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Tell me about Runequest / Glorantha
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<blockquote data-quote="GrumpyOldMan" data-source="post: 2432566" data-attributes="member: 16469"><p>I don’t want to get into a ‘which is better Hârn or Glorantha?’ argument, because I still referee in each setting.</p><p></p><p>The Sartarites have been described as Celts and also as Saxons, certainly the illustrations seem to guide you towards early British Cultures, the soldiers of the Lunar Empire used to be depicted as Roman Legionnaires, though this seems less prevalent these days. But, you have The Praxian Nomads who are what? American Plains Indians who ride Antelopes, Rhinos etc. depending upon their tribes. Glorantha is a world defined by its myths and has some very peculiar and sometimes anachronistic (or simply weird) cultures living side by side. That said, I still think that it’s a great game world. Though having barely escaped from an enforced enslavement by the Uz, I’m not sure that my players would agree.</p><p></p><p>Hârn is much more straight medieval. While there are some cultural differences between the civilised kingdoms of Hârn, they are all fairly recognisable as being medieval and European. Hârn is much more low key. Kings may be old and frail, young and naïve, desperate & scheming, but they are men, not 15th level fighters, or Wind Lords, just men. The strength of this is that on Hârn if you want to make King Miginath a vampire, you can. I’ve recently read a campaign write-up where, basically, a load of high level adventurer types arrive on Hârn, beat up the locals, cause chaos across the island, fight lots of powerful monsters, steal all the treasure, and leave. It’s not the sort of campaign I run (one small scale combat every 2-4 sessions is about my average) but it seems to be a lot easier to import high magic into a solid world background than it would be to remove it.</p><p></p><p>The real strength of Hârn is that you can easily use the rules system of your choice. I don’t think that that is the case for Glorantha.</p></blockquote><p></p>
[QUOTE="GrumpyOldMan, post: 2432566, member: 16469"] I don’t want to get into a ‘which is better Hârn or Glorantha?’ argument, because I still referee in each setting. The Sartarites have been described as Celts and also as Saxons, certainly the illustrations seem to guide you towards early British Cultures, the soldiers of the Lunar Empire used to be depicted as Roman Legionnaires, though this seems less prevalent these days. But, you have The Praxian Nomads who are what? American Plains Indians who ride Antelopes, Rhinos etc. depending upon their tribes. Glorantha is a world defined by its myths and has some very peculiar and sometimes anachronistic (or simply weird) cultures living side by side. That said, I still think that it’s a great game world. Though having barely escaped from an enforced enslavement by the Uz, I’m not sure that my players would agree. Hârn is much more straight medieval. While there are some cultural differences between the civilised kingdoms of Hârn, they are all fairly recognisable as being medieval and European. Hârn is much more low key. Kings may be old and frail, young and naïve, desperate & scheming, but they are men, not 15th level fighters, or Wind Lords, just men. The strength of this is that on Hârn if you want to make King Miginath a vampire, you can. I’ve recently read a campaign write-up where, basically, a load of high level adventurer types arrive on Hârn, beat up the locals, cause chaos across the island, fight lots of powerful monsters, steal all the treasure, and leave. It’s not the sort of campaign I run (one small scale combat every 2-4 sessions is about my average) but it seems to be a lot easier to import high magic into a solid world background than it would be to remove it. The real strength of Hârn is that you can easily use the rules system of your choice. I don’t think that that is the case for Glorantha. [/QUOTE]
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