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RuneQuest and Glorantha ideas
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<blockquote data-quote="Wolfpack48" data-source="post: 9774802" data-attributes="member: 6872648"><p>I really got into Glorantha (and BRP) when RuneQuest 3 came out. At the time, the whole system felt very elegant, and it scratched a getting-away-from-classes-and-levels itch I was feeling at the time. Once we got used to using skills, it moved very quickly, and we didn't even feel like the extra hit locations were much of a challenge, just rolled an extra dice, and we appreciated the dynamic feel of blocking and dodging. Armor Points made much more sense to us than Armor Class. Also appreciated the connection to Call of Cthulhu which we also got into at the time.</p><p></p><p>As far as Glorantha itself, we had a critical mass of folks who were also fans of the setting -- the Borderlands and Pavis campaigns from the RQ2 game translated quite well, and we loved the outpost/desert setting. I think the thing I appreciate most about Glorantha (beyond the lovely religion and cult focus) is its weirdness. I mean one of the adventures was about a giant's baby cradle floating down a river. A city where you have to go through the empire's bureaucracy to get to the giant ruins and then pay a treasure tax when you return. I think in order to really feel Glorantha, you need to dive into weirder stuff than elves and dwarves and just do off beat stuff. I do think the creators were "smokers of herb." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /></p><p></p><p>RQ Glorantha, pretty much uses the same rules as RQ3, with more detail for Divine Magic, and more integration with cultic runes. I like it, but it may push beyond a level of complexity some players won't like. We finished a 5-year campaign recently and had a blast.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9774802, member: 6872648"] I really got into Glorantha (and BRP) when RuneQuest 3 came out. At the time, the whole system felt very elegant, and it scratched a getting-away-from-classes-and-levels itch I was feeling at the time. Once we got used to using skills, it moved very quickly, and we didn't even feel like the extra hit locations were much of a challenge, just rolled an extra dice, and we appreciated the dynamic feel of blocking and dodging. Armor Points made much more sense to us than Armor Class. Also appreciated the connection to Call of Cthulhu which we also got into at the time. As far as Glorantha itself, we had a critical mass of folks who were also fans of the setting -- the Borderlands and Pavis campaigns from the RQ2 game translated quite well, and we loved the outpost/desert setting. I think the thing I appreciate most about Glorantha (beyond the lovely religion and cult focus) is its weirdness. I mean one of the adventures was about a giant's baby cradle floating down a river. A city where you have to go through the empire's bureaucracy to get to the giant ruins and then pay a treasure tax when you return. I think in order to really feel Glorantha, you need to dive into weirder stuff than elves and dwarves and just do off beat stuff. I do think the creators were "smokers of herb." :ROFLMAO: RQ Glorantha, pretty much uses the same rules as RQ3, with more detail for Divine Magic, and more integration with cultic runes. I like it, but it may push beyond a level of complexity some players won't like. We finished a 5-year campaign recently and had a blast. [/QUOTE]
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