PhilHibbs said:
Is RuneQuest perhaps suffering from too many settings?
Personally and as a consumer, I think the more the better, I'll buy some stuff to play with, and others for inspiration. But from a business point of view there is an argument for more settings allowing for more publications catering to a wider variety of tastes. On the other side some people will be concerned it impacts the volume of new books on their favourite setting, and of course they won't all prove popular or economically viable. Fracturing the market for what is already special interest publications may not work, but neither will churning out more Gloranthan books ad infinitum.
Deleriad said:
There seem to be long chains of dependency. Glorantha is really prone to this. When I run a session of Pavis Rises I end up with RQ, Monster Coliseum, Glorantha 2A, Cults of Glorantha and Pavis Rises in my backpack. Anyone looking to get into Glorantha ends up spending a lot of money. The other settings don't seem to be so bad.
This. And having to do a shed load of reading...In the end, the optimum for the buyer is to need the Core Rulebook and Pavis Rises or equivalent. What I intend, if AoT works at all, is that further publications will be more in the line of Spellcom (cool stuff to enhance play) or Pavis Rises (great adventures with enough new fluff to give it a compelling and entertaining context).
Deleriad said:
Having lots of different settings is a good thing because then you can pick your favourite stuff and include it. However just because enchanting rules turn up in one setting it doesn't mean that they have to be included in another setting.
Agreed. And in response to Phil's note above - the enchanting rules in AoT may not be to his liking for inclusion for Glorantha, but I am not aware of any reason they could not be if considered interesting and useful. OTOH the section on Magic in AoT specifically states:
Like great artistic movements, schools of sorcery may flourish then disappear, spawn some avant-garde and revolutionary new approach, or find themselves the subject of a revivalist movement long after their original aims and purpose have been forgotten. They may dominate a whole culture, or be the product of a single insane genius. A GM should feel completely free to borrow alternative systems of magic that are compatible with the RuneQuest system, or invent new ones, if it adds colour and excitement to their interpretation of the setting.
What I know of BM and have seen in Spellcom, is there are many ideas there I already know will be compatible and find a place in AoT (the phrase "Blood Magic" is used in AoT referring to a foreign practice of fuelling enchantments by sentient sacrifice, but not elaborated on).
Deleriad said:
I'm hoping that Age of Treason is a success and points the way to a clearer model of setting books.
Many thanks, I hope so too. As a setting book it has many of the same features as any other - chargen, new skills, alternative magic rules and tweaks, geography and cultures (see the contents page on the preview) - one of its main points of difference is to devote significant space to adventures (about 1/3 of the book). So you can get on and play with this and the Core Rulebook. A follow up, if not some companion volume, might transfer the action to a new area/location, provide any extra fluff needed, and deliver the adventure content with which to run mulitiple sessions of play. More like Pavis/BR/Griffin Mountain/Trollpack/Borderlands in approach.