Re: Where to start your campaign?

From: ALISON PLACE <alison_place_at_...>
Date: Thu, 8 May 2003 17:56:16 -0700 (PDT)

        With perfect access to all Gloranthan material, I'd still go with the accumulated stuff in the River of Cradles. (Announcement of bias - I've spent about fifteen years in this area, and am still gaming there.)

  1. Lots of different human and non-human peoples and cultures, which gives the GM heaps to use in scenarios, and which the players can learn about the hard way, if necessary. Let's see - uz, aldryami, mostali, newtling, morokanth, baboons, tuskriders, broo, humans... Then there's Lunar, Sartari, Yelmalion, oasis-dweller, fisherfolk, Old Pavisite, nomad...
  2. There are plenty of good-quality scenarios, many suitable for low-skilled, recent initiates.
  3. If you feel like allowing PC's from weird backgrounds, it's pretty easy to justify a large range of strangeness. The xenophobic reactions of many of the locals will make for good roleplaying opportunities.
  4. It's an area in flux, with a new, powerful empire bent on civilizing and controlling it to their specs. So, built-in conflict with the locals who want to keep on living the way they've always lived, and those who are willing to go with the flow.
  5. One can use handy RW analogies in letting the players visualize the country. Lunar settlers vs Praxian nomads - American 19thC West; Lunars vs Sartari - Romans vs Celts, etc. This makes it easier for the GM and the players to take some things for granted (if they know their RW history), but still allow the GM to use the individual differences in Glorantha to bite the players on the butt if they take the analogies too much for Gloranthan actualities. This is useful to bring home to the players that their characters would make mistakes in dealing with different peoples and cultures that they encounter.
  6. There's plenty of wild areas that are mostly blank, and therefore suitable for the GM to insert his or her own features. That Vulture's country is great!
  7. You have the choice of playing on the grand or small scale always in front of you. The players can choose to try to really affect the flow of history (wipe out a Lunar regiment with Oakfed!), or if they want can play very small scale (rivals courting the same love object).
  8. There is reasonable (but not instant) access to other lands. Corflu, for sea voyages; up into the mountains for encounters with giants, etc.; back into the west for the Tarsh, Sartar, Lunar Heartlands (OK, that's a good trek, I know); east to Kralorela if you really want to get weird.
  9. Finally, a great deal of well-written, detailed material on the major characters, peoples, geography, history, cults, climate - all the background needed for a GM to use or abuse as he or she chooses.

        So, another vote for the valley of the Zola Fel!




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