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Topic: Where to begin?
Started by: Uncle Dark
Started on: 6/27/2001
Board: HeroQuest


On 6/27/2001 at 9:04am, Uncle Dark wrote:
Where to begin?

I like Hero Wars (I have to disagree with Josh and state that I think the rulebook is buggy as hell... No set of rules should require a 4 page erratta just so you can tell the difference between a 1/4 modifier and a 1/2 modifier), and I like what little I've seen of Glorantha.

I liked talking about Glorantha with some old gamer buddies I once had who were RQ players (though I never got around to playing it myself). I loved everything that I heard about it as a mythic setting, and such.

So, when HW came out, I got the basic rulebook.

Now I have 4/5 of the rules to the game (Hero Questing was not in the rules?! You mean I have to shell out another $20 to find out whether or not I even like the idea?!) and just enough info about the setting to know that I need to know a lot more before I'm comfortable running a Glorantha game.

So where do I begin? I like the Issiaries site, but the organization of it makes it hard to know where to start. It seems to me to be like an encyclopedia that is organized on a scheme that only makes sense to those already familiar with its contents. I don't currently have $20-$40 to buy more rulebooks.

Can anybody point out some central thread in the vast labyrinth of Gloranthan lore to guide this poor Athenian through it all?

Lon

[ This Message was edited by: Uncle Dark on 2001-06-27 05:05 ]

[ This Message was edited by: Uncle Dark on 2001-06-27 05:05 ]

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On 6/27/2001 at 5:41pm, Blake Hutchins wrote:
RE: Where to begin?

Actually, the Narrator's Guide is only $15, not that you should take that as a constructive answer.

At the risk of offering you the most obvious (and thereby redundant) advice, I suggest scanning through the material on the Issaries site, pulling what you want, and proceeding from there to make your own game without worrying about what Glorantha is or is not. Want a clan-based pseudo-Norse game? Set up a Heortling saga centered on a village. Want a more urban game of civilized, Lankhmar-like intrigue and decadance? Create a Lunar city and go to town. Want a story based on a mercenary band in a foreign country? Make up a Malkioni warband. Create your own cults. Get exotic. Try a low-powered game to start (fewer Heroquests there).

Glorantha is big enough that you can fit in pretty much whatever style of game you'd like to explore.

Hope this helps.

Best,

Blake

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On 6/27/2001 at 6:22pm, Uncle Dark wrote:
RE: Where to begin?

Blake,

Thanks. I had thought of that one already, but it's an idea good enough to bear repeating.

I suppose a great deal of my frustration comes from the fact that I got the book not because of Robin Laws' system (which is great) but in order to get into Glorantha, and the scattered and shallow bits of background were very dissapointing when I knew that there was much, much more to be had.

Perhaps Gloranthan Visions would be a good buy in this case.

My main concern as a GM is not "but I don't know enough to make it real Glorantha (tm)," but rather "when I can afford the time/money to get more 'official' info, how much re-writing and ret-conning am I gonna have to do to use it?"

Also, little bits like:
What is the geography of Dragon Pass?

How long have the Lunars occupied Heortling lands?

Is there any real difference between Sartars and Heortlings? And if so, how should this be reflected in keywords and abilities?

What if I want to inclued Durulz or Uz? Few, if any, of the great and intriguing illustrations actually refer to material presented in the rules. They tease. So, because of the captions, I know that elves are plant-creatures with a semi-group mind. But how do I model that in play? How feasable are Aldryami PCs?

And how do I answer these questions without either making it all up (and increasing the re-write/ret-con involved in using published stuff later) or spending many nights sifting through the web?

Lon

[ This Message was edited by: Uncle Dark on 2001-06-27 14:24 ]

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On 6/28/2001 at 1:20am, Blake Hutchins wrote:
RE: Where to begin?

Hi Uncle Dark (great moniker, btw -- I'm sure the Uz would appreciate it):

Hmm. Glorantha is big. Details are vast. Have you considered you may be too concerned about setting continuity? I understand not wanting to have to retrench upon acquiring new books in future, but it sounds like you face paralysis if you don't simply grab the bit in your teeth and go. If you're that worried about adhering to official lore, steer clear of the undefined areas or keep them under the umbrella of "Narrator Mystery" such that you can reveal the truth down the road... when it's available.

The Narrator's Guide has a sample story arc that winds through four scenarios. It's not too bad and might help you get an idea of what kinds of adventures are possible. On the other hand, the 100-word character creation paragraph leaves a huge opportunity open for the players to inject a ton of creative ideas that are in no way a part of "official" Glorantha. Nifty stuff like the War of the Straw Giants and the like. That's something that totally hits my groove.

Here's another idea: historically, cults had a number of different variants, with deities combined with other deities, subdeities, aspects, etc. It's totally possible for you to make up your own cults and subcultures, then have those be a variant or even an aberration in regard to the cults and cultures of the official background.

I think a Dragon Pass map is available for download at the Issaries site. If not, I'm sure some fan site somewhere will have something. Then too, there are numerous supplements for the old Runequest that might prove fruitful. Check E-bay and scull through any RQ fan sites you might find on the net. For what it's worth, I'm looking for a version of the old Pavis material. The Big Rubble or (better for me) Sun County, which is set in the Plains of Prax. If you find one, I call dibs. :smile:

Best,

Blake

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On 6/28/2001 at 2:24am, Ron Edwards wrote:
RE: Where to begin?

I've typed a reply to this thread several times, and deleted it (on purpose) each time. Why? Because it's a big topic.

Thing #1: Lon, when I get a chance, I'll send you my document I wrote for myself a while ago called "A toolbox for playing Hero Wars." It's got stuff both for system and for setting.

Thing #2: the necessary books are the Hero Wars rules, the Narrator's Guide, and the Glorantha book. In the latter, the first three chapters are the key. They are THE single reference for "what this place is." Also the maps in this book are (finally) very useful and include both large-scale and small-scale.

I hear you about the cost (mentioned that in my review, in fact). If you don't want to spend more money, then I suggest reading them in the store.

Thing #3: the key concept is that this multicultural, very widespread, powerful empire in the middle of a continent is pushing its way to the sea, in the manner of empires everywhere. (Note that the seas were recently freed of a "ban" that closed them for trade and travel, so now the empire is slavering for usable harbors.)

This empire is especially interesting because it's bound together, or overlaid, by a religion of an Arisen Goddess, one of the very few deities to come into existence since the Dawn of Time, as opposed to the pre-Time Godtime.

Well, these barbarians (Celtic/Scottish/Icelandic) are in the way, in this zone called Dragon Pass. And they are not going to let go of their storm god, who in elemental and ideological terms is utterly opposed to the aforementioned Goddess.

So you've got several decades of contact, conquest, rebellion, cultural mixing ('though no one admits it), and general destabilization of the whole area. You have Lunarized Heortlings, gone-native Lunars, hard-line native rebels, idealistic invaders, level-the-place invaders, and more. It's nuts.

Here's the deal: pick a spot in or around Dragon Pass. Then see how two, three, or all four of the cultures listed in the Hero Wars books could be mingling right there. In my game, I considered Lunar missionaries in Heortland. Another person might consider the sorcerer-culture of Black Horse County deciding between the pleas of Lunar generals and Grazer emissaries. Yet another might want to consider a band of flea-bitten, pissed-off Heortling rebels.

Once you've got this picture, check out what's up with any of the relevant variables on the Issaries site, including the much older text in the library there from the RuneQuest days. Given your focus, it won't be so overwhelming. You'll find good maps, history, and lots more.

Thing #4: The Narrator's Guide is REALLY clear about what player-characters are FOR (which is why it's needed, along with its rules for HeroQuesting; I agree this should have been in the core book). Player-characters are supposed to be trapped in a cultural clash that has NO good answer. They are supposed to arrive at a solution that no one has thought of before, and to cement this solution into existence through (1) their good right arms, and (2) forging a brand-new hero cult of their own.

Hope that helps some. I'm way-crazy busy with Sorcerer publishing, so I'm sorry for not posting more.

Best,
Ron

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On 6/28/2001 at 5:03am, Uncle Dark wrote:
RE: Where to begin?

Thanks, guys.

I read over my last posts, and they seem a bit whiny to me now. Sorry about that.

Actually, I have spent some time over at the Issiaries site, and a lot more has been put there than there was the last time I checked. I'm much happier with it now.

Ron, I have in particular been interested in what you have mentioned about how your own Hero Wars game has gone. I'd love to hear more, when you get time.

Blake, you're right ab out my being daunted by the scope of the setting. You're also right about my being too caught up in what Glorontha "is." Thanks for reminding me not to panic.

Lon

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On 6/28/2001 at 6:55am, james_west wrote:
RE: Where to begin?

I was also of the impression that the new release was sort of assuming that the buyers already had a great pile of source material from the 'eighties, and that it would work badly without it. (It happens to be true of me, but it does seem a disservice to anyone for whom it isn't).

- James

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On 6/28/2001 at 3:25pm, Uncle Dark wrote:
RE: Where to begin?

James,

That's the impression I got. Actually, I think that the designers/editors were just as likely thinking that anyone buying the book was also willing to buy the others, or was buying the deluxe box set.

I, personally, am of the opinion that the core rule book (for any game) should be complete and stand alone. I feel that expecting/requiring customers to buy more stuff to get the whole game is dirty pool.

Lon

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On 6/28/2001 at 3:52pm, joshua neff wrote:
RE: Where to begin?

I, personally, am of the opinion that the core rule book (for any game) should be complete and stand alone. I feel that expecting/requiring customers to buy more stuff to get the whole game is dirty pool.


me, too.
which is why i resisted buying hero wars for so long, despite having had the original runequest way back when & thinking glorantha was pretty cool (but--where are the ducks & the jack-o-bears?) & ron's evangelical praise of the game. the only reason i relented was realizing that i'll be leaving kansas city soon & i decided hero wars is definitely one of the games i'd play if someone were running it wherever i end up moving to. so i jumped in & bought the boxed set & found it fab enough that i'd like to gm it myself someday (probably a lunars narrative, set in a frontier outpost, full of intrigue & ancient mystery--sort of babylon 5 meets borges).

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On 6/28/2001 at 8:10pm, Ron Edwards wrote:
RE: Where to begin?

I agree with you guys, Hero Wars fan that I am. For what it's worth, the origins of Issaries and its start-up funds were not ideal. There MAY be some talk about an eventual Hero Wars boook that puts all the essentials in one place - this is pure rumor, though, so do NOT repeat it.

Best,
Ron

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On 6/29/2001 at 5:06am, Uncle Dark wrote:
RE: Where to begin?


On 2001-06-28 16:10, Ron Edwards wrote:
this is pure rumor, though, so do NOT repeat it.


Well, then what are rumors for?

Anyhow, "where do I begin?" question #2:

What have people found to work for giving players with no Glorontha experience a working grasp of in-character common knowledge?

Lon

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On 6/29/2001 at 4:17pm, Ron Edwards wrote:
RE: Where to begin?

This requires a two-layered answer.

First, for any role-playing game I run, I have a get-together session for character-brainstorming and generally talking about why I'm running it, what I think it's for, and getting feedback about that. When I began my current Hero Wars game, a lot of that was spent looking at maps of Glorantha, talking about Lunar-Heortling conflicts, and getting a sense of how magic is regarded by this game (a big conceptual jump).

Second, because it was Glorantha, my goal was to get them VERY familiar with a pretty small area, with a general and interesting overview of Glorantha without feeling as if they had to know everything. I decided to expand and fill in detail step by step, run by run, game by game.

It was kind of a two-pronged plan, as time passed: (1) the characters learn more about the world around them, which mean the players can learn via their characters; (2) but for some things (like cosmology), the players learn more about what the characters "should know already," which is the reverse. With handouts, events, discussions, and so on happening each run, I hoped that #1 and #2 would eventually result in the players being comfortable with Glorantha.

At the very beginning, I provided a strict list of available keywords (as I described before), ran interference between the players and the various available magic keywords, and showed the players a lot of geography right in that area.

I also wrote up an original myth for the culture in that area, you know, the kind that ends, "And that's why our clan has its longhouse here, to this very day." Everyone read this and chatted about it, too, and I tried to describe how it could actually be used by characters in terms of magic.

I presented a brief history of conflict and cultures in that area. Let's see, it was high-altitude Heortland, so that means a very insular Heortling community, modified to some extent by the following:
- a 1000-year history of integrating Malkioni into the Heortling culture (more so along the coast)
- a history of troll dominance of the area, many centuries ago; replaced by the rule of the Pharoah, from the City of Wonders; finally, the recent disappearance of the Pharoah
- the very recent incursion of Lunars, including the siege at the city of Whitewall

Yes, it was a lot of prep. The good news is that my players, NONE of whom knew diddly about RuneQuest or Glorantha, are now all bonkers Glorantha-philes and Hero Wars fanatics. Taking length of play into consideration, this may be the most successful RPG I have ever run.

Best,
Ron

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On 7/3/2001 at 10:06pm, Blake Hutchins wrote:
RE: Where to begin?

Lon,

I've been thinking about this because after my current Mage chron wraps, I'm considering a Hero Wars run. I'd like to try the cosmopolitan Lunar missionary route with a frontier city. Sort of a Thieves' World concept.

Here's my likely Step One(for what it's worth): Talk to my group, give 'em some summary handouts, level with them about what kind of imagery you're thinking about, what kind of mood, premise, etc. Then proceed to a Q&A about Glorantha and what sorts of characters and stories they might be interested in. If we come to a consensus on setting and mood, start fleshing out some background things as a group, but keep it fairly loose. Do this for a couple of sessions, then move into character creation (I like the Everway round robin discussion for this).

Best,

Blake

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On 4/26/2002 at 8:27pm, Alai wrote:
RE: Where to begin?

This is a particularly smelly case of thread grave-robbing, but I feel impelled to dig up this thread again, since it's such a thorny question for us "know too much about Glorantha by three-quarters" types in seeking to communicate with, and generally manage not to slightly scare, the rest of the gaming public (to say nothing about the world at large).

Ron Edwards wrote: Second, because it was Glorantha, my goal was to get them VERY familiar with a pretty small area, with a general and interesting overview of Glorantha without feeling as if they had to know everything. I decided to expand and fill in detail step by step, run by run, game by game.


I think this absolutely the way to go. It's a big, dense world, with lots of pointlessly intricate cosmological questions creaking around the woodwork, but what does the average Gloranthan know or care of these things, at least before he experiences that "look up from your lives" moment that turns him into Protagonist fodder? -- not a whole hang of a lot. Pass round copies of "What my Father Told Me", and "Staves of the Storm Voice" (or cultural equivalents -- these are on the glorantha.com web site these days, though I'm still photocopying my ol' TAHGC edition version as it slowly decays to dust). Those give a pretty damn solid grounding in the "feel" of the mesocosm of the setting, as far as getting one's roleplaying teeth in there.

My strongest recommend for this though is _generate your clan collectively_. It's a high-flying supersonic disgrace that this hasn't been published in a Real Book(TM) yet, which complicates actually using the damn thing no end, but there is a Heortling (well, Sartarite) clan generator on w.g.c, which kills so many birds with one stone in game startup that the avian defence league really had better not find out about it. It introduces the players to some hints of the Grand Cosmological and Grubby Local Political issues in a narrative-led and subtle fashion, and it makes the players co-creators of the game world in a way that's involving and motivating. ("Why are the clan ancestors giving us a hard time about this stuff again?" "Hey, you voted for them, bub...")

One tiny snag though is that unless one is a lot quicker on one's mental feet than I am, one is going to have a fair bit of thinking to do after the creation of this affinic monstrosity and actual start of game play, so I'd recommend writing off the rest of session one to game direction philosophical chat, character generation, or downing a few pints. (As it'll leave one with a page of numbers to crunch, the job of finding a place on the map for it, and some issues to chew over about there this fits into the grand regional ueber-arc. And local maps to draw. I mean, who doesn't like maps?)

Cheers,
Alex.

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On 4/26/2002 at 8:58pm, Valamir wrote:
RE: Where to begin?

Given the quality of the reply, I can forgive the grave robbing....but must you then committ the cardinal sin of mentioning a HW clan generator without including a link? ;-)

I'd love to see this. I've been a fan of communal "clans" since Ars Magica's Covenent book (which the point monkey in me liked even more than Orkworld's tribes).

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On 4/26/2002 at 11:48pm, Alai wrote:
RE: Where to begin?

Valamir wrote: Given the quality of the reply, I can forgive the grave robbing....but must you then committ the cardinal sin of mentioning a HW clan generator without including a link? ;-)


Mea maxima culpa! Correct link is mailto:anyoneandeveryone@glorantha.com, subject "Why isn't this in print yet". <g> OK, the _clickable_ link, to the Java applet version, is:
http://glorantha.com/tools/clan_start.html

There are some difficiencies: lack of much in the way of input as to what do with the generated stats; output can be tricky to print out in some browsers... But the process of generation itself I can commend unreservedly.

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On 4/27/2002 at 8:44am, Jonas wrote:
Clan generation

There will be a new version of the clan generator in Orlanth is Dead, which should be out in a month or so. I've been told the online version will be updated as well. This version will be geared more toward explaining the impact on characters - the current one is lifted from the computer game King of Dragon Pass and provides stats for the clan that aren't terribly useful in a typical HW game. With the new generator you will learn that your clan has attitudes ("Hate Aldryami 1w") that heroes can adopt as their own (like the virtues of gods) and that mythic events have influenced what magic your wyter can do.

I agree completely about creating the clan first, BTW. For a Narrator who knows a lot about Glorantha it's easy to fill out the text of the questionnaire with much more detail, essentially providing background information and engaging players in narrative decisions at the same time. How perfect is that?

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On 4/27/2002 at 5:10pm, Alai wrote:
Re: Clan generation

Jonas wrote: There will be a new version of the clan generator in Orlanth is Dead, which should be out in a month or so. I've been told the online version will be updated as well. This version will be geared more toward explaining the impact on characters - the current one is lifted from the computer game King of Dragon Pass and provides stats for the clan that aren't terribly useful in a typical HW game. With the new generator you will learn that your clan has attitudes ("Hate Aldryami 1w") that heroes can adopt as their own (like the virtues of gods) and that mythic events have influenced what magic your wyter can do.


I'm glad to hear about the in-print version -- I had a hope bordering perhaps on being an expectation, that this would be the case, but mystified as I was by its non-appearance over the last _four years_, I wasn't counting my chickens.

I have to quibble with the other comments. While I don't know the ins and outs of their joint development, the web-site version is significantly different from KoDP's; it has more and different questions. What was principally missing was either rules for "playing the clan" in any way that made sensible use of the clan stats directly (though this is by no means beyond the wit of man), or of relating it to character generation, as Jonas says. I'm glad to hear this has been done.

Jonas wrote:
I agree completely about creating the clan first, BTW. For a Narrator who knows a lot about Glorantha it's easy to fill out the text of the questionnaire with much more detail, essentially providing background information and engaging players in narrative decisions at the same time. How perfect is that?


Easy it's not! And it's especially annoying to solict input for such things, when the majority of your audience will rightly say "What clan generator?", or at best "And this thing works how?". (Let's face it, "on-line", and not even readily downloadable is about the worst possible place for a purported game aid.) A very good idea it is, mind you. I started my current game in 1600, so I had some work to do as those 20 years are action- (and hence question-)packed. It's one of my favourite aspects of "the new game" (that's not HQ vs. HW, that's HW vs. RQ <g>), at least in its first two incarnations, and I have reason to hope the new version will be better still.

Cheers,
Alex.

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On 4/28/2002 at 8:41am, Jonas wrote:
RE: Re: Clan generation

Alai wrote: the web-site version is significantly different from KoDP's; it has more and different questions

Yeah, but not as different as the new one. :-)

Alai wrote: Easy it's not! And it's especially annoying to solict input for such things, when the majority of your audience will rightly say "What clan generator?", or at best "And this thing works how?". (Let's face it, "on-line", and not even readily downloadable is about the worst possible place for a purported game aid.)

Oh, sorry, I was talking about the new print version. Having gotten a sneak peek at it, I got so fired up that I promptly forgot about the old one.

I think it'll be easier to solicit input when you can sit down with all your players, show them the book and say "This clan generator".

Also, I was mainly talking about starting a new game. Retrofitting stuff into an existing campaign is never easy.

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On 4/29/2002 at 12:34pm, Stefan Drawert wrote:
Glorantha: Where to begin?

let me quickly add some suggestions:

- the Narrator's Book is essential for the tone of the game and for the added magic rules, which really set Glorantha apart from your average FRPG-setting.
- as suggested by others before, go and buy the Glorantha Book. you won't be able to do it without, no way.
- Gloranthan Visions is nothing more than a nice goodie. either the stories aren't essential or they are viewable for free @ www.glorantha.com [that is the Lightbringer's Quest and Morden Defends The Camp]

basically you're done with this.
but, depending on what or where you want to play, there'll be further essentials....
if you won't play in Dragon Pass, you won't need to buy anything, but you'll have to fill all the gaps yourself. [there are some sources for the lands outside of DP, but either they are OOP or too esoteric to be recommanded easily]
if you want to play in DP King Of Sartar is a MUST-buy, though pure background material.
Thunder Rebels is focused on one DP culture and repeats or refines lot's of stuff from KoS, but you still will need the game information.
Storm Tribe is VERY useful for actual gaming, otherwise it's not essential.
The same is true to Barbarian Adventures & to a lesser degree to Anaxial's Roster, though the latter isn't DP-setting bound.

if you dig for more on the Orlanthi in DP, the pc-game King Of Dragon Pass [not to be confused with the novel above] is a must. basically it's a kind of Civ with Orlanthi. Great stuff for those who don't need a 3d engine for a game to work.

you can easily skip ALL of RQ1/2/3, the more interesting bits are available on aforementioned homepage [the Cults Of Terror cosmology is very recommended], and also all the fanzines prior to Hero Wars' date of publishing. some are still useful, but I don't think there's anything needed for a beginner. Of the newer fanzines, be sure to check out both books from Unspoken Word, Tarsh In Flames and Uz-the Trolls of Glorantha, but only if you need that specific information for your needs.
stay away from those Works In Progress, for they'll confuse all but the most illuminated and don't add anything mundane & useful [yet...].

the Griselda book of short stories is quite a good read, but kind of generic and therefore non-essential, too.

concluding, all you really need are the first three books [the core books :)]. then decide the what, who and where of your game and based on this your list of must have's will maybe grow considerably.

that's it AFAIC,
hope this helps,

Stefan

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On 5/2/2002 at 11:16pm, epweissengruber wrote:
RQ guides

Welcome to the lozenge!

When I first read Runequest (c. 1981), I thought to myself: oh, I get it, its the fractious Greek city states versus the Persian empire. Heroic little guys pull off the impossible. I was waaaaaaaaaaaaaaaaaaaay off. But Stafford's suggestive world allowed me to carry it off.

Listen, all it took was 1 look at the highly suggestive map, and I was hooked! Boldhome (my god, what is that like)? Pimper's Block? Stormwalk Mountain? Snakepipe Hollow? Note that these are all suggestive names in ENGLISH, not RPG blather like Malrovia, Kalamar, Kerdjian. Sometimes I wish the Glorantha had more names like these.

In any case, you can get this lovely map at:
http://www.issaries.com/new/images/dragonpass_rq2.jpg

I would follow the Sorcerer and Sword tactic and begin with this map. NOTHING Issaries publishes in the future will affect the core of this world. It is your Glorantha.


Perhaps Gloranthan Visions would be a good buy in this case.

Perhaps ... but don't get hung up on detail. You might have your players involved in some crazy scheme to escort Eastern mystics to the Dragon's Eye, so you will have a brief side trip into Kralorea. I think that GV would give you all the detail you need to carry that off (NB there are no stats)


My main concern as a GM is not "but I don't know enough to make it real Glorantha (tm)," but rather "when I can afford the time/money to get more 'official' info, how much re-writing and ret-conning am I gonna have to do to use it?"


Lemee see ... why don't you wait a little while for HeroQuest to come out. If you can't wait, I still think the Narrator and the Player's books are all you need (I am a fanboy so I bought them all).

Also, little bits like:
What is the geography of Dragon Pass?
Norwegian weather, Colorado rockies

How long have the Lunars occupied Heortling lands?
Depends: about 20 years I think. You can place your game at the beginning of the invasion or during the rebellion.

Is there any real difference between Sartars and Heortlings?

Heortling is the culture, Sartar was the kingdom

And if so, how should this be reflected in keywords and abilities?

What if I want to inclued Durulz or Uz?
the stats in the Narrator's book are enough, same with the Uz. For trollfiends you can buy the Uz supplement.


Few, if any, of the great and intriguing illustrations actually refer to material presented in the rules. They tease. So, because of the captions, I know that elves are plant-creatures with a semi-group mind. But how do I model that in play? How feasable are Aldryami PCs?

The non-humans are very complicated in Glorantha. They riff on standard fantasy tropes, but have very complex structures (such as the 9 types of Gloranthan dwarf!). The mechanics are very simple.

I think that all Gloranthans (human and non-human) have to decide when they obey the dictates of their culture and when they have to break out into the unknown. Will I leave motherforest to protect my new human friends, an elf might ask. Can I trust this mortal with a my city's newest technology, a dwarf might wonder. These are story premise decisions, not mechanics. And there are no mechanics for complicated things like the communal forest sense of the elves.



And how do I answer these questions without either making it all up (and increasing the re-write/ret-con involved in using published stuff later) or spending many nights sifting through the web?

the Glorantha site has old encyclopedia entries culled from older supplements, and any big questions can be settled quickly.

Lon

Message 266#19665

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