As anyone who's read my other RPG posts — and
especially my background page — will know, I burned
out on gaming in early 1995 — and that I spend a lot of time on those
pages talking about either variant D&D or
Champions, but other systems are only mentioned in passing.
As it happens, I've had a love/hate relationship with RQ/Glorantha for
going on 25 years now.
I first encountered Glorantha in the form of the original Nomad
Gods game at the Wargames Soc. at college, and thought it a little bit
silly — though by no means as bad as Greg Costikyan's humour in the SPI
Swords and Sorcery game. It was a while later, when looking to
other systems to find bits to plunder to fix D&D, that I
picked up a copy of RQ2 (the new edition at £8, as opposed to the old one at
£5, this being back in about '78). RQ2 had a lot of things that
I thought made for an ideal game — individual skill ratings rather than
blanket levels, fixed hit-points — but it didn't have a splashy magic system
in that way that *D&D always has, so while I tried a few
one-off sessions, and Karen even did her first bit of GMing c1980 with
RQ set in a setting of her own, Glorantha languished as
something I read fragments of in Cults of Prax,
Trollpak, and Cults of Terror, but never did
anything with.
Neil Taylor picked up a copy of Borderlands, and started to
run a campaign based on that set. The characters were mainly Orlanthi
(Sartar's equivalent of the Church of England), with a neo with a death wish
playing an Humakti. With the limited source material, we modelled Sartar
after high classical Greece, like the pictures in the rule-book suggested,
and the Praxians — at Horn Gate, at least — as Arabs at the stereotypical
oasis.
And at that sort of time, the group burned out on the whole fantasy genre,
and Karen and I moved house from Cambridge to Stevenage because I needed a
job. When we found our feet there, we started playing other games with a new
set of players (the group that Phil Masters had accumulated), mainly
Champions. Meanwhile HeroQuest had gone from being
a “source to be published” in the list at the back of the RQ2
rulebook, to an item in the Spring 1982 issue of the Chaosium Games catalogue
in which promised it for that summer.
Time passed. RQ3 happened, and the combination of the dollar
price hike, and the pound falling almost to parity meant that it cost 5 times
what the previous edition did — £40 in 1985 money [by comparison,
HeroQuest is priced at about £24 in 2003 money]. I did pick up
the hideously expensive boxes of Gloranthan background (Gods
of... , Genertela) and pored over them for arcane
details, while the modified rules stayed on the games' shop shelves.
By the late 80s, I was back in Cambridge and working at the same company
as Neil Taylor. As the Champions game folded due to increasing
dissatisfaction with the Hero System, he and I would spend hours going over
the minutiae as revealed, especially the new scraps in a new fanzine,
Tales of the Reaching Moon. I remember fascinating discussions
about recherché topics like the implications of the RQ2 Prax map
showing the burial mound of a prehistoric hero even larger that the specially
large mountain pictogram used for Kero Fin, the mighty goddess-mountain.
And so he set up an RQ3 game based in a slightly variant
Glorantha (the big conflict was Tarsh — oriental in flavour — vs. Sartar —
more like the current received wisdom, though Babeester Gor
was in the role now occupied by the Vinga cult which hadn't
been discovered at the time, and Yelmalio was taken as the
cult accepted as the Sun among Storm), based alternately in Pavis and Sartar.
I had problems stumbling over bits of rules that had changed subtly since the
previous edition; other players had problems with other bits of the system
like the experience rolls (one Unicorn Woman had her most frequently used
combat skills stick at ~45% while others went up to ~70% because the dice
would hardly ever convert a skill check into a % increase). We all found that
the restraints on spirit magic meant that the old standby of “Glue” (Healing
6) battle-magic that made combat a survivable thing was no longer a plausible
strategy. A belated change to Pendragon, to use the virtues and
passions system as part of the cult attributes just made things worse — the
movement rates and ranges meant that we had something like five times as many
rounds to take damage from emplaced trollkin slingers when advancing from
their extreme range to contact. [From this experience, I'm somewhat dubious
about Pendragon's ability to truly emulate the almost
D&D-like combats in Malory.]
The game also suffered from the “tourist trap” tendency — with a detailed
world, the temptation comes to play tour guide, and escort the PCs around all
the interesting parts — so our lowly step-and-fetch PCs were sent hither and
yon, until the game folded under cumulative dissatisfaction, and I ran some
cathartic high level D&D to permit some righteous
ass-kicking that the RQ had denied us.
With the '90s also came the RQ-revival, spearheaded by a
group that gave the appearance of seeking to play something between
“Morris-dancing, the RPG” and “Iron John, the RPG”, which is still present in
Hero Wars material like Thunder Rebels. The
Glorantha that came out of this was trapped in a Procrustean bed of
unsatisfactory mechanics, and with revelations that changed my perception of
the world — not essentially trivial things like the
(Y)elmal(io) flap, but that the Sartar/Lunar conflict was a
lot more German/Roman rather than Greek/Persian as the RQ2 art
implied. Yes, Orlanth is meant to be Tiw,
not Zeus, and the new vanguard had only contempt for the
stuckist grognards who liked the old way better.
In the middle of this I burned out on gaming, and when Hero
Wars came out, I couldn't even gather the energy to focus my eyes on
Neil's copy. I knew I had reservations about what I heard about the system —
important events getting handled in a quantum box, with abstract action
points expended until the state collapses and you can tell what happened —
like who got wounded and how much. Later on, I did buy Storm
Tribe, another gods book, and without the damnable barbarian
culture.
But this year, HeroQuest — I did like what
I saw at Conjuration enough to look out Storm Tribe, if only
to try and answer the question “who are all these strange gods that
the demo game PCs were devotees of?” and then get a copy of
HQ for my birthday. I'm still not sure about the system, the
extended resolution in particular; and when I'm in a mood to worry about
having too much arbitrary fiat power as GM at the totally free scope of
attributes (like Over the Edge, but more so). The rules hacker
in me starts to think about perhaps using something like the West End Games'
StarWars D6 system, with a HQ keyword corresponding
to an SW stat. But I was motivated to at least think about doing
something.
Having been out of the loop for a while, I found much Gregging and
counter-Gregging had gone on, but I think that Glorantha has reached a point
where it has completed a metamorphosis, to a new understanding and a new
system, unlike the very awkward state in the '90s when the New True Way and
the uninspired changes that went into RQ3 mechanics tore in
different directions. Now at last we have a mechanical exposition that
supports, rather than thwarts the subjectivist approach.
For example, back in RQ2 days, there was the assumption that
a warrior would be an Humakti, and there was the one-size-fits-all cult of
Humakt; but in ST, Humakt is a
seriously scary god that only dangerous weirdos follow (normal warriors would
follow Orlanth sub-cults that no-one who hasn't been
following Gloranthan events in detail for the last few years will have heard
of, like Hedkoranth and Helamakt). In HQ,
he's back to being a standard warrior god – but only for cultures
neighbouring Sartar. This I interpret as being because the core Orlanthi
culture has access to all the minor attributes/associates of
Orlanth, which squeezes the other big gods out into the
margins. A similar process seems to have taken place with Babeester
Gor, with the Orlanthi having Vinga in the place
that the Earth Avenger takes in related cultures who don't also have the
Defender Storm.
Of course the process is not 100% – it doesn't fix the
(Y)elma(io) problem that really set the cat amongst the
pigeons over a decade ago, and had been just about reconciled (provided you
don't enquire too deeply into how the myths fitted together) – the
ST version of Elmal as the Orlanthi sun-god
doesn't really hang together as a myth (it singularly ignores who it was that
the Orlanthi think was the object of the Lightbringer quest, or the fact that
Yelmalio is the light of the sunless sky i.e. twilight). So
far he's swept under the carpet in HQ, in favour of
(St.) Ehilm (a Saint in Aeolian Esvulia (formerly
Heortland)) — and we last heard of Ehilm as a western
figure, the sorcerer who had become too entangled in solar powers, cognate to
Yelm.
It is interesting to note that, having the assumption in the examples of a
PC party made up from folk all across the continent, and with only distant
ties to their kinfolk (occsaional calling in of favours for support in the
play examples), the game has drawn back from the anthropological style of RPG
that was going to have killed the setting eventually. The rigid tribal
Sartarite society is alien to most 21st century players, more so
than easy things like feudalism. Indeed the restrictive elements are stronger
than some in real-world societies which are causing active harm to people in
the UK caught between their ancestral ways imported from the Indian
sub-continent and the ways of their peers and age-cohort.
Having the God of the New Way of Things associated with the people of
“We've always done it this way” isn't something that most people will get.
One thing that hasn't changed in HW, and by adoption,
HQ, are the rather silly monsters, which hark me back to the
first encounter with Nomad Gods. One thing that has improved a
bit are the scenarios. I dismissed an early famous RQ scenario
with this summary:
The adventurers are approached by a man seeking armed assistance. He
explains that he has bought, for resale, a sacred item. The person who he'd
bought it from had stolen it from a small nomad tribe, killing most of the
adults in the process. When two of the survivors demanded its return from
the man now seeking PC assistance, he had his assistant shoot one. He has
now found out that they intend to return in force to recover their
property, and is seeking help to defend his house and this item. –
What do your characters do?
The scenarios in HQ are better than this.
Happy Fun Legal Text
Glorantha is a trademark of Issaries, Inc.
HeroQuest, Hero Wars, and Issaries are
registered trademarks of Issaries, Inc. These they tell me about on their web
site.
Nomad Gods, Borderlands, Cults of Prax,
Trollpak, Cults of Terror, Gods of
Glorantha, Glorantha : Genertela were presumably Chaosium
trademarks (and are presumably with Issaries, Inc. now). Presumably
Storm Tribe and Thunder Rebels are trademarks of
Issaries, Inc. [I have to guess not only the changes of ownership, but also
the trademark status of the current material as the books lack any legal
indicia, unlike the usual case with comic-books. Pick up a copy of, say
Lucifer, and the On the Ledge section tells you
that indicia — and that would include Lucifer and On the
Ledge — are trademarks of DC Comics].
I'm not certain of the exact status of the RuneQuest
trademark these days. Ditto for Tales of the Reaching Moon.
King Arthur Pendragon used to be a Chaosium trademark, but they
sold the property on, and I can't remember to whom (Green
Knight?).
Over the Edge is a (registered?) trademark of Atlas Games.
D&D is a (registered?) trademark of Hasbro, Inc.
Swords and Sorcery turns out to have reverted to Greg Costikyan,
rather than having been inherited in the Hasbro buys WotC buys TSR acquires
SPI chain of events; Champions and Hero System are
(registered?) trademarks of Hero Games.
Star Wars is ultimately a LucasFilms registered trademark,
though the game rights are currently with Hasbro, Inc.
Conjuration might well have been a service mark of the
British Role-playing Association.
All omissions are purely accidental. I'm certainly not an owner of any of
the cited intellectual properties.
Doesn't it get complicated when you try to cover yourself while writing an
overview that spans much of the life of this turbulent hobby industry!