Jegergryte said:Perhpas my problem is the focus on myths, I’m not a great fan of that, not to say that I don’t like it, but in my games (and the world I’m co-creating/writing for HARP) has myths, but thats what they are, myths, not facts, which is the way I like it. I have no problem with myths, my issue is when the myths becomes tangible, real and thus the center of attention and revolved around, in a more direct way, I like the myths mythic, vague, as legends, more than a real thing. Myths in my opinion should be presentations of the past that are symbolic and serve as metaphors, more than anything else.
Well, Glorantha is built on Myths, which is why a lot of people like it.
However, and it's a big however, you can still play in Glorantha and treat the Myths as history without a problem. In fact, the first 2 RQ campaigns I ever played never even referenced the myths except to explain why Orlanthi didn't like Chaos and even then it was " 'Orlanthi don't like chaos.' 'Why?' 'Because it's evil.' 'Why?' 'Because it nearly destroyed the world.' 'OK'"
So, you can play in Glorantha and ignore the myths, pretty much.
Ancient myths are history as much as the Biblical Creation is history. In Glorantha you can interact with the myths, but if you don't like that idea then don't do it. Don't HeroQuest and myths aren't that important.
Jegergryte said:All this being said, I don’t know Glorantha, so many of my issues may seem strange to long time Glorantha fans/players/GMs, but I get disheartened reading the "Glorantha, Second Age" setting book/companion.
A lot of that is myth and history, so it can be quite daunting in many ways.
Jegergryte said:Perhaps I’m used to a different style of writing and way of portraying settings, which of course can be seen as silly, but for me it’s quite important, as it sets the mood for the digestion of the material and how I end up seeing the world. I loose interest whilst reading it, there is something about the cultures, the two empires and the religions that just keep annoying me. That being said, I’m not biggy on religions either, religions for me is a tool, political and/or otherwise, that I most of the time have a hard time to accept in most games, unless portrayed in an abstract and distant way, for example Forgotten Realms’ portrayal and the dnd way of presenting gods I find unimaginative, boring and irritating,
Well, Second Age Glorantha is notable because it was a time when large empires mucked about with cosmology and changed it. It all came to a sticky end because what they were doing was wrong and the world snapped back, destroying both empires.
If you treat it as Soul-less Sorcerers and wierd Dragon-Friends then you might get a better feel for things.
Third Age Glorantha is simpler - Evil Lunar Empire vs Sartarite freedom-fighters at its very simplest.
Jegergryte said:I’m no fan of epic god battles, divine intervention or the like. Not to say the Glorantha strikes me as something like Forgotten Realms, they are quite different I feel, the gods and all are presented different and feel different, but there is still something that nags me about it. The whole God Learner changing myths and the Hero Plane (or whatever it’s called).
Divine Intervention needn't necessarily be used. It is also not restricted to Glorantha. The Gods of the Norse, Celts and Greeks/Romans often came to earth and messed about with people. Homer's Iliad has epic battles between the gods.
But, if you don't like that sort of thing then perhaps another setting would suit you better.
Jegergryte said:I feel it’s going to take time to get into RQ, just deciding on a setting has never been so difficult before, but I want to play very soon, as my players are impatient, so well... perhaps I’ll make a concoction of my of own, and perhaps later fit it into and adapt it to some other world.
OK, published settings:
- Glorantha - Myth Heavy, Culture-Rich, Epic in Nature, Lots of Magic, Many Supplements
Young Kingdoms (Elric) - Myth light, Law vs Chaos, Gods Interact with the world, Evil Empire, Lots of Magic, Some Supplements
Tragic Millenium (Hawkmoon) - Virtually no myth, Epic, Little Magic, Evil Empire, No (or very few) Gods, Some Supplements
Lhankmar - Myth Light, Andventurer Setting, Some Magic, Few Supplements
Slaine - Myth Light, Much Magic, Some Supplements
Alternate Earth (Pirates, Land of Samurai, Stupor Mundi) - Myth Light, Some Magic, Some Gods, Few Supplements
Earlier versions of RQ also have Vikings and Land of Ninja for the Alternate Earth setting and Chaosium has a number of supplements for Hawkmoon and Stormbringer/Elric.
I like the Alternate Earth setting myself as it is familiar, easy to use and has a lot of non-RQ background.
Jegergryte said:Has anyone checked out the Land of the Samurai book? (I’m a biggy on samurai and Legend of the Five Rings).
It looks pretty good. It is fairly detailed, goes into the noble houses, has magic rules, covers deities in an interesting way and has a lot of probably authentic details. I don't know the period particularly but it looked fine to me.