just been in their current states for a long long time (well, the tough gods have) because changing them is almost impossibly difficult. But this information is not known to most people, partly because you have to be hard as a coffin nail to pull it off, partly because it requires a level of metaphysical consideration that most people aren't willing to put in, partly because most people don't see any need to change the Gods World (except Lunars, of course, who are radicals in many ways), and partly because every time someone tries it it goes horribly, horribly wrong and therefore the information has been intentionally suppressed. So it is both true that you can change the gods world and true that magic works as advertised -- the two are linked, in fact.

Anyway, I'm off on holiday for the next week and a bit, and I don't think I'll be online much. I hope that I've provided you with some food for thought. I know that Gloranthan materials are often confusing and difficult, but I think it requires a rather more careful approach to fully understand them than you are taking -- as long as you're not willing to improvise, that is. Declaring that all Gloranthan information is subjective and therefore not of value in determining how magic works is, to me, a very serious mistake, and will cause you a lot of problems in understanding the world.

EDIT: my italic tages are all screwed up. Weird.

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On 4/29/2005 at 8:55pm, soru wrote:
god plane/heo plane

contracycle wrote:
On the Issaries site, the section on Orlanthi religion states: "The breadth of the Orlanth cult's spread is extensive, and it is understandable that such diversity would spawn some differences of worship depending upon the local customs. " Except its not understandable at all: if Orlanthi are really going to the same god world to interact with the same god, what relevance do "local customs" have? Why should mere human customs have any impact on the god world whatsoever?


Because to get to the god plane via ritual (as oppsed to physically flying there), you have to go via the hero-plane, which _is_ subjective (or alternately, so immensely complex, multiplex, mutable and interwoven that it is virtually impossible for a pair of human minds to come to a common conclusion about it without sharing information).

The nature of the ritual used, as remembered in local tradition, governs the path you take through the hero plane. Only when you complete that path do you visit the godplane itself, and then only for a single timeless moment.


That seems to suggest that the relationship is in reverse, rather like the model Pratchett used in Small Gods: the ideas and belief of the faithful empower their gods. Humans don't get magic from the gods, gods get power from humans.


I suppose some kind of power-sucking magic creature could pose as a god (there are elements of this in the Vivamort vampire 'cult'), but I very much don't think that is the usual case. Gods don't need or necessarily want worshippers, although priests often want congregations, and kings may want magically-empowered subjects. Some immensely powerful entities are hardly worshipped at all.


We also need to return to the question of subjective heroquesting. If we firmly assert the UMG model, then one would expect the hero quests to remain consistent to all observers. They express metaphysical facts, rather than the opinions of humans, surely.


Everyone on the same ritual quest is sharing the same enabling magic, and so sees things essentially the same way, absent any special magical perceptions or relationships with entities met ('that's not just a mysterious solar guardian, that's Yelmupthalio!' 'Who?').

For hostile questers to arrange to meet, they will have to to some extent infiltrate, subvert or magically track the ritual, and so


In which case, the previously proposed method by which a worshipper changes their god, or introduces an aspect or whatever, and alleges that in the doing they have "discovered" this thing, is necessarily false. Also, one would expect that such a change would aply instantly to all worshippers of the god, as the change to the god world has no geographical correspondance.


But the majority of a ritual quest takes place in the hero plane, which very much does have a geographic correspondence to the real world - every temple or sacred site starts you at a different place, although some are similar in appearance.


How can this be possible in the Universally Magical Glorantha in which the gods are geunine entities, the magical planes objective places? Why all the references to culture, or to what orlanthi want and need, in reference to the magical planes and their denizens?


If it's objectively impossible for them to pull it off, then they always fail. If you want to simulate that in-game, you need a deterministic resolution mechanism (e.g Amber-style 'very simple contests', or just make opposition 6 masteries stronger than the protagonists). You also need players who buy into that idea, or at least promise not to hit you.


Well, it is helping in that it is furthering the discussion, but I'm not yet convinced of the unity of the mythical metaphysics. This is becuase of all the references to cultural specifics both in terms of the aspects of gods and changes via heroquesting. In the UMG, I cannot see how or why heroquesting is important, as I can see no basis for expecting that humans are able to change the very gods themselves, if the gods truly do exist. And all the references to culture are what drives speculation to the NMG model.


Culture is the glue that ties the different otherworlds together. Think of it as a vast interconnecting web of myths, where one strand leads from one individual temple in the mundane world, joins with others, braids together, and attaches to one particular spot in the godworld.

soru

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