Idle Red Hands is a blog that features podcasts on various gaming-related issues.
Episode 171 is titled ‘Interview: 13th Age in Glorantha’; the Idle Red Hands team interview Rob Heinsoo & Jeff Richard, who are currently managing a Kickstarter project called 13th Age in Glorantha [but you already know this if you read my blog...]
The podcast of the interview is available here.
Its duration is 1hr 33min 24s, which is quite long, so read on if you don't have the time to listen to it.
Highlights of the interview
As we already know, 13th Age in Glorantha (13G) is going to be set in 1627-28, during the Hero Wars. The player characters will be heroes embarking on heroquests (called "mythcrawls") to save the world from Chaos. Apparently, at the core of 13G will be the fact that PCs from various conflicting backgrounds need to co-operate, with the common goal of defeating Chaos and/or the Lunar Empire†, whilst having to overcome their differences at the same time.
Since the 'Uz' stretch goal has been reached, there will be Uz character classes, and since heroquests will strongly feature in the game, all-new myths centred on Uz and Wonderhome will be added to 13G.
One way the Uz might be played (this is still being playtested) is that a troll character starts as a trollkin, then at around 4th level it gets eaten by a dark troll, and then you play the dark troll who's eaten your trollkin...
Interesting part @ 37min 30s: “What's in for us [hardcore Gloranthan fans]?”
☞ Chiefly, “play a D20 system game and like it”
☞ The “One Unique Thing” mechanism of 13th Age will basically enable players to tell the GM in what direction they want the campaign to go
Rob says that Gloranthan icons will be implemented differently to the Dragon Empire, without giving much further detail, except that there will be clearer explanations for the various results of the icon relationship die roll.
That was an interesting question from the hosts, who stressed the huge difference between D&D- and RQ-type magic. Unfortunately, Rob flatly said that 13G Magic would be 13th Age magic, period, and that they wouldn't try and implement Glorantha-style magic, except for the fact that your magic will be a combination of who you worship and what your class is. Essentially, the system remains 13th Age.
Anyway, since 13G will focus on Dragon Pass and the Holy Country, and not the West, there won't be many wizards. On the other hand, sorcerers will probably feature prominently.
At the moment Jeff & Rob have two adventure packs in mind:
☞ The Upland Marsh, ruled by Delecti the Necromancer
☞ Snakepipe Hollow, a dungeon crawl with mythic elements
† Can someone please tell Rob that the Red Goddess is not a Chaos goddess, it's more complex than that...