Topic: The use of Runes in a RPG
Started by: Hereward The Wake
Started on: 11/28/2005
Board: Indie Game Design
On 11/28/2005 at 8:54pm, Hereward The Wake wrote:
The use of Runes in a RPG
I've been working on the idea of using runes as a way for a game to be guided.
Runes can be used in a similar way to tarot so should make an equally good tool when playing an RPG set in the times that they were used.
My question here is does anyone know of games already in use that have used runes in this way and what are they?
Also does anyone have thoughts on their suitablity for use in a RPG. I know I've not laid out my ideas yet, but there may be some obvious things that you can see that I might have overlooked?
Look forward to hearing peoples thoughts.
Best
Jonathan
On 11/28/2005 at 11:03pm, talysman wrote:
Re: The use of Runes in a RPG
one of the Rolemaster Companions, I don't recall which one, included several pages of Rune Cards to use for on-the-fly generation of details. this sounds somewhat like what you're describing. I don't know if anyone ever tried this or not.
the way it worked: each rune card, in addition to the rune, had four or five words related to the interpretation. if a player asks for information the GM didn't prepare in advance, the GM could draw three rune cards and look over the possible interpretations.
On 11/29/2005 at 5:37pm, J Tolson wrote:
RE: Re: The use of Runes in a RPG
My question to you would be, how do you envision this to fit within the setting of your game?
I am not talking mechanics, as that is something that the players perceive outside of the setting, but rather how those mechanics would be perceived by characters living in your world.
Are characters supposed to “consult the runes” to find out what to do when they can’t figure something out? Will a player draw from a bag and whatever rune they receive is incorporated into the game somehow, being an action separate from the in-game world?
I ask this because, historically speaking, runes weren't really used to guide. Oh sure, you might find that they marked locations or directions to other locations, but I am assuming you desire something a bit more mystical. Perhaps you are thinking of fortune telling, which is a more modern use of runes, which is quite fine as long as you are aware using runes as such isn't in harmony with "the times that they were used in."
However, to the more general question of runes being used in an RPG setting, they are actually quite apt. Unlike the Latin alphabet, Futhark had a strong connection to the mystical, which is a key element of a fair number of RPGs (both pen & paper and other). However, I would recommend reading the Runic Poem at the end of the Havamal (in the Poetic Edda). In that Odin, the creator/discoverer of runes, explains their magical uses. Off the top of my head, the only one I can remember that might be useful for guiding characters through an RPG is the one for contacting the dead (well... those who were hanged, anyways). The dead always seem to have good advice on what to do.
Just a thought.
On 11/29/2005 at 6:20pm, nikola wrote:
RE: Re: The use of Runes in a RPG
J wrote: My question to you would be, how do you envision this to fit within the setting of your game?
That only matters insofar as runes' evocative value, and even then, not much.
Vincent Baker's The Dragon Killer uses runes, that is, coins: sheaves=pennies, bulls=nickels, torches=dimes, eagles=quarters.
Think about what you want to do mechanically, what kind of support you want to give the story. Keep runes in the back of your head and you'll see how they'll help you. But seriously, start with how you want things to work in your game.
On 11/30/2005 at 4:41am, Hermes3 wrote:
RE: Re: The use of Runes in a RPG
Have a look at "everway". Its not exactly runes but its cards with symbols on them. Might give you some ideas.
On 11/30/2005 at 9:18pm, Hereward The Wake wrote:
RE: Re: The use of Runes in a RPG
My idea is to use the runes as described for directing situations from the point of the story. I also want to use the runes in a way to affect what players can, or can't do.
So that PCs can use runes at time fo need to get guidence or actuall aid to do things, they could also be used to add to the chance of success in situtations, or failure if the gods look unfavourably on them.
I had thought that runes would also be part the pc genration proces and certain runes would be associated with them, guiding not only who they are but having affect throughout their lifetime, having runes that are favourable to them or one that work against them.
Does that help?
Thanks for the oughts so far.
Best
JW
On 12/6/2005 at 11:05am, Hereward The Wake wrote:
RE: Re: The use of Runes in a RPG
It diesn't look like anyone has any thoughts on this?
I don't know if those games that use tarot cards associate a PC with a particular suit or specific card type? This was an idea that I had thought on with the Runes. So that specific runes could confer both advantages and disadvantages throughout their life.
JW
On 12/6/2005 at 11:28am, Darcy Burgess wrote:
RE: Re: The use of Runes in a RPG
Hereward wrote:
My idea is to use the runes as described for directing situations from the point of the story. I also want to use the runes in a way to affect what players can, or can't do.
I'm pretty clear on what you mean in the second part of that statement (I'm translating it to mean: Runes instead of Dice in a fortune resolution system).
However, I'm a - lot - fuzzy on what you mean in the first sentence. Are you talking about interpreting the runes drawn and generating story from that (ie: using them as a springboard for your imagination?)
In any case, I'd love to see a quick example of play, I think it would go a long way to 'getting inside your head'.