Showing posts with label dragons pass. Show all posts
Showing posts with label dragons pass. Show all posts

Friday, May 18, 2012

Runequest: Dragon’s Pass is so Passe



So far so good with my old school Dragon’s Pass Runequest campaign. I think the players are liking it, despite not everybody really investing a ton of interest in the setting (my fascination with Glorantha since childhood being my main reason for running this now) or the whole rune concepts. Only a couple of the characters have a god association at this point. I think that the main appeal so far is the down and dirty nature of the combat (one lucky hit can kill anybody) and it’s often visceral outcomes, and the fact that it is just such a different system than D&D. I’m glad it’s fun, although it is still a tad early to see if it will have the surprising wild popularity of my on-hiatus Star Wars KOTOR campaign. Of anything non-D&D I have done with this group, that seems to have had the most appeal to them, despite nobody in the group being overly fond of Star Wars. Even Big Ben has expressed interest in a SW campaign of his own (though sadly he seems to want to do it near the movie timeline).

Anyway, I’m jazzed to finally be doing some classic Glorantha, and I can foresee running it for several more sessions before needing to get back on that Star Wars track. One of the interesting things I’ve found online is how many people have played RQ for decades almost non-stop. To many of these people, the thought of somebody doing the “old setting” in Dragons Pass seems almost quaint. They are like old warriors “Ah, I remember Dragons Pass and Prax from the days of my youth. Sometimes I long for those humble and basic places.” You see, they have long since moved beyond the very basic locations of Dragons Pass or Prax. They have had campaigns where the braving of Duck Tower and Snake Pipe Hollow are distant memories. Their adventures have taken them to Griffon Mountain and beyond deep into the Lunar Empire, and off across the sea to other continents. You see, while Dragons Pass is sort of a Scotland/Finland amalgam, and Prax Mesopotamian in nature, other parts of Glorantha that are akin to Pirate genre, Medieval England, Africa, and Asia have long since awaited exploring, and these old RQ fanatics have explored them all. I get bits and pieces of info from my communications online about these great campaigns, but just not enough.

Will I run enough Runequest to let my players explore beyond the basic setting? Who knows. But I did nab a pdf of Griffon Mountain today. That’ll get saved on a flash drive in the hopes that in a year or two, we’ll still have enough Runequest interest to move beyond the humble hills of DP and the arid plains of Prax.

Friday, January 20, 2012

Runequest - the Buzzkill of Strike Rank




Ran the second Runequest 2nd edition session the other night set in that famous Sartar lane known for its apple orchards. The Tin Inn and environs were still hopping from the Spring festival. I say “Spring” because I have yet to memorize the names of Gloranthan days, weeks, and months, and seasons. As an aside, speaking of the calendar names in RQ, I have been reminded of how much I snagged out of Glorantha as a kid to plug into my game world Acheron (I still hate that name for a game setting, but I was a kid, man). The names for seasons and some of the names of days (such as “Godsday”) were apparently shamelessly ripped-off by me. I totally forgot about that over the decades. That’s OK of course; I hardly ever use them in my D&D game anyway. I get lazy and just call the days Sunday, Monday, Tuesday…

Before I go any further, let me lay out the characters for any Runequest fans who might be reading. Their backgrounds were all rolled out of the RQ 2nd edition chargen section. None of the characters are laymembers of any cults yet (well, Paul’s barbarian “Bjorn” being a herdsmen is automatically a lay member of the storm god Waha).


Catuanda – from the sage-heavy city Jonstown. He himself is scholarly, but like all the other kids he is setting out on the bloody road of violence to better himself physically. Instead of being a follower of Lankhor Mhy, the main knowledge god in Sartar, he went with a minor one (the name escapes me). Has a preference for the long spear, and is pretty lucky with it in combat.

Rowan – from main Sartar city Boldhome. At 21 years old, she is the oldest of the PC’s. Her father was a successful weaver in the city. Like all the new young fighters, ask her why she is setting off down the road to violence and she will tell you “because everybody else is doing it.” She has a liking for the warrior girl goddess Vinga, daughter of Orlanth. This last game she met “Siobhan Lomand,” a Rune Priestess of Vinga, who has offered to make her (and some other girls at the festival) lay members of the Vinga cult. So Terry will probably be the first character in the campaign with a god connection (BTB you need to be a lay member for a year before you can get to the Initiate stage of worship, and all the perks it comes with). Rowan currently uses a short sword as her main weapon.

Bjornheld – the only “barbarian” of the group, Bjorn comes from a sheep herding tribe. He left because they made a lot of fun of him…he has a size of 4. That makes him small. He could wear Vern Troyers kilt. Bjorn makes himself look even smaller by preferring the long spear in combat.

Tensen – From Boldhome. Started with a dagger for combat, but has a bow and is favoring its use. I see a bow-master in the future! This last game Big Ben decided out of the blue that Tensen would be very vocal of his hatred of the Lunar Empire who are occupying Sartar. Just goes to show you, you need a couple of sessions before characters start to differentiate themselves. Even in RQ, where human characters can seem very similar, these characters are standing out from each other pretty good.

Yuri – Little Ben’s new character (LB missed the first session the other week). Guess what? Another townsperson from Boldhome (that makes three character from the capital city). Hasn’t been fleshed out fully yet. I can’t even remember what weapon he used.

Yuri showed up in town while the festival was still going on, and the other characters had finished up their blood combat initiation from the previous game. To give Yuri his own combat, the character volunteer to fight again as teams in the Humakt battle circles.

Which gets me to the topic subject; strike rank. Ah, the buzzkill of it. It’s crunch man. I had forgotten how much there was too it. Too much Call of Cthulhu in the 90’s, where Basic Role Playing left SR out of the mix. The system is soooo easy without SR.

OK, it ain’t rocket science (I have Champions for that). But it requires a lot of rewriting the order folk go in from round to round, especially if they are using missile weapons. Basically, your strike rank is an attacking order based off of weapon length, dexterity, and size. So a fast guy with a spear is going to hit before a slow guy with a dagger, capishe?

Look, I like the grim and gritty nature of RQ combat. Every blow can be crippling or deadly. Odds are some of these characters will be missing a limb or dead before somebody is advanced enough to have a six point healing spell (needed to attach limbs and bring you back from the brink of death from a stoved-in head or skewered torso).

But the busy work of strike rank – is it worth the trouble? Well, although I am a 50% combat/50% roleplay kind of guy, the group on a whole might actually be more like 75% combat/25%roleplay. With 50% I feel like I can relax, have a beer, and paint a world around the characters shenanigans. When the combat encroaches on that, I start feeling like it’s work. Don’t get me wrong, I love the action, irony, and heartbreak of RPG combat. I just don’t want it to be what it is all about. I put heart and passion into my GMing in part because I think that is a bit of a lost art these days. People are either too much on the serious side, or too much on the “beer and pretzels – games are a party” side. I just want to be in that sweet, sweet spot in the middle. But not sure there is room for both me and SR.

Next session things are going to heat up, and combat situations are going to get a bit more complicated. But we have had some good practice over two sessions now. Two combats among characters in the battle circles, and last game a nice fight against some weapon snakes (snakes with swords and maces for tails – chaos creatures), and also a couple of Broo. So for next game, we’ll continue to use strike rank as is (but without movement and encumbrance considerations). But I’m still looking at toning down the crunch factor a bit so I can relax more.

Thursday, January 5, 2012

Finally…Runequest!






My little dream of running some classic Runequest, and current obsession months in the making, has come to wonderful fruition! Well, OK, don’t want to oversell it. Character creation took a little longer than I had planned, and seemed crunchier than I expected. I always found character creation sessions some of the most fun you can have in gaming, and it was, but with a voice hoarse from a cold the other week and NYE this week, it was a bit like work as well. A couple of the players had unusual levels of bitchiness (post holidays blues?), and I had to repeat things a lot as we went through the stat rolling and skill and ability modifying process.

Weapons and strike rank (hoo boy, strike rank) set-up too, and all during the process I tried to interject setting info that had to do with this and that. Without stuffing it down their throat, I mentioned cults and gods here and there and how they might fit in with the lives they have planned for the characters. And they did pan out pretty good, considering I made them all Sartarites and had them roll for background (human characters can be overly similar in RQ, so a little personal character flavor can go a long way). Three of the four players present this night rolled townspeople, and Paul got to be the sole barbarian. Amusingly, he decided he wanted his tribe to be sheep herders. “I wish I could quit you!”

Most interestingly, Paul’s barbarian got a 4 for size (I actually had them roll three sets of stats in order, and the one with the size 4 was most appealing to Paul). So, the party had a midget in their midst. An M&M in a bowl of Snickers Bars.

Terry’s girl and Big Ben’s dude were from the capitol Boldhome, and Andy made his guy be from Jonstown, near as I can tell from the setting is the sister city to Boldhome. You see, the setting info for classic Glorantha is spread out over tha’ internets like melted peanut butter. Most of the stuff you can find ends up being about Heroquest or other Glorantha games set in time periods different than the classic one (the period after Starbrows Rebellion). Even though I have a couple of items with info on classic Dragons Pass, I’m still having to guess and half guess so many things it makes my head fucking spin. But I guess this is a good way to make Glorantha your own. Intentional? I dunno. Pain the ass? Kinda. I don’t want to buy any Runequest material (last I looked a year or two ago the 2nd edition Runequest book of my youth was going for more than 50 bucks), so I’m restricting myself to online info (the Runequest forums aren’t exactly hopping) and whatever I can pilfer online in terms of PDFs.

Anyway, the three young townies and the barbarian midget (with a size of 4 he could wear Vern Troyers kilt – but I still let him use a long spear) came to the spring festival in a certain town famous for apples and a tin roofed public lodge, and ended up doing the “tribal initiation” routine found in classic RQ. Basically, fighting other young, wisecracking punks to the death in Humakt Battle Circles, with a powerful healer nearby. Good thing, because after the characters paired up in teams of 2 (I wanted to go easy on myself and have them fight each other instead of NPCs) and fought the good fight, Ben’s guy was taken out by a spear through the bread basket, and Paul’s wee sheep laddie found his left arm chopped off. This was nice surprise for these guys used to D&D, I tell you what. As the healer did her thing, they got the gravity of the situation; you can get seriously jacked-up in combat in RQ. Death and amputation lurks around every corner. Nice.

Anyway, that combat took awhile as many RQ combats do. They take awhile early on when nobody can land a blow for shit, and it will take awhile later on when everyone can parry every attack. But it was a good practice session for characters, players, and GM. Still a lot of kinks to work our regarding movement and statement of intent in combat (it’s a realy buzzkill in gaming), but I think I made my rules skill check. Hopefully it will be easier next time.

The characters retreated to the Inn to have refreshments bought for them by amused combat spectators, and celebrate their first real life or death combat.

Next time, a little more festival fun and mini-games to get them a variety of skill checks (I also had the Humakt guys build an obstacle course that could test jump, climb, and dodge skills), and perhaps the characters first job and a brush with something they have been frightened of since childhood: Chaos.