Re: So What makes a Glorantha Game Gloranthan?

From: Rob <robert_m_davis_at_...>
Date: Tue, 20 Apr 2004 11:57:57 -0000


my 2 clacks worth...

Way back in the early eighties I played RQ with my friends because the rules system had very few restictions on your choices.

I found that Glorantha had a 'Tolkien-esque' authenticity which locked me in. When I finally got around to playing AD&D we played through the various packs and there was no cohesion.

Even in the early days playing in Glorantha you chose characters who fitted together for cultural reasoning, not because of a fixed rule.

The legendary early scenario packs, Pavis, Borderlands, etc.. had the kind of coherence and rationale seemingly absent from other games.

Then there was that Lunar/Sartar thing - not long after Star Wars. You had this omnipotent, omnipresent Empire. But the tragedy was that we generally never got to sock it to them!!!

Now we have Heroquest and we now have the tool to take our Gloranthan gaming to the level of true myth. The Sartar Rising series is as evocative and ground breaking as those early RQ2 supplements.

I have to admit that when I first got Hero Wars on its release, I didn't get it at all. I consigned it to the cupboard and sort of forgot about roleplaying for a few years until I played a couple of games of AD&D. That got me buzzing again and I checked out what was happening in Glorantha. Glorantha, because of its rich tapestry of myth, has always been my favourite fantasy world.

The mythic landscape was still there. The old friends were still there, but there was this new updated Heroquest set of rules. I picked them up out of curiosity and I am running a game enjoying it immensly.

Thats was more like 2wheels worth - sorry!! ;o)

Rob

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