So What makes a Glorantha Game Gloranthan?

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Mon, 19 Apr 2004 08:39:04 -0700


I was researching through some RPGs recently (in theTom Lehrian sense of
"Research"), when I noticed that three relatively recent ones all had
sections on "Making sure your game is XXX" - the most blatant being Robin's Undying Earth RPG, where he actually gives you a checklist of elements that
"Make a game Vancian".

So I got to thinking -

What things make a game "Gloranthan" (as opposed to just Yet Another Fantasy RPG) History - Especially Mystic. Legends and myths abound to explain "stuff". Mundane history usually gets much less "play". Otherworld beings (God, spirits, etc) and their followers (Cults, worshippers)
Relationships (at least since HW - RQ wasn't that big on them...). Wierd sh*t - whether you play with origami magic, or argue about the aerodynamics of a fully-laden Chaos Bat-demon, you acknowledge that there is some really off-the-wall stuff.

What else?

RR
It is by my order and for the good of the state that the bearer of this has done what he has done.
- Richelieu

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