Utgardloki
Mongoose
I remember playing in a Runequest campaign back in the 1980s. The book I had was the one with a scantily-clad chick fighting some kind of reptile beast. I used to have the Snakepipe Hollow and Apple Lane supplements. I believe Glorantha has been developed since then, but haven't kept up with it.
I'd like an idea of what the "essentials" of the Glorantha setting are thought to be. My own thoughts:
1. I envision Glorantha as a primitive place. I suppose I could run a Third Age or Fourth Age campaign when things become more civilized, but the setting notes I have indicate a place where tribal allegiance is more important than alignment ethics. The impression I have is that Glorantha is no place for wimps.
2. I remember sexy babes. Maybe it's because when I ran a Runequest character in a Gloranthan campaign, our group was a bunch of horny teenagers and the Runequest GM was the horniest of us all. Or maybe it was the scantily-clad woman on the Runequest rulebook cover. But I'm also sure that at least one of the published scenarios indicated the priestesses of a temple would be willing to have sex with heroes who succeeded at a quest they wanted completed. I remember that Glorantha, at least the area around Satar where we adventured, had women with fewer inhibitions than in the modern world.
I've given some thought about this, and came up with the idea that around Satar, honor and reputation are important, and a woman who feels taken advantage of could devastate a hero's scores in those areas. It's not fee love, by any means, and marriage is very important. The Gloranthan religion would be certain to apply rules and regulations to sexual activity, which might not match the Judeo-Christian rules.
3. Religion was very important in Glorantha. It seemed that just about everything was done with the aid and permission of the gods. Every cult had not only a patron deity, but also a written reason for what the cult did and why it exists, and why it continues to exist. The gods were not just names of characters living up in the sky, but were involved with the world.
4. Everybody had battlemagic. Perhaps battlemagic was used too liberally, both by the GM and in the published material of the day. But on the other hand, there are tons of non-technological settings out there, why not run a Runequest version of Eberron?
Any other thoughts, comments, cries of outrage?
I'd like an idea of what the "essentials" of the Glorantha setting are thought to be. My own thoughts:
1. I envision Glorantha as a primitive place. I suppose I could run a Third Age or Fourth Age campaign when things become more civilized, but the setting notes I have indicate a place where tribal allegiance is more important than alignment ethics. The impression I have is that Glorantha is no place for wimps.
2. I remember sexy babes. Maybe it's because when I ran a Runequest character in a Gloranthan campaign, our group was a bunch of horny teenagers and the Runequest GM was the horniest of us all. Or maybe it was the scantily-clad woman on the Runequest rulebook cover. But I'm also sure that at least one of the published scenarios indicated the priestesses of a temple would be willing to have sex with heroes who succeeded at a quest they wanted completed. I remember that Glorantha, at least the area around Satar where we adventured, had women with fewer inhibitions than in the modern world.
I've given some thought about this, and came up with the idea that around Satar, honor and reputation are important, and a woman who feels taken advantage of could devastate a hero's scores in those areas. It's not fee love, by any means, and marriage is very important. The Gloranthan religion would be certain to apply rules and regulations to sexual activity, which might not match the Judeo-Christian rules.
3. Religion was very important in Glorantha. It seemed that just about everything was done with the aid and permission of the gods. Every cult had not only a patron deity, but also a written reason for what the cult did and why it exists, and why it continues to exist. The gods were not just names of characters living up in the sky, but were involved with the world.
4. Everybody had battlemagic. Perhaps battlemagic was used too liberally, both by the GM and in the published material of the day. But on the other hand, there are tons of non-technological settings out there, why not run a Runequest version of Eberron?
Any other thoughts, comments, cries of outrage?