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Steve Perrin: Creating RuneQuest, A Personal Account
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<blockquote data-quote="Thomas Shey" data-source="post: 8375747" data-attributes="member: 7026617"><p>Thanks for reposting this. I was involved in a couple of the early RQ playtests at DunDraCon (I wouldn't have a clue which one anymore) as I had a passing acquaintance with Steve already at that point (either from a prior DunDraCon, A&E, or both) and I cannot begin to describe what a revelation it was; I've still got my signed copy of the first edition squirreled away somewhere, and owned every edition up through three, even though I was never a Glorantha fan (it took our local extended gaming group by storm at the time, and we ended up having an interlocked set of RQ games on different worlds linked by gates known as the RQ Prime Campaigns that went on for a number of years).</p><p></p><p>I've kind of drifted away from BRP games these days (mostly an artifact of having kind of fallen out of love with big linear die resolutions like D100 and D20) but its still colored my whole gaming life in ways I can't begin to describe. I'm still sad some of Steve's later design work never got to see the light of day.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8375747, member: 7026617"] Thanks for reposting this. I was involved in a couple of the early RQ playtests at DunDraCon (I wouldn't have a clue which one anymore) as I had a passing acquaintance with Steve already at that point (either from a prior DunDraCon, A&E, or both) and I cannot begin to describe what a revelation it was; I've still got my signed copy of the first edition squirreled away somewhere, and owned every edition up through three, even though I was never a Glorantha fan (it took our local extended gaming group by storm at the time, and we ended up having an interlocked set of RQ games on different worlds linked by gates known as the RQ Prime Campaigns that went on for a number of years). I've kind of drifted away from BRP games these days (mostly an artifact of having kind of fallen out of love with big linear die resolutions like D100 and D20) but its still colored my whole gaming life in ways I can't begin to describe. I'm still sad some of Steve's later design work never got to see the light of day. [/QUOTE]
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