Monday, 5 July 2010
Continuum 2010
Of course, a lot of the time was, as always, spent socialising and drinking (so much so that the bar ran out of cider on Saturday evening - fortunately they obtained more for the next day). As always, the conversations were eclectic, and covered much more than just gaming - such as the precise distinction between Prussia and Brandenburg, the funereal habits of the middle-eastern Neolithic, and methods of promotion in the Royal Navy during the 18th century. Because such things are, of course, more important than anything involving, say, footballs.
But, of course, we're there mainly for the gaming. I managed to get into four games over the course of the weekend, which, with seminars in the mornings, out-of-tune singing on Saturday night, and me shouting at people on Sunday evening, made quite a full timetable. The first game was a Glorantha HeroQuest adventure (just published in Gloranthan Adventures), which resulted in much craziness, and dropping of roofs on top of undead sparrows.
On the Saturday, I played in a scenario for the hard SF game River of Heaven. If you've not heard of that before, it's probably because it hasn't yet been published - apparently it should be out by the end of the year. Hard SF doesn't seem to get much of a look-in when it comes to RPGs (although I'm sure one could argue about just how hard is 'hard'), but this setting did look quite interesting from the brief glimpse we got. The scenario itself, concerning a crisis on an STL interstellar cargo ship, was written and GMed by the game's designer, John Ossoway, and gave us plenty to do, without it being too difficult to follow the relevant details of the setting.
On Saturday evening, that was followed by a free-form set in Kingsport, Massachusetts. I was playing a thinly disguised Herbert West, amidst a steadily growing mountain of insanity, much of which revolved heavily around snakes. By the end of the scenario I was was turned into a brain-eating zombie, which seems appropriate enough, under the circumstances. In short, this was a very fun free-form, and one where I managed to keep constantly busy (I've been in some before where this wasn't the case), which I'd recommend if it's run again.
And then, on the Sunday, I played in a game based on the 1960s TV series Captain Scarlet and the Mysterons. I played Destiny Angel - I'm sure you can see the resemblance. The GM was obviously very well versed on the show - certainly far more than I was - and did a good job of working in its various conventions, as well as using a brilliant set of props. All in all, very well done, and a lot of effort looked to have gone into it.
In terms of my own publications, it looks as if much of volumes 1 and 3 of Lords of the West should be out in time for Dragonmeet, although no promises on that one. It's looking highly likely that these will, in fact, be published under a single cover, which will make quite a substantial book. There is no specific news on a release date for volume 2, as yet.
And, of course, the best news: there will be another Continuum in 2012. So that will definitely be something to look forward to!
Monday, 1 March 2010
Kingdom of Heroes - scenario review
You may have noticed in my main review of Kingdom of Heroes that I said there were a few things missing that I would have liked to see more of. Given that, at the same time, I pointed out how unusually large the book is for a RP supplement, you might quite reasonably have wondered what I would get rid of to fit this extra information in. The answer, quite simply, is the scenario.
This isn't, I hasten to add, because it's a poor scenario - it isn't. It's just that I don't feel a scenario belongs in this sort of book, or certainly not a scenario of this length (70 pages). Removing this section, perhaps along with the material on the Colymar tribe that supports it, would not only have made the book shorter (and cheaper), but, perhaps more importantly, might have made it more attractive to players as well as GMs. The scenario deserved to be published, no doubt about that - but it could have had its own book without any real problem.
Nonetheless, Moon Design chose to publish it here, so the question is what is the scenario itself like? To begin with, it provides some information (most of it new, so far as I can tell) about the PCs' suggested base, the Orlmarth clan of the Colymar tribe. There is no particular reason why a GM would have to use the Orlmarth, though, and the scenario would work just as well with almost any Sartarite clan that isn't pro-Lunar - including, obviously, one that the players might have created themselves. Of course, it would require more work to do that, so the detailing of the Orlmarth as a typical clan is very welcome here.
The scenario itself concerns the PCs' attempts to acquire three things of great importance currently in the possession of hostile forces. I've heard it claimed that the scenario is rather 'rail-roading', but I really can't agree with that at all. There is one bit of rail-roading, which I'll return to later, but only one that I can see. For most of the rest of the scenario, multiple different options are frequently spelled out, often in some detail. This is partly why the scenario is so long, in fact.
The heroes have multiple different ways to resolve the problems in front of them, and the scenario won't break if they decide on the "wrong" approach, although choices made earlier on will most definitely have differing repercussions later. This, I think, is really the way to do it, and the authors have made a good job of it.
Oddly, though, I can see why it might not feel like that. In part one, for instance, the authors clearly hope that the PCs will take a specific, and fairly convoluted, path to acquiring the first item. That this path gets so much detail makes it appear quite rail-roaded even though, actually, you don't have to take that particular approach to succeed at the task.
Perhaps worse, there's a suggestion that the GM should, effectively, take over one of the PCs at critical points in the scenario, ensuring that he responds to challenges in the way that will best further the scenario. This is supposed to represent involuntary hero-forming, but the irony is that, in most cases, the players will probably do what they're supposed to do without the prompting. And if they don't... well, it might be a little more work for the GM, but the scenario won't break. In other words, you're giving them the illusion of having no choice in affairs, when actually they have free will. I'd recommend ignoring those bits, and let the players extemporise their own hero-forming, if they must.
There are also a few minor quibbles here and there. On a couple of occasions, the writers seem to forget that some of the PCs may well be heterosexual women, and there's an NPC with a background so mysterious, even the GM isn't allowed to know what it is - beyond the fact that, whatever it is, it's significant!
I had to read the description of one of the challenges three times to make head or tail of it, since it looked as if even a Complete Success would result in the hero failing abysmally. It turns out the stake wasn't what I thought it was, and the writers had made an unstated assumption that the heroes would be trying something that hadn't even occurred to me. That could have been made clearer, and alternatives provided. And the snippets of poetry get a bit tedious after a while, so that some groups might prefer to ignore or paraphrase them.
But these quibbles are, indeed, minor. Any experienced GM can sort them out with a minimum of fuss if they look likely to raise a problem in his game. Slightly more of a problem is the one bit of rail-roading, which occurs right at the beginning. Essentially, one of the PCs makes a decision that kicks off all the events in the scenario, and if he doesn't make that particular decision, you're screwed. Moreover, it has to be a PC who meets certain requirements; the scenario doesn't work if the "wrong" PC is the only one who takes the course of action in question.
Fortunately, the requirements aren't especially onerous, and I'd guess 95% of groups will have at least one PC who fits the bill... but how the other 5% are supposed to cope isn't at all clear. Given how far the rest of the scenario goes to account for varying PC actions, something more than the advice "you must ensure one of the PCs does X" would have been a very good thing here.
If the beginning of the scenario is a bit iffy, the ending is spectacular. It takes the form of a heroquest, with all of the good points of the Boat Planet scenario from Gathering Thunder, and none of the bad points. This time, the heroes really are the ones in charge, the ones that the legends will be written about - and, make no mistake, what they're doing is pretty legendary stuff, enmeshed with a key event in Gloranthan history. This really is "HeroQuest", not the HenchmanQuest of the Boat Planet. Yes, it's fairly linear, but then heroquests often are, and so long as the heroes get to come centre stage, that's fine by me.
All in all, I think it's a great scenario, one worthy of the Gloranthan canon. It's fun, exciting, and heroic, and most of the problems that might come up can be easily fixed by a competent GM.
The big let-down, unfortunately, is not the fault of the writers, but of HQ2: the scenario has essentially no stats. Not just no numbers, but no real stats at all, even in outline - opponents are described as "Very Hard to overcome", or whatever, and that's it. I'd hardly expect fully worked character sheets for the NPCs, because that would take up too much space, but I found that the absence of anything at all to get my teeth into detracted from something that should otherwise have been excellent. It feels empty and bland, only partially offset by the grandeur of the narrative scenery.
I can already hear some people moaning "but the stats never worked in HQ1". Perhaps not - although I remain unconvinced that there was no way of fixing that - but, for me at least, that's not the point. Perhaps I'm in a minority, but I very much having prefer stats that are "wrong" to having no stats at all. Bad stats I can adjust; missing stats require a lot more work than that.
But, as I say, that's not a fault of the scenario per se. It is written for the system as it is, not as I'd like it to be. With that caveat, it's one of the better HQ scenarios to be published. Even if I think it would have been better in a book of its own.
Sunday, 24 January 2010
Lords of the West: Update 1
I should also stress that Moon Design have been helpful in this regard. While they no longer have any interest in publishing my work, they have been supportive in attempts to get it published by other means. For example, material that I did not originally write, but was supplied to me by Issaries has been cleared for publication along with those elements that I did write.
So, without going into specifics of proposed publication dates or issue numbers, here is what has already been agreed since the beginning of the week:
- The Junora chapter of LotW3, which is largely self-contained, has been definitively accepted for publication in one of the Glorantha magazines. It will almost certainly be the first release, and could be considered a "teaser" for the rest.
- The remainder of LotW3 (the Loskalm book) has also been accepted for publication, barring some specifically HQ1 rules sections. I would say that things are looking good for a time frame that I think most people will be pleased with.
- Most of the material in LotW2 (Kingdom of the Flamesword) has been accepted for publication in principle, and I am confident that this will also see the light of day before too long.
- LotW1 (Heroes of Malkion), ironically may be the last part to be released. An agreement has been made to publish around half of this, although another large section remains unclaimed at this time.
- I have received permission from Moon Design to publish, free of charge, at my own website, any outstanding material that is not picked up by any of the licensed magazine publishers.
I would like to say thank you to all of those involved in moving this forward, who hopefully know who they are! I will, of course, give more specific details once the publishers concerned have decided to release it. For everyone who has been giving me words of encouragement over the last week, I would also like to say a big thank you, and I hope you are all pleased with the final result when it appears.
Further Mini-Update:
I can now reveal, to those who haven't noticed, that the Junora article will be appearing in Hearts in Glorantha #4. Note the expected release date of "March/April 2010"!
Tuesday, 19 January 2010
Lords of the West cancelled
Or at least, the version(s) of it I produced have been; Moon Design may well decide to produce their own version with a different writer at some point in the future. Obviously, having worked for seven and a half years on this, this is pretty disappointing for me. In the end, Moon Design's vision of what they wanted shifted too far from the original agreement (which was not, of course, made by them) for continuing on the project to be worthwhile, and they chose to pull the plug.
Indeed, in general, I have a feeling that since the production of HeroQuest 2, the whole Gloranthan project has shifted from something I enjoy to something that's less so. This is not, of course, to blame any of those directly involved in that change. Change does happen, and whenever it does, people get left out in the cold. It happened before with RQ3 with respect to RQ2 fans, and again with HW with respect to RQ2/3 fans. It's inevitable to some extent, and more so when there is a major change in gaming philosophy involved.
It's hard at times like this, when one is on the losing end, not to feel abandoned or rejected by the Gloranthan 'tribe' that they keep talking about. But that's probably largely unfair. I certainly intend to go to Continuum this year, and hopefully have a good time, overcoming the doubtless unavoidable tinge of disappointment and regret. Heck, after seven and a half years of repeating cycles of hard work and frustration, I was hardly on my most diplomatic behaviour by the end. So, if anyone reading this feels that I have offended them over the course of the last year or so, I offer my sincere apologies.
So, enough moping; where do we go from here? Well, the good news is that I am currently negotiating for publication of at least some of the material through other channels. In fact, some of it may even appear earlier than might otherwise have been the case. I can't give further details yet, as nothing has been definitely agreed beyond an expression of interest from one respected source in the Gloranthan community. Stay tuned for updates as they become available.
Wednesday, 30 December 2009
Kingdom of Heroes - Review pt 3
Thunder Rebels and Storm Tribe both focussed to a large extent on subcults; the various speciality forms of worship granting unusual magic. In a sense, one could argue that Destor, say, was the default Orlanth cult (at least for warriors), but it didn't truly feel like that - it was more as if one had to pick from a big list of options. Now, I never found that problem, and I quite liked the range of options that were provided, but restoring the subcults to optional niches (as they were back in the old RuneQuest days) is certainly a good deal simpler.
In fact, its not really accurate to say that the subcults of TR and ST have been done away with. A great many of them do survive, albeit somewhat downplayed in importance. Orlanth, for example, has eleven , including Hedkoranth, Destor, Helamakt, and so on. It would be relatively easy to add those that are "missing" (such as Yavor or Vanganth, for example), assuming you have access to the older sources.
There have, on the other hand, been some demotions. The powers of some of the old subcults are relegated to mere feats of the 'default' version of the deity, although, again, its fairly easy to build them back up if one is so inclined. Vinga the warrior-ess and Heler the rain god, both full deities in Storm Tribe, are here demoted to mere subcults of Orlanth. That isn't necessarily so bad, though, since Vinga was always supposed to be able to do anything Orlanth could do, so she might as well be merged in rules terms as well. Heler is perhaps a little more disappointing, but when you have space for only nine cults, its a perfectly reasonable one to leave out. (Incidentally, the others from ST who fail to make the grade are Odayla, who to my mind isn't as interesting as Yinkin, and Eurmal, who isn't very suitable for PCs anyway).
Having said that, cults are fairly central to play in the Dragon Pass setting, and, given the size of the book, I would have liked to have seen more. Expecting minor cults to get the full 5+ pages devoted to each those that made it in might, perhaps be a bit much... but one or two pages each would have sufficed to at least give us the basics. As it is, this is an area where having Storm Tribe available is going to be helpful - at least until a companion volume comes out with the lesser cults properly described.
The one cult in KoH that I felt unhappy with was Humakt, god of death. There seems to have been a general move since RuneQuest days to make the Humakti embody death to such an extent that they cease (at least from my perspective) to be truly interesting or really playable. Storm Tribe, while subscribing to this view, at least seemed to recognise what a big problem it could create in game. The "re-sheathing" ceremony mentioned in that book was a decent stab at keeping Humakti playable, and was, as a result, to my mind one of the most crucial points about the cult in that book.
Sadly, KoH seems to ignore that altogether. Technically, it doesn't contradict it, but that's not much of an excuse, when the reader will be clearly left with the impression that all Humakti - and not just, say, the Devotees - are somehow the "living death". It's a disappointing omission, and, perhaps, quite a surprising one.
While I'm on the subject, the section on Humakti gifts and geases feels weak and woolly by comparison with all previous versions - some more specific examples would have been very helpful here.
Still, other than Humakt, the cults are good. And they're by no means the end of the cool material in the book. There is a lot of good advice on heroquesting, expanding and improving on that in earlier books. Heortling culture is well described, bringing them as a people to life, helped by the high quality illustrations throughout. Dragon Pass itself is described, with the aid of several glossy full colour maps.
These maps in particular, are a part of the reason why I say that the book is worth the price. How often do you see full colour maps in RPG products that aren't produced by giants like Hasbro/WotC? And these are nice looking maps at that, and detailed enough to be really helpful in play. There are even black & white plans of the cities of Sartar, something that has generally been lacking in previous publications. There's also a detailed description of the Colymar tribe, complete with its own colour map.
The book has information about the Lunars, and about the various other cultures that neighbour the Heortling barbarians. Rightly, the focus is on the Heortlings themselves, rather than describing the Lunar Army in detail, or describing the cults of the Grazelanders. But even so, there is enough information here to play them as foes.
All in all, the sheer density of information in the book may seem a little overwhelming to a newcomer, but it rewards the effort with a wonderfully fleshed-out look at a culture different from that in so many other RPGs, and very much retaining the "feel" that Glorantha has had for so long. Yes, I have reservations about the book. It isn't perfect, but then what is? But that doesn't mean that it isn't one of the best Gloranthan products to have come our way in a long time.
If Moon Design can keep this up at a regular schedule - and we know there are more books in the pipeline - then its going to be a very good few years for Gloranthan fandom.
Wednesday, 23 December 2009
Kingdom of Heroes - Review pt 2
And, on the whole, the system presented in KoH is good.
Of course, there wasn't really much wrong with the theist magic system in HQ1 - although the same couldn't really be said for animism or wizardry. But nonetheless, the writers of KoH have managed to improve on it, and that can only be a good thing.
It's worth pointing out again that KoH is, rightly, a book about the Heortling barbarians of Sartar, dominated as they are by the magic of Air and Earth. So the book has essentially nothing to say about how magic works elsewhere in the world. The primer in the HQ2 core rulebook gave a sufficient outline of that, and it will hopefully be developed more as time goes by. But this is the book for the Heortlings, and its only their magic we see here.
The core of the new Heortling magic system then, is the runes. These are the same old familiar runes of RuneQuest, with Elements, Powers, Forms, and Conditions. We have always been told that the runes were the basis of all magic, but it is only with this new system that that is really shown to be the case. Every character starts off with three runes, one Element, one Power, and one other, which can be anything except another Element or a Power directly opposed to the one you already have. (So, no having both Life and Death, for instance).
Characters with no cult use their runes to augment everyday tasks; they don't create specific "spells". So, if you are strong in, say, the Death rune, you will be able to use it to boost your combat prowess - a sort of Bladesharp, if you will. Here, I would have liked to see more description of what the runes generally let you boost, and a broader discussion of what each of them means. Instead, the descriptions are short, and often of little use, although they do have associated personality traits. Perhaps it was felt that the names were indicative enough, but I feel a broader discussion would have been very helpful.
I'm also not overly enthused by the idea that PCs should be penalised if they fail to act according to the personality traits written for their rune. True, the book suggests that the GM should not use this punitively, but only if it works well with the story. Nonetheless, it feels a little overly prescriptive to me, and I suspect I won't use that part.
Most characters, however, will probably want to initiate to a cult, worshipping a specific god from the Heortling pantheon. To do this, you need at least one rune in common with your god (it's generally specified which one it has to be), and it makes sense to match all of them if you want your character to be magically powerful. A character who belongs to a cult gets to use his rune actively, to cast what would be called "spells" in most other RPG systems. Each god has one "affinity" for each of his one to three runes, which act as keywords allowing the PC to use magic directly related to that aspect of the god. So a Humakti, for instance, can use his Truth rune to cast magic related to honour and oaths.
In HQ1, similar affinities existed, and they were always labelled with an appropriate rune. However, the choice of rune often made little sense - since it had no game mechanical effect, it was merely for decoration anyway. For instance, out of all the many sub-cults of Ernalda in Thunder Rebels, only one had an affinity directly linked to the Earth rune. Similarly, many cults in HQ1 had idiosyncratic runes, creating a plethora of symbols that obscured the underlying simplicity of the system - Under the Red Moon was particularly notable for this.
But, in KoH, the original, simple, list of basic runes takes centre stage. Ernalda has Earth magic, because she is the Earth Mother; Lhankor Mhy, god of knowledge, has Truth magic, and so on. This is both easier to grasp and more atmospheric than the old system, and its a significant step forward.
It does, on the other hand, lead to some problems when the affinities are overly broad. If Orlanth can do anything possible with the Air rune, its difficult to see what the point of any other Air cult might be. As far as I can tell from the rules, a priestess of Ernalda should be just as good at creating earthquakes as a priestess of Maran Gor, the goddess of earthquakes, which sounds a bit odd. Of course, if they were competing against each other, you would give the latter a bonus for the more specific ability, but that seems to be rather side-stepping the issue. Fortunately, the cults provided in the book don't overlap very much, so it's less of a problem than it might appear at first glance.
Another issue in HQ1 was that almost everyone chose to be a devotee, a level of ability that got you more potent magic, but that was supposed to be really rare in the game setting (although, to be honest, this was never very clearly expressed). In KoH, the new "initiates" are essentially the equivalent of the old "devotees" in terms of magical power, removing the temptation to do this.
What KoH calls "devotees" are actually closer to the HQ1/Storm Tribe "disciples" - indeed, they seem to have the same in-world titles. Devotees get specific "feats" which are more focused, and hence more powerful, magic than the broad affinities. In return, they face considerable limitations on their freedom of action, making them less attractive as PCs, unless you really want to play a powerful specialist. Which is, to my mind, as it should be. It is also no longer possible to start play as a devotee; it's a status to be achieved through play, as disciple was in HQ1. A slight niggle is that some of the feat descriptions are a long on flowery text and short on what it is they are actually supposed to do. You're probably meant to work this out in play, but some more guidance would have been nice.
In part 3, I'll take a look at the cults themselves. It's a big book - it needs a long review...
Tuesday, 15 December 2009
Kingdom of Heroes - Review pt 1
On the other hand, if, by some chance, you are actually more interested in my occasional musings on secularism and scepticism, then I’ll take the opportunity to promote the recently released Tim Minchin single “White Wine in the Sun”. This is a beautiful Christmas song about the values that are more important to many of us at this time of year than something that may, or may not, have happened in a stable 2,000 years ago. Buy the MP3 online from a legal download site for just 79p, and maybe it’ll get into the Christmas charts. It’d be a nice thought.
Right, back onto gaming. Chances are that the first thing that will strike you about KoH is “blimey, is that the price?” And, yes, by RPing standards, it’s pretty darn expensive - although, if you’re willing to go PDF-only you can get it for much less than many D&D books by buying it online at sites like DriveThru RPG. The obvious question then, is whether the book is worth the price. I’d say that, if you’re already a fan of Glorantha, then yes, it is. (Of course, if your actual question parses as “is it worth my wife making me sleep on the couch for a month because I spent so much on an RP book?”, then you’re on your own).
The reason I say this is partly the sheer size of the book; at a whopping 378 pages, it’s the equivalent of a number of normal RP supplements stuffed into one cover. And, even for the size, there’s a lot of text. The artwork is great (although some of it isn’t new), and there are even full colour maps inside, which you don’t see very often outside of the really big publishers. Certainly, when you compare it with just about anything previously published by Issaries/Moon Design, the physical quality is in an entirely new league.
On the other hand, if you’re not already a fan, I can’t really deny that it has quite a steep entry price. Furthermore, one of the criticisms often levelled at Glorantha is that it’s too complicated, and there’s just too much to know to get into the setting. Dumping a book of this size down in front of someone is unlikely to dissuade them from that opinion! So, I’d have to say that this feels much more like a book for the fans than one for newcomers. The fact that the book has the name "Sartar" in huge letters on the cover, when nobody but a fan will have a clue what that means, supports the idea that this was what the publishers were aiming at; by comparison the more evocative "Kingdom of Heroes" title is in much smaller print.
But, hey, if you are a fan, or better yet, if you are a newcomer and want to try it anyway, then read on…
Perhaps the second question that might strike a potential purchaser is whether we really need this book. If you’re a fan of Glorantha, chances are that you already have the previous Sartar book, Thunder Rebels , not to mention later supplements covering the setting such as
Here, the issue is a little more complex. It’s perfectly possible to run a game set in Sartar with what’s already been published, so “need” is perhaps too strong a word. On the other hand, there is plenty of new material in here, and a number of things that improve on Thunder Rebels. But, then again, there are some other respects in which, in my opinion, Thunder Rebels did a better job than KoH. In fact, for reasons I’ll get into shortly, I’d say that owning Thunder Rebels will make it easier to get more out of this book – they complement each other, rather than the new book replacing the old one.
The first part of the book concerns character generation. Here, the system is essentially the standard one from HeroQuest, although the original religious keyword has now been replaced by a choice of three runic affinities, which are described later on in the book. Aside from this, there is a cultural keyword that applies to all Sartarites, and then a choice of occupational keywords.
A positive step here was to return to the culture-specific occupational keywords of Thunder Rebels, rather than the generic occupations of HQ1. This makes sense for a book about a specific culture, and removes some of the bland generalisations made necessary in HQ1. It also allows a greater range of occupations than official HQ1 publications had, with, for example, distinctions between common mercenaries and elite weaponthanes.
Regrettably, though, this is one area where KoH falls short of the high standards set by Thunder Rebels.
If you have read my review of HeroQuest 2, you may recall that I praised the preservation of the old method of describing keywords alongside the newer alternatives. Here, HQ2 is allowing flexibility for the needs of the GM and players. Unfortunately, it’s wise advice that KoH chooses to ignore. In this book, there are only “umbrella” keywords, and no indication of how to create the “package” sort. Indeed, there isn’t even any acknowledgement that this might be a problem!
Essentially, all you get in your keyword descriptions is some text, with no clear guidance on what specific abilities they might include. For many people, that might not be an issue, but some might struggle to remember exactly what being, say, a skald, is supposed to imply in terms of abilities. Since many of the abilities that might be included under a keyword aren’t at all obvious (for example, that “entertainer” includes knife-fighting), I myself would certainly want to write down the individual abilities on a character sheet - even if I had to indent them and write ‘+0’ instead of a number.
The writers do their best to get round this limitation in the text descriptions, and largely succeed when it comes to the magic, but they do tend to fall down when it comes to the occupations. Sure, it’s possible to deduce what most of the abilities are going to be from the prose, but a list would have been much simpler to use. Fortunately, anyone who owns Thunder Rebels can use the keywords in there if, like me, they find them more helpful.
Of course, for many people, umbrella keywords will be an improvement over the way they were described in previous books – they might, for example, find it less limiting. But it’s a pity that KoH failed to acknowledge that not everyone might be the same when that variety is specifically catered for in the rulebook itself.
After character generation we come to the clan generation system. A previous version of this was published in Barbarian Adventures way back when, but this one has been retouched since then. For those unfamiliar with the concept, this is a system for generating the history of the particular barbarian clan that your PCs come from. It guides the players through a series of questions about what their ancestors did at a particular time, steadily building up details of their clan as they do so, and providing a quick and entertaining course in the history at the same time.
When I’ve done this before, with people mostly new to Glorantha, it proved popular, and it can be something of a fun game in its own right. The decisions you make all have some sort of effect on the final clan, and the starting resources available to the characters. For example, is the clan warlike, wealthy, open to new ideas, etc.? The system for working this out has been somewhat streamlined since the previous version, although there are still times when the GM will probably want to give the players some idea of what the outcomes of their decisions might be in advance. And this time, there is a nice-looking clan sheet to go with it, which you can fill in when you’ve finished.
In part 2, we'll turn to the magic system, which represents perhaps the biggest change from earlier versions.