Delving Beneath the Surface of Runequest: Glorantha

At first glance it would be easy to dismiss Runequest: Glorantha as just another addition to the pile of fantasy RPGs clogging up the shelves of your local store, but if you delve beneath the surface you’ll find a fascinating blend of wild heroism and ruthless simulation that goes to create a game that offers something utterly unique – so long as the players are willing to put in the effort, that is.

At first glance it would be easy to dismiss Runequest: Glorantha as just another addition to the pile of fantasy RPGs clogging up the shelves of your local store, but if you delve beneath the surface you’ll find a fascinating blend of wild heroism and ruthless simulation that goes to create a game that offers something utterly unique – so long as the players are willing to put in the effort, that is.


Much of this comes from the way that the game is so strongly tied into the world of Glorantha itself. The bronze-age setting has played host to Runequest games for decades but this time around it feels like much more than just the standard template for GMs to bounce off, to the point where it’s almost impossible to completely separate the two. Major events in the world’s recent history play a vital role in character creation, different factions offer different abilities and the tone it sets feeds into almost every part of the gameplay.

It breaks away from the core tropes of gleaming armour and codified magic that have come to dominate fantasy in recent decades and replaces it with something that feels closer to ancient myths and legends – more The Odyssey than Lord of the Rings. It’s a world where every character can draw on magical powers but very few truly understand them; where the party can be communing with the gods one moment and fleeing from a well-planned bandit ambush the next.

The core ruleset also enforces an idea of downtime between adventures, in which the party are expected to ply their trade, build families and pay their taxes. This all comes with mechanics and rules, and while some may find it a little tedious it helps to build the wider world and enforce the idea that adventures and quests are exceptional events, carried out by exceptional heroes.

On the subject of rules, the foundations of the system are still based on the D100 mechanic that anyone who’s played earlier version of Runequest or its successors, such as Call of Cthulhu, will instantly find familiar. Each character has their skills rated by a percentage, so if you have the Ride (High Llama) skill at 70% and want to chase down an enemy fleeing across rough terrain you need to roll a 70 or under to successfully catch them.

While these core mechanics may be simple enough, Runequest: Glorantha focuses much more on simulation than modern incarnations of D&D and other mainstream titles. Every cut and thrust in battle requires a roll to see if it’s parried or blocked, where it strikes and if your weapon takes any damage in the process. The system does a great job of making combat encounters feel truly dangerous, and while this is great for encouraging clever solutions for avoiding battle it can sometimes drag down the pace of the game to a crawl.

In fact, Runequest: Glorantha is a game that requires a lot from the GM and the players if it’s to run smoothly.

On the player’s side it demands that people properly learn the rules and commit to the world that they’re playing in. If your table regularly plays host to folks who forget what their rogue can actually do every other session, you’re probably going to have a frustrating time when they stare goggle-eyed at your request for a POW x 4 check.

Likewise, if you’re GMing a campaign you need to either be happy committing a vast array of rules about how likely it is that a lantern’s candle will blow out in strong wind – it’s a 26% chance, by the way – to memory, or be comfortable and confident enough to know when to wave things off improvise, and when to commit to a ruling from the book.

Runequest: Glorantha isn’t a game for everyone, but if you’re more interested in the Epic of Gilgamesh than epic loot, it might just be exactly what you’ve been looking for.

This article was contributed by Richard Jansen-Parkes (Winghorn) as part of EN World's Columnist (ENWC) program. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
 

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Richard Jansen-Parkes

Richard Jansen-Parkes

Xaelvaen

Stuck in the 90s
The problem with any game that is "not D&D" is that it will require a little bit of study to see how things work differently. But the learning curve for RuneQuest is simpler than the reviewer makes it out to be. Roll percentile dice, and roll equal to or under the skill level for success. Couldn't be much easier. If you've played Call of Cthulhu, it's easy to pick up RuneQuest. Sure, if you get hit, you also have a chance to parry, and so do the monsters, but one extra roll to avoid taking some damage? My players have absolutely no problem with this, and combats are streamlined and quick.

But apply this to any game. What happens if no one reads the rules? You guessed it. Things "slow to a crawl" as someone looks up the rules. I find it unfair to say combat is slow simply because it's not a game everyone has played before, and hasn't learned the rules by heart. Basically, you're saying if it's "not D&D," and no one has read the rules, combat will "slow to a crawl." Well...duh.

I'm actually quite fond of the first two iterations of Warhammer Fantasy Roleplay, which of course uses percentile in a similar way as indicated here, armor as absorb, roll to parry, etc - with a few other detailed mechanisms where needed here and there. If you know, how similar would you say the mechanics work? Consider my interest piqued.
 

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I'm actually quite fond of the first two iterations of Warhammer Fantasy Roleplay, which of course uses percentile in a similar way as indicated here, armor as absorb, roll to parry, etc - with a few other detailed mechanisms where needed here and there. If you know, how similar would you say the mechanics work? Consider my interest piqued.
There was recently a debate on basic-roleplaing.org whether Warhammer Fantasy should be counted as part of the D100/BRP/RQ family, and from my recollections of the game, there isn't much of a learning curve switching between this system and RQ. The Strike Rank system needs a short introduction, experience still is tied to checks or in-between-sessions training or research rather than experience points, and ability-derived rolls and the resistance table may take half a minute or so to memorize (it's a simple formula, really).
 

Xaelvaen

Stuck in the 90s
There was recently a debate on basic-roleplaing.org whether Warhammer Fantasy should be counted as part of the D100/BRP/RQ family, and from my recollections of the game, there isn't much of a learning curve switching between this system and RQ. The Strike Rank system needs a short introduction, experience still is tied to checks or in-between-sessions training or research rather than experience points, and ability-derived rolls and the resistance table may take half a minute or so to memorize (it's a simple formula, really).

So not too far a stretch to read into - thank you!
 

Wolfpack48

Adventurer
There was recently a debate on basic-roleplaing.org whether Warhammer Fantasy should be counted as part of the D100/BRP/RQ family, and from my recollections of the game, there isn't much of a learning curve switching between this system and RQ. The Strike Rank system needs a short introduction, experience still is tied to checks or in-between-sessions training or research rather than experience points, and ability-derived rolls and the resistance table may take half a minute or so to memorize (it's a simple formula, really).

I find the BRP system to be about as elegant a system as can be. Simple percentile roll-under mechanics, hit points based on CON and SIZ and extendable to just about any genre you can think of. You can even ramp up the epic scale pretty easily with some simple adjustments, or tailor/adjust certain rules to make them custom to a specific setting. Call of Cthulhu, Stormbringer/Elric, Superworld, Ringworld and RuneQuest are all systems that use the BRP core mechanics.

What I really like about this latest version of RuneQuest (which, oddly has never been done before, even with RQ2) is so tightly couple the BRP engine to the wonder and strangeness of Glorantha that the system and setting are inseparable. For the first time, Runes are a core element of the game, and everything is tailored to a world embedded with strong myth and magic.

One word of caution to new players of RuneQuest: combat is deadly. A critical hit can end a character quickly. That said, there are also many powerful healing magics as well, so there are many ways to recover. We have found that real danger in combat has lead to more roleplaying, but also makes combat, when it does occur, exciting.
 
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Jhaelen

First Post
But the learning curve for RuneQuest is simpler than the reviewer makes it out to be. Roll percentile dice, and roll equal to or under the skill level for success.
Well, there is a bit more to it. You have to check for special and critical hits as well which depending on your weapon could result in an impale or knockback result. Also, there's hit locations, each with its own hit points in addition to the total hit points.
The spellcasting systems are also a bit more complicated than in D&D.

Still, I've always considered the Runequest RPG system to offer the best compromise between realism and playability. It succeeds where RPGs like Rolemaster or Harnmaster fail.
 

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