Jürgen Hubert

Long-time role-player. Translator of old German folk tales.

Main Mastodon account where I share German folk tales is @juergen_hubert@mementomori.social.

  • 27 Posts
  • 58 Comments
Joined 1 year ago
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Cake day: January 21st, 2025

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  • Thanks for this information!

    The way I see it, folk tales are basically a bundle of narrative tropes that can be switched out depending on the needs of the storyteller. So when the Wild Hunt narrative spread across Europe, people always tried to make it relevant to their local region. And in regions where there were still fragments of belief in Odin, it is not surprising that he appeared in one form or another - while in others, the Wild Hunt takes on rather stranger forms.

    Ultimately, their main commonality is the strange noises you can hear in the countryside at night.







  • There are a number of tales - Wild Hunt or otherwise - where there is an explicit mention of a “Wode”. I don’t think linking that to Wodan/Odin is too much of a stretch.

    Still, the connections to Hulda are far more numerous, which I find fascinating. I mean, in modern discussions you almost never hear of the Wild Hunt being led by a woman, yet I have encountered quite a few such tales.





  • Jürgen HubertOPtorpgThe Pros and Cons of Fantasy Counterpart Cultures
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    10 days ago

    I 100% understand any culture I make up, definitionally.

    If true, that’s very impressive indeed. Every custom, every belief, every fashion, every turn of speech? I study folklore - “culture” is a many-headed beast, and fractal.

    I doubt that even Professor Tolkien truly understood the cultures of Middle-Earth “100%”.

    In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs *would *be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything.

    I do believe that player should be able to gain a basic understanding of the cultures their characters come from. The question is how much information can they get, and process?

    As an example, consider Glorantha with its many intricate cultures. The players don’t need to know everything about the setting - indeed, it is so complex that few people have even read the majority of the source material. However, it is essential that they understand what their home culture believes, and how members of that culture expect the characters to act.










  • Jürgen HuberttorpgShadowrun 1e GM Advice
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    2 months ago

    This was my very first RPG, back in 1990.

    The first piece of advice: Don’t have player character deckers. Make them NPCs. The decking rules are a horrible, horrible mess that takes the action away from the table.










  • I rarely have buyer’s regret for TTRPG products, but Carcosa ranks high on that list. The “Sorcerous Rituals” section is maybe worst - do we really need a detailed list of how sorcerers sacrifice humans to work their magic? Not to mention one ritual (“Consign to the Lightless Lake”) where the sorcerer actually rapes his victim.

    I will never buy anything from Geoffrey McKinney again.