RuneQuest... what setting?

JimBobOz

Mongoose
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I recently bought Advanced RuneQuest (3rd edition, Games Workshop, 1987). I'm wondering which setting to use for it.

My recent significant campaigns were both set in the world of Tiwesdæg (tee-waz-dag, or Tuesday), this being a sort of low fantasy Saxon England. I ran the first campaign using GURPS, and it was quite adventurous, with sorcerors and dragons slain, dwarves visited and learned from, and a civil war begun. The second campaign used Fate, and was more intrigue-based in events. In both cases, I think the kind of players we had determined the style more than the rules systems. Nonetheless, they had a different feel. The fact that GURPS has 200+ skills meant that if the character didn't have the exact right skill, they'd often just say, "oh well, screw it, let's fight." Whereas the Fate as I ran it, with 30-odd skills and freeform Aspects (Advantages, Disadvantages and Attributes in one), allowed more options.

As a player, I enjoy game worlds where fighting is not inevitable, but can be chosen, and has brutal results. I like magic to be magical, and monsters, monstrous - that is, rare and impressive. I enjoy GMing those worlds, too. I'm thinking that RuneQuest III might be good for this.

I've a game circle of perhaps 20 players, but if I run RuneQuest, it's likely I'll get at least one, and possibly three, players from previous Tiwesdæg campaigns. So I'm wondering what setting to use. In the campaigns so far, the PCs have mostly stayed in the province of Tiwesdæg itself (sort of what York is to England). They could go further, or I could try an entirely new campaign setting.

I'm not keen on Glorantha itself. There's simply too much stuff to remember, and the Lunars and ducks and so on just annoy me. I thoght what might be interesting is a more magical Europe about the year 800 CE (map). In this time, there's the newly-established kingdom of Charlemagne in France and northern Italy, there's a somewhat battered Romania (Byzantium), Bulgarian barbarians to the north of it, a Jewish khanate in the Caucasus, the Abbasid moslem empire centered at Baghdad, built on the ruins of Persia and Roman Egypt. Another caliphate is found in southern Spain. Britain and Ireland are broken into many kingdoms, and the Danes are active in their raiding, some of them setting up small kingdoms. South of moslem Egypt there is the kingdom of Axum, in some decline.

That seems to me a time of conflict and chaos, when any one of the kingdoms could hold over all; a time of adventure. I thought that perhaps the PCs could begin as Legion's Eyes, a band of scout mercenaries for a Byzantine legion. Of course, I'm also fond of the idea of them beginning as gladiators, as in the examples in the game book... but that'd require an earlier time in Roman history, or some history-bending. And then of course they could always be ambassadors, or guards to ambassadors, perhaps those proposing marriage between Charlemagne of the Franks and Irene of the East.

I'm wondering what the presence of magic, even magic as weak as that in RuneQuest, might do to... well, monotheism. Surely it'd weaken it somewhat? If the people when abandoning the old gods are giving up something tangible, as well as something divine...? Or perhaps it'd be better to choose an earlier period, say the year 500 CE, since speculating too far ahead leads to strange results.

Tiwesdæg worked well because it was familiar enough for players to get into it without much introduction, but different enough to interest them. I'd like something similar. So for example ancient China is too different, while Lord of the Rings is too familiar.

I'd like a setting which can have adventure, but few dungeon crawls (the occasional tomb-robbery is fine, I just wouldn't do it every session). I wouldn't want the opportunity for too much intrigue, it gave me a bit of a headache last time, I kept muttering to myself, "damn players, just cut off his head!"

Thoughts?
 
You may want to take a look at Runequest vikings, if you can find it.

RQ works fine for historical stuff, just limit magic as you find appropriate. As written, RQ3 mostly gives sorcery and divine magic to civilized folks anyways, while pagan barbarians get spirit magic.
 
JimBobOz said:
I recently bought Advanced RuneQuest (3rd edition, Games Workshop, 1987). I'm wondering which setting to use for it.

Thoughts?

If you've gotten hold of 3rd edition, I'd give Glorantha a chance. There are some many excellent supplements and scenarios there just waiting to be played.

Just get hold of the 4 Gloranthan Classics (still in print), and you'll have a god amount of from the Prax region and lots of scenarios and background info on the region.

Trif.
 
Like I said, I'm not keen on Glorantha itself. There's simply too much stuff to remember, and the Lunars and ducks and so on just annoy me.

Plus, with a game world completely new to players, either you give them a big stack of reading to look at which they almost never read, or you sit there giving them lectures, not much fun.

That's why I'm interested in a more historical setting.
 
What I do is just give them the 2-3 pages of whatever setting we're playing, that pertains specifically to their character, and go from there.

Historical stuff has the edge that it gives everyone a piece of common ground to work from.
 
Most of the historical GURPS books are pretty good, and the beauty of RQ is that it is easy to fit in any game world.

Also the old Ars Magica books offer some good medievil backgrounds, and despite the Magica side of it have pretty good story lines that have no need for magic.

Personally I think the Crusades are a good earth based campaign. People know enough about the crusades to have a good idea, but not enough to know the full ins and outs of the deeds of the various holy orders.

It also may be worth having a look at Cthulu: The Dark Ages. It uses BRP (RQ system) and has interesting background detail, admittedly it involves walking squids and the like, but it is very good.
 
You might want to take a look at the Alternate Earth Yahoo Group http://games.groups.yahoo.com/group/alternateearthrq - there are some links to various Alternate Earth writeups and some discussion on magic use in historical times.

Whatever setting you use, you will probably have to write a fair amount up. If you can include it in a document and post it somewhere, there will be a fair number of people interested.

The Vikings supplement, as mentioned previously, would be a must for a Dark Ages game. It has some Viking Deities, a lot of background, rules on worship without priests and interesting scenarios.

If you need Dark Age cults, then I have a writeup at http://www.geocities.com/alternateearthrq/panth3.html which, although incomplete, does cover a lot of cults in sketch form. But you don't want a lot of magic, so perhaps cults wouldn't be that useful to you.

I would prefer an earlier period, pre-Roman, but the Dark Ages is as good a period as any.

Magic and Monotheism is always a tricky point. The easiest answer is to say that the Christian Churches in particular took many pagan deities and converted them into Saints, thus retaining their worship but Christianising them. The obvious example is St Brigid, who is the Christian version of the Irish goddess Brigit/Brigid.

I always liked to model Christianity on Saint Worship, with spells and skills taught by individual Saints. However, I know some people like a different approach. I wouldn't publish rules on Islam or Judaism as I don't really understand their forms of worship, especially historically.

But this is getting a bit too RQ3/Alternate Earth specific for RQM.

There is also a forum specifically for RQ3 at http://games.groups.yahoo.com/group/rq3 which might have some ideas as well.
 
That's pretty interesting, your Alternate Earth write-ups. Geocities is crap, though, you really should get a wiki or something - I use the one at gamecircle.org for Australasian gamers, and also one at pbwiki.com. I find it a lot easier to edit and use... It also means that when I have a campaign, the players can have their own webpages, too, but it's been a while since I've had players who weren't lazy, so... :(

As to cults, I think even in a low-magic world they can be useful. You can just raise the requirement for spells.

Thanks also for the pointer to the RQ3 group, I'll make good use of that, I hope!
 
JimBobOz said:
II'm not keen on Glorantha itself. There's simply too much stuff to remember, and the Lunars and ducks and so on just annoy me. I thoght what might be interesting is a more magical Europe about the year 800 CE (map). In this time, there's the newly-established kingdom of Charlemagne in France and northern Italy, there's a somewhat battered Romania (Byzantium), Bulgarian barbarians to the north of it, a Jewish khanate in the Caucasus, the Abbasid moslem empire centered at Baghdad, built on the ruins of Persia and Roman Egypt. Another caliphate is found in southern Spain. Britain and Ireland are broken into many kingdoms, and the Danes are active in their raiding, some of them setting up small kingdoms. South of moslem Egypt there is the kingdom of Axum, in some decline.

That seems to me a time of conflict and chaos, when any one of the kingdoms could hold over all; a time of adventure.
Thoughts?

My first thought is that if you are considering that as a campaign setting, I don't see how there can be "too much stuff to remember" for Glorantha, since most Gloranthan campaigns are on a much smaller scale. I know Ducks tend to be a "Love 'em or Loath 'em" thing, but they are not difficult to write out of your Glorantha as a GM, and I can't see what you'd object to in the Lunars if you are happy about the Abbasid moslem empire centered at Baghdad, built on the ruins of Persia and Roman Egypt Even so, you can avoid the Lunars - The Second Age stuff published by Mongoose is set before the birth of the Lunar Empire...

Both Griffin Mountain and Borderlands (published for RQ2, and available as reprints from Moon Design) are Campaigns intended for players who do not necessarily know much about Glorantha, so you don't need to worry about giving them huge amounts of reading to do. (If they can happily play in your "Tiwesdæg" setting or a Dark Ages Europe then they will be able to play in Glorantha with very little extra effort
 
Well, this is Mongoose's own site, so it would be churlish not to suggest Lhankmar (since I gather they're just publishing RQ-compatible stuff for it).

If you want brutal combats, RQ is for you. And, just from the books, I think Lhankmar should be eminently suited to RQ combat.

I remember my dismay, back in the old days, when the D&D people got the rights to Lhankmar and Chaosium got the rights to Elric. WRONG! Elric's hack-and-slash, piles-of-bodies style was clearly D&D, and the Grey Mouser's distress when outnumbered 2-on-1 was clearly RQ-like. So both the main RPG systems of the day were stuck with high-profile settings that didn't suit them. How many years the cause of RPG was set back by this corporate c*ck-up, I shudder to think. But finally it seems poised to come round right...
 
Any fantasy world, Glorantha and Lhankmar included, suffers from the "lots to read about" problem.

Settings such as Alternate Earth suffers less so, assuming the players/GM have had some history lessons and have looked at the periods in question. But, some settings need a lot of reading to get up to speed anyway.

The Dark Ages for any Europeans should be fine as it is studied in school. Also, there is a lot of poetry/fiction available from the period and a lot of historical books.

Most Gloranthan scenarios would involve a lot of work to transform them for a Fantasy Europe setting, for instance. No inhuman races running around, for a start, no beast riders so Prax is pretty much out, no Gloranthan cults, so you'd have to change them. So, except for the culture, the inhumans, the setting and the cults Gloranthan scenarios would be good for Fantasy Europe. What's great about Glorantha? The cultures, inhumans, settings and cults, among other things. So, you'd lose a lot for little gain.

Better to set scenarios around the setting in mind. So, if you have a Byzantine setting, then set scenarios around dealing with barbarians, facing off to Turks, avoiding being slaughtered as heretics by Catholics and trying to regain former glories. If you have a Charlemagne setting, then look at fighting Germans, Italians, French rebels, Moors, Catalans, Basques and everyone else, look at the Roland stories, have dealings with Saxon and Celtic Britain, deal with newly displaced Bretons or Viking invaders in the north, have emissaries from Rome and Byzantium, go exploring in the nearby countries. Don't bother with animal riders on the great plains, as there are no animal riders or great plains in medieval France.
 
I remember my dismay, back in the old days, when the D&D people got the rights to Lhankmar and Chaosium got the rights to Elric. WRONG! Elric's hack-and-slash, piles-of-bodies style was clearly D&D, and the Grey Mouser's distress when outnumbered 2-on-1 was clearly RQ-like. So both the main RPG systems of the day were stuck with high-profile settings that didn't suit them. How many years the cause of RPG was set back by this corporate c*ck-up, I shudder to think. But finally it seems poised to come round right...

Not sure I agree with your sentiments; Stormbringer/Elric! has always struck me as being an excellent treatment of MM's works - especially the Elric! version.

According to Greg Stafford (speaking at Tentacles last year), Chaosium had the rights to Lankhmar before TSR had them. Fritz Leiber, who suffered from alcoholism, and needed the dough, sold the rights to both companies. TSR told Chaosium straight: relinquish your claim, or we'll sue the arse-off Leiber. Not wanting to see Leiber destitute, Greg surrendered Lankhmar to TSR...

Odd how things have eventually worked-out, with RQ, Glorantha, Elric AND Lankhmar now all under one roof...
 
Rurik said:
Loz said:
Odd how things have eventually worked-out, with RQ, Glorantha, Elric AND Lankhmar now all under one roof...

Can Mongoose Cthulhu be far behind?

Well, they couldn't call it 'Call of Cthulhu' as that would infringe Chaosium's Trademark, but given the antiquity of the Lovecraft material and lack of any evidence of copyright extension on any of his work, there's nothing to stop them from publishing a horror RPG that borrows heavily from the Mythos.
 
simonh said:
Well, they couldn't call it 'Call of Cthulhu' as that would infringe Chaosium's Trademark, but given the antiquity of the Lovecraft material and lack of any evidence of copyright extension on any of his work, there's nothing to stop them from publishing a horror RPG that borrows heavily from the Mythos.

You think they'd stand a chance? :twisted:

Trif.
 
Banned Beetle said:
simonh said:
Well, they couldn't call it 'Call of Cthulhu' as that would infringe Chaosium's Trademark, but given the antiquity of the Lovecraft material and lack of any evidence of copyright extension on any of his work, there's nothing to stop them from publishing a horror RPG that borrows heavily from the Mythos.

You think they'd stand a chance? :twisted:

Trif.

There are familiar elements of the Cthulhu Mythos as portrayed in CoC which were the work of people who are still around to object if their inventions were used without permission (e.g. Brian Lumley). Some of the terminology used in CoC is specific to the game, rather than being taken from the stories (e.g. Deep Ones), so would presumably form product identity for Chaosium. But the core stories are now out of copyright, so Chaosium would find difficulty repeating the "cease and desist" that they did with 1st ed D&D.

Anyways, this isn't a new idea. See this thread on yog-sothoth.com: Robin Laws and Ken Hite will be there there first.

Whoa! Mighty thread derailment in progress...
 
If you think RQ2 fans are loyal to their company, you dont want to even tangle with the call of cthulhu guys :)

As far as Elric goes, The current version of Stormbringer is easily the best incarnation of that I have seen (and indeed, the best BRP fantasy game bar none)

But yes, BRP and Runequest by extension, is ideal for sword n sorcery settings in general. And SnS is indeed the sweetest fantasy :)
 
Banned Beetle said:
simonh said:
Well, they couldn't call it 'Call of Cthulhu' as that would infringe Chaosium's Trademark, but given the antiquity of the Lovecraft material and lack of any evidence of copyright extension on any of his work, there's nothing to stop them from publishing a horror RPG that borrows heavily from the Mythos.

You think they'd stand a chance? :twisted:

Trif.

With companies now seliing on licenses left and right, why can there not be MCoC or CoC 6 (I think that's where we would be at). There is a D20 CoC also (not sure if that is included.

The question is Can mongoose support so many differnet worlds effectively or are they in a bubble that could burst.

It's good to see a successful UK company, but the past tells us the future can change so easily.
 
JimBobOz said:
I'd like a setting which can have adventure, but few dungeon crawls (the occasional tomb-robbery is fine, I just wouldn't do it every session). I wouldn't want the opportunity for too much intrigue, it gave me a bit of a headache last time, I kept muttering to myself, "damn players, just cut off his head!"

Thoughts?
If you like historical setting you can give a try to King Arthur Pendragon. The game system isn't very different from Runequest.

There is a lot of material on the Britsh Isles in ca. 500 AD with the evolution of armor and weaponry through the century. As the designer uses the Mallory view, the setting is also suitable for campaign in the later Middle Age.

But I think that Mongoose intends to release a setting on Dark Age Arthur based on Cornwell books. It could be this year. I am thus pretty sure it would suit your gaming need.
 
The King said:
JimBobOz said:
But I think that Mongoose intends to release a setting on Dark Age Arthur based on Cornwell books. It could be this year. I am thus pretty sure it would suit your gaming need.

That would be awesome, Cornwell latest stuff is fantastic. His Arthur trilogy was top notch.
I quite liked the Harlequin (Grail Quest) the best.

I have also read his new saxon stories, and these are preffy good as well.
 
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