In short: various RQ fans explain why they are excited about the new edition of RQ (pdf of main rules out Thursday via chaosium.com).
On page 13 it really kicks off though as line editor Jason Durall outlines the plan for releases.
I had to suppress a rather loud squee at this point 🙂
I’ve got a copy of the full pdf, for review purposes, and in short, if you wanted a RQ that is up to the quality of the current D&D 5th edition, and then some (plus ITS RQ!!) you’ll be more than happy 🙂
Pdf is out on 1st June via Chaosium.com (did I mention that?)
OK, its time for your humble Sorcerer to get well giddy again.
NEW EDITION OF RUNEQUEST TIME!
Sign up for exclusive early access to downloadable RQG content (art, wallpapers, the RQG character sheet) over the coming weeks as we get ready for the launch of RuneQuest: Roleplaying in Glorantha: http://eepurl.com/dtqE9T
The long-awaited return of this Gloranthan Fanzine, featuring 48 pages of Myths, Interviews, Articles, and Scenarios (systemless, HeroQuest and for RuneQuest 2).
(note physical copies of Hearts in Glorantha 1-6 Collected, Gloranthan Adventures 1 & 2 are now back in stock).
Also Drivethrurpg.com where you can pick up both print/pdf bundles and pdf only.
Hearts in Glorantha Issue 6 cover by Stewart Stansfield
Finally Hearts in Glorantha issue 6, after many ups and downs in the production process, is now content complete, fully laid out and is in final layout check before going to print proof hopefully next week. If all goes well it should be available just after Christmas or in the first week of January next year.
Hearts in Glorantha Issue 6 cover by Stewart Stansfield
So what have I got to show you this issue?
The Awakening is a system-less adventure by Scott Crowder, in which the adventurers find themselves in a dream of the Brown Dragon of Dragonpass. They get to experience first hand some of the dramatic events of the Dragonkill War and work towards the reconciliation of Dragons with the Orlanthi.
God Forgot, by Barry Blatt gives setting information about these islands in Holy Country. Its weird and odd, and none too comfortable. Go on read the bit about rather unsettling way the islanders use their ruler’s slightest movement as indications of his wishes. This piece reminds me how Glorantha gets wonderfully weird, yet has its own logic based upon mythology and magic.
Light and Death. In this HeroQuest adventure Neil Smith takes us into the murky world of mystic illumination and bridge building in the Lunar Empire.
Memories of RuneQuest 2. I never thought I’d see the day that RQ2 was re-published by Chaosium, but its here. In this article old hands shamelessly reminisce about the first Gloranthan RPG.
Ian Cooper Interview. A Q&A with HeroQuest’s Line Editor which goes into his early work with Issaries, The Unspoken Word as well as his current role and the recently released Red Cow books: The Coming Storm and Eleven Lights.
Why the Story is the Best, is a whimsical yet poignant telling of an Orlanthi Myth by long time HiG contributor Stuart Mousir-Harrison
The Lightbringers’ Quest is an introductory HeroQuest adventure by Matt Ryan designed to be run in one session with players unfamiliar with Glorantha and/or HeroQuest. And what a scenario it is, putting the players right in the centre of one of the major myths of Glorantha.
Duckhill is my short old-school for RuneQuest Classic. Don’t be put off by the fact its got ducks in it.
Scattered through out the magazine in pull out boxes are short scenario seeds written by me to inspire more weird and wonderful Gloranthan adventuring.
Finally there’s the Submissions page, which I’d recommend you read if you want to write or draw for Hearts in Glorantha. Get in touch. Without contributions to the magazine it is nothing.
A small one that will probably go unnoticed, but here we go:
I’ve updated the submissions guidelines, which now reflect the fact that I’m now accepting submissions for RQ Classic (aka RQ2), and when they are published the new RuneQuest and 13th Age Glorantha. So happy days!
Check it out
I’ve yet to do the call for submissions for Hearts in Glorantha issue 7, but will do once I’ve finalised HiG#6 (which I’m close to doing), but if you want to jump the gun, read the guidelines and contact me at email@example.com
I’m having a bit of a Gloranthan Renaissance writing RuneQuest 2 adventures for publication in the next Issue of Hearts in Glorantha.
Today I’ve cooked up a small treasure hunt under a mysterious hill…known locally as DUCK HILL!
Crontas The Duck by John Ossoway
The Legend of Duck Hill
Once upon a time, back in the God Time, the first tribe of Ducks arrived in Dragon Pass. It was a stormy time, and the Ducks were driven to the high ground by Orlanth and his brother gods. It is said that in those days, not knowing how to build hill forts, the Ducks took refuge in the trees. Chief Two Feathers, found a particularly steep hill with an unusually tall tree. What was interesting about this hill was that it had a cave entrance on its side. “Perhaps I can lead my people underground and find safety there?” he asked his advisors. “Bugger that” hissed the wise and wonderful Sage Brightfeathers. “Who’s to say some cheeky Troll isn’t in wait there already” he continued. But Chief Two Feathers was having none of it “Well sod you and yer tacky stick-on beard. I’m going to take my bodyguard down that hole and give it good checking out” he responded. So he got his warriors, the faithful five, and because he didn’t trust the rest of the tribe as far as he could throw them, he took the tribal treasure down the cave as well. He was never heard of again. So Sage Bright feathers became Chief Brightfeathers the Smug, who negotiated a treaty with the Storm Tribe and settled his people around the rivers and lakes of Dragon Pass.
The point of my tale? Well see that yonder hill, that’s the Hill in my story. Nobody’s ever found the first tribe’s treasure that Chief Two Feather’s took down there. Worth a look eh? Remember my cut for telling you is 25% of whatever you find.”
As told by Crontas the Duck, adventurer, warrior and blaggard.
Behold to the right is the cheerful scamp himself…Crontas The Duck Adventurer (creation of Guy Milner, author of Burn after Running, from one of his 13th Age Glorantha games at Furnace gone by), art by longtime d101 collaborator John Ossoway (Savage North for OpenQuest and Cthulhu Rising for Call of Cthulhu).
Hearts in Glorantha is speeeeeeeeeeeding along!
After a long period stuck in production hell, issue 6 of Hearts in Glorantha is suddenly whizzing along.
Peter Town (who did the art for Book of Glorious Joy and numerous bits for previous issues of HiG) has just turned in the last batch of art, and Steve Hammatt has been helping me with proofing/editorial. I reckon we are at least two-thirds of the way there. Also Ian Cooper (HQ line editor, author of numerous Gloranthan works, both official and Fan) has a five-page interview in the bag, which covers his full career.
Today I’ll spend some time with it and see what I need to get it finished, but I reckon a release by the end of this month is not unreasonable 🙂
In the meantime here’s some of Peter’s art from Matt Ryan’s excellent HeroQuest scenario The Lightbringer’s Quest.
Before the HeroQuest, by Peter Town
After the HeroQuest by Peter Town
GenCon 50 starts today. If you are there, run, don’t walk over to the Chaosium booth and pick up a copy of the RuneQuest Preview edition, which is the main rule book without art.
While I won’t be there since I’ll be chilling out at D101 HQ on the other side of the pond, I’ve been very privileged to receive a copy for review purposes from Chaosium ( like I did for HQ Glorantha) which I shall do shortly once I wade through all 400 pages!
The short version
- It’s RQ2 on steroids! Like Jeff Richard has been promising in his design blog posts, it’s based on RQ2 which extras, like Sorcery, built on top and integrated.
- The main rule book is comparable to the Pathfinder Core Book, ie. its got all the rules for the players/gm. But no GMs advice, deep setting info and Monsters, those are going to be separate books that follow on from the core.
- Glorantha is baked in at every step and like the HeroQuest Glorantha book, it gives enough to robustly play in the setting.
- It’s extremely clear and well written, despite being a beast of a book. Even in its no-art form.
- Damnit I want to play this!
The long version…coming soon once I digest the beast 🙂
These annual fanzines to support the Tentacles Convention were always a high point of my year.
Now you can return to ’98 and buy the first one in pdf.
Also if you click through to their publisher’s page, you’ll see issues of the formidable Tradetalk fanzine.
I regularly attend my local gaming conventions held at the Garrison Hotel, an old Napoleonic era Barracks, Furnace in autumn and 7 Hills in spring. When I helped organise Furnace we always ended up with a Gloranthan Track of games, where you could come to the con and play Gloranthan games from the start of the convention to the end, in the first three years or so of the con. In fact there’s always been a bit of a smattering of Gloranthan games at Furnace/7Hills until the last couple of years when its kinda died off.
However this coming 7 Hills, 22nd-23rd April, Gloranthan gaming is making a bit of a comeback…
Winds of Chaos
System: Glorantha Powered by the Apocalypse
GM: Newt Newport
“It is the time of the HeroWars…
Over the distant Hills in northern Upper Karia, dark clouds gather over the Tombs of the Gods. In the settled south vigilant warriors of the Storm Tribe in the city of Watcharkat, prepare their swords for the corrupting winds of chaos that will blow down from the north. What will they bring? Hordes of beast headed Broo pouring out of the farmland? Monstrous, Krashtkids tunnelling underground and erupting from basements? Or perhaps something more vile? An enemy from within. Friends and family who have been corrupted by chaos, their hearts turned foul, their minds twisted turned to the worship of foul Chaos gods.“
I’ll be dusting off my 90s RuneQuest setting, Karia, and running it with a quick Dungeon World inspired Hack. No knowledge of Glorantha needed. I’m keeping it simple and beginner friendly. I’ve found that the Apocalypse World family of games really is the best way of introducing deep settings and letting the players discover it through play.
Mythras (Runequest 6) Glorantha
GM: Simon Beaver
Merchant caravans of all sizes are a common sight in Prax. Nomads, oasis people and city dwellers alike travel and trade across the wastes and the Long Dry, in order to reach the legendary city of Pavis.
The caravan of Joran Trailmaster is a typically cosmopolitan group, travelling from Pimper’s Block to Pavis. Merchants, refugees and wanderers banding together to take advantage of an expert guide and to find safety, and perhaps anonymity, in numbers. For there are many dangers in the wastes of Prax – nomad raiders, malign spirits, dark Chaos creatures and the ever-present patrols of the Lunar army and their local auxiliaries.
As members of this little wagon train, you will help Joran get everyone safe and sound to Pavis. In theory it should be an easy trip with a nice group of people, on a route well travelled by caravans such as yours. It remains to be seen what dangers will appear, either from without or within.
No previous knowledge of Runequest or Glorantha is required.
The Phoney Express
GM: Stuart Mousir-Harrison
System: Toon (set in Glorantha!)
Hippy Irrippi’s Same Day Courier Service face their biggest challenge yet, escorting The Baggage back to it’s (f)rightful owner – whether it wants to go or not – in the heart of the Uphill Swamp of Harshest Tarsh.
Sanity is entirely optional but humour essential in this outing of the classic 1980s cartoon role-playing game. Character generation will take place in the game slot.
Registration for the convention is still open if you fancy coming along.