Glorantha—first impressions

Kravell

Mongoose
My Glorantha books finally arrived. Between the Player’s Guide and the world book I have found exactly the world setting I’ve been looking for supported by rules I like.

To me, Glorantha is what I was hoping for when Eberron came out for D&D. But Eberron reeked of the kitchen sink approach, shoving in every rule and option to support selling other books.

While Glorantha supports a huge number of options all of these options seem to fit together and make sense when compared side by side. I also like that many of the descriptions in the world book explain how an average person in a culture thinks and what they would usually believe.

And Glorantha is big. I can’t imagine how Mongoose will even be able to touch on a tenth of what is available.

Which in a certain way is a good thing. Because GMs and players will be filling in details and developing campaigns in the directions they want to go.

My favorite region is Ralios (the PDF is a nice bit of work). Dragon Pass and the Clanking City aren’t too far away and the EWF looms large over the area.

My only surprise is that Glorantha isn’t better known and better showcased. I had to special order the books. I’d think the setting would sell well enough that even some book stores would pick it up, but I suppose it isn’t really geared to brand new players of roleplaying games.

I’d be interested in hearing what areas other groups are setting campaigns in if anyone has time to post some details.
 
I'm starting in Ralios too. The area covered in the PDF is a great one to start out in. Relatively wild lands uncontrolled by either great empire but close to both. Elf, Troll, Mostali, and Chaos lands, the Telmori - it has everything.

It is a shame that the the material in the PDF did not make it into the Glorantha book.
 
Rurik said:
I'm starting in Ralios too. The area covered in the PDF is a great one to start out in. Relatively wild lands uncontrolled by either great empire but close to both. Elf, Troll, Mostali, and Chaos lands, the Telmori - it has everything.

It is a shame that the the material in the PDF did not make it into the Glorantha book.

I agree that having Ralios in the main book would have been great. Of course, I couldn't haven't gotten it as a PDF immediately then while I was waiting for the main book!

One thing I've noticed is that many of the things from Ralios aren't followed up in later rulebooks because the setting is a PDF. For instance the Telmori don't have write ups under the Korgatsu practice in Cults of Glorantha II.

I'm going to write up the Telmori and post it here for feedback. One of my players may want to play a werewolf.
 
Yeah, Ralios is cool. I'm currently running a camaign in Peloria. You get simular dynamics as in Ralios, but the EWF is in controll of the area, and does not have much, if any God Learner infuence. Many races in the area, Uz, Mostali, Aldryami, and Dragonewts. Also is close to Doraster, Elder Wilds, and Pent.
 
Regarding your first impression of Glorantha - It is big, but largely because it has been being continually developed for over 30 years now.

In your RQ review on RPG net you express no interest in previous editions of RQ (and that may be wise) but back in the early days it was not so big. There were a few supplements focused on small areas and limited cultures. We knew about Prax, or the Elder Wilds, or Dragon Pass (and then, of course, the Trolls). It was easy to get into and the settings were full of the myth and wonder that has come to define the setting.

Fast forward 30 years and you have a world that has been developed in depth by very dedicated people. It has complex and deep mythologies and cultures some of which are developed in a level of detail perhaps unequaled by any other game world. Very cool, yes - but accessible?

The fact is, Glorantha can be intimidating for new players and GM's to pick up. That, and the fact that revisions to the world through it's evolution causing some inconsistencies and revisions have kind of given it a reputation as being to hard or complex to get into.

What Mongoose has done is re-introduce the world (in a new - err, old I mean, age) in a way that is more accessible to new gamers. In that I think they have done a very good job. While the Mongoose releases may lack some of the detail and 'hardcore-ness' of the HeroQuest material, it is much easier for a gamer new to the setting to pick up and say "hey, cool, I want to play this".

And though you said you have no interest in older RQ I can't recommend enough checking out some of the old RQ2 supplements that are currently being reprinted by Moon Design - Pavis and the Big Rubble, Griffin Mountain, Cults of Prax and Cults of Terror are some the best game supplements ever, and hold there own against the finest game supplements today. They are, after all, where the magic began.*

*Yeah, yeah, I know it really began with the board game Red Bear and White Moon, but Glorantha has cemented it's place as an RPG setting.
 
Magistus said:
Kravell said:
I'm going to write up the Telmori and post it here for feedback. One of my players may want to play a werewolf.

Check out the Players Guide to Golarantha

Sorry I should have been more clear. The Telmori don't have write ups under the Korgatsu practice in Cults of Glorantha II. I want to create a shamanistic practice of changing into a wolf.

I have the Player's Guide with the race and professions. Very good stuff.
 
Rurik said:
Regarding your first impression of Glorantha - It is big, but largely because it has been being continually developed for over 30 years now.

In your RQ review on RPG net you express no interest in previous editions of RQ (and that may be wise) but back in the early days it was not so big. There were a few supplements focused on small areas and limited cultures. We knew about Prax, or the Elder Wilds, or Dragon Pass (and then, of course, the Trolls). It was easy to get into and the settings were full of the myth and wonder that has come to define the setting.

Fast forward 30 years and you have a world that has been developed in depth by very dedicated people. It has complex and deep mythologies and cultures some of which are developed in a level of detail perhaps unequaled by any other game world. Very cool, yes - but accessible?

The fact is, Glorantha can be intimidating for new players and GM's to pick up. That, and the fact that revisions to the world through it's evolution causing some inconsistencies and revisions have kind of given it a reputation as being to hard or complex to get into.

What Mongoose has done is re-introduce the world (in a new - err, old I mean, age) in a way that is more accessible to new gamers. In that I think they have done a very good job. While the Mongoose releases may lack some of the detail and 'hardcore-ness' of the HeroQuest material, it is much easier for a gamer new to the setting to pick up and say "hey, cool, I want to play this".

And though you said you have no interest in older RQ I can't recommend enough checking out some of the old RQ2 supplements that are currently being reprinted by Moon Design - Pavis and the Big Rubble, Griffin Mountain, Cults of Prax and Cults of Terror are some the best game supplements ever, and hold there own against the finest game supplements today. They are, after all, where the magic began.*

*Yeah, yeah, I know it really began with the board game Red Bear and White Moon, but Glorantha has cemented it's place as an RPG setting.

My opinion is that burned out DMs and players of D&D could transition to RuneQuest and/or Glorantha without problem except for the money. I solved that dilemna by selling off some old games to get cash.

I'm actually surprised more publishers aren't making RuneQuest supplements. It appeals to a crowd of thirty-something+ gamers that Wizards has stopped marketing to almost completely. We have the game knowledge and the money, but we're looking for a new home.

As for checking out older stuff I might. I went to glorantha.com and couldn't make much sense of the stuff.

I'm reluctant to check out the older stuff because of the Greyhawk effect. D&D Greyhawk has various versions none of which match up and trying to bring them together can be frustrating. I don't want to feel the same way about Glorantha, hence my reluctance.
 
I want to create a shamanistic practice of changing into a wolf.

See page 59 - 60 of the Player's Guide to Glorantha...your player's shapeshifting needs are there. :)

You think I was gonna miss making the Telmori tribe more than just a bunch of emo werewolves? :)

-Bry
 
Mongoose Steele said:
I want to create a shamanistic practice of changing into a wolf.

See page 59 - 60 of the Player's Guide to Glorantha...your player's shapeshifting needs are there. :)

You think I was gonna miss making the Telmori tribe more than just a bunch of emo werewolves? :)

-Bry

Of course not! :) I will definitely show them to my player.

Here is the other thought I had based on Cults of Glorantha II:

Korgatsu Practice

Sample Transformations: Telmori

Wolf’s Head
This transformation turns the user’s head into that of a wolf. He gains a Bite attack at 50% doing 1d8 damage plus his damage modifier. This bite attack can be used in addition to normal attacks and parries. The user’s Bite skill can increase through practice or training.

Wolf’s Hide
This transformation causes a thick coat of grey fur to sprout from the user’s skin. The fur adds +20 to Stealth in appropriate cover and adds 1 AP to all locations with no Skill Penalty.

Wolfheart
The user’s face and legs change to that of a wolf. He gains Night Vision. He gains a +20% bonus to Perception skills and gains the Tracking advanced skill (or +20% to the skill if he already has the skill). He adds +2m to his movement rate.
 
The Hsunchen are the primary followers of the Korgatsu in the Second Age, so there is totally no reason NOT to let your player try both!

The Beast Skin ability is racial and more "natural" in its use, the Korgatsu Tranformations ability is cult-related and more magical.

A good and faithful Korgatsu Telmori could easily have access to both types of shapechanging. :)

Bry
 
Mongoose Steele said:
The Hsunchen are the primary followers of the Korgatsu in the Second Age, so there is totally no reason NOT to let your player try both!

The Beast Skin ability is racial and more "natural" in its use, the Korgatsu Tranformations ability is cult-related and more magical.

A good and faithful Korgatsu Telmori could easily have access to both types of shapechanging. :)

Bry

Sounds like a solid plan. I'll make sure my player knows about both options.
 
Kravell said:
As for checking out older stuff I might. I went to glorantha.com and couldn't make much sense of the stuff.

It gets pretty deep, quickly no doubt. I'd played for a while and just do searches there and at http://lokarnos.com/ as you have things come up. Much of it is very esoteric and doesn't really affect game play anyway.

I'm reluctant to check out the older stuff because of the Greyhawk effect. D&D Greyhawk has various versions none of which match up and trying to bring them together can be frustrating. I don't want to feel the same way about Glorantha, hence my reluctance.

I don't know much about Greyhawk (only one version last time I played D&D!), but Glorantha has been very consistent overall. Plus, all of the material already out there for RQ 2 & 3 and for HQ is all 3rd Age so there will be no compatibility problems with the 2nd Age material. That's one of the best moves MRQ has made IMO. If they'd gone with 3rd Age again, I can see how it would have been a mess, especially if they tried to deal with areas already detailed.

I'd recommend getting any of the older material that catches your interest. MRQ has moved far enough away from RQ2/3 that stat blocks may be a little troublesome if you don't have access to both sets of rules, but then RQ stat blocks are easy to make so just adjust them to the verbal description.
 
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