simonh said:
Gnarsh said:
I believed at the time and still believe that the state of the sorcery rules in RQ3 had a lot to do with conflicts among the principles involved in writing the rules. ... Certain individuals who shall remain unamed hate dwarves and never wanted them in Glorantha to begin with so they got "the treatment". Sometimes it really is that simple...
I have personally heard Greg and Sandy, several times, state that AH had no say or influence in the contents of RuneQuest 3. AH didn't even ask them to make it a generic system, with Glorantha as an add-on. That was a Chaosium decision as they'd already decided to work on some historical sourcebooks which became Land of Ninja and Vikings. There's no way the Chaosium authors would have worked on those projects just because AH wanted them to, they had a genuine interest in the material.
It was their decision, but it was a decision that was somewhat forced by the ownership issues involved in the deal between them and AH. Chaosium sold the rights to the game
system of RQ to AH. They retained the rights to the game
world of Glorantha. Keeping those two things somewhat separate through the material was a result of that arrangement. AH may not have told them "keep these separate", but their hands were pretty much tied by the legal realities of the situation. If they'd tied the two together, they would have lost reprinting rights for much of the IP they generated related to Glorantha itself.
If Chaosium had had the funds to do RQ3 on their own, you can bet that sorcery would never have appeared (ok. It *might* but I'll cover that later) and Gloranthan material would have been intertwined into the core rules and all expansions. The non-Gloranthan specific stuff would have been far more of an exception then it ended out being. Certainly, you'd not have seen the whole "fantasy earth" stuff at all...
Did you think it was a coincidence that every single book released under the RQ3 logo was either generic or Gloranthan? There was virtually zero overlap between the two.
Sorry, nice theory but the evidence is against it. As for Mostali - you really think that the people hostile to them were taking time away from projects they actually liked and deliberately screwed it up (what's wrong with it anyway?). What were the 'pro' Mostal people doing all this time? Presumably working on the projects the anti-Mostali people liked and deliberately screwing those up instead because you know, everybody much prefers working on projects they hate and screwing them up instead of actually, you know, working on the things they like. What a bizzare world view you've got there.
Dwarves in RQ (Mostali specifically) fell under the "Gloranthan" side of the table. Greg's dislike for Dwarves is legendary to anyone not wearing Fanboi-tinted glasses. The progression from "Dwarves will be detailed later", to "Mostal is dead and the dwarves a dying race" (complete with Greg's statement that he didn't like Dwarves, never intended them to be in Glorantha, and had no intention of *ever* detailing them), to the abomination that appeared in the Gods of Glorantha book (is there anyone who didn't scratch their heads and thinkg "WTF?" when they read that section?), is pretty clear evidence of this. He basically took something he didn't like and after much fan pushing and proding kinda went "You want Dwarves! Ok. I'll give you something utterly unplayable and unenjoyable just to shut you all up".
Ok. I'm paraphrasing, but it's not like this isn't obvious. He doesn't like Dwarves. He's never liked dwarves. That's his right as creator of Glorantha of course, but let's not ignore this fact when discussing how it affects the words that end up written in the game releases that he has influence on.
When I talked about "principles", I was not just talking about AH v Chaosium either. There was always (and continues to be) a considerable amount of disagreement amoung Sandy, Greg, and Steve with regards to how different things should "work" in RQ/Glorantha. Greg has always had very specific images of the world of Glorantha, the relationship of various groups, and how they all fit together. Unfortunately, he's never been very good at building consistent rulesets to define how players could enter that world in an enjoyable manner. Sandy loves making rules for every occasion, but has an amazing penchant for making the rules as complex and complete as possible (and in some cases virtually unplayable as a result). Steve Perrin was the one that could take the two dreamers down to earth and put their ideas into structures that were both playable and enjoyable to those who played them.
The issue with sorcery is that (presumably) this was originally Sandy's baby in RQ3. I'd lay good money that Greg had no interest in it at all (and you'll note that no Gloranthan material released under RQ3 actually included sorcery in any form approaching what appeared in the actual rulebook). The mistakes and multiple changes clearly stemmed from both Sandy's trend towards over-complex rules and Greg's lack of interest in including it at all. I'm not sure to what degree Steve was able to hold those two in check during the various expansion releases during that time period, but judging by the hit or miss quality of some of those releases, I'd say only about 50%. And after the deal between AH and Chaosium fell apart, that was pretty much it in terms of consistent rulesets. Both Sandy and Greg went off in different directions and produced lots of material, most of which was predictably difficult to actually use in a real game world.
Overly critical? Perhaps. But I followed all of this in real time as it happened. I remember watching as Greg produced change after change and revision after revision on the "cannon" of Glorantha, released in a dozen different formats in a dozen different sources. I remember the Gloranthan faithful trying to keep up. I remember most players with active games pretty much giving up since what they needed for a playable game world was a consistent backround, not stuff that changed every month with new "revelations" that reversed earlier stuff. Don't get me wrong. Greg is amazingly gifted in terms of his vision of his world. His problem is that he keeps thinking of new cool stuff and sometimes doesn't start with the foundation set first. He's a dreamer, and the world needs dreamers, but I've long since given up on trying to actually model any sort of long term game campaign more then indirectly off his work.
Sandy is equally gifted. But the same kind of thing applies here. I recall following his ideas for changes to sorcery and heroquesting. I also recall realizing very quickly that his rules ideas were so "out there" in terms of playability as to be unusable. Like Greg, he has a habit of needing to make the things he describes "just right". But where Greg goes off on literary clouds with his ideas, Sandy falls into a pit of mathmatical equations and tables and complex rules. There's a point in game rules where too much is too much. And there's nothing at all wrong with saying "The GM is free to make up X, Y, and Z...". The more detailed the rules got, the more limiting they became. And that's never good. I don't think I *ever* implemented a single rule idea Sandy came up with post RQ3. Some of the ideas were good. But the mechanics as written went about 5 steps too far in complexity.
I'm not saying all of this to bash anyone. I'm just laying out the history of RQ as I know it, and my perception of how the personalities of the people involved have influenced the resulting product(s). There's no "this is good, this is bad" here. Just my impression of the process and my understanding of *why* certain things end up working well in RQ, and certain other things end up not working well. The are some pretty clear-cut patterns in product results based on who is working on the product and what constraints they are working under. I've seen this pattern clearly for the last 25 years. I don't think it's "wrong" to simply observe that these things exist and that they do have an effect on what ends up being published, even today.