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Introducing Rivers of Sartar


radmonger

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There are many BRP-derived, Runequest-inspired fantasy role-playing game systems; ones I am aware of include Mythras, OpenQuest, SpeedRune, SimpleQuest, Revolution D100, Jackals and Legend.

This is mine[1].

For people who are not me, it's main selling point is that it is a unofficial adaptation of some of the principles behind the QuestWorld game engine to Chaosium's world of Glorantha. In particular, it changes certain aspects of the QuestWorlds core mechanics to support the direct use of Chaosium-produced supplements such as the Gloranthan Bestiary, Red Book of Magic and Cults of Runequest. It does not have the ambition of being a complete publishable game line, instead referencing sections and supplements from RQ:G whenever I don't feel like writing a replacement.

As such, it  follows Chaosium Inc’s Fan Material Policy, with the disclaimer:

 

Quote

 

This document uses trademarks and/or copyrights owned by Chaosium Inc/Moon Design Publications LLC, which are used under Chaosium Inc’s Fan Material Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Chaosium Inc.

For more information about Chaosium Inc’s products, please visit www.chaosium.com.

 

 

General Description

Runequest:Glorantha provides detailed rules for effectively simulating the world of Glorantha. These help in understanding how that unfamiliar world works, but are often ignored in actual play by experienced GMs.

QuestWorlds provides fast-handling storytelling rules that are capable of handling any genre, providing only that players and GM already understand that genre.

Rivers of Sartar attempts to blend these two approaches to provide the best of both worlds, in a way reminiscent of modern Chaosium BRP games such as Rivers of London.

 

It is always fast-handling, in that it requires almost no arithmetic, table lookup or repetitive dice rolling during play.

It starts from a baseline of storytelling, in a way that also allows elements of world-simulation and simple tactical gameplay to be added as desired.

In addition to the games listed above, a key inspiration is David Dunham's Pendragon Pass, This set the precedent of mashing together multiple games systems to produce something that could never be commercially published, but was useful to its target audience.

 

[1] Or at least, will be when it is done.

 

image credit: wikimedia.

 

 

 

 

 

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