Vedr. Re: [Rq-rules] RQ/Glorantha licensing

Styopa styopa1 at gmail.com
Sun May 6 21:16:29 PDT 2007


On 5/6/07, Steve Perrin <steve at perrinworlds.com> wrote:
>
> First thing to keep in mind is that RuneQuest was developed for Glorantha,
> not Glorantha for RuneQuest. ...At Greg's request I joined that group and
> took a lot of their concepts to
> their ultimate end, thereby creating the classless, skill-based, XP-less
> game system. I also tacked on some concepts like Strike Ranks that I had
> earlier developed for the local version of D&D. I actually consider that a
> mistake, these days, but a lot of people still like them.
>


Actually, I'd say that the RQ *doesn't* particularly represent a uniquely
'Gloranthan' paradigm, and the 'hammer marks' making the former fit into the
latter are fairly evident.

No, when I first saw RQ3, I thought "Now THERE we go....a sim-heavy RPG fits
nicely into a medievalist fantasy Earth!"

I ran a number of games (one of them being a campaign of about 3 years
relatively consistently) set in a fantasy Europe, circa 1100 AD.  The one
that lasted the longest was based mostly in England, with a lot of creepy
stuff going on in Cornwall.  Another was set around the city of Byzantium,
with the part of Islam being played by Trolls, and SE Europe (roughly,
Austria, Czech, Hungary, and all of the Balkans north of Macedonia) covered
by a Mirkwood-like forest full of nasty beasts.

RQ's rules worked GREAT for that, I always thought the 'grittiness' and
lethality synched far better with a brutal quasi-historical world than with
Glorantha.
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