What Setting Do You Use?

Doesnt have to be for RQ. Anything you like, Im interested in what you game.

Play Glorantha? 2nd age? 3rg age? Young Kingdoms? Homebrew? Part homebrew, part published setting?

Wheres your longest running campaign been set? Rules?

Best details/features of your campaign setting? What worked? What didnt work so well?

Published modules? Sandbox-type gaming?

Do you steal shamelessly? Filing the serial numbers off? Do you delight in your own unique creation?

Whatever, Im interested to know, and we may all get some ideas for our own games.
 
Well my group and I play a lot of things but always end up coming back to RQ and Traveller. Been playing both since they were first released (showing my age there) and still love them.

Played a lot of Glorantha 3rd age in the past but for my new MRQII game I'm about to start running I'm using a homebrew setting. The whole game will be set about 7,000BC, towards the end of the last Ice Age in an area around the Carpathian Mountains in what is now Romania.

Otherwise we are also playing Mongoose Traveller. We play with a rotation of GM's but only one set of characters, so if it's your turn to GM then your character gets to be the one on ship watch or whatever. Traveller works well for this as it's essentially a game without character progression.
 
PrinceYyrkoon said:
Doesnt have to be for RQ. Anything you like, Im interested in what you game.

Play Glorantha?2nd age? 3rg age? Young Kingdoms? Homebrew? Part homebrew, part published setting?

Glorantha 2nd Age [used to play Alt Earth], Young Kingdoms and am commencing work on a collaborative homebrew campaign as have been inspired by the new rules.

Wheres your longest running campaign been set? Rules?

In the eighties my group ran a RQIII campaign set in Alternate Earth that lasted nearly four years [real time] and several generations [game time]. My longest running character was a dwarf raised by Vikings. We were kids...

Best details/features of your campaign setting? What worked? What didnt work so well?

Loving Second Age Glorantha as my group are not that familiar with the setting so few preconceptions from third age are creeping in. What has worked well for me is that my predominantly Orlanthi group seem to really care about the NPCs I have created for their friends and family in their stead. My one Malkioni player has integrated himself into their clan, fallen for a local girl and is being pressurised by his new allies to renounce the Invisible God and venerate a deity from the Storm Pantheon.

Published modules? Sandbox-type gaming?

Whatever I can get plus write myself...

Do you steal shamelessly? Filing the serial numbers off? Do you delight in your own unique creation?

Find me a GM that doesn't. I prefer the term "inspired by" rather than "stolen from"[/quote]
Whatever, Im interested to know, and we may all get some ideas for our own games.
 
I'm not running anything, ATM. In fact I have had a hiatus for about five years :P

Usually I run in pre-made settings and liberally change them if needed. But if I manage to get an MRQII game running anytime soon, it will likely be a homebrew.

My two longest running campaigns have been Space Master and Rolemaster campaigns. Both took around 1 year of real time to run (and we played roughly once per week). Rolemaster campaign took only about same amount of game time but Space Master campaign took around 10 years of game time to finish.
 
Hi,

I am currently running my game in 3rd Age Wenelia in order to allow my game to switch between our RQ campaign and my Nochet Heroquest playtesting.

Simon
 
I have been playing D&D 3.5 mostly for ten years and 4E did not work out. I'm starting a brand new RuneQuest II homebrew in March. Here's the info I posted about it:

Your Adventurer is a barbarian of the race of Man, huddling on icy shores and eking out a precarious existence. Only the martial tradition of a collection of heroic cults called the Nine Swords provides hope and honor.

The homeland of your ancestors was destroyed by forests and mountains that erupted out of cities streets and farmland overnight. Dwarves and elves now claim the lands of your forefathers and strange beasts roam the ruins of empire you call Summerland.

And now Chaos monsters, banished long ago by your heroic ancestors, have returned to prey on your villages. Which means that the precarious existence of your people may very well be doomed.

World of Kruvil is a RuneQuest II campaign that combines story elements from Wizards’ Book of Nine Swords, the RPG called Summerland, and Malhavoc’s Iron Heroes into a unique world of survival and possible redemption using the RuneQuest II rules. Will you go quietly into the darkness of Man’s final fall or will you HeroQuest to save your people as ancient heroes did in an Age long ago?
 
All of my runequest campaigns have been homebrew, with many sources used as inspiration. My last campaign (currently paused) was a epic, sandbox style game using a world all my players have contributed too. I also play many other systems, and always use my own worlds, or alter any offical setting to my and my groups tastes.
 
I'll be running 2nd Age Glorantha. Mongoose have done a brilliant job of making the rather intimidating world of Glorantha useable. My Glorantha will vary :P

Also, I've just started reading Legend by David Gemmel - about Druss the Walker. So far, you could use RQII straight out of the rule book to reflect certain scenes foe Druss (arrow cutting heoric ability!)or the Thirty (spirit magic).

Antalon.
 
PrinceYyrkoon said:
Doesnt have to be for RQ. Anything you like, Im interested in what you game.

Play Glorantha? 2nd age? 3rg age? Young Kingdoms? Homebrew? Part homebrew, part published setting?

Wheres your longest running campaign been set? Rules?

Best details/features of your campaign setting? What worked? What didnt work so well?

Published modules? Sandbox-type gaming?

Do you steal shamelessly? Filing the serial numbers off? Do you delight in your own unique creation?

Whatever, Im interested to know, and we may all get some ideas for our own games.

I'm coming back to active role-playing after a 10+ years hiatus (career, kids, house, wife - you know the drill...)... For many years no RPG:ing, then a few years ago my interest in RPG:s started again, after having discovered the wealth of Traveller stuff on the internet. So, now I've recovered my books from the attic and :-)

I've always loved RQ and Glorantha (since RQ2), but we never played RQ a lot, since my players preferred D&D and AD&D and a "dungeon bashing gaming style", which we played in my homebrew world in a lot of years. Later on, we got tired of levels and stuff and converted the characters to GURPS, and continued using those rules.

Otherwise we used to play Traveller (classic and Mega), 2300 AD, Call of Cthulhu, Cyberpunk and Twilight 2000.

Anyways, I'm very glad that Mongoose have rescurrected my two fav games - RQ and Traveller, and while i liked MRQ1, I always felt the rules to be a bit clumsy and bloated. This has all changed with MRQ2, a rule set that has the same feel that Chaosiums RQ2 from a long time ago :-)

So, we will play MRQ2, in Ralios, Glorantha, 2nd age. I will steal freely from my extensive RQ2/3 and HQ books, and it will be a dungeon bashing adventure (for starters at least) using a cinematic, high-paced style to keep my players interest.

In my opinion, the later years of RQ3 and HQ has been to centered on Orlanthi culture, initiation rites and other "mature" stuff. For me, RPG:ing has always been about adventure, thrills, monsters - the players should be heroes in their society, not ordinary guys doing ordinary stuff.

And my Glorantha will vary :-) I'll try to stick to canon, but priority is having fun.
 
I have always mixed all kind of worlds into my campains. The longest running campain was over a 12 year span.

my favorite worlds are ofcourse Glorantha (atm 2nd age), Rokugan and Ereb Altor

in my current campain iam using myself of 2nd age Glroantha as base and put in Rokugan, Midland (from the manga Berserk), Burning sands and Trudvang. This campain havent been in play for more than 3 months but if anyone is interested i can post the plot later.

I have also been a fan of Hack´n slash type of gaming with alot of comedy involved (a la Jack Vance and Tricksters reminding alot of Terry Pratchet humor).
 
For the new RuneQuest:
Looks like we're going to be going with the Warhammer world. Started converting the Enemy Within for this.



Longest Running games for me have been (in chronological order):
Palladium Fantasy 1st Ed
HackMaster
Warhammer 2nd Ed
 
I am going to be running the Palladium Fantasy setting with RQII as soon as my Dark Heresy game is over in a few sessions.
 
I am currently running games in Glorantha 3rd Age, the Firefly's 'verse, Supernatural and Dad's Army.

I am planning games set in Glorantha 2nd Age, Fringe, Star Trek, a Steampunk setting, and Call of Cthulhu.
 
Currently running a post-apocalyptic setting with elements of, well the bizarre in it :D

Airships (my players tell me that the descriptions of the ships remind them of Stardust (?) with Robert Deniro (I think), Captain Shakespear is the name, I'm sure of that :D, dinosaurs, large city states, starting with Haven, where they are based (which is Chattanooga Tn in the post apoc future), having traveled to Orldeez, where they rescued the Walt (Leader of the City) from the Evil Donal' and his army of cloned Guffs, all of whom work in threes, Huey, Dewey and Louies. The Guffs are the 'secret police' of the Army of the Mouse God and worship the Mouse God's right hand 'man', Guffy.

Their city was recently attacked by an army augmented by riders on dinos, with tricerotops being used to breach the gates and followed by Trex's with riders and riflemen.

They have since learned that this is the first strike of an Atlantean invasion.

Oh, the above is being played in Exile Games Ubiquity System, as written for the Hollow Earth Expedition.

My plans to follow that are to dust off my old Leshan game that I ran when MRQ1 came out and run it in the new MRQII

Worldmap-Parchment_800x423.jpg


[edited to put in smaller version of map, didn't realize I had grabbed the honking huge one til I came back this morning :oops: ]
 
I am currently gm'ing game in quite heavily modified Glorantha, on second age.We re now using MRQII, first session with new version was ran on last friday. My Glorantha is quite "free form" so as an GM I can use anything I like on there.

Also, I am playing MRQ (still version 1) on one group, and it is homebrew setting but uses quite a lot inspiration from Glorantha.
 
I usually GM a homebrew world. It's too much trouble to meet player expectations for anything 'canned'. Having said that, I will liberally steal from anywhere. I figure if it's not for publication, anything goes. I've mostly used some iteration of D&D, but also GURPS, RQ and Savage Worlds.

My last full campaign was set in a high fantasy dark ages Northumberland, using D&D 3.5. I cribbed a lot of 'Red Hand of Doom' for that. Next up - MRQ2 or OpenQuest for Arabian Nights/Age of Exploration style setting. That'll last a few months - but if the players like the system and the setting, it may continue. I'm using TSR's 'The Secret of Saltmarsh' to kick that off.
 
I'm planning a homebrew - a return to a setting I last ran with Traveller. In the Trav game hints of the background of the setting in a more primative age arose, and I came away so wanting to explore that. RQ is a no brainer for the system, suits what I have in mind in every way, and the similarities between it's approach and Travelers makes it an ideal combination.
 
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