I am assuming that most people here were not satisfied with the Heroquest rules for playing in Glorantha and hearkened back, rather, to the days of Runequest. I have recently been thinking about Heroquest and how its simple, fluid mechanics are ideal for playing within the deep mythical themes as presented by Joseph Campbell in The Hero With A Thousand Faces (etc). The gritty realism of Runequest could never allow us to be unleashed sufficiently from a corporeal representation of the world in order to touch upon the living energies encapsulated by those great myths.
So, I'm wondering, what is it that draws people to Runequest? Is it that same gritty realism? Is it a wish to play within the structure of a "solid" seeming reality?
At the moment I feel that for me there could be room for both systems. Runequest (or BRP) when I want to feel the solidity of the sun-warmed stones on the walls of Old Pavis...and Heroquest when I want to reach into the void and tenderly touch the wounds in the universe that Arroin destroyed himself trying to heal.
What do you all reckon?
So, I'm wondering, what is it that draws people to Runequest? Is it that same gritty realism? Is it a wish to play within the structure of a "solid" seeming reality?
At the moment I feel that for me there could be room for both systems. Runequest (or BRP) when I want to feel the solidity of the sun-warmed stones on the walls of Old Pavis...and Heroquest when I want to reach into the void and tenderly touch the wounds in the universe that Arroin destroyed himself trying to heal.
What do you all reckon?