Bell Digest v940811p5

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Subject: RuneQuest Daily, Thu, 11 Aug 1994, part 5
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From: LANGSL@cbr.hhcs.gov.au
Subject: Communicating Gloranthan FEEL
Message-ID: <00982CA6.A57F5B00.32119@hhcs.gov.au>
Date: 11 Aug 94 23:37:51 GMT
X-RQ-ID: 5613


                  I N T E R O F F I C E   M E M O R A N D U M

                                      Date:  Sent on: 11-Aug-1994 01:38pm
                                      From:  Alistair Langsford
                                             LANGSFORD ALISTAIR
                                      Dept:  Information Services
                                      Tel No:289 7870

TO:  Remote Addressee                     ( _runequest@glorantha.holland.sun.com )


Subject: Communicating Gloranthan "Feel"

    People have been commenting on how to get across Gloranthan information 
    to player characters. Here are my two clacks worth, from a player 
    perspective, of how our GM started our RQ2 campaign.
    
    We were not inundated with background at any stage, just provided with 
    broad overviews, whcih becam less broad/more focussed as we learned 
    more. When we wanted more, we asked and read up the books, when we were 
    ready. Our ref was encouraging, not pushy. Becoming involved in each of 
    our starting cults, and our interactions with each other and NPCs was 
    how we got sucked into this, in particular by the example of our Pol 
    Joni humakti. Our ref and 1 player knew a lot about RQ. Myself and one 
    other had played a few sessions of it 10 years ago and not been 
    impressed. And the other starter had not played it at all.
    
    Anyway, here is what our ref did to start it all off.
    
    1. PROVIDE A MAP & A STARTING POINT
    =====================================
    
    Simple enough, but effective. We got the basic map showing the area 
    around BOLDHOME, which was our designated starting point. We then got 
    a rough overview of the area "The world is like Earth's Bronze Age, 
    the Gods are real and can be worshipped, the Lunar Empire is here and 
    is sort of like the Roman Empire, Sartar is here, Praxian nomads come 
    from here". From this we, the Players, asked questions, and got simple 
    answers in reply. This continued, with the focus being to determine 
    what sort of characters we could play, and were interested in playing. 
    In the process we got some idea of the world, its history, the 
    roles/character types we could play, the types of adventures possible 
    and likely to begin with, and so on.
    
    2. CHARACTER GENERATION
    =========================
    
    Now we had a rough idea of the setting, we were given handouts of the 
    section at the back of the book for generating characters with 5 years 
    experience, as well as the standard reference sheets and instructions 
    on how to generate characters. From this we got more detail of the 
    characters we could generate - and also what NPCs could be like. 
    
    3. CHARACTER GENERATION AND CULTS
    ===================================
    
    As we came to decide which professions interested us, and what we were 
    going to do for the 5 years experience, we were asked about cults: did 
    we want to join one? - and this resulted in some discussion on cults 
    and their importance in the world. Now that we had an idea of our 
    character profession/occupation, we got to think about what cult was 
    appropriate, and what the ramifications were of joining/not joining. 
    This is when we got to read the cult writeups in Cults of Prax if we 
    hadn't already. This resulted in a bit of fine tuning and re-doing of 
    stuff from step 2 in a couple of cases, but people were happier with 
    the result. And it seemed easier to get the character's occupation 
    sorted out first, and then think about cults, rather than to do it all 
    at once.
    
    4. ...YOU ALL MEET IN A TAVERN...
    ===================================
    
    We started in Boldhome, all of us meeting together for the first time 
    in several (3+) years (though smaller get togethers had allowed us to 
    keep in touch in the interim). We met, as it had been agreed that our 
    characters probably first met, in a pub. It was assumed we had planned 
    this rendezvous in the past, at previous smaller meetings. We then 
    roleplayed a bit of catch up which revealed:
    
    	 Myk had stayed mostly in Boldhome, and was an apprentice 
         alchemist. He had also been a regular at Militia meetings & 
         practice, and was good with spear and shield. He and his master 
         were known to associate with some dodgy characters, selling poison 
         antidotes and other potions to the 'rogues' of the town. Myk had 
         successfully become an initiate of Donandar after contemplating 
         Donandar, Orlanth, and Lhankhor My.
    
    	 Terran Running Bear, a Pol Joni turned mercenary, had meanwhile 
         become a Humakti, and had sworn off shield use and alcohol. He was 
         an excellent horseman and swordsman, and had a bit of a rep for 
         honesty. His Sartaran had improved, a bit: "How Myk. Me glad see 
         you. No beer me. Milk instead....what you find funny, stranger".
    
    	 Durin Deathshead, a strange dwarf who was/is not Mostali, had met 
         Terran while a mercenary. He was flirting with being Orlanthi or 
         Storm Bull. He had visited Boldhome several times with Terran, 
         which is how he met Myk.
    
    	 Juan Kenobi, another early contact, had taken the path of Shaman. 
         He too was visiting town to catch up with friends, including us. 
         He was originally a drinking friend of Myk's.
    
    This little exercise didn't last long, but it helped establish each 
    player character. Today if we were doing this, we would take longer, 
    and have filled in more detail about characters. Better names might be 
    chosen. We mightn't misinterpret material quite as much. But, you have 
    to start somewhere. And we are still having fun with these characters, 
    who are now Rune Level.
    
    Later, we were joined by Lord Harry Longsword, of noble family, who had 
    been dispossesed by the invading Lunars. He is a talkative, jocular, 
    loudmouth, boastful, impetuous fellow. He is Orlanthi.
    
    5. ENCOUNTERS
    ===============
    
    From this pub meeting and catch up, we learned as we went, through the 
    encounters that we had. We used the Gloranthan calendar, and started to 
    learn the significance of the various holy days. 
    
    After encountering an anal retentive Lunar patrol in Boldhome, we had 
    to leave, so we went north to Duckpoint. We met some chaos monsters 
    which we destroyed, and got some booty. We met a duck, whose brother 
    was missing, and helped her find him again. When we came to sell booty 
    from a couple of monster encounters, we learned about Issaries. And we 
    learned about Chalana Arroy when we needed healing. And for helping the 
    ducks, as a good turn, they vouched for our good character. 
    
    We met and learned more about Ducks at Duckpoint, where we all got a 
    better idea about Humakt from the Humakti there. And we learned about 
    how evil the Lunars could be, dealing with Chaos and Undead and 
    murderers to remove potential rebels and dissenters. And we learned 
    about vampires, and were VERY lucky to survive the encounter.
    
    6. CONCLUSION
    ===============
    
    The above took about 2 game sessions to generate characters. We had an 
    extra long gaming day, afternoon and evening, to generate the 
    characters and start. And the handouts had been given out a couple of 
    sessions before, while the previous campaign (non RQ) was coming to a 
    close.
    
    The remaining stuff took about 6 more sessions. After this, we knew a 
    lot more about glorantha - and we are still learning as we go. We could 
    have done with some more source info, but not much more I think. It was 
    the gradual but steady accumulation of info which worked best - and 
    which is what many of us enjoy. There always seems to be something new, 
    which is not an isolated fact, but is rather part of something larger. 
    
    By the end of our short time in Duckpoint, we had seen something of the 
    benefits (and responsibilites) of being an initiate and rune level, 
    through our party members who were initiates, and the NPC rune levels.
    
    We knew the true value of treasure: training in skills & spells. And we 
    knew that treasure was not just money and items, but could be those 
    whom you knew, whom you had helped, or even your status in a cult. 
    
    And more importantly, we had goals other than just to get rich. Wealth 
    had become merely a means to an end, not an end in itself.
    
    Not bad for 6-8 sessions of play.
    
    ----
    
    I see that I have written more than I intended. I hope it is of use to 
    someone out there. Perhaps other -players- might also like to comment on 
    what has worked for conveying the mood and feel of Glorantha to them.
    
    Alistair,
    langsl@cbr.hhcs.gov.au


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