Rick Meints’ Forward to 𝘊𝘶𝘭𝘵 𝘊𝘰𝘮𝘱𝘦𝘯𝘥𝘪𝘶𝘮 (2002): “I find it amazing that virtually all of this material [basically what is contained in the 𝘎𝘭𝘰𝘳𝘢𝘯𝘵𝘩𝘢𝘯 𝘊𝘭𝘢𝘴𝘴𝘪𝘤𝘴] came out within the span of only three years.”
Showing posts with label Glorantha. Show all posts
Showing posts with label Glorantha. Show all posts

06 September 2026

RQFR - R.I.P.

It has been announced today on basicroleplaying.org and on the RQG group on Farcebook that RuneQuest Fantasy Roleplaying (the tentative name for nuRQ) has been definitely shelved. Although I wasnʼt particularly opposed to the project, I think this is good news. RQFR and RQG were significantly different (more so than, say, CoC and Pulp CoC) and the co-existence of the two lines was a recipe for disaster, with unaware buyers bound to mix the two lines and the two sets of rules.

My two clacks:

1. If some people are really too mathematically-challenged to use Strike Ranks, just have everyone go by order of descending DEX or some other super simple method stolen from another BRP-based frp game.

2. If an introductory frp game different (but not too different) from RQG is really sorely needed, why doesnʼt Chaosium speak to Free League and do a ‘Glorantha Dragonbane’ boxed set?

16 August 2026

Children of the Flame – Dark and Disturbing


Children of the Flame has been available for about two weeks now. It has already reached Silver status on DriveThruRPG, and yet I canʼt find many reviews online.

But the one Iʼve read this morning on reddit made my day:

Children of the Flame must be one of the darkest and most disturbing campaigns ever written.


10 July 2026

Children of the Flame

Children of the Flame is an epic RuneQuest: Roleplaying in Glorantha campaign set in southeastern Sartar at the time of the Dragonrise.

The aim of the players is to reinstate the Dundealos tribe in their lands—which were stolen by the Lunars, and given to the newly-created Enstalos tribe after an ill-fated uprising by the Dundealos.

The adventurers are either former Dundealos hiding amongst fellow Sartarites or relatives of the Dundealos wanting to right past wrongs now that the Lunars are on the wane.

The supplement describes in detail the city of Swenstown, a former trading hub between Sartar and Prax slowly falling into poverty, and then works its way through six epic scenarios of growing difficulty until a final confrontation between militant Dundealos, Lunar loyalists, Praxian nomads, and some other opponents I shanʼt name because I donʼt want to spoil the adventure.

Children of the Flame will soon be available on DriveThruRPG, both as a PDF and as a print-on-demand book.

Note: this supplement is the English-language translation of Les Enfants de la flamme, an official supplement for the French version of RuneQuest: Roleplaying in Glorantha.

12 June 2026

Revised RuneQuest

Revised RuneQuest is not the same as NuRQ. The latter is Jeffʼs ongoing effort to lure D&D and Pathfinder players to play RuneQuest, whilst the former is a proposed streamlined presentation of the RuneQuest: Roleplaying in Glorantha core rules (deemed too long or too complex by people who apparently are literacy-challenged).

Anyway, there was a panel about Revised RuneQuest (lets call it ReRQ from now on) at Chaosium Con UK; Nick Brooke live-posted about it. Here is a summarised version, with my comments:

Revised RuneQuest

Goals: reduce page count, edit rules for clarity, remove barriers to entry for new players, and maintain full compatibility with all RQG products. It is a “polish pass”, not a new game.

Overhauled character generation: 

- reduce time to create;

- remove barriers to entry;

- maintain rich, diverse options;

- introduce non-human adventurers in the core book;

- reduce the total number of cults in the core book.

Five cultures, including humans, ducks, minotaurs and baboons. [Minotaurs? Is that for power gamers? I canʼt possibly remember a time when Minotaurs were mentioned as adventurers in Dragon Pass]

Nine cults: Issaries, Lanbril, Yelmalio, Babeester Gor, Orlanth, Ernalda, Humakt, Storm Bull, Chalana Arroy. [Lanbril... thatʼs an ultra-minor cult; again this reeks of ‘let them  play D&D-style thieves’. OTOH Chalana Arroy is a good choice; Iʼve had good experiences with the Chalana Arroy pregen, both as a player and as a GM] 

New, clearer spell templates (consistent presentation of information). [Good]

What isn’t changing?

The current RQG book is not going away. This is RQG. It’s the same game, fully compatible with the 2018 release. It is a re-presentation of the rules, not a new edition.

What won’t be in the new book?

Phalanx combat; family history (because many new fans bounced off it); sorcery; shamanism. [This is a shame. Greg was an actual shaman! Shamanism is what sets RQ apart from vanilla fantasy TTRPGs. I agree the current rules are poorly written, but all we need is a good edit.] There are simply too many things for somebody who is brand new to RQG to take in. The rules for these things aren’t being changed at all; they just won’t be in the revised core slimmed-down rulebook, so new players won’t hear about them (yet).

Does this mean the Starter Set is obsolete?

No, it's the same game.

Does this mean the old RQG Core Rulebook is obsolete?

No, it's the same game. RQG (2018) is still widely available in print and digital formats, please buy as many copies as you need.

Does this mean stuff cut from the old Core Rulebook will be changed?
(Are we getting new Shamanism, Sorcery, Phalanx rules etc?)

No, you can still use all those, as it's the same game. But new players won't be overwhelmed by options in the revised core rules.


What's next for RuneQuest: Roleplaying in Glorantha?

Goals: Playable Content: “show, don’t tell”. Let players discover Glorantha through play.

The Apple Lane Campaign: This reworks and expands on material from the GM Screen Pack Adventures Book.

Welcome to Glorantha: Collected scenarios, each highlighting a different, unique aspect of Glorantha. Compatible with the RQ Starter Set (that’s all you need to play them). One of the scenarios will be a mundane world heroquest. The book will show off different things that you can do with the game and setting. It’s designed for new players, like the Call of Cthulhu Starter Set. [Excellent, we need introductory scenarios. But we also need fully-fledged campaigns in the style of the old boxed sets]

Return to Snakepipe Hollow: A new adventure in the same dungeon set after the Dragonrise. This is not a reprint. It’s a whole new campaign dungeon; the denizens have changed since the Dragonrise.

On the Royal Road: A collection of encounters, with full NPCs incl. deep backgrounds, adventure hooks, etc. Use them any way you like in your own campaigns.

Cults of RuneQuest: Gods of Darkness: Including troll adventurer creation [at last] and everything else you expect from the Cults of RuneQuest series. After that, there may be a handful more books (2-3?) to complete the Cults of RuneQuest series. ❌ There are no current plans to publish a "Cult of the Invisible God" book. [Drat it]

09 June 2026

First Mention Ever of RuneQuest?

Amateur Press Association (APA) zines were the internet forums/social networks for the SFF nerds of the 1970s: each contributor would write a mini-zine (1 to 10 pages), send it to a central mailer who would collect all the mini-zines in order to produce a massive, 100+ pages zine that he or she would then post back (via snail mail!) to all the contributors. Alarums and Excursions was the main APA zine devoted to pen & paper role-playing games. In Alarums and Excursions issue No.26 (September 1977), Steve Perrin writes that he, alas, will have no time to participate in the APA zine scene any longer because he is

engrossed in RUNEQUEST, the role-playing game based on the world of Dragon Pass (from White Bear and Red Moon, Nomad Gods, etc.). About the ideas in this game, more later, but it has thoroughly eaten up my D&D time.

(...)

RUNEQUEST
The name of the game is my invention, and it describes the basic focus of the game. The characters must improve themselves so as to earn the Runes which will set them on the road to Herodom. (...) It is a long, hard trail to earn a Rune and that does not guarantee a Hero status. (...)
The other principal unique feature of the game is that everyone knows magic, or at least can learn it.

Note how Steve mentions that it is the ‘world of Dragon Pass’, rather than ‘the world of Glorantha’. Also of note (from another part of Steve’s contrbution): at the time flame wars were called fan feuds.

25 May 2026

RQG Roadmap

So while I was away in Lyons at Octogônes, running 3-hour RuneQuest adventures for newbies and sitting at an “ask me anything about RQ” table, Chaosium Con UK was happening. The chaps who attended the latter sent the following information about the RQG roadmap (NuRQ was NOT tackled):


Sept 2026: Lands of Runequest, Sartar, with a PDF-only supplement containing three short adventures set in Boldhome


Q4 2026: The Apple Lane Campaign, revisiting the adventures from the Gamemaster Screen Pack (unclear whether it’s merely the same stuff re-published with new art or if the content will have been improved); as a consequence, the current version of the Gamemaster Screen Pack itself will be discontinued, and it will be replaced by a newer version 


Q4 2026: Greg’s unfinished novel, A Pyre for Gods and Heroes, with an ending written by Andrew Logan Montgomery


Q1 2027: The streamlined edition of the core rules, thinner, with fewer cults, with simpler chargen, but adding non-human adventurers (minotaurs, durulz, baboons)


Q2 2027: Welcome to Glorantha adventure pack; each adventure will showcase a different aspect of Glorantha:

- Prax

- the Lunar Empire

- disease spirits and Broo

- a hero quest


Q3 2027: Return to Snakepipe Hollow (adventure pack): the Dragonrise has affected the denizens of Snakepipe Hollow in unexpected ways…


Q4 2027: On the Royal Road (encounter collection): dozens of NPCs, each with their own adventure hooks, to be used as a collection of random encounters or as an NPC codex


Q4 2027: Cults of RuneQuest: the Gods of Darkness: as per its title, plus how to create troll adventurers

14 May 2026

RIP Dario Corallo


Dario Corallo
has suddenly left us, at the age of 66. On top of our gaming-related collaborations, he was a good friend, and although weʼve only met once in real life (in Palermo, of course), we exchanged jokes and gaming-related ideas almost on a daily basis on social media. As a result, I am still reeling from the shock of the sad news of his disappearance, and I wonʼt be able to add much to what I am writing here today.

Chaosiumʼs Rick Meints has written a beautiful, moving obituary.

There is also this piece from a Sicilian daily, amongst many others, as Darioʼs day job was in the publishing industry where he was well-known and liked for his keen humour. He did the layout and drew vignettes for the Giornale di Sicilia daily newspaper until about two years ago when he was part of a massive layoff. This, however, enabled him to spend even more time illustrating his beloved Jonstown Compendium and The Fantasy Trip supplements.

05 December 2025

Cons & News

I haven’t posted in a long time… but hey I was busy: attending two cons in a row, Chaosium Con Europe in Poland, and Contes d’Automne in southeastern France, plus many real life shenanigans kept me away from the interwebz.

Chaosium Con Europe

This was the first official Chaosium Con in continental Europe (after the various unofficial ones in Germany). It was organised as part of the 50th anniversary celebrations of Chaosium’s creation by Greg Stafford, and it took place from 30 October to 2 November in the beautiful port city of Gdańsk in Poland.


red bricks galore

The venue was really nice: the Uphagen Manor, a former redbrick manor transformed into a hotel (see the picture). There weren’t that many gaming slots so I only played RuneQuest (twice), Pendragon and Age of Vikings, the latter GM’ed by Pedro Ziviani, its creator. It was still nice to catch up with the ‘tribe’ as I hadn’t been attending any con outside of France since the coronavirus pandemic.

I was very, very positively impressed by Age of Vikings. I initially thought it was ‘just’ the second edition of Mythic Iceland but it is much more than that. The rules are basically a streamlined version of RQ/BRP:UGE in terms of combat, skills, passions... honestly I wish Chaosium had trod this path rather than the inelegant nuRQ. Oh, well.

I shall provide other snippets of news gathered around the many pints of beers that were quaffed at the bar of the hotel—I couldn’t attend any of the panels (because of conflicting schedules with the games or with my wife’s desire to visit Gdańsk) so the following is all hearsay (also, probably old news by the time you read this).

The short term publishing schedule for RuneQuest is as follows:
- the Sartar book, 
- the Pavis book,
- a new Starter Set with a focus on Sartar and Pavis,
- a new rulebook (see below),
- the remaining ‘cults’ books are going to be published after all of the above, Darkness then Water then Chaos,
- the cults books for the Invisible God and the Horned God are not in the pipe at the moment,
- the Harmast novel.

Later on, we should expect:
- a reprint of the RQ3 Dorastor supplement (à la Sun County) 
- the new White Bear Red Moon wargame won’t be an identical reprint after all; it will feature less wargame-y rules than the original game (but not a reboot as what Chris Klug was working on).

The more general news about RuneQuest is that the ‘new rulebook’ will be a shorter but more streamlined book, less intimidating than the current one, and with bestiary elements and better indexing. Contrary to the tentative “nuRQ” of 2025 it won’t aim at being a ‘new edition’.

We shall also expect more PDF downloads like the Elder Race Adventurers and the Praxian adventure The Hunt for the Storm Calf.

The good news is that the con is back in 2026, also in Gdańsk, but probably a tad earlier in the year.


Contes d’Automne

This is probably less of interest to my non-Francophone readers. Contes d’Automne is a fantastic con set in a former monastery in Provence. What I really like there is the sense of being with your friends during the whole duration of the con: all meals are taken together, whereas at Chaosium Con Europe you had to leave the con’s premises to find something to eat in the neighbourhood, which (1) broke the out-of-time-out-of-everything spell and (2) didn’t guarantee you’d have lunch with the tribe. I hope they fix it for next year.

Anyways, I discovered a lot of games at Contes d’Automne—which is usually what happens because GMs there tend to concentrate on lesser-known games. I played Cthulhu Dark, Blades in the Dark, and Candela Obscura (yes, quite an array of gloomy games), and I ran QuestWorlds, because I purchased the hardcover at Chaosium Con and couldn’t wait to use it.

If you speak French, I really recommend this con.

05 September 2025

nuRQ - Important News

This is from social media, so I guess it’s OK to share it. 


Update on the new RuneQuest

An update on the work on a new edition of RuneQuest. Thanks to the countless hours of playtesting, feedback, and revisions, we’ve realized that we need more time to keep developing a new edition. Consequently we're pushing back the estimated release date to 2027 at the earliest.


However, all that work has made clear to us that the existing RuneQuest rules can be presented in a far more concise and clear manner. The process has also helped us identify where the existing rules need to be clarified to make it easier for newcomers to learn the game mechanics and for us to make VTT adaptations. 


So without further ado, what we are going to do is release a Revised RuneQuest core rule book. This will be significantly shorter than the existing RuneQuest: Roleplaying in Glorantha core rule book—about a third the size. Combat rules are cleaned up, and the rules are far clearer and better presented than in RuneQuest: Roleplaying in Glorantha. This book will include a Bestiary, and will focus on Sartar, Prax, and the Big Rubble.


In the meantime, we will continue to roll out new releases for the RQG line; stay tuned for some exciting announcements!


20 August 2025

Vampires and Glorantha

I have never been a fan of vampires in Glorantha. Even before Greg Stafford’s world became firmly grounded in a Bronze Age/Iron Age mythological milieu, and was still a kind of “old school” kitchen sink of various fantasy tropes, I disliked the presence of vampires.

Why? Well, because as a mythical creature, the vampire only appeared in European literary fiction in the 18th century. It’s a creature from the modern era, not from Antiquity, and not even from the Middle Ages. I actually even found vampires lame in D&D.

But we can fix this, because mythical creatures feeding on the vital fluids of the living have been present in myth and legend since... forever. However, their depiction is in stark contrast with the ‘charismatic villain’ type popularised by Bram Stoker’s novel and by classic horror film. Vampire-like creatures from antiquity are almost invariably monstrous and repulsive, resembling ghouls rather than European aristocrats.

Given Chaosium’s current art direction for Glorantha, much more inclusive of non-European influences, I would like to suggest the following as alternate inspiration for the vampire:

First and foremost, the vetāla, a class of spirits in Hindu mythology that live close to charnel grounds and that can take possession of dead bodies as vehicles for movement. These animated corpses then cause mischief in nearby villages.

Bhairava is the god of vetāla. As with many fearsome South Asian deities, he is not ‘evil’— his frightening appearance may indicate that he is a fierce protector of the faithful or that he teaches how to transform anger or hatred into understanding. This being said, the way he is depicted can be a source of inspiration for the ‘new’ Gloranthan vampire, in line with the current art used in the game.

Bhairava

Second, the strix of Ancient Greece. It was a monstrous bird that fed on the blood of children [hence the D&D ‘stirge’].

Third, let’s look at Inner Asia. The ḫortdan is a vampire-revenant that gets out of its grave at night to feed upon the blood of the living. It can become invisible or turn into an animal. The ḫortdan look bloated (especially after having fed), with a ruddy complexion.

Hence my suggested modifications to the description of the vampire (RuneQuest Bestiary, p105-106):
–Instead of “it takes on a pallid white skin and lustrous hair”: “it becomes bloated with a ruddy complexion”.
–Instead of “it may now turn into a bat, wolf, or smoke”: “it may now turn into a monstrous bird or become invisible”.
 
Also, since Darkness creatures are so strongly opposed to Chaos, I believe the vampire should be associated to the Shadow Rune, and not to the Darkness Rune.


27 July 2025

RuneQuest 90s (Part One)

Back when my daughter and her husband went to Japan for their honeymoon, they had the excellent idea of bringing back a copy of RuneQuest 90s as a gift to me.
Now obviously I cannot read Japanese, but I have this magic item called ‘Google Lens’ that does miracles to understand what is written in that book.

 

A bit of context first. While the rest of the world, in the late 1990s, was experiencing a dearth of RQ products, Japan had its very own edition of RQ, with a new set of rules, and a slew of supplements.

Since I only have the core book, this post will concentrate on it: ©1992, 160 pages, perfectbound, with apparently everything needed to start playing (so kind of like RQ2).


Summary of the book (note that these are the English-language headings of the chapters):
1. Introduction
2. Character Generation
3. Basic Laws of RuneQuest
4. Melee Combat
5. Power of Spirit & Rune
6. Character Development, Natural Damage, Large Scale Movement, Item Pricelist, and others
7. Game Masters Guide
8. Creatures of Glorantha
9. Introduction to Glorantha or Gate to the Dragon Pass
10. Wings of the Wind [an introductory scenario]

I will try to delve deeper into some of these chapters using my magic item.

Character Generation

Characteristics are the usual 3D6, except INT & SIZ, 2D6+6.
HPs are CON+SIZ halved, MPs are equal to POW, damage bonus is also the usual.
Then choose a cult from the list that starts on page 21.
The cult you choose will determine the skills, equipment, and spells you start with.
Skills: The base percentage of each skill is either INT% (knowledge-based skills) or DEX% (athletic skills). Then for each skill from the cult list, add +40%. Finally, choose three skills from outside your cult list and add +20%. Cults with a ‘*’ cannot be selected in this way.
Spells: An adventurer starts with 2 Spirit Magic spells from the ones available in their cult description.
Cults are listed from page 21 on, they are: Orlanth Adventurous, Yelmalio, Humakt, Storm Bull, Odayla, Bebeester Gor, Issaries, Chalana Arroy, Donandar, Ernalda, Lhankor Mhy, Lanbril, Eurmal.
That is all! Nice and easy. No encumbrance, no fatigue, no useless bookkeeping.

I like Issaries, so let us have a look at the Issaries cult:
Cult - Issaries is worshipped by people who are involved in travel and business. There are many types of faithful, such as shopkeepers, merchants, and monks. They are known for their shrewd negotiation skills and their ability to travel far and wide. They are at their best in negotiations and bargaining siruations. There are temples to Issaries in every city of Dragon Pass.
Myth - In the Gods Age, Issaries was famous for his great wisdom and his extraordinary talents. When the world was destroyed, Issaries was heartbroken so he accompanied Orlanth on a journey to Hell to rescue the Sun God Yelm. Issaries became the eyes and ears of the Lighbringers, guiding them to a successful journey.
Enemies and allies - The followers of Issaries, who govern communication, make no enemies. The followers of Etyries, the Lunar goddess of trade, are rivals with Issaries.
Runes - Harmony, Issaries, Movement.
Symbols - Quarterstaff, Mule.
Skills - Two-handed weapon attack, two-handed weapon parry, Speak Tradetalk, R/W Tradetalk.
Spirit Magic Spells - Mindspeech, Mobility.
Rune Magic Spells - Spell Trading, Lock, Passage [Rune spells are listed because there is an optional rule that lets you start with Rune Magic].
Equipment - Quarterstaff, knife, soft leather armour, sacred items (pen and two parchment scrolls), goods worth 200-2000 L (to be determined with the GM), blanket, waterskin, backpack, tinder and flint, 7 days worth of preserved food.

24 July 2025

NuRQ Scope and Logo revealed?

Chaosium have been advertising their 50th anniversary playmat on social media. Here it is:
click to enlarge



What is interesting is what this image reveals to the general public about NuRQ:
- You can see a fighter/adventurer type looking at a vast ruin: the default setting for NuRQ is going to be the Big Rubble, and the PCs are going to have adventures in ‘dungeons’ that they are going to loot...
- The logo is different from the current RQG logo; it is NuRQ’s logo.

13 July 2025

French-Language RuneQuest Podcast

I believe I havenʼt mentioned it yet, but myself and fellow Gloranthaphile Dasfynx have started a French-language podcast about RuneQuest and the world of Glorantha, called Runecast.

There are quite a few episodes online already, with a significant variety in the topics weʼve addressed.

14 May 2025

Kralorela Q&A

I have been tidying up my stuff a lot recently — or rather the missus coerced me into tidying up — and at least the good thing is that I have recovered a lot of beloved belongings I’d thought lost, like the RQ3 boxed sets or the Mongoose RuneQuest Lankhmar books. One of the things I’ve found is my notebook with all my scribblings from Eternal Con 2017, and in particular the notes I took at a Q&A Jeff Richard gave during the con. They are already on the blog, but its always good to re-read the original. Here is the snippet about my current interests (I am running a campaign set in eastern Genertela):


Q: Why doesn’t Godunya do anything against Can Shu?

A: Ignorance is part of the balance of the universe. And at least it’s controlled where it is [in Chern Durel]. If Can Shu were to be crushed, who knows where Ignorance would re-surface... maybe in Kralorela itself?


Q: What is the procedure to find a new emperor?

A: Who knows? There isn’t anybody left around from the last time this happened!


Q: I want to know more about Orathorn.

A: It will be in the 13th Age in Glorantha Sourcebook.

[Well, I’ve just checked, and except for a paraphrase of what we already know about the Nights of Horror from the Guide to Glorantha, there is absolutely nothing new ☹️]



31 August 2024

RPG A Day 28−31

Day 28 — Great Gamer Gadget

I don’t like gadgets— at least not for tabletop role-playing games; I’ll happily purchase gadgets for my wargames, like mounted mapboards, deluxe cards, bespoke dice, acrylic counters, you name it. But the action of a role-playing game unfolds in your mind... it doesn’t need any physical media!

Day 29 — Awesome App

Sorry it’s in French but the best answer to this stupid question is definitely imaginos’.

Day 30 — Person You’d Like to Game With

I’ve mentioned at the Day 19 entry that I’d only managed to have the missus play once. It was a D&D game and she was playing a fairy. She was awesome (not very surprising since she’s into improvisational theatre) but alas she never wanted to play again... she prefers family boardgames. So that’s it: the person I’d like to game with is my wife!

Day 31 — Game or Gamer You Miss

Well, as a Gloranthaphile, I obviously miss Greg Stafford. Technically speaking, he wasn’t a great GM (all of us who have had the privilege to play with him have anecdotes on this subject) but he was such a marvellous and mesmerising storyteller.

I miss you Greg!

24 August 2024

RPG A Day 21−24

Day 21 — Classic Campaign

Shadows on the Borderland is my favourite product from the ‘RuneQuest Renaissance’ of the early 1990s, one of the few original Avalon Hill RuneQuest supplements that was not a re-issued or a re-packaged product from the RQ2 range.

Shadows on the Borderland was not officially presented as a campaign, but as a series of adventures set in the same area (Prax) and with a common theme: the ever-present threat of Chaos in this uncivilised part of central Genertela— which of course enabled resourceful GMs to build a campaign out of these adventures (which is exactly what our GM did).

Day 22 — Notable Non-Player Character

What is a ‘notable’ NPC? One that is central to the ‘lore’ of a role-playing game? In this case, Arkat, Argrath, Harrek, Ralzakark and many others are notable NPCs, especially Argrath, who is supposed to play a major role in the RuneQuest: Roleplaying in Glorantha line.

Or is it an NPC that the player characters are bound to meet over and over again over the course of their adventures, and who acts as a useful deus ex machina tool for the [lazy] GM? In this case, le Club Pythagore from the French role-playing game Maléfices ticks all the boxes.

Or is it an NPC that you and your fellow gamers will remember from a great role-playing session or from a memorable campaign? In this case, everyone will have a different reference as to who is a notable NPC, irrespective of how well the NPC was presented in a given gaming supplement. From my recent sessions as a player, I have fond memories of Zaleena Silver-Tongue, a Lunar schemer from The Eleven Lights campaign written for HeroQuest/QuestWorlds.

And, last but not least, me and my friends have notable NPCs from our house campaigns. These NPCs won’t mean a thing to you, but we of course love reminiscing about them. One such NPC is Sturm Martex, a dream magician from Orathorn who kept thwarting my players’ plans during our Chern Durel campaign. I think his appearance is what made him so memorable... he had no body, just a head that was carried around on a silken cushion resting on a precious palanquin supported by his slaves. He had tinkered too much with dream magic, and his body got stuck in the Dream World. 

Day 23 — Peerless Player

Anyone who has ever attended a role-playing convention and enthusiastically played in a one-shot with total strangers is a peerless player 🙂

Day 24 — Acclaimed Advice

As someone of the show, don’t tell persuasion, I enjoy learning from experienced GMs at cons during the course of a game or at a panel.

For inexperienced GMs I will recommend the book Mener des parties de jeu de rôle (in French), which is a collection of articles written by French TTRPG professionals with loads of useful tips.

18 August 2024

RPG A Day 18

Day 18 — Memorable Moment of Play

Well, as someone who’s been playing since 1981, there have been many, but one of the best memories from the recent years is certainly the finale of my RuneQuest: Roleplaying in Glorantha campaign set in the Kingdom of Ignorance, when the player characters heroquested on behalf of Can Shu’s daughter who was looking for a means to act against her father. The heroquest succeeded, and its consequences kickstarted the Hero Wars in Chern Durel, much to our satisfaction as this episode marked the end of two intense years of gaming in real life.

16 August 2024

RPG A Day 12−15

Day 12 — RPG With Well-Supported Campaigns

I expect a lot of people will wax lyrical about the Masks of Nyarlathotep or The Enemy Within. Well, let me stand out of the TTRPG crowd and highlight how good many of the campaign games I have played for HeroQuest/QuestWorlds are.

Blood Over Gold, the (unpublished) Harreksaga, and The Eleven Lights, all of these HQ campaigns rank high on my list of best-campaigns-ever-played. Except for the Harreksaga which is more like a series of one-shots in different locales, these HQ campaigns feature extremely detailed NPCs in a complex web of relationships, which is what makes them stand out and “feel real”— which is what any good TTRPG campaign should strive for.

Day 13 — Evocative Environments

Given my obsession with all things Gloranthan, I reckon no one would believe that my favourite TTRPG genre is the historical role-playing game. And since my favourite city is Paris, I feel the most evocative environments are:

 - the 17th century Paris rife with the swashbuckling exploits of the musketeers from les Lames du Cardinal,

 - the early 20th century Paris full of occult mystery from Maléfices

(of course, both of these are French TTRPGs).

Day 14 — Compelling Characters

This question is not super clear. Are we talking about the player characters? the non-player characters? If it is the latter, I am going to repeat myself and refer to the incredibly detailed NPCs from the HeroQuest/QuestWorlds campaigns I’ve mentioned at the ‘Day 12’ entry.

If it is about PCs... any TTRPG that allows you to flesh out believable player characters rather than two-dimensional ones will do the job. Which I think favours narrative role-playing games. And the only one I’m really familiar with is, again, HeroQuest/QuestWorlds.

Day 15 — Great Character Gear

Groan. Honestly, this is probably the last thing I’m interested in when I play. For me ‘horse’ or ‘rifle’ are good enough on my character sheet and, despite being a lifelong fan of Tunnels & Trolls, I’ve always found its list of weapons ridiculously long and detailed for a game that is supposed to emphasise simplicity.

So I am going to mention a supplement that is supposed to be a ‘character gear’ manual but which is, in reality, an immersive guide into the day-to-day life of the people of central Genertela:

the Weapons & Equipment book for RuneQuest: Roleplaying in Glorantha.

07 August 2024

RPG A Day 6–7

Day 6 — RPG That is Easy to Use

I’m not sure what this entails. All RPGs are easy to use. All you need is a table, a few friends, and your imagination. 

This may leave out a few RPGs that mandate the use of minis or of weird dice but that still leaves 99% of games in.

Day 7 — RPG with ‘Good Form’

Without the shadow of a doubt, the RuneQuest Starter Set.

RuneQuest has often been maligned as being “only for Grognards” or “only for Gloranthaphiles”. The Starter Set shows how this criticism is rubbish.

The Starter Set is a beautiful, sturdy box containing everything needed to start playing RQ in the world of Glorantha: four booklets, a set of pre-generated characters, several maps, and a few accessories, like the super cool Strike Rank Tracker for mathematically-impaired players.

The first booklet contains the rules, which are perfectly laid out (I feel they’re even clearer than in the core book). The absence of what is probably the most daunting part of RQ:G, character generation, makes them almost standard fare as far as fantasy RPGs go. The slim booklet makes the rules easier to use as reference than a thick book.

The second booklet gives an overview of the world of Glorantha, with an emphasis on a single city, which I think is a good idea because it sets the tone of RQ adventuring, which is often city- or wilderness-based rather than dungeon delving.

The third booklet is a solo adventure. This is a terrific idea— an inexperienced GM can get the gist of RQ adventuring before they set up a table for their friends by playing this advenure, although I think the adventure itself may be a tad too complex.

The fourth booklet contains three adventures. The focus of the adventures is to have the novice players slowly discover the peculiarities of RQ and Glorantha as they start adventuring. The adventures are really good— but while I appreciate the surprise effect of the third one on long-term RQ aficionados I’m not sure it’s a good example of what a 21st century RQ game usually revolves around.

The character sheets are practical and beautifully illustrated. The characters are a good mix of adventuring types and make it perfectly clear that RQ is not your typical vanilla fantasy TTRPG.

03 August 2024

RPG A Day 1−3

Hey. Haven’t done this for a long time, mostly because the daily suggestions of the last few editions were kinda daft.


Also I think I will be unable to post daily, so expect this as irregular bursts every two or three days.


Day One − First RPG Bought This Year

Well, it doesn’t specify whether it’s ‘dead tree’ or any format, so I’ll assume it’s the latter and it’s going to be a double order for two Jonstown Compendium products:

Nochet: Queen of Cities

Secrets of HeroQuesting

both for RuneQuest: Roleplaying in Glorantha. This was on 1st March, which also shows that I don’t buy as many RPGs as I used to.


Day Two − Most Recently Played

Again, it doesn’t specify whether it’s face-to-face or any kind of gaming, so again I’m assuming the latter. In which case it’s my Monday night VTT session of

Old School Essentials

GM’ed by Old Scouse Roleplayer.


Day Three − Most often played RPG

Since the 2023 RPG-a-Day challenge? since the beginning of the year? since forever? It would be nice to know. I’ll assume since forever, in which case it is

RuneQuest: Roleplaying in Glorantha

(with HeroQuest/QuestWorlds a close second).