One of the most challenging things about running classic Runequest, beyond the mechanics of full character creation and combat crunch, is setting the mood. Hell, originally I wasn’t even sure a proper mood could be set.
A little over 30 years ago I was a kid at Aero Hobbies in Santa Monica, playing in whatever game one of the older pricks decided they wanted to run (and that owner Gary Switzer wanted to play). That meant very little D&D, and lots of things like Bushido, Traveller, and Runequest. There were always a couple of Runequest campaigns going on.
Outside of the focus on god worship and common spell use (I do remember thinking that everybody pretty much ran clerics in RQ), I don’t remember much of what I learned of the secrets of Glorantha at that time. The older guys seemed to know the world and it’s conflicts very well, and it makes sense that Gary would because as a store owner he could read all the material in the form of books and fanzines that filtered through. This and that battle; this and that war; this and that location. Stuff on that classic setting that you have to search through a thousand sources to get bits and pieces of. And it’s worse now, because there is so much more that has been added to the milieu over the decades.
With limited time on my hands, I put in much more research in the Dragons Pass setting (where I would ultimately start the first game; that was another hard decision – Prax or DP?) than studying up the rulesbook. In all honesty, I forgot how much there was too the crunch. I ran a lot of Call of Cthulhu in the 90’s, but I forgot that is a fairly retarded down version of those RQ rules. Basic Role Playing at its most basic.
But whatever. In games I’m a “flavor man.” A good solid foundation in your setting and the player’s surroundings is crucial for my style of character development. So, with the under-populated classic Runequest forums being of little help, I thrashed about for Dragons Pass location info, at least enough to hang my hat on and add my own items to it to make it my own. I got the Kerofinela Gazette, but that describes things to a certain degree in terms of at least several years after the time period I am using. So I have to play fast and loose with that info. Just use what I need to describe a location. And of course Cults of Prax is big help, but that describes the gods in terms more of the natives of that area.
So into it I go with only shards of info and my own winging skills, on the raggedy edge of trying to express a world I did not create with scattered and sketchy info.
I did not want to hit these guys over the head with too much data. A few days before the game I created a several page primer on the setting. Basically, getting across that it is a Bronze Age version of a marriage between ancient Scotland and ancient Norway. That city civilization is a very new thing, and that even the haughtiest noble is not far removed from barbarian herd culture. I gave the basics of how the Lunar Empire has spent a generation chaining Dragons Pass because they need it as a highway to the holy land, and how they are suppressing the god Orlanth. That all the characters, townsfolk or barbarian, are of the kingdom of Sartar, and how it is a conquered kingdom, but has not been so for long.
As far as the official history of the era, I hope I am not too far off with all this. So much is assumption.
To get away from the D&D reasons for adventure, I explained that this particular period (1615…two years after Starbrows famous Sartar rebellion) was a time of youngsters of both sexes hitting the bricks in search of combat and mysteries for a variety of reason that created a perfect storm: a feeling that major wars are on the horizon, that the gods and their before-time adventures and dungeon crawls are to be emulated, that success in all endeavors is achieved by personal fitness and growth, and a sort of hipster faddishness (“everybody’s doing it, mom” sort of thing). That last reason alone seems to makes sense to me as to why teenagers who can’t use a weapon for shit would set out into a world where one lucky sword hit could take an arm off you, and probably will no sweat.
As you might know I like to have music going during my sessions, although in the long run I’m not sure how the group on a whole feels about it. But in all honesty I don’t really give a rats ass about that. The “right” music going during a game is important for MY mood, and I’m running the game so my mood matters most. But when you run your games somewhere were somebody else is the host, there can be some ackward moments. There was a point not too long ago when our kind host seemed to think Butthole Surfers was good for D&D. And when I emailed the group saying to bring any ancient Celt/Tribal music for our first Runequest session, the first thing said to me when I showed up was “we decided David Byrne was ancient enough for Runequest”. Oooo-kay. "We." Right. But again, MY mood, so before long I had some drums and pipes going, as well as some
Vasen (Swedish super-folk group I met last year at a music camp). Set the mood for me.
As for the combat, I think it was a good “working out the kinks” session. It did take awhile. You can tell when a combat it taking too long – I usually judge it by the look on Terry’s face. If it is kind of blank, half smiling, with the eyes half shut zombified sort of thing, then things are getting old. But I think it will go quicker next time, especially when people have better chances of hitting and are a little less challenged by everything. But just the fact that they are young dumbshits with no training; punks cracking wise and full of piss and vinegar, seems flavorful to me. I hope they see that too.
And I see things already for the characters that might evolve naturally for maximum flavor, things I realized later on after the session. Big Ben’s guy seems to favor the bow, and with archery being invented by the sun god Yelm he might want to go in the direction of that cult. Might go good with his characters apparent love for singing. Andy’s guy has a Power and INT of 17, and he happens to be from the city of Jonstown which has the biggest library in all of Sartar. That might make Jonstown a “college town,” and that would go good with his apparent scholarly leanings. Terry as a female fighter and devotee to Orlanth’s daughter, Vinga, will surely lead her to some interesting things. And Paul’s midget barbarian, well, nuff said there. Character was born with flavor (and “Shorty” uses a long spear, which is pretty amusing).
In the long run, the guys seemed to have fun doing something new. But it was very much a learning experience for us all. I’m sure the second session will go much smoother. If not, well, Terry was hoping we were doing a Call of Cthulhu campaign instead of this…
http://en.wikipedia.org/wiki/Vasen