New Gloranthan Materials with Old Rules, a.k.a. Adding the Mythic to the Mundane

From: Benjamin Ehrenreich <be221b_at_mK6qvevrZ7VpyZY5xaFGiKsfYHr-1fbPJT571q26qYezy826_TB49EbVU88Qic7LXqI27>
Date: Fri, 22 May 2009 21:37:52 -0000


So like just about everyone, I'm fairly excited about the new Sartar Book and it's forthcoming supplements.

My group is playing in Glorantha (3rd Age - around 1629 now) in a long-running campaign that began with one of the players/GMs (we rotate GMs) back in RQ1. The campaign has transitioned over the years, but has firmly stayed in the BRP tradition of stats and skills and dice-rolling. We now use the new Mongoose rules with the old 3rd Age setting. My questions are these:

How easy is it or perhaps what advice do you have to translate the settings and peoples of HQ and it's supplements into MRQ (or BRP if you're more comfortable) terms? I'm fairly certain that what I'm asking here might not be doable as the new system has transitioned farther and farther away from old-school dice and stats mechanics.

As I understand HQ, it's a much more abstract system; which I applaud in theory (and it certainly makes sense in the Mythic story mode of Cambpell that Stafford is a proponent of), but in practice (especially with a group that has both old-timer and relative newbies), I find that using a more traditional roleplaying system fits our group better.

So I'd also like to add more mythic elements to the MRQ system, allowing for more flexible playing while still retaining the basic mechanics. Any advice?            

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