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49 minutes ago, CharloixBrooKiller said:

I found this topic very interesting in light of my long interesting in Glorantha and RQ.  I've largely been away for decades but seriously wonder how 1) people build 'authentic' RQ campaigns and 2) 'learn' Glorantha' history these days.

Let me explain.  I was fortunate to be part of RQ when it was created.  Because our campaigns existed before the timelines and especially details like Pavis/Prax, etc. were FIRMLY set we had a lot more flexibility in our campaigns yet able to be realitively authentic.   In those days, must Gloranthan mythos was still being established, then revised, etc.  ALl of which fit Greg's vision of myth as opposed to a rigid fixed line of history.

Yet I wonder how RQ GMs and players 'play' in Pavis knowing the cradle is coming, etc.  I'd think it hard to run campaigns and manage to stay 'authentic' yet unfettered by major events that you know WILL appear.

Sort of like why the early Star War movies (chronologically) are awful. YOu know Skywalker will become Vader.

 

You can decide to not feel overwhelmed by "all that needs to happen" or "all the authenticity that I need to infuse in my campaign". The authentic Glorantha will be whatever happens during your games. So for example, you can read The Glorantha Sourcebook and just use whatever ideas you find cool for your games. If the text says that something big happens in 1626 but your campaign isn't ready for it yet, then just delay it to next year. That's what I do, anyway.  :)

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1 hour ago, CharloixBrooKiller said:

1) people build 'authentic' RQ campaigns

Start small and build outward.  Same approach I had back in the RQ3 days.  My current RQG campaign started with the Quickstart scenario The Broken Tower.  They were off to rescue cattle. They did well, got recognized by Queen Leika, so sent off by her on a quest. Added in interactions with other clans, with the Kitori, with Yelmalions and beastmen as they went seeking a magical vision.  They were subsequently at the Battle of the Queens.  Now they're on another quest which has led to Snakepipe Hollow.  

Didn't need any huge amount of history or background. 

1 hour ago, CharloixBrooKiller said:

2) 'learn' Glorantha' history these days.

Since I've been involved with RQ and Glorantha for way too many years, I can't speak as a newcomer. But my suggestions would be: get familiar with the Character Generation background in RQG.  Add in the material in the Glorantha Sourcebook.  You've got plenty with that.  My original RQ3 campaign started with Griffin Mountain and the Redline History of the Lunar Empire (in Glorantha Sourcebook) as the primary "history" materials.

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2 hours ago, CharloixBrooKiller said:

Let me explain.  I was fortunate to be part of RQ when it was created. 

And we eagerly await your recollections and stories of what it was like in the beginning. Please post as many of those as you can.

2 hours ago, CharloixBrooKiller said:

Yet I wonder how RQ GMs and players 'play' in Pavis knowing the cradle is coming, etc.  I'd think it hard to run campaigns and manage to stay 'authentic' yet unfettered by major events that you know WILL appear.

To a certain extent, it doesn't matter.

Unless you are gearing up to do something on the Cradle, what benefit does it give you to know it is coming? Even then it is just an event in the future.

I just run scenarios as they come and try to put them into some sort of timeline. It is always flexible and fits around what the Players/Adventurers are doing.

 

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7 hours ago, soltakss said:

And we eagerly await your recollections and stories of what it was like in the beginning. Please post as many of those as you can.

To a certain extent, it doesn't matter.

Unless you are gearing up to do something on the Cradle, what benefit does it give you to know it is coming? Even then it is just an event in the future.

I just run scenarios as they come and try to put them into some sort of timeline. It is always flexible and fits around what the Players/Adventurers are doing.

Even if you're gearing up to do something on the Cradle it doesn't really matter. Firstly, the destination isn't as fixed as it seems (once you start play, the PCs can and possibly will throw a wrench into any so-called pre-ordained events). Secondly, even if you do have the destination fixed (a little more rail-roadie than I prefer as a GM, but to each their own) the journey is the fun part, not the ending; to reference the SW prequel trilogy (which were certainly bad, though I would argue we no longer live in a universe where the prequel trilogy are the worst SW movies - but I digress) just because you know where Anakin will end up doesn't mean that the tale of how he gets there isn't worth telling. Nobody really believed the Rebels would eventually lose in the original trilogy, after all - broken down to their most basic elements, most fiction isn't wildly unpredictable. The details matter, and you can still make meaningful choices.

That said there is a lot of Glorantha mythos and history for new players to absorb, no question. Even worse for new GMs.

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13 hours ago, soltakss said:

And we eagerly await your recollections and stories of what it was like in the beginning. Please post as many of those as you can.

Seconded!

14 hours ago, Runeblogger said:

You can decide to not feel overwhelmed by "all that needs to happen" or "all the authenticity that I need to infuse in my campaign". The authentic Glorantha will be whatever happens during your games.

Agreed. However, I didn't read Charloix's comments as being about "getting it right," but rather authenticity in the sense of "feeling real." Sort of like how, if you're reading a novel and you already know the twist, the experience of reading it is different than if you've not been spoiled on it. If you don't know the Cradle's supposed to happen in 1621, then you experience a different sort of sense of wonder when an enormous Cradle floats down the river.

That doesn't mean, of course, that if you know the general story of the Hero Wars that there's no point of playing it, or that your experience is lessened. God knows I have some books I return to every few years because I just love those stories. It's not a lessened or "wrong" experience, just a different one. But at the same time, you can't really just "forget" part of a story and re-experience it anew.

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On 6/10/2020 at 1:30 PM, Nick Brooke said:

I’m just surprised at people who would rather have nothing to support gaming in particular parts of the lozenge. It strongly reminds me of the Elmal bollocks, when zealots mistakenly tried to bin Sun County, replacing it with... bugger all, frankly.

I’ve always felt this as well. Time enough for a better version later, but why would you want to remove something that is fun and playable and being used by people to have fun and in their actual games? If you don’t like something, replace it with something better - and if you want to make it really better, reuse or incorporate as much as you can of stuff that people find enjoyable about what was there before. Being ‘correct’ by some arbitrary, fallible standard is one of the less important metrics. 

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