- In HeroQuest-RPG_at_yahoogroups.com, "Roderick and Ellen Robertson"
<rjremr_at_s...> wrote:
> 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
Religion Is Important (rather than windowdressing).
Magic Is Everwhere (rather than just special cases).
Mythic Law Prevails (rather than physical laws)
My current favorite description of Glorantha I use in demos and at
conventions is "A world made up entirely of "Just So" stories."
Jeff