MRQII campaigns, conversion

DramaticExit

Mongoose
Hi all,

We're currently thinking through campaign ideas for a new MRQII group - none of whom have run/played Runequest or in Glorantha. My wife, who'll be GMing most of the time (and is fairly new to it), would prefer something very structured (possibly 'railroady') to begin with.

Pavis Rises seems interesting but has a very sandbox style. Considering it was billed as an introduction to Glorantha we were slightly surprised at this. Likewise for the Ralios campaign included in the Core Glorantha book.

From what we know of the other campaigns from MRQI - Blood of Orlantha and Dara Happa Stirs - they're a bit more linear (especially Dara Happa Stirs?) but are also not aimed at new characters, needing either Seasoned or Veteran characters.

However that was for MRQI.. I understand that MRQII characters are generally a bit more capable.

Hm, this is a slightly awkward question to phrase.

Instead of converting all NPC/Monster skills from MRQI to MRQII in one of these campaigns, could you at all get away with keeping the % values mostly the same and using less-experienced MRQII (who are more capable) characters? We realised there'd be a fair bit of conversion with anything magic-related that couldn't be hand-waved away.

Eitherway, if anyone has any thoughts on any of the above, please fire away. Maybe that rite-of-initiation scenario in S&P followed by something in Ralios...
 
Of the published campaigns, 'Blood of Orlanth' and 'Dara Happa Stirs' are the more linear. 'Blood of Orlanth' is probably the best choice as it supports a wide range of character types. 'Dara Happa Stirs' doesn't need seasoned or veteran characters; the campaign takes starting characters as escalates them to that kind of level. It is, however, fixed on one area of Glorantha although you will create characters that are deeply rooted in Dara Happa and will develop an excellent understanding of the culture.

Can you take the %s of NPCs and use as is? Absolutely. In fact you'll find there's about 90% compatibility with RQII. Some magic will need a little work to convert, but really, it shouldn't be too big a job. The conversion guide available on the website will help you with other specifics.

Although Pavis Rises does have a sandbox approach there are several scenarios in there suited for beginning characters and it is, of course, 100% RQII compatible.
 
Thanks for that Loz, very much appreciated :) We've got them all on order (though couldn't see Blood of Orlanth on the Mongoose site so eBay for that) and will have a proper look.
 
I would also point you at S&P as there are very structured adventures in the the Mongoose online zine, as frequently as the last three months. And it's free!

If you are looking for Glorantha specific stuff, you can easily adapt the settings as well.
 
I wrote that Initiation adventure in S&P for my players to get them into the culture of the Orlanthi and the idea of heroquesting before running Blood of Orlanth - it'll work anywhere, but it's a great way into that campaign, as it's set in the village where BoO begins. My players got really into being "the Manticore Band" and thoroughly enjoyed that campaign. I can really recommend it!
 
The Initiation adventure looks perfect. :)

The starting scene describes a warm summer, so I guess it's best set in 906 or earlier (before the long winter) with Blood of Orlanth kicking off one or more years later?
 
DramaticExit said:
The Initiation adventure looks perfect. :)

The starting scene describes a warm summer, so I guess it's best set in 906 or earlier (before the long winter) with Blood of Orlanth kicking off one or more years later?

Thanks! :D

I'm now trying to remember, it's a long time since I ran that game. (The S&P scenario got lost down the back of the virtual sofa at Mongoose and only reappeared recently!) I think I had the PCs as teenagers doing their initiation in 905 or 906, then moved them on a couple of years, gave them a few more points to spend on skills, and told them about the long winter. BoO begins with the tribe struggling for survival against the long winter, so the "prologue" was a contrast looking back to happier days.
 
Aye that makes sense, and a nice touch :)

So a fairly specific followup question that hopefully fits into this thread..

Glorantha: The Second Age (p.90) states:
From his (the Uz demigod's) Obsidian Tower in the Shadowlands, he allowed the peoples in his domain to run their own affairs and worship as they pleased, so long as they paid him tribute.
Ok, cool. Then:

Hendrikiland. An archetypal Orlanthi territory, Hendrikiland has proven itself a refuge of Old Ways traditionalists. They have survived, free, by hiding and dodging. Its tribes recognise the authority of a king, who at present is Androfin the Defiant. Two years ago, he reinstated traditional worship. His warriors have courageously resisted forays into his domain by EWF forces, who still intend to knock him from the throne and force the locals to dedicate their worship energies to the wyrm.
I don't understand the line I've bolded. I'd assumed from the little information I have that, before the EWF invaded, the Orlanthi in Hendrikiland were already doing their own traditional thing but, in one way or another, paying tribute to the Uz demigod.

The bolded line implies that before the two years - when the Orlanthi were paying tribute to the Uz demigod and before the EWF came - they weren't following the traditional ways. So what were they doing?

From the previous posts, it makes sense that this would probably be when the Initiation adventure would be set, before the Orlanthi independance and the Long Winter.
 
I would have understood that to mean that some of the Orlanthi were turning to Draconised Orlanthi beliefs - people were voluntarily converting to EWF beliefs, and Androfin stamped that out, which is why the EWF decided to use force. But the village in The Initiation was pretty traditionalist anyway, so wouldn't have converted. There are villages further down the Solthi valley that have turned to Draconic beliefs or are hedging their bets. (I take it you haven't got the BoO supplement yet - a large part of it involves travelling down the river, meeting increasingly Draconised settlements). Uz is a long way from the action of BoO and I don't think even gets a mention.
 
Mini-necro.

I bought 'A History of the Heortling Peoples' from drivethrurpg and now have a much clearer understanding. For anyone with a similar question who comes along after me, here's a quick handwaving rundown:
  • * Prior to 872 the Hendriki were effectively part of the EWF. Many hidden temples to Orlanth and Ernalda existed within the Savage (or Steal) Forest. There were several 'Hidden Kings' (Kings of Hendrikiland) during this time.
    * In 872 Orvamarth became King of Hendrikiland and declared, to the EWF, that Hendrikiland was now independent.
    * This was allowed provided the Hendriki kept their worship on-the-quiet, and paid annual tribute to the EWF.
    * In 907 King Androrfin did not pay tribute to the EWF and reestablished traditional open worship.
'A History of the Heortling Peoples' also has the only description I can find of the Savage (or Steal) forest. A useful pdf!
 
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