> Jeff
>
> >I believe there's some Vendref scenarios on the way in the next
> >installment of Sartar Rising (A scenario called "Arming The
Vendref"
> >would indicate that anyway...!)
>
> Without giving anything away... I wrote at least the first draft of
> that. I still don't recommend vendref as player characters,
> *especially* if one of the PCs is a Grazer. (It can work in one-
offs,
> but I think the disparity in social standing is too great.)
>
> Playing serfs who aren't allowed to leave their homes just doesn't
> seem like a good introduction to Glorantha. There are no intrigues
> that the vendref can engage in. They have limited magic. They
aren't
> allowed to use weapons in most circumstances.
>
David;
I never suggested playing a _typical_ bunch of Vendref. By the same
logic playing a bunch of prisoners of war in a Nazi run camp would be
boring too....but some great movies and books have been made about
that, which implies good games could be run there. I think the same
logic applies to Vendref. Now, I'm not saying everyone should rush
out and try this, but my gaming group of origin had a long history of
starting heroes off in the worst of circumstances and letting them
grow from there, and it often worked well.
Remember, heroes are by definition unusual!
So if I were to attempt something like that, I'd probably do
something like:
- their village is in a state of transition....possibly just moved,
merged, or forced to absorb a lot of new comers. Certainly such that
they don't have to all know each other, and don't knew well everyone
else in the village.
- there is the usual bilking the overlords, smuggling, illicit
trading, and whatnot you'd expect in such a situation. I'd play up
hidden weapon skills, like the Okinawan adaptation of agricultural
implements into weapons, or that dance from Brazil that was largely
combat training. After all, a strong man with a good stick is far
from defenceless...although he wouldn't want to face grazers. But
when trollkin start eating the crops or harpies are scattering the
flocks, you aren't going to sit back and wait for the overlords to
come, are you?
- They get the opportunity to prove themselves a bit, and see some
strange things. They hear lots of rumors of the hero wars, and
everyone is whispering that the world is changing, and wondering what
that means for them.
- after a couple of proving runs they are approached about joining a
venerable Vendref secret society. It has been preparing to meet some
prophecied events for a long time, but has largely fossilized and
formalized. The heroes become the new blood, animating its
knowledge, skills, and magic.
- Run some "creeping cross country, trying not to be spotted by
grazers" scenarios, so they develop and polish their techniques for
doing so (after that, it becomes a simple contest most of the time,
if that).
- Let them find "interesting" local sites, say a natural holy place
to a war god, if they could just find a way to make use of it, and
landscape guardians that are either sympathetic or mercenary. Also
probably a good hiding spot for stuff and people.
- Have them meet a "crazy" grazer shaman who takes a spooky interest
in them, for unknown reasons (call him a deus ex machina in the
narrators pocket).
- Run "The arming of the Vendref in reverse". Part of their
challenge will be to hide how much they actually know...but they'll
also find out some of what real war training is. Let them learn some
forbidden mythology.
- They are now fairly capable, although they can't defeat the grazers
en masse, and any sign of attempting to do so will see their village
extinguished. But they start getting called in....mostly by other
Vendref villages that need help, but also maybe by a few open minded
grazers who can use their skills. They learn more of what is going
on in the world, and build their myth knowledge.
- Hit the first heroquest to deal with some Vendref crisis.
- Let them get good support for more quests to gain new knowledge and
power.
- They now have the potential to affect the tilting of world events.
What wil they dedicate themselves too? A new deal for the Vendref?
Returning the grazers to other pastures? Inspiring other forces to
destroy the Grazers?
Not saying it would all work out that way....no plan survives contact
with players. Just saying that I don't see why you couldn't have an
interesting arc playing exceptional Vendref. After all, Grazer lands
really are in the middle of things in Dragon Pass. Some people would
rather play Grazers, trying to deal with strict tradition in a
changing world where the old ways increasingly fail to work. Others
would rather play people where you can play something close
to "typical" life and still have adventures (like the classic
heortling clan based game). Still others want to play princes and
generals and great priests, leaders of men determining the fate of
nations. Me, I'm always more interested in how things work from the
bottom up--I just personally like that style of story, where the
focus is "below stairs" with the activities of the 'betters' being
more like the weather, things that affect you, but are not of you.
Not that the stories have to be inconsequential or the heroes weak or
pathetic.
--Bryan