Showing posts with label Gringle's pawnshop. Show all posts
Showing posts with label Gringle's pawnshop. Show all posts

Sunday, July 21, 2024

Jonesing for Glorantha. An impulse buy.

 I’ve talked about my old love of Runequest  here, here and here. And, well, over the years I probably at least mention Runequest in posts a dozen times so if you want to seek them out just type in Runequest in the search bar. Oh, I talked about in one of my articles for now defunct Film Goblin (the owner of the site was a hopeless, hardly functional drunk). 

The point of this quick post though is about this impulse buy…I don't buy many physical books anymore.


Running Cthulhu of late certainly has me thinking about Runequest just due to the basic role-playing similarities. Then it quickly leads to me thinking about Glorantha,  Probably my favorite game setting of all time.

It was one of those alternatives to dungeons and dragons. I discovered early on as a kid hanging out at Aero hobbies in Santa Monica. I ran a dragonnewt for a long time there, at least in young person time. Probably for like a year. but when owner Gary and the older dudes decided to move onto another game, like Traveller or Empire of the petal throne, we younger people went along with them. How I discovered so many games early on in the hobby.

It was my older teens and onward when I’d much preferred playing with my own friends or groups rather than a hobby shop with a bunch of stinky, aging wargamers and college aged nerds. That along with playing sports, surfing and of course girls I graduated from that dusty musty place to get a short campaign or two of RQ going with friends between my late teens and early 20s, but there were just so many things I loved to run. Primarily DND but I loved champions and also Cthulhu here and there. DnD always had to take the lions share of game time, but I had other loves and in every group I put together I would unleash another genre on them. They would resist but then love it. 

Then probably something like a break from RQ that lasted decades before I ran a shortish campaign of it with my group around 10 years ago in Santa Monica. 

Well, now I’ve got this bug again and I just decided to get the main book of the latest edition just to have a read through and see if I wanna go through the player finding process for it. It’s fairly thick and heavy book. More reading than I generally like to do these days ha ha. But I’m really going to buckle down and try to get a few pages in a night.

Its a really thick jampacked book. So much information on the cults and societies and all that. Far more than I remember in the ancient second edition book. Too much really I think. In the day we had to fill in a lot of the gaps ourselves. But I also realized I should’ve maybe gotten the quick start rules. there’s just so much crunch in this book. So much background info. And the Quickstart rules come with cool maps of Glorantha and of towns and stuff. I actually didn’t get the quickstart because It didn’t seem like elves and dwarves would be in that book. But they’re not in the main book either. For that you have to get the Glorantha Bestiary.




 I may just go ahead and get the quick rules anyway. The main book is kind of intimidating. Prob still gotta get the Bestiary. 

But, damn, I just want to run some Glorantha. I have used Gringles Pawn shop and the Rainbow Mounds so much for D&D it is time to experience them with Runequest again! We'll see. But it's fun reading.

Cheers

Monday, March 1, 2021

Your Gameworld: Reboots and Retcons


I was very fortunate as a kid, early on in my gaming, to have started a game world and kept with it for decades. It was really just a dungeon and a tavern to go to between games. That really only lasted a couple of sessions, as supply shops and residences besides the tavern became necessary. And that's how my setting Acheron grew. As things were needed. Often locations would be created by players as backgrounds for their characters, and that added to my world. So it was a growing thing, created out of shared experiences.

I always tried to maintain a consistency in my world. If something happened, then the world was forever affected by it. The Isle of Dread visited for the first time? OK, now it was no longer virgin territory. The Caves of Chaos battled through and the evil temple destroyed? Guess I'm never using that location again. At least not the way it was. 

But I softened on that consistency in the last decade or so as I found myself wanting to reuse certain adventures that I loved. Mostly notably the old White Dwarf Magazine dungeon The Lichway. Also, I have had a lifelong love for the Runequest Glorantha town of Apple Lane, a module I also adapted for use in D&D. In the Lichway you very likely release a hoard of undead in the complex. In Apple Lane you will defend a pawnshop from an evening attack (in the Runequest material its a tribe of baboons), and eventually explore The Rainbow Mounds and fight the forces of the Dark Troll White Eye (an orc in my D&D setting). 

Apple Lane I could reuse a couple of times because the first time (and maybe second and third) I used it for Runequest. Decades ago. For D&D I changed some names; Gringle became Gengle. Apple Lane became Lemon Tree. But most details stayed the same. Lichway was sort of "one and done" because, well, hundreds of undead at large in the place. 

But there came a time when I realized the only person I was fooling with a sort of enforced purity of continuity in the world was myself. Every few years I found myself with a brand new group. In every case nobody had ever heard of Apple Lane or The Lichway. This was a fantasy world with no real value outside my games. Why was I so worried about continuity. Did it really matter? 

But in a way I have found, for me at least, a happy compromise. A location reboot. I decided that some locations might be in sort of a dimensional loop (or whatever). Perhaps a curse or will of some godling that no matter what happens it returns the location, all its inhabitants, back to a zero setting. When one group of players is out of my life, I can refresh these old favorites to use again if I so choose. The undead of The Lichway return to their crypts. Dark Odo and her followers rewind back to their old positions. The local fishing village forgets the adventurers who came that time and unleashed the undead hoards who would keep them awake at night howling within the necropolis. Apple Lane itself is also in a continuity loop. Gringle will always need brave souls to protect his pawn shop. White Eye the orc always returns to life and haunts the Rainbow Mounds. 

These are out of the way locations, so its easy to just reset and reuse.

There is a new wrinkle though. One of my old players from my home town is involved in my online Roll20 games. I want to use Apple Lane and its environs once more (maybe for the 5th time, in two worlds). But the thing is she had a character experience this 20 years ago. The entire adventure was a major point in her characters life. Back then she ended up falling in love with the pawn shop owners assistant "Hobbit John" (a duck in the Runequest version) and marrying him (yes, she was a hobbit as well, a cleric and local sheriff). So she would surely remember all this. 

But its cool. She is a trusted old player. She has played in several different groups of mine over the decades. So I can go ahead and jerk the curtain a bit in her case. Let her know what I am doing. Tell her about the reboot concept. It would be a rerun for her, but its been long enough where she won't remember every detail so it can still be fun for her. And of course there will be differences. Hobbit John is gone, having married a players character and being released from whatever curse maintains the retcon in Apple Lane. My last go at the Lichway was different as well (she was not involved in that campaign as it was face to face before the pandemic) as noted in my previous posts about The Lichway. 

So things can and should be changed up. But there is no negative side to reusing beloved modules and disrupting the continuity of your world. And modules aren't the only changes I've embraced. Hell, back in the day I let a friend run a campaign in my world where he promptly affected things on a continental level. For the longest time I just kept all his messing with the world as part of its history. But it got to the point where I said "why?" and just dismissed those things. Wiped them from the history. He certainly would never know. He died in the 90's.

Nobody really knows but me. And as I get older I just don't care any more. I'm not writing The Silmarillion here. Its just a D&D setting. When I'm gone it comes with me.  Its just about having fun and is no more serious than that. 

Wednesday, May 2, 2012

Gringle & The Pawnshop Baboon Assault!






I’m not one of those DM’s who obsess on taking photos of the mini’s on the table during game night, and I have at least one player who will laugh at me for doing so, but it was necessary just this one time…



We were doing a Baboon (in RQ intelligent simians) assault on that famous Pawnshop in the village know far and wide for its apple orchards. Broker and Issaries Runelord Gringle hired the young characters to protect the shop while he and his duck assistant Quackjohn are away for the night. This gave players a nice tour of one of the most secretive houses in Sartar. They had full access as they awaited the baboon attack. Indeed they finally did, eventually breaking through the roof and into one of the first story storage rooms. In the upper part of the map you can see a couple of characters and four baboons tangled in the throes of mortal combat. Down below, in the little Issaries chapel next to the the kitchen, Terry’s character Rowan observes a big centaur breaking down the door from the kitchen, as a couple of little crested Dragonnewts rush into the room with bows at the ready. Who are these strange invaders and why are they attacking the shop at the same time as the baboons (no spoilers please)?



So anyway, we had to stop just as things were getting really interesting. We’ll continue next week. As you can see, the map is kind of a mess because I only had a couple of minutes to draw it out. Fake. I actually did it a week ahead of time, and it’s still kind of sloppy (although I don’t think the players minded). I just can’t draw a straight line. Before we got cleaned up for the night, I snapped this pic to help us place the minis and take up the combat from that moment in time next week.



I don’t mind saying so, but I think we are having some fun with Runequest.




Wednesday, February 11, 2009

"My favorite D&D module was a Runequest adventure” - Apple Lane

As a kid hanging out at the local game shop Aero Hobbies in Santa Monica, I played a lot of Runequest. I maybe ran a handful of games for friends outside the shop, but I never really got a campaign going. As an adventure pack, Apple Lane (by Greg Stafford, first printed in 1978) provided some outstanding encounters, NPC’s, and situations. In the sleepy orchard town of Apple Lane, Your first encounter may just be getting mugged by a Trollkin (as humorously portrayed on the cover). Trollkin haunt the area outside of town, but small raids have been made in the last few weeks on homes around the town fringes. Lead by a big Trollkin named White Eye, the little pests have been a nuisance, even going so far as to kill a little old lady. The Tin Inn is the focal center of town, and here is where you are likely to meet Gringle, a Rune Lord who has settled down to run a pawnshop in town. Gringle will hire you to guard his shop while he and his assistant, Duck John, are out of town for the night. A tribe of Baboons (who can speak in Runequest) have threatened to attack the shop, and a harrowing night fighting them off will be the first real adventure scenario in town. Included are schematics for the three levels of the shop, and entrance points for the Baboons to break in are indicated. The major adventure is to go to an area called The Rainbow Mounds and get a bounty on White Eye offered by the sheriff. In addition to the Trollkin, a once great race have devolved into The Newtlings, froglike beings who live in the waterways of the Mounds. These creatures worship an idol in their main cave, and if the party finds the missing piece of the idol (hidden amongst the warrens of the large rock lizards who also inhabit the caverns), the person who places the piece upon the idol will be crowned King of the Newtlings. This kingship comes with little in the way of power or treasure, but it is a cool way to cap off an adventure. The Rainbow Mounds is really a great dungeon setting. In addition to the main water cavern and some underground rushing rapids and waterfalls, special rooms include a classic D&D style mushroom chamber, and an alter to the Dark Gods of the Trollkin. It’s just a series of caves, but they are set-up really well, and provide multiple pathways for the players to choose. I liked the setting so much, that after getting the book I almost immediately modified things to use it for D&D. I changed some names, such as Lemon Tree instead of Apple Lane, and turned the Trollkins and Baboons into orcs, but most other things I kept the same. Gringle, however, became a high level wizard, and his assistant Duck John became Hobbit John. Over the decades I used the setting several times. White Eye having been killed several times, and the Newtling idol found and a king crowned again and again, was a bit of a stretch. But the problem got solved when I decided that the Newtlings had a curse on them that kept the idol pieces and White Eye in a constant loop. No matter what happened, an idol piece would eventually be lost and found, and no matter how many times White Eye was killed he would return to menace anyone who came to the Mounds. A group of characters are in the Rainbow Mounds right now during my current AD&D campaign (continuing tonight!), and the party includes Kayla, a hobbit who has been there before, and personally killed White Eye in that past adventure. In a game in the late 90’s she came to Lemon Tree, adventured in the Rainbow Mounds, killed the orcs, and eventually married Hobbit John. She has recently returned to find White Eye alive, the Newtlings again waiting for a new ruler, and a disturbing fact: having been to the Mounds multiple times, she risks become part of the curse cycle of the Mounds herself! So, I very much recommending getting a copy of Apple Lane and modify it for use in your D&D games. It is really a fairly simple but elegant setting, and it can be adjusted for various character levels. It actually is a great place to start new characters in, and if you poke around online you can find fan-support for it, including great alternate maps (even a 3D one) for the areas included in the module.