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Topic: More about west/east play of RuneQuest (split)
Started by: KingOfFarPoint
Started on: 9/8/2003
Board: HeroQuest


On 9/8/2003 at 1:00pm, KingOfFarPoint wrote:
More about west/east play of RuneQuest (split)

Ron Edwards wrote:
One difficulty here is that I'm not really talking about freeform vs. rules-heavy at all.


When Simon mentions that the Tales/Unspoken peoples stuff is 'freeform' he means they are theater style LARPS. Hes not really commenting on the type of rules used. In the UK hobby, at least in the RuneQuest circles, 'Freeform' and LARP were nigh on interchangable terms for a decade.

So he means that they wrote loads of stuff that described the background and the characters and the complex inter-relations between them and set up a start point for the game. During play they had zero input and the players improvised everything from this start point. So thats pretty similar to your relationship mapped scenario method if I have understood it properly.

Ron Edwards wrote:
Finally, if there's one thing I'm not really interested in getting into, it's the whole "More Greg than Thou" debate that often insinuates itself into Gloranthan discussions. I've got a bag of "Greg says ..." to dip into as well, and it won't get us anywhere to keep dipping into our bags and waving quotes at one another.
Ron


Not that I want to disagree as you are right. But it made me think of this, and I hope i'm not too off topic...

There is an important but not often discussed Gloranthan MetaGame that the fans Played for two decades. That is, they tried to add more detail to Glorantha on various forumns and in print without contradicting what had already been said. This is not exactly Roleplaying. But its similar to what happens in (say) Topos. A lot of people stopped really playing RuneQuest and focussed on this instead spending all their time on the newsgroups trying to twist the know facts in a gracefull way to conform with the latest word from Greg or the latest fanzine, but in a way that allowed everything else to remain true.

My point, if I have one, is that this was a narrativist game too. Operating in conjunction with peoples own games. Feeding into them and fed from them. Just as valid and amusing as any other sort of game. And 'Greg says' was a core part of that game.

As a sort of narrativist game operating as a metagame to a sim game perhaps the huge activity was a sign of a lot of frustrated players who didn't really want a sim but didnt realise exactly what they did want.

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On 9/8/2003 at 1:25pm, Ian Cooper wrote:
RE: More about west/east play of RuneQuest (split)

Nick,

It is generally considered bad form at the Forge to post to old threads where debate has stopped happening for some time. The general form is start a new topic saying you want to discuss the issue and posting a link to the previous thread if required.

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On 9/8/2003 at 2:57pm, Ron Edwards wrote:
RE: More about west/east play of RuneQuest (split)

Hi there,

The above two posts were split from British vs. west-coast play of RuneQuest.

Ian, don't leap to moderate so quick for posts like this. Give me just a day or so to get to it, all right?

Nick, good point. I'm not sure I'd call it Narrativist play because I'm picky about that, but I think you've nailed the source of the activity. I certainly wrote my share of Glorantha fiction in college out of frustration with never managing to get RuneQuest played "right" by my lights.

Best,
Ron

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On 9/8/2003 at 5:00pm, KingOfFarPoint wrote:
RE: More about west/east play of RuneQuest (split)

Apologies for bad form.

Ron Edwards wrote:
I certainly wrote my share of Glorantha fiction in college out of frustration ...


Yep. Though I am thinking specifically about the online community that was building (well trying to build) a shared reality across the whole fan base. And I'm not thinking of fiction, not that theres anything wrong with that, but the creation of considerable world detail where there were just a few lines before.

The fan base was stupidly active on several mailing lists. To the point where just lurking took a good percentage of your evening. And it was very active through the periods that the game was pretty much unsupported.

The rules of the meta game were unwritten AFAIK but I'd say they included:

Do not contradict what has been established unless you can explain the contradiction

Sources have different validity. Printed sources are worth more. Most recent sources take precidence over older ones. Greg Stafford opinion is always right.

Explanations that contradict the least established facts are best.

Greg does not necessarily play the meta game.



Obviously there was actually a lot of disagreement and even name calling. But watching the mail lists over the course of a long time span you could see these things play out and a consensus develop.

Does this sort of rabid fan activity commonly exist for other settings? And are the unwritten rules the same in spirit?

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On 9/8/2003 at 5:44pm, Peter Nordstrand wrote:
RE: More about west/east play of RuneQuest (split)

Hi,

Interesting thread. I agree with just about everything Nick says, except this: It isn't Narrativism. It isn't play (as in playing a roleplaying game).

Narrativism, as I understand it, implies creation of a theme, an answer to a moral question, through the telling of a story. In my opinion, the mailing lists were mapping out, debating, and creating a shared Glorantha, not creating a theme by telling a shared narrative.

Editing in: Oh, I think that Harn has a similar following, but I'm not very familiar with how its fanbase operates.

Cheers,

/Peter N

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On 9/8/2003 at 5:46pm, Bankuei wrote:
RE: More about west/east play of RuneQuest (split)

Hi Nick,

I can't speak of any other game world that necessarily has that level of fan contribution, although we can see parallels in the "Star Wars universe" and probably a few other places as well, where fans increasingly gained access towards producing "legitimate" works that were accepted or added into the established setting.

This has been on my mind a lot, as I've been doing some Glorantha research...I'd ask about something, or look into something, and someone would produce some answer from somewhere. I'd ask about more references, which would lead to a link to another person, who wrote it up from somewhere else.

This sort of collaborative creation is cool, and definitely has a level of appeal...but...I definitely see there's a pecking order, and having to "play detective" just to get a decent amount of setting info to contribute is definitely frustrating. To give a slight twist on a phrase Ron has used, I see the "drive towards the Hardcore" as something that keeps the fanbase going, but also is intimidating to the new player.

Chris

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On 9/8/2003 at 6:35pm, KingOfFarPoint wrote:
RE: More about west/east play of RuneQuest (split)

Peter Nordstrand wrote: ... I agree ... except this: It isn't Narrativism. It isn't play (as in playing a roleplaying game).


You are right about the narrativism. They are not creating a narrative. They are creating a shared setting.

I'm not so clear on the 'It isn't play' bit. Ron said the same thing, so perhaps 'play' has a very tightly defined meaning of The Forge. Generally speaking I would call it a game; which, for me, by definition means they are playing said game. How does Topos fit into your terminology?

Bankuei wrote:
...I definitely see there's a pecking order... and having to "play detective" just to get a decent amount of setting info to contribute is definitely frustrating. To give a slight twist on a phrase Ron has used, I see the "drive towards the Hardcore" as something that keeps the fanbase going, but also is intimidating to the new player.



I was within a hairs breadth of listing the Pecking Order in the unwritten rules of the game, but decided it might sound critical. Opinions of some players definately carried more weight than others, which is normal for any human endeavour. For a long time this was based on the quality of their posts. I'd say its now also based on whether they have been given some form of rights over a topic by Issaries Inc. This is not as good. For example I rate the Reaching Moon peoples output highly and would have liked it if they were coordinating the Lunar empire. But hey, at least stuff is coming off the presses, and its good stuff, so its not hard to live with it.

The archives of the old mailing lists are mostly searchable. So that sort of detective work should be OK. But if you mean the fans who have fragments of notes from Greg on a topic, well yes. Thats a pain. But you dont tend to see people trumping each other with 'Well my secret note from Greg says you are wrong but I can't quote it'. Secret sources dont count for as much as public ones. Unless they help explain things - but thats true of any post.

Hey, two more rules:

A source thats unavailable rates lower.
A theory thats entertaining or just works gets a better wieghting than a dull one.



Anyway I think the meta game is suspended at the moment. The creative processes have gone underground and are popping up as published works. And these dont necessarily build on the 'well known facts' established by the fan base over the years. With variable results. For example the concept of the three magic planes doesn't work for me because it contradicts one of the key rules of the setting that I was used to by making what should be subjective reality provably real to the people of glorantha.

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On 9/8/2003 at 6:54pm, Bankuei wrote:
RE: More about west/east play of RuneQuest (split)

Hi Nick,

I was within a hairs breadth of listing the Pecking Order in the unwritten rules of the game, but decided it might sound critical.


Well, that's sort of the nature of the beast.

On the positive side, the folks who've been around the longest, and have contributed a lot, and networked well with the community gain status and influence. This also keeps knuckleheads from running in and simply washing things out from the hardcore fanbase("And now we'll add Ninja Gunguns from Star Wars!!! Cool!").

On the other side, it also means a slower rate of entry into that community for new folks. While the detective work isn't terrible, its more work trying to piece together a simple overview of a culture or religion based on bits and pieces, as opposed to the usual, "buy the splatbook" of other game settings. And of course, if you happen to be ignorant, and contribute something that is contradictory, or that one of the higher ranking folks takes exception to...well, there you go.

This isn't intended as criticism, just observation. I find the tight knit community of Glorantha inspiring for its hardcore fan base, but at the same time scary, for folks writing up stuff like the chemical properties of troll urine.

Chris

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On 9/9/2003 at 1:15pm, contracycle wrote:
RE: More about west/east play of RuneQuest (split)

KingOfFarPoint wrote:
Anyway I think the meta game is suspended at the moment.


Good.


The creative processes have gone underground and are popping up as published works.


Even better

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On 9/9/2003 at 4:26pm, KingOfFarPoint wrote:
RE: More about west/east play of RuneQuest (split)

Why is the suspension of the creative Meta Game necessarily all good? It seems more of a two edged sword to me. Having a good rate of published stuff falling of the presses is great; suspension of creation by consensus to whatever extent it's happening is the price to pay.

Perhaps you could be more forthcoming on why the meta game has no redeeming qualities for you.

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On 9/9/2003 at 6:21pm, contracycle wrote:
RE: More about west/east play of RuneQuest (split)

Hmm, well perhaps far be it for me to say given my experience was negative, but to me it all felt too cliquey and too much like office politics, about which, as they say, the emotions run high precisely because the stakes are so low. More generally, I don't much approve of unstructured, let alone permanently ongoing, design by committee. Given the tenuous nature of the RPG imaginary construct, doubt and ambivalence about it's "true nature" and what have you can only, IMO, be destructive. Far better, IMO, to exploit a singular and cohesive vision strongly expressed; even if that is achieved by consensus.

The meta game may well have been entertaining to the participants, but quite naturally that excluded anyone who was not interested in that game as opposed to that of the actual printed product.

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On 9/9/2003 at 6:28pm, Ron Edwards wrote:
RE: More about west/east play of RuneQuest (split)

Hi there,

If I understand it correctly, the concept of "Your Glorantha May Vary" is now being so strongly emphasized by Issaries (which is to say, Greg) due to these very issues with the unconstructed-yet-canon-obsessed nature of the "metagame" setting work in the past.

Best,
Ron

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On 9/10/2003 at 8:24am, contracycle wrote:
RE: More about west/east play of RuneQuest (split)

Hmm. I tend to see that as a cop-out. I think a better solution would be to organise it, not just try to handwave it all away. YGMV = only use the rules you like, which is to say, system and setting don't matter. Great, but then why am I paying money?

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On 9/10/2003 at 10:11am, joshua neff wrote:
RE: More about west/east play of RuneQuest (split)

Gareth--

I believe the YGMV is more along the lines of, "You just payed 40 some dollars for this game. The setting now belongs to you & the other players. Don't feel like you have to devote all of your free time to reading the internet to keep up with every little change to the setting people you've never met have made. Don't feel like there's some 'canon' you have to preserve."

Considering how fervent many gamers get about the setting being "canon" (& not just gamers--fans of any setting, be it Star Trek or Star Wars or even the loosely-coherent & frequently-contradictory universe of Doctor Who, tend to get fanatic about adhering to published "canon"), I appreciate the YGMV principle. I read it & didn't think it was anything like White Wolf's "Golden Rule" (feel free to chuck these rules you just shelled out money for"), which I find stupid & exactly along the lines you mentioned.

And consulting the HeroQuest book, I see that it's actually not YGMV (Your Glorantha May Vary) but YGWV (Your Glorantha Will Vary).

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On 9/10/2003 at 12:58pm, simon_hibbs wrote:
RE: More about west/east play of RuneQuest (split)

Bankuei wrote: ... having to "play detective" just to get a decent amount of setting info to contribute is definitely frustrating. To give a slight twist on a phrase Ron has used, I see the "drive towards the Hardcore" as something that keeps the fanbase going, but also is intimidating to the new player.


This should be a whole lot easier from now on, at least with regard to online resources. The Lokarnos site is an index to online material about glorantha. It makes hunting for information on a prticular topic, such as a region, race, culture or other topic much easier.

Otherwise obscure background material is coming out in-print though. Only a year or two ago all the information in The Imperial Lunar Handbook, and the information on Wizardry and the west in HeroQuest and the Introduction to Glorantha was only available in old fan products.

As a problem is identified, the community and Issaries Inc have shown a willingness to come up with solutions.


Simon Hibbs

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On 9/10/2003 at 1:09pm, simon_hibbs wrote:
RE: More about west/east play of RuneQuest (split)

contracycle wrote: Given the tenuous nature of the RPG imaginary construct, doubt and ambivalence about it's "true nature" and what have you can only, IMO, be destructive. Far better, IMO, to exploit a singular and cohesive vision strongly expressed; even if that is achieved by consensus.


I think that's exactly what Issaries Inc are doing. Nothing in their publications expresses any abivalence about how the setting is presented, so far as I can see.

The meta game may well have been entertaining to the participants, but quite naturally that excluded anyone who was not interested in that game as opposed to that of the actual printed product.


Well, the HeroQuest yahoogroups discussion list in specificaly intended to be a discussion forum about Glorantha as it appears in HeroQuest, and as it pertains to HeroQuest gaming. Discussion about variants and metagame issues of the kind I think we're talking about here are banished to the Glorantha Digest ghetto. Again, there's a problem - it gets fixed.

Now, I'm not suggesting the community is perfect. We do have our disagreements and I sometimes get irritated by the moderation policy on the HeroQuest yahoogroup (I have a rather broad idea about what is relevent to play), but overall it's a large and pretty inclusive community.


Simon Hibbs

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On 9/11/2003 at 8:34am, contracycle wrote:
RE: More about west/east play of RuneQuest (split)

simon_hibbs wrote:
I think that's exactly what Issaries Inc are doing. Nothing in their publications expresses any abivalence about how the setting is presented, so far as I can see.


So have they explained all the confusion over, say, the identity of Arkat, then?

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On 9/11/2003 at 9:12am, simon_hibbs wrote:
RE: More about west/east play of RuneQuest (split)

contracycle wrote:
So have they explained all the confusion over, say, the identity of Arkat, then?


No more than we in our world know for sure exactly how and why Kennedy was assasinated, and Arkat died hundreds of years ago. Are you seriosuly suggestign a setting is bad because some of the events in it's history are in dispute?

In Glorantha there are many competing theories about Arkat, and the evidence is not clearly in favour of any one of them. Does that make Glorantha unrealistic, given that there are plenty of similar situations in our world?

Ok, this is a big digression. I assumed you were talking about the internal consistency of the published setting, but clearly I was mistaken.


Simon Hibbs

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On 9/11/2003 at 10:02am, pete_darby wrote:
RE: More about west/east play of RuneQuest (split)

There's a consistent level of ambiguity: it's been established that the Arkat/Nysalor/Gbaji problem is due to the two antagonists being the mythical embodiments of enlightened truth and elightened deception. That being a given, the truth of the conflict cannot be known.

Similarly, Greg has ring fenced some elements as "for Player / GM development," (the kingdom of Charg). He's made it much more explicit where the mythical nature of Glorantha allows multiple "exclusive truths" to be true. Stars are holes in the sky dome, doorways in the houses of the gods, individual deities and balls of burning gas so far away the mortal mind cannot comprehend. Not simultaneously for the same person (pace illumination), but certainly all demonstrably true for those whose mythic reality supports each truth.

Which is quite different form the old problem in Glorantha of "The Pavis boxed set implies that the Lunar Emperor is X, whereas Lords of Terror clearly states Y, while Nick's freeform last week that Greg played in said Z."

Oddly, while writing this, Tom Jones came on the radio singing "Daughter of Darkness, stay out of my life..." Players of the Glorantha game will know what I'm talking about.

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On 9/11/2003 at 10:04am, Nick Brooke wrote:
RE: More about west/east play of RuneQuest (split)

contracycle wrote: So have they explained all the confusion over, say, the identity of Arkat, then?

Why should they? The mysteries of Glorantha are a feature, not a bug, of that game setting.

I agree that problems can arise in play when "visible, obvious" aspects of Glorantha are presented unclearly or inconsistently (and, of course, when they are Gregged).

I do not see why it is such a problem for you that deep cultic secrets, the true nature of the gods, the hidden meanings of myths, and other such matters -- which few or no Gloranthans are aware of, and which can be profitably explored through play -- are not rigidly defined in a One-True-World fashion from the outset. (I've never seen the appeal of shouting, "we demand rigidly defined areas of doubt and uncertainty!").

But if you do want to continue presenting your views, at least try to be constructive. Persistent single-note sniping will win you no friends, in this or any other forums.

Cheers, Nick

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On 9/12/2003 at 9:42am, pete_darby wrote:
RE: More about west/east play of RuneQuest (split)

moonbroth wrote:

But if you do want to continue presenting your views, at least try to be constructive. Persistent single-note sniping will win you no friends, in this or any other forums.

Cheers, Nick


But hasn't it given a fantastic opportunity to demostrate to newbies that even sniping will result in a series of enlightening and informative responses?

Everyone learns something new when Lankhor Mhy responds to Eurmal.

Maybe that should be the new Gloranthan internet slogan;

Glorantha: more newbie and troll friendly than you thought.

edit
Checking back, I did imply "clearly defined areas of doubt and uncertainty," didn't I.

In reference to Greg Stafford's control over Glorantha.

I think it must have been satire or something...

I meant to say that Glorantha has ambiguity built in: it's as consistent and as flexible as myth.

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On 9/12/2003 at 12:45pm, contracycle wrote:
RE: More about west/east play of RuneQuest (split)

moonbroth wrote:
But if you do want to continue presenting your views, at least try to be constructive. Persistent single-note sniping will win you no friends, in this or any other forums.


Thank you for patronising. I asked a single QUESTION, any sniping you impute is of your own projection.


I do not see why it is such a problem for you that deep cultic secrets, the true nature of the gods, the hidden meanings of myths, and other such matters -- which few or no Gloranthans are aware of, and which can be profitably explored through play -- are not rigidly defined in a One-True-World fashion from the outset. (I've never seen the appeal of shouting, "we demand rigidly defined areas of doubt and uncertainty!").


Because, as I said previously, the tenuous nature of the imaginative construct that is RPG makes doubt and uncertainty a severe, potentially fatal, problem. Yes, I DO demand ridly defined areas of doubt and uncertainty, for otherwise we are back in the meta-game: there is doubt and uncertainty IN the game, and also doubt and uncertainty about which bits are doubtful or uncertain.

I meant to say that Glorantha has ambiguity built in: it's as consistent and as flexible as myth.


That is exactly what I was worried about. My concerns have not been alleviated. Appeals to the alleged ambiguity of real world myths seems to proceed from assumptions I don't accept and which are not - in the Hero WARS material I have - discussed anywhere.

Simon hibbs wrote:
No more than we in our world know for sure exactly how and why Kennedy was assasinated, and Arkat died hundreds of years ago. Are you seriosuly suggestign a setting is bad because some of the events in it's history are in dispute?


Not if they are in dispute amongst fictional people in a fictional world. When they are in dispute among real players of the game in the real world, then yes, I do.

In Glorantha there are many competing theories about Arkat, and the evidence is not clearly in favour of any one of them. Does that make Glorantha unrealistic, given that there are plenty of similar situations in our world?


Not if I, as the GM required to make rules calls and decisions, have a clear grounding in the fact of that ambiguity, and how I am to resolve it, and whether or not a later publivcation will invalidate my solution. Absent these things, it is a problem, yes.

Pete Darby wrote:
But hasn't it given a fantastic opportunity to demostrate to newbies that even sniping will result in a series of enlightening and informative responses?


No, it has not. The tone is not as ascerbic as it was on the yahoogroup yet, but many of the stock responses that were issued then are reproduced now. As I mention above, excusing this by a sort of simultaneous in-game/meta-game relativism is not, to me, satisfying at all.

There's a consistent level of ambiguity: it's been established that the Arkat/Nysalor/Gbaji problem is due to the two antagonists being the mythical embodiments of enlightened truth and elightened deception. That being a given, the truth of the conflict cannot be known.


OK, now this is more the meat of my question. In the HeroWARS impress, there is no discussion of how this is to be understood and used at either level. These contradictory positions, mechanically validated by magic, are simply stated. I am not armed with some sort of explanation of how or if those contradictions are to be resolved. How I, as a GM, are to use in a game these contradictions in the game world. So my question is, has this been addressed in the HeroQUEST impress? You say "it has been established", but has that been established in the HW/HQ material?

I am not asking for everything to be fixedly true in all respects. But if the game is intended to have ambiguity as a feature rather than a bug, then some discussion of that ambiguity, and how it is to be used, should be present. Without such an explanation, the setting is just contradictory and that is all. It is quite possible for a game text, directed at persons inside the game world, to be contradictory, ambiguous, or downright lies. But the GM's information at the metagame level should not be inconsistent or contradictory without an explicit discussion of how to use it. Has that as yet been addressed?

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On 9/12/2003 at 1:30pm, pete_darby wrote:
RE: More about west/east play of RuneQuest (split)

Okay, this has been adressed, maybe not explicitly as you'd like, but it has.

1) YGWV, which started as Your Game May Vary, finally in the HQ book as Your Glorantha Will Vary.

2) Don't recall exactly whether this was in any rulebooks, but the common response from Greg and others over this question of "in the Prax book it says this, in the Orlanthi book it says that" is "determining which viewpoint wins out over the other is one of points of a Gloranthan campaign. That's where the stories are."

3) Various of the myths are a bit of a clue: the conflicts between Orlanth and the Red Moon, or Arkat and Nysalor, or the fall of the Godlearners all seem to me to be stories of competing philosophies of the nature of Glorantha reified through manipulation of myth. I always thought the background of the world was always saying that ambiguities and opportunities to interact with the mythological nature of the world are features, not screwups.

You're disappointed by stock answers, but they've become stock answers because they fit with Glorantha as played and enjoyed by everyone answering you, not because of some cliquey Gloranthan heirarchy

What are the assumptions about RW myths that we have that you feel are mistaken? Because if, as I suspect, Glorantha is built on those assumptions, then nothing we say about the "official" version of Glorantha is going to allay your concerns. YGWV.

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On 9/12/2003 at 2:35pm, joshua neff wrote:
RE: More about west/east play of RuneQuest (split)

It's #2 that is the reason I like the ambiguity of the Glorantha material as presented. Generally, I'm with Gareth--I want my setting material presented definitively to make gaming easier. White Wolf has an annoying tendency to make setting details undefined in a way that makes using the setting somewhat frustrating (at least for me). But with Glorantha, the ambiguity is precisely where a lot of story is, & I like that.

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On 9/12/2003 at 2:40pm, Nick Brooke wrote:
RE: More about west/east play of RuneQuest (split)

Line by line replies, like negative empty posts, are not only No Fun but are also a violation of Forge etiquette: I'll stick to the meat, and urge Gareth to do likewise.

contracycle wrote: the tenuous nature of the imaginative construct that is RPG makes doubt and uncertainty a severe, potentially fatal, problem.

I disagree, and so do many others; given your reception in other forums, I suspect you'd agree this is "most others" in the Gloranthan community.

If I understand you correctly, you are saying (1) you would find it impossible to play any game in a modern setting without first knowing who shot JFK (regardless of how relevant this was to the game you were playing), and (2) that the answer given by the setting's designer (whether it be Lee Harvey Oswald, the Mafia, the Cthulhu Cult, the Illuminati, or whatever) should be adhered to by all groups using that setting (or, contrariwise, that if you didn't like that answer, you shouldn't use that setting).

I'm saying that if it ever became relevant to my game (and I don't imagine it would), I'd want to run with my answer -- the one that suited my players, my scenario, my campaign -- rather than blindly follow whatever the designer thought would work best when they used that setting. The closer you get to actual play, the further you should be getting from the published setting, in my opinion.

(More theatrically: are you trying to use the game's setting for a Tragedy, a Comedy or a History? And would you require exactly the same background to be in force for each of these modes, every time you attempted it, or would you vary it according to the needs of your game? Was Richard III a Good Man, a Bad Man, a hunchback, a proto-fascist -- or was Elizabeth I's reign a time of courtly romance, religious intrigue, slapstick farce, or piratical derring-do -- now pick one, and only one, then never discuss or explore the alternatives).

there is doubt and uncertainty IN the game, and also doubt and uncertainty about which bits are doubtful or uncertain.

In context, this presumably means you couldn't work out whether there was any intended ambiguity in the Arkat/Gbaji/Nysalor triangle. This leaves me rather confused, as I can't imagine which Gloranthan sources could have led you to imagine this. If you believe that this issue (or e.g. the nature of the gods, the secret of the God Learners, etc.) has ever been presented sans doubt and uncertainty, please let me know where (NB: the key sources are probably available on Issaries' website; reviewing my piece on Whatever Happened to the One True Glorantha? may lend some perspective to this).

Clue: there is no shortage of intentional doubt and uncertainty in Glorantha. It is usually blindingly obvious when it appears. It is positively encouraged in Hero Wars and HeroQuest (cf. "cool and ambiguous references," in the hero creation rules).

Not if they are in dispute amongst fictional people in a fictional world. When they are in dispute among real players of the game in the real world, then yes, I do.

I wouldn't describe the (presumably ideal) Gloranthan community you're envisaging here as particularly "vibrant." But maybe you see exploring a setting through discussion as necessarily disputatious. For my part, I know I've learned a lot about Glorantha by talking to and corresponding with other, more creative people, and learning from them by sharing ideas -- but if there's no room for real people interested in a fictional world to discuss (or indeed "dispute") any aspects of that world, then what happens to the community... and, eventually, to the setting and the game?

(More lyrically: what room is there for heroes, or for Hero Wars, if the world is set in stone and holds no secrets or surprises?)

I am not armed with some sort of explanation of how or if those contradictions are to be resolved. How I, as a GM, are to use in a game these contradictions in the game world.

It's one of the first and most prominent boxed bits in the HeroQuest rulebook - YGWV - Your Glorantha Will Vary. See p.3 of this PDF (83 kb).

Do you have a problem with that? If so, you're probably not cut out for gaming in Glorantha. (And I'm genuinely sorry about that). But issue #3 in The Forge as a Community probably applies if you want to keep arguing: as I wouldn't ever choose to game with you, then why on earth should I worry about the kind of games you'd prefer to play (esp. as these evidently aren't being published)?

"Live and let live," sez I: and isn't that what YGWV is all about, after all?

Cheers, Nick

Forge Reference Links:
Topic 1604
Topic 4444

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On 9/12/2003 at 3:24pm, simon_hibbs wrote:
RE: More about west/east play of RuneQuest (split)

contracycle wrote:
Simon hibbs wrote:
No more than we in our world know for sure exactly how and why Kennedy was assasinated, and Arkat died hundreds of years ago. Are you seriosuly suggestign a setting is bad because some of the events in it's history are in dispute?


Not if they are in dispute amongst fictional people in a fictional world. When they are in dispute among real players of the game in the real world, then yes, I do.


So there should be no historical fact in Glorantha that is not defined, and therefore no scope whatsoever for referees to excercise their own creativity and run the game the way they want? Would our world be a better world if there was only one possible film or TV show that could be made about JFK's assassination, and no other story of what happened could be told? Which would you choose, the JFK (film of that name) version, the one in Dark Skies? The one in the Red Dwarf episode? Which of these do you think poison our enjoyment, and which _one_ of them should be the only one?

In Glorantha there are many competing theories about Arkat, and the evidence is not clearly in favour of any one of them. Does that make Glorantha unrealistic, given that there are plenty of similar situations in our world?


Not if I, as the GM required to make rules calls and decisions, have a clear grounding in the fact of that ambiguity, and how I am to resolve it, and whether or not a later publivcation will invalidate my solution. Absent these things, it is a problem, yes.


What has this got to do with rules? How do the rules of the game change if one version is correct and another is false? If I run it a different way in my game than you do in yours, is your game realy damaged because of that? Would the answer be different if it wasn't my game that differed from yours but Greg Staffords? If so, why?

All of roleplaying is about asking the question "What if?". 'What if' I were fighting the lUnars, how woudl I do it? 'What if' our party attaempts to sto Jar Eel from assassinating the Pharaoh? 'What if' we ally with the trolls and sack Furthest? Every campaign asks different questions and every group finds their own answers because the players, acting theough their characetrs, make different choices than those others would make. My running of the Cradle scenario might turn out totaly different for yours, so your Glorantha will vary from mine, or Nick's or Greg Staffords.

That is inevitable and healthy, and enhances our fun. Saying 'you can't ask that question', or 'that way to play it is wrong' only damages it. Even the established facts of Glorantha are up for grabs if you want to play it differently, so why shouldn't there be some areas where no definitive answer is given in the first place?


Simon Hibbs

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On 9/12/2003 at 3:58pm, Ron Edwards wrote:
RE: More about west/east play of RuneQuest (split)

Hello,

We have just reached the point in this thread when the desire to convince the other person, as well as to Appear More Right, has overtaken the debate.

The actual positions in the debate are clear, and I acknowledge Simon and Nick for their solid presentations. But challenging one another to "top this" needs to stop. And the debate, in and of itself, has long passed out of the topic for this thread.

So it's time for this thread to be closed. Please take any remaining valid points (see the key concepts in my Sticky) to new threads.

Best,
Ron

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