alex_greene
Guest
I found myself wondering about novice gamers for whom Legend is their first roleplaying game - where they have no knowledge of RuneQuest, and therefore neither a basis for comparison nor an alternative resource to which to turn.
I think I'd like to see Legend developing as a pure resource, whole and complete unto itself, with no external references to its predecessor whatsoever. Future generations of novice gamers might appreciate being able to pick up a game that has no trappings beyond the sourcebooks of the game itself. Older games - D&D, Traveller, CoC, the World of Darkness - they all have some sort of trappings. Some of those trappings are pretty heavy and a lot of arguments are still going on in some circles based on different versions of the games, and even on differences between versions created by different publishers, such as "old WoD vs. new WoD" and the different versions of the Third Imperium with and without the Virus history.
But Legend has already cast itself free of the Glorantha trappings from the get go, so it can start afresh - moreover, Legend can potentially go in directions no other tabletop roleplaying game has gone, and create new audiences beyond what has now become a traditional demographic for gamers, attracting new people to roleplaying games by presenting different kinds of settings, different kinds of conflicts and different kinds of conflict resolution other than combat.
I'd like to see sourcebooks which offer players and GMs advice on such topics. If we can keep Legend flexible, and get its head out of the wargaming / RQ oubliette, it can be a very powerful little RPG with a very large potential audience. It's already designed to be picked up and run practically anywhere - just bring dice, pen and paper and refreshments along with your books - so imagine games of Street Legend spontaneously taking place in a public place one fine afternoon, for example.
Legendaires, not RuneQuestrians.
Discuss.
I think I'd like to see Legend developing as a pure resource, whole and complete unto itself, with no external references to its predecessor whatsoever. Future generations of novice gamers might appreciate being able to pick up a game that has no trappings beyond the sourcebooks of the game itself. Older games - D&D, Traveller, CoC, the World of Darkness - they all have some sort of trappings. Some of those trappings are pretty heavy and a lot of arguments are still going on in some circles based on different versions of the games, and even on differences between versions created by different publishers, such as "old WoD vs. new WoD" and the different versions of the Third Imperium with and without the Virus history.
But Legend has already cast itself free of the Glorantha trappings from the get go, so it can start afresh - moreover, Legend can potentially go in directions no other tabletop roleplaying game has gone, and create new audiences beyond what has now become a traditional demographic for gamers, attracting new people to roleplaying games by presenting different kinds of settings, different kinds of conflicts and different kinds of conflict resolution other than combat.
I'd like to see sourcebooks which offer players and GMs advice on such topics. If we can keep Legend flexible, and get its head out of the wargaming / RQ oubliette, it can be a very powerful little RPG with a very large potential audience. It's already designed to be picked up and run practically anywhere - just bring dice, pen and paper and refreshments along with your books - so imagine games of Street Legend spontaneously taking place in a public place one fine afternoon, for example.
Legendaires, not RuneQuestrians.
Discuss.