
Show Notes
In Episode 14, the God Learner podcast returns to its exploration of the Nomad Gods, with David Scott from Chaosium.
News
The “Write Your First Adventure” summer workshop has started, with a RuneQuest course by Nick Brooke.
Pirates of the East Isles is out, with some art and minor spoilers by Ludo.
The Red Deer Saga (incorrectly mentioned as “White Deer”) is now available in print.
Volume 1 of Duckpac was indeed released shortly after our recording, and is now Silver Best Seller!
Dates for Chaosium Con 2023 have been announced. You can read Ludo’s report on this year’s convention.
More current news are available in our newsletter, the Journal of Runic Studies.
Nomad Gods: The Magic Game
David gives a one minute summary of Nomad Gods.
Ludo discusses the availability of the game in print, and we mention the VASSAL virtual tabletop version again.
Trying to talk about Les Dieux Nomades, Jörg is lost in memories, and gets confused about which convention he bought it at. We go into a rabbit hole while trying to find when this game was released — if that sounds boring, you can skip ahead or use the time bookmarks (only supported in good podcast players).
We mention Nick Brooke’s fan translation of the French rules terms on his website, here and here. Nick also created a beautiful printable map with all the features of French map, but with a hex overlay that fits.
David mentions the colourful counters of Les Dieux Nomades, as can be seen on Boardgamegeek.
We talk a bit about the problems when names are translated, failing to recognize the translation, and being out of alphabetic order. Note that Jar-eel the Razoress in French is “Jar-eel la Tranchante”.
Ludo gives a shout-out to the illustrations, before we talk about the rules.
David explains the difference between the counters for Nomad Gods where there is no range factor (for spirits of magician units) but a reflection factor telling whether a counter could attack neighbouring counters in spirit combat using the magic factor or whether it could fight back rather than just soak up damage with the magic factor. But then, there are units with a range factor of zero in Dragon Pass, too, and there are a few spirits that remain on the board and can attack neighbouring hexes with their magic, too, so it is more a case of different terminology than different rules.
David relays what Greg Stafford told him: “It was one of the flaws of the Praxians that they were tied much more to the spirits than they were tied to the deities, the greater gods.”
This focus on spirits and animism is the result of the great destruction from the Gods War in Prax. That’s why each major tribe has a shaman counter, and each shaman has a fetch.
RuneQuest emulates the worship of deities as spirits by giving a chance of contacting a god or goddess when reaching out to the spirits.
David points out that Cults of Prax sort of maps Nomad Gods in that a lot of Nomad Gods is in the structure of Cults of Prax.
There are unpublished descriptions by Greg Stafford about how the tribes move their herds, with a shaman at the front looking into the spirit world to look for the best magical grazing, etc.
Jörg suggests that Praxians are more versatile in rune magic through spirit cults, but again that is described as the flaw of the Praxian access to magic.
Heroquesting to spirit cults delivers lesser boons, while the spirits are more likely to be allies than patrons.
The concept of the fetch as the other side portion of the shaman is introduced here, and carries over into the RuneQuest rules (which were first published a year after Nomad Gods).
We find out more about the social position of shamans, but shamans are described as “crazed and rabid people, more than a little mad from their contact with the gods.” David puts that statement into context with Greg Stafford’s later experiences and practices in shamanism, and blames it on older concepts and misconceptions of 19th century anthropologists about sha
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