I'm a 4E D&D refugee. I played it once, that was enough. A couple of months ago the prospect of playing RPGs again came up. I was on a long break from my D20 days (a system I was never overly enamoured by). I read a history of RPGs (
http://ptgptb.org/0001/history1.html) and arrived with a short-list of RPGs to check out. There was:
Call of Cthulhu
Amber Diceless
Savage Worlds
True20
Traveller
RuneQuest
Paranoia
I really wanted to play a fantasy-based game, so that struck-off half the list (though I really want to play Traveller). I downloaded a copy of the new RuneQuest rules and thought "Wwwwow, this is superb!" I hadn't felt as inspired to play RPGs since D&D 3rd edition first came out (10 years ago. Wow).
Glorantha, on the other hand, was more "this is really weird." Ducks?! Stone dwarfs?! Acronyms?! (i.e., EWF). What was all the crap about myths and HeroQuests? And why is it so complicated? I struggled on. The Intro to Glorantha is pretty good. There is excellent advice by Simon Bray that I've put on my blog (
http://ledpup.blogspot.com/2010/12/it-would-have-been-good-to-know.html).
Glorantha is much more intriguing than Faerun or Greyhawk. There is actual substance here as everything is inter-related. Faerun is just a spatial and temporal mess. It's too huge. There are endless descriptions that a random text/map generator could create. Also, Wizards always advance on the years with every new edition. Why is that? (I like how Mongoose went back in time.)
The myths are truly amazing stuff. The idea that cultures don't subscribe to a universal truth is insightful. This is what makes Glorantha special. And before you think, "oh this is just an exercise in moral relativism or post-modernism", you have the God Learners. How cool are they?! Total bastards who go around plundering cultures/myths for whatever they can get out of them. They're the modernists invading pre-historical cultures. Can Forgotten Realms claim to be anywhere close to that level of sophistication? Or Tolkien for that matter?
Over the last few weeks I've gone from "Gloranth... ick?!" to having bought everything Mongoose have on Glorantha for RQII. I'm actually reading it too. This hasn't happened since I was a teenager buying all the 2nd edition D&D stuff.
And the ducks? It's seriously easy to get over. Stop letting your puritanical notions of what fantasy should be cloud your appreciation and see what is beyond. Ducks are actually the Palestinians/Kurds of Glorantha. It's ironic that they receive such harsh racism from outside of Glorantha too. In fact, one could see embracing the duck as a metaphor for bringing down the racism inherit in fantasy fiction.
I'm not saying that Forgotten Realms, Tolkien, or any other modernist/grand narative world doesn't have its place. They're fine, occasionally great. I was impressed by Midnight (
http://en.wikipedia.org/wiki/Midnight_(role-playing_game)), for example. Nevertheless, people are doing themselves a great disservice in not looking a bit deeper into Glorantha.
If Mongoose put out more RQII settings, that's fine with me. I might get them. I've already ordered Clockwork and Chivalry. I really want more adventures for Glorantha, however. I'm awaiting Pavis Rises, but something as clever as Blood of Orlanth would be good too. That might be Pavis Rises, probably will be, but I'll want more after that too. The Monster Island book sounds fantastic. Kind of Isle of Dread like, I liked playing that.
I don't know why sales of RQII aren't going well. The art doesn't bother me. I'd prefer it to the hyper-realism of recent D&D. It could be better, but it didn't even come close to stopping me from buying 2 copies of the core book. Poor editing throws me off far more than average art. I haven't bought the Arms and Equipment guide, for example. Most of the books are edited well, however.
I think the people who have worked on RQII have done an amazing job so far and I'll be hanging around to see what else they come up with.