This episode’s guests are Beer with Teeth, at time in character:

  • Erin (aka Varanis, a noble of Sartar lineage)
  • Dom (aka Rajar, a huge Storm Bull axe fighter)
  • Diana (aka Berra, a tiny Humakti warrior)

We also learn about their original GM Tom who is at fault, and about Kris who is the resident visual artist.

Why Beer With Teeth, and how they arrived at the logo.

Current Glorantha games played: one in the classical era, meant to end with the Cradle, one in the current timeline which had Kallyr come back after the Battle of Queens, and another such game run by Diana, currently digging into their characters’ previous history.

The campaigns combine published stuff and “making stuff up”.

Keeping several games’ plot-lines aligned when different GMs and parties advance at different paces.

Ludo talks about his games, and Dom discusses Cthulhu.

Using the Ars Magica trick of guest Gming in the main game (GMed by Tom), which is how

A Tale of Woodcraft” came about – drawing plot cards.

Diana adds how Crimson Petals (Pegasus Plateau) came from that guest slot GMing

Ludo plugs our Newsletter “Journal of Runic Studies

News

The Starter Set first observed in the wild at GenCon

Links to 3rd party unboxing videos, Andrew Logan Montgomery’s review.

Glass Cannon play-through as an example how the RuneQuest rules may be tough for newcomer GMs and players.

On the virtues of starter sets.

The GM has to decide which aspect of the rules you pick for a given situation, and what you ad-lib rather than sticking to the rules.

About the complexity of the RQ rules – at least as initial hurdle.

Hero Wars/HeroQuest being too niche and not suitable for many old school RuneQuest players.

Erin mentions the “training wheels” for the Witcher system, and would like to see something similar for RuneQuest.

Diana proselytizes by “grabbing random people from the internet”.

Erin tells how she got drawn into the game: “Just for one night!”.

Print version of Cups of Clearwine

The elf-skin version of Cups of Clearwine makes our guests quite chuffed.

Jallupel Goodwind – The Whirling Moon

Myth of the Month Vol 2 issue 8 by Diana writing for Austin Conrad/Akhelas, including a scenario.

Preview of the Battle rules in the White Bull campaign

Use of passions, but also lots of rolls on the Battle skill.

Jeff Richard’s previews on Sartar Campaign material on Facebook

Erin learning stories and background, Jeff’s posts on Facebook.

Main Topic: Writing Adventures

Dom tells about his cooperation with Diana to create the interim scenario in their main campaign as guest GMs.

Erin talks about disappearing into those deep rabbit holes of research, and that writing game scenarios is somewhat different from writing stories.

Dom shares his (complete) notes from which he meant to run that scenario – about seven hand-written lines covering half an A4 sheet.

Diana tells how her lack of familiarity with GMing RuneQuest led her to pre-write a large range of tasks and challenges, and how that happened to be quite close to Chaosium’s submission guidelines.

Ludo points out investigative methods (like John Tynes’ concept of the Investigative Sandbox).

Nudging players rather than imposing railroad.

Diana talks about player characters working their way up from followers towards the movers and shakers.

Dom thinks in terms of cool scenes that he wants to inflict on the players which strangely are going to happen where the player characters walk.

Foreshadowing, plot hooks, or red herrings?

Introducing minor things that become useful hints later.

Red herrings created by players may be turned into plot hooks.

Prophecies – heroes fighting against one another, a test of strength of truths.

Themes

Adventures vs. arcs. Personal arcs and passions.

Lethality in the game

NPC stats.

Adjusting opponent ability, numbers and smartness to the player party.

Resurrection is always an option, both for departed player characters and NPCs.

Playing NPCs smart.

Creating NPCs as communities.

How much does the past reach into the design process. How much archaeology?

Finding something old (e.g. in Clearwine, which has history and pre-history), as items, or as shards and in middens.

Populating houses in Clearwine drawing a terrible map and then using “RuneQuest Cities” results as inspiration. (RQ Cities is really a reprint of Midkemia Press’ “Cities“, which is still available in all its OSR glory).

Pre-defining tension between the NPCs like in Dregs of Clearwine.

Erin foreshadows another Clearwine book.

Researching ancient technologies – charcoal-making, glass-making.

Family structures in Bronze Age society – multi-generation households rather than core families.

Researching Bronze Age

Erin riffs about how writing game material offers her an opportunity to make stuff up rather than sticking to facts (and citing all the sources).

(If you don’t know it, The Motel of the Mysteries is a book about creative interpretation of archaeological finds. The pdf linked is a very short version for educational purposes)

Suggested reading lists cut, and Dom’s woes GMing for experts in their fields playing characters with those skill sets.

Erin plugs Ritual In Early Bronze Age Grave Goods by John Hunter as one of her inspirations.

Dom talks about his role as the Glorantha grognard in the Beer With Teeth collective.

Cave walls with bronze bands – “yes, you are walking in the body of a dead god here”.

Glorantha is about magic, myth and belief, and conflicting truths may be tested against one another.

As the Game Master, your presentation of Glorantha defines the setting for your campaign. Your Glorantha will vary, possibly between campaigns you run.

The sense of community, manifest as the wyter entity, is a unique trait of the setting.

Use of Runes as hooks to pull player characters in

Runes creating personalities that lead to motivations, e.g. in The Gifts of Prax.

Horses with character (expressed as runes, though not with magic associated).

Making a campaign unique by changing one (major) feature in the setting for that campaign, like e.g. “Argrath is dead”.

Kallyr survives the Battle of Queen in the Beer With Teeth campaign, and the potential for story and conflict inherent in this.

Links

Credits

The intro music is “The Warbird” by Try-Tachion. Other music includes “Cinder and Smoke” and “Skyspeak“.

Our guest this (long!) episode is David Scott, who wears a number of Chaosium hats – among others convention presence, rules Q&A, and the web archives.

David talks about his work on the Well of Daliath – a collection of material posted on glorantha.com, slowly reconstructed from backups when stuff didn‘t migrate that well across platforms, and also chronicling current notes on Glorantha.

We hear some tales of woe about material lost to entropy, whether from natural disasters or from migration of the website.

News

Our only item this time (other than a shout-out to our newsletter) is the good bye to Steve Perrin, and the reactions of the community.

The Chaosium blog has links to a series of six blog posts by Steve on designing RuneQuest.

George R.R. Martin’s obituary on how Superworld shaped his career, Steve’s role in the first ever monster manual, and then there is Shannon Appelcline’s overview over Steve’s credits in the industry.

Remember to subscribe to the Journal of Runic Studies for weekly Gloranthan news.

Main Topic

We look into the introduction of personality traits into RuneQuest and other rpgs.

The first published version was 1981 in Griffin Mountain as the NPC record form (which Chaosium also put into the Thieves World box that was released the same year). However, David was able to track this development back even earlier, in (mostly) unpublished notes of Greg, and (other than to ultra-collectors, also unpublishable notes).

We cannot show you the glimpse into the “Unpublished RuneQuest” material David gave us, but we can attest that what we saw were scribbled notes (in more legible hand-writing than mine) without any grand revelations.

David shows us a few glimpses into the evolution of RuneQuest character sheets, and talks about the synergies between John Sapienza‘s character sheets, Steve Perrin‘s grasp of mechanics and Greg Stafford‘s desire to build his world.

A first fusion of skill percentages and numeric values for personality traits and passions:
John Sapienza & Greg Stafford © 2021 Chaosium Inc.
The prototype of the NPC Record Form that made it into publication:
John Sapienza & Greg Stafford © 2021 Chaosium Inc.

David then gives us an insight into Greg Stafford’s process into bringing these traits and the runes into the game RuneQuest, and Gloranthan gaming in general.

Greg’s concepts of people being hard-wired for mythology and certain types of behavior. One book Greg suggested to David is “Our Kind” by Marvin Harris.

Ultimately, the personality traits became an integral mechanic in Greg’s King Arthur Pendragon. David Larkin shows Greg’s research as annotations in Le Morte D’Arthur in his Pendragon designer’s notes.

The game mechanics for dragonewts (as NPCs) in Wyrm’s Footnote #14 (in 1982) were another step in the process of getting game mechanics out of this.

The quest for HeroQuests as a game mechanic led to Greg working on the Epic System – or Glorantha the Game – even during the years of the Avalon Hill publication of RuneQuest.

“The maddest character sheet anybody has ever seen for Glorantha” from the development process for Glorantha the Game:
Epic System by Greg Stafford © 2021 Chaosium Inc.

The more coherent and elaborate pieces of this process made their way into the “Arcane Lore” volume of the Stafford Library, which still is a collection of almost random notes and concepts.

Robin Laws’ concept for Hero Wars (later HeroQuest, nowadays Questworlds) then was a game where basically all abilities were traits.

Personality traits in gaming praxis

We address the reluctance of players to let personality traits dictate their roleplaying of the characters. David talks about three types of gamers’ reactions to this mechanism – newcomers, curious old hands, and set-in-their-ways grognards.

We touch on conflicting passions (rather than just opposed traits), like “Loyalty (Leader)” and “Hate (Leader)”, and the roleplaying potential in that, and how not to roll this gives the players the freedom to steer their characters.

The example characters of Vasana (the leader who has “Hate Lunar Empire”) and Vostor (an AWOL Lunar soldier disillusioned with the Lunar army looking out to join Vasana’s band) are used in David’s demo games to illustrate how these things play out.

We touch upon how Hate Lunar Empire is different from hating individual Lunars, and how the Storm Bull’s Hate Chaos does not make every Lunar in sight a target for their berserking.

We also talk about the situation of Lunar converts in Sartar after 1625.

Augmenting with traits and passions

“Can I use my Mobility Rune to fly?” and credibility checks.

Use of “Loyalty (Leader)” to get things from a leader, and other uses, and use of automatic success in roleplaying situation.

What to do as a GM when a necessary success doesn’t show up. How to deal with failure.

Opposed rolls with the same degree of successes (plugging this little treatise).

Using the moon rune to augment spirit magic casting.

High scores in passions or traits – GM calls

Allowing players to reduce such high traits

Traits derailing the game.

Traits are not meant to be played as mental illness.

Runes and passions in heroquesting.

Casting massive amounts of rune points manifesting the deities.

Acquiring new passions in-game

Taking loyalty to the leader, or to another patron the character might want something from.

David gives a great example about a Lhankor Mhy initiate from his campaign who took loyalty not to the Colymar tribe, but to the Colymar lawspeaker Hastur, and how he would go about shifting loyalties from one temple to another.

And with that, Joerg reminded Ludovic of bedtime, and we postponed questioning David for a later podcast.