Where to start a Glorantha game?

DigitalMage

Mongoose
I am thinking of running my first RuneQuest game and setting it in Glorantha. I have read the 2nd Age book (though not all of it stuck) and have now re-read the Welcome chapter again.

I would like suggestions as to a good place to start a Glorantha campaign bearing in mind the following criteria:
  • A low tech and low magic place, something like the Conan movies.
  • Isolated to some extent so I don't need to read about all the other cultures and empires, but with some potential to explore slowly.

I was thinking of setting it in Pamaltela as this allow me to ignore a lot of the cultures of the Genertela (which seems to have most focus) and also the EWF do not seem to be in Palatela much if at all.

What would be a good place in Palamaltela to start and what sort of adventures could take place?

Any other suggestions for starting places?

Would Safelster be a good point - it is the most detailed in teh core book and the Ralios PDF would allow more info on surrounding lands. However I get the impression it is a bit in the thick of it and I may get overwhelmed by all the different factions that could exist there. Remind me, is it more focused than I think?
 
Most of Glorantha is 'low tech', but magic is everywhere - just the concentrations and types that vary.

For my money, I'd stick with Ralios as you have plenty of detail that can be introduced as you need it. There Glorantha scenario coming in the next S&P is set there and would make a good starting point for a campaign.

Alternatively, try 'Blood of Orlanth'. You could focus on the Orlanthi path and this gives a really good feel for the Orlanthi culture; again, you can add more detail as you become familiar.

Pamaltela is a huge and diverse place and every bit as magically focused as Genertela - maybe more so because the god, Pamalt, is not dead (whereas Genert is). Its true that Pamaltela hasn't been detailed much for either the 2nd or 3rd Age, but it has a very different feel to Genertela with some very different cults. I think, as a starting point, Genertela and Ralios offer the best place to get going.

All IMHO, of course!
 
In terms of Pamaltela I figure the sections I need to re-read are:
The Two Empires: God Learner Empire
Major Cultures: Malkioni, Pamaltelan
Major Races: Aldryami, Timinits, Uz
World Gazetteer: Jrusteli possibly, Pamaltela

I will also likely purchase the players guide - any particular sections of that which are more relevant?

Cheers!

PS I am still open to other ideas!
 
Meant to say... we'll be hosting a 'So You're New to Glorantha' panel at Continuum - and as you'll be there, Grant, it'll be a good place to pose questions and get tips to help get you started!
 
Loz said:
Meant to say... we'll be hosting a 'So You're New to Glorantha' panel at Continuum - and as you'll be there, Grant, it'll be a good place to pose questions and get tips to help get you started!
I'll make a point to look out for it, yay!
 
I again am going to push Blood of Orlanth.

All of the issues you bring up about the overwhelming inaccessibility of Glorantha are true and a big potential obstacle to new GM's.

When RQ first came out there was very little published on Glorantha, and the early campaign backs (Borderlands, Griffin Mountain, Pavis & the Big Rubble) presented small pieces of the world in a very accessible way - there was nothing to be overwhelmed with, only gaming goodness.

So much has been developed since then that the world is so big and detailed that it became intimidating and overwhelming to newcomers.

Blood of Orlanth does a very good doing exactly what those early RQ campaign packs did in presenting a part of the world in an accessible way through scenarios (in this case a campaign). It captures the feel of Glorantha, serves as an introduction to the world and factions, and is a pretty darn good campaign to boot. You and your players will not have to learn by studying volumes of source material, but by playing the game.

Darra Happa Stirs sounds to offer a similiar experience, but I don't have that yet.
 
unfortunately I woudl prefer to write my own adventures tailored to the PCs, also at 140 pages that is alot of pages to slog through for a campaign - time I would probably prefer to spend reading Pirates Guide to Freeport (another book on my list to get).

Nowadays when I look at published scenarios I really only want a framework that I can quickly read and reference and make up all the details myself - I don't need explicit difficulties for tasks, or text to read aloud to players. This is why I like Savage Worlds one sheet adventures.

Is there any such adventure / campaign frameworks in a Signs & Portents issue anywhere? if not it might be an idea to write one :)
 
Is there any such adventure / campaign frameworks in a Signs & Portents issue anywhere? if not it might be an idea to write one

'Breaking the Stones' in next month's S&P is precisely that.
 
DigitalMage said:
In terms of Pamaltela
<snip>
I will also likely purchase the players guide - any particular sections of that which are more relevant?
Well I purchased the PDF of PGtG and ordered a hardcopy off an Amazon seller for only £7 plus P&P so I now have all the backgrounds and professions and folk magic.

I still might go the Pamaltela route in which case I was wondering whether there were any sources / books that covered the following:
  • Pamaltelan myths & legends (looking for stuff to HeroQuest for, or to have mucked about by God Learners)
  • Cults for Pamaltelan people
  • More information on the spirit magic of the people (is the new Rune Spell in PgtG all that is needed to implement this?)
  • The lost cities guarded by Slarges in West Pamaltela

I was thinking of having players be members of an Arbennan clan, or perhaps representatives to a multi Agimori tribe group. Perhaps have a player be a Timinit or Aldryami.

Focus would be on a Rune Quest first of all, perhaps a clan leader is dying and the new leader sends out the PCs to find a Rune of Communication or something to help him in his new role.

I also like the idea of a shaman having visions of a myth being distorted and the players being sent to investigate a nearby city which the shaman feels might be the source of the visions / distortion.

Any other ideas?[/list]
 
The advice (a strong advice) is still to go Genertela. Ignore the stuff about the cultures you are not gonna use and stick with Orlanthi or Malkioni. You may run a whole campaign with neither the GL or EWF getting involved - it is up to you to use the Empires in your game.

If you want to go Pamaltela, the old fanzine Tales of the Reaching Moon has a monographic issue about it (#11), but it is a collector's item nowadays. Pamaltela was often equated to aboriginal Australia, with the traditional aboriginal Dreamland being the place where Heroquests take place.

One think I strongly discourage is to have mixed race PCs in a starting Gloranthan group. The Elder races have strong likes and dislikes, and mixing races might result in distorting their behaviour to the point that they are no longer recognizable as members of that particular culture. Nonhumans are fun in Glorantha, but both GM and players must have some experience for them to enjoy that fun. If you want to play Aldryami, then purchase the book and make an all-aldryami campaign.
 
One think I strongly discourage is to have mixed race PCs in a starting Gloranthan group.

Horse excrement. Mixed race PC's are loads of fun. Wanna be Aldryami that is adventuring with Timinits and Agimori? He'd be rootless, which pretty much cuts off all access to Elven cults/magic, and would be seen as an outcast at best by other Aldryami.

He may also be seen as a potential meal for a hungry Timinit. So?

I enjoy having PC's in mixed bag campaigns. You just gotta get a little creative.

I'm running one right now where the characters are: Vithelan Mystic, Uzdo Warrior, Uzko Hunter, Minotaur Warrior, Rathori Chosen, and a Rootless Aldryami.

They formed a bond by needing to rely on eachother in order to escape slavery on a Torvav slave galley only to find themselves far from home surrounded by foes.

Do they always get along? Absolutely not. They do all have common enemies though. They all despise Malkioni, EWF, and chaos. Gorbash the Uzko hunter (whose favorite food is Aldryami) secretly is biding his time for when he can make a fine meal of his "companion" (read food animal). So long as Gorbash's tummy is filled, his companion is safe.
:)

Though this is what makes fantasy role playing fun. Each person has their own vision of how glorantha works. One is not more right than the other.
 
Rasta said:
I enjoy having PC's in mixed bag campaigns. You just gotta get a little creative.
Well I was thinking of the tribesmen finding an Aldryami in the middle of the "outback" near death. He would have something on him that could indicate who was behind raids on the tribe or something. I would sill have to come up with a reason why the Aldryami was disposed of there, but his journey home could be part of an adventure for the whole group.
 
Rasta said:
One think I strongly discourage is to have mixed race PCs in a starting Gloranthan group.

Horse excrement. Mixed race PC's are loads of fun. Wanna be Aldryami that is adventuring with Timinits and Agimori? He'd be rootless, which pretty much cuts off all access to Elven cults/magic, and would be seen as an outcast at best by other Aldryami.

I wrote starting Gloranthan group. I'm currently playing in a game with a mixed human/troll/minotaur party, and another one with a human/duck/elf party, and they are MGF. But all players there have 10+ years of experience in Glorantha gaming, and are roleplaying the cultural differences as they should be played (i hope).

Do this with someone who has not got that level of experience, or a very very Glorantha-expert GM, and the party will play nonhumans as in D&D. Not that playing so is not fun, but it is just... not Gloranthan.
 
RosenMcStern said:
Do this with someone who has not got that level of experience, or a very very Glorantha-expert GM, and the party will play nonhumans as in D&D. Not that playing so is not fun, but it is just... not Gloranthan.
I don't know, the GtSA book gives quite explicit advice on how to play the races (it is written as a very gamable setting in that respect). Plus I would hope to explain the differences (and would probably avoid using the word "elf" when describing the Aldryami.
 
Most experienced Gloranthan gamers are not very content with what is written in G:tSA. Not that it is not useful (I play my God Learner according to that guideline) but it oversimplifies a lot of things. Read this article, thanks to the King for pointing it out.

I would rather advise you to read HeroQuest voices. It is about the Third Age but it focuses about the common people a and their habits, and it is more useful than G:tSA in that regard.
 
RosenMcStern said:
Most experienced Gloranthan gamers are not very content with what is written in G:tSA. Not that it is not useful (I play my God Learner according to that guideline) but it oversimplifies a lot of things.
To be honest, oversimplification along with stereotypes can be very useful to get a handle on a character or setting, once the stereotype of that race or land has been understood, exceptions and nuances can be explored.

Although I may scan those Voices documents I will primarily go with what is in GtSA, and if some experienced Gloranthan gamers have issue with that I guess I won't be GMing for them :)
 
As an experienced Gloranthan player and GM I'm more than happy with Glorantha:Second Age. I think its a wonderful document full of playable ideas.

There's no right or wrong way to play the setting, just go with what tickles your fancy. So if you want to play in Pamaltela go for it! You'll probably get better results than if you pick one of the 'standard' areas simply because there's more written about them.I can't be bothered nitpicking to the same degree that some Gloranthaphiles do, and quite happily make up stuff as I go along.
 
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