I just ran a Hero Wars game at a con last weekend with non-Gloranthaphiles and I've been running a HW game with non-Gloranthaphiles for years. My approach to running HW for newbies is too set the culture (Heortlings so far), then have them select an "adventuring" profession, then give them a one-sentence summary of the various deities, and then let them figure out high abilities (5w, 2 x 1w) and a list of 10 new abilities during play. My approach to explaining Glorantha to newbies who are gamers--all I've had so far--is to emphasize that magic is not separate from mundane (plowing is worshipping and partaking of the nature of the plow god, etc.). All of the political situations and the interaction of worshippers of various types is given out in asides during play on an as-needed--or, rarely, as requested--basis. In my long-term game, the players can (and some have) change characters later.
Thanks,
Andy
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