Rick Meints’ Forward to ๐˜Š๐˜ถ๐˜ญ๐˜ต ๐˜Š๐˜ฐ๐˜ฎ๐˜ฑ๐˜ฆ๐˜ฏ๐˜ฅ๐˜ช๐˜ถ๐˜ฎ (2002): “I find it amazing that virtually all of this material [basically what is contained in the ๐˜Ž๐˜ญ๐˜ฐ๐˜ณ๐˜ข๐˜ฏ๐˜ต๐˜ฉ๐˜ข๐˜ฏ ๐˜Š๐˜ญ๐˜ข๐˜ด๐˜ด๐˜ช๐˜ค๐˜ด] came out within the span of only three years.”

10 May 2016

Back From Chimรฉriades V

Back from the first con in ‘con season’!  This year’s Chimรฉriades took place in the same wonderful village in the Luberon as the two previous incarnations.

As usual, here is my feedback for the poor souls who had other priorities in life than travelling to a wonderful chรขteau in a seraphic location to enjoy role-playing under the Provenรงal sun. [Important notice: since I’ve had an appalling H1 2016 at my day job, I am in fuัkwit mode at the moment, so: no GMing at my side at the Chimรฉriades (nor will I GM at the Eternal Con in Bacharach), and I must also disclose that I have stolen from various friends’ con summaries to complete mine.]

Blue sky, ochre castle *



THURSDAY 5 MAY, evening

Chimรฉriades aren’t particularly known for their being a ‘dry’ convention, but the organisers have overachieved this year… after the inaugural ceremony, several tables of fresh mojitos were expecting us in the courtyard of the castle. Also by the end of the con, we hadn’t run out of beer kegs (contrary to what happened in 2014…)!

Beer and mojito *

Mojito Army †


Another big subsistence-related surprise: this year the food was prepared by a professional caterer! We had fantastic paella cooked in huge frying pans just in front of the chรขteau. So most of us started the three-day playathon sipping a fresh mojito in the mouthwatering smell of frying capsicums. I’ve definitely experienced worse at a con.

Keep it flowing †


THURSDAY 5 MAY, late at night

I had obviously signed up for Jeff Richard’s very first worldwide open playtest of the new RuneQuest rules! First significant surprise: you are encouraged to play a party of characters from a similar background, and the [quite long] character generation is not dissimilar from the Sartar clan generator in HeroQuest, except that each character is similarly created via a long questionnaire, and not the clan or the character party itself. As a result, and since there were five of us, this took almost two hours, at which point we decided to play the actual scenario the following day in the early morning. Second surprise; the rules are really, really close to RQ2, even more so than what Jeff had hinted at on G+. To me, it looks like Chaosium’s two guiding principles in this endeavour have mainly been “remove unnecessary rules” and “if it ain’t broke, don’t fix it”; I am happy with 99.9% of the results… I only miss the Defence skill, but since apparently I am the only such person on Earth, it shouldn’t be an issue for most of the fans.

A thick manuscript! *


FRIDAY 6 MAY, morning

OK, so were all from the same ‘Old Tarshite’ village on the slopes of Kero Fin, and Jeff demonstrated that you could play an intense hero quest even with beginning characters. We all had the opportunity for mucho roleplaying and we got to try out all the new skill combinations, augments, etc. All I will say here (since RQ4 definitely warrants its own dedicated blog post) is that the new system works flawlessly, that there aren’t any maths involved (augments are flat ±20%, not percentages of percentages), and that rune magic ROCKS. These first impressions still have to be confirmed, of course, since I’ve only played a mere one-shot, but as much as I enjoyed the short-lived RuneQuest Adventures in Glorantha supplement for RQ6, I have had the impression at Chimรฉriades that we had found –at last!– the holy grail of Gloranthan old school role-playing!

My first RQ4 character sheet! *


FRIDAY 6 MAY, 10:30, first panel: Gloranthan Round Table

The first panel of many that were available (and of which I only attended two) was the Gloranthan Seminar with Jeff Richard and Ken Rolston.

Jeff and Ken Talk *


As usual, the first questions were about upcoming products— so:

The Coming Storm is at the printer. The first book is expected in time for Gen Con. The second book is at layout, and is scheduled for the end of the year.

13th Age in Glorantha (13G) is at its final review stage. Currently at 400+ pages. Scheduled for the end of the year. As Jeff goes through the edits of 13G, he adds relevant stuff here and there to the 1627 sourcebook to make sure everything mentioned in 13G gets properly covered in the sourcebook, which BTW is a myth book; the model for the sourcebook is the myths articles in Wyrms Footnotes. The sourcebook will be useful for all Gloranthan-based role-playing games and not only for 13G, since all Gloranthan RPGs now heavily revolve around hero questing – and hence myths.

New RuneQuest core rules. Public playtesting in the next few weeks. Missing sections: hero quests, new sorcery [note that there won’t be any Malkioni in the core rules, only Grey Sages will have a few sorcery spells]. The full manuscript is scheduled for Gen Con. The new rules are designed to be backwards compatible with all the reprinted RQ2 products, which are going to be back in publication and printing.

Six Ages (successor to King of Dragon Pass): finished writing, missing the art. Looking at end of 2016/beginning of 2017. Set in Glorantha, but not in Dragon Pass [yours truly suspects Esrolia].

Gods War is being kickstarted this summer, by Petersen Games and Moon Design.

Wyrms Footnotes issue 16 will gather RQ material that won’t have made it in the published book.

Once the rules books are out, supplements will have to be rolled out… An “Esrolia Pack” is in the works (the published Nochet map was the first step).

The new Dragon Pass boardgame by Chris Klug is currently being playtested. It is designed to be played in 90 minutes. The aim is to kickstart it at the end of 2016.

Reiner Knizia card game: each player is a Praxian khan raiding the other clans. Fun, fast-paced filler game (20- to 30-minute play time).

Trollball proof-of-concept boardgame using miniatures from Petersen Games. A few pictures were posted on G+. No schedule at the moment.

HeroQuest: Glorantha in French, directly published by Moon Design— no intermediaries!

Jeff and Ken also mentioned that Glorantha should not be seen as a “scholarly” world any longer: GMs now have the Guide at their disposal, and beginning players should have enough understanding of their starting locale thanks to the character generation process in RQ4.

FRIDAY 6 MAY, afternoon

Rightly expecting not to be in great shape for Chimรฉriades, I hadn’t booked anything for the Friday afternoon slot. I have thus been able to leisurely walk through the castle and its gardens to see the various RPG tables, and more.

Basking in the sun... *

...and playing RPGs *


Stรฉphane Gallay was playtesting Gingerbread (working title), his new RPG in which the players are students in a super-hero academy. Readers of a well-known French graphic novel will feel at home. I didn’t play, just watched, but the system seemed quite reminiscent of Hero Wars.

Stรฉphane and his playtesters *
I’ve also enjoyed listening to my friends playing Grรฉgory Privat’s Bimbo RPG. I love how the game “forces” the players to be creative both in how they describe their character’s actions and in how they have to talk in-character.

Bimbos in the sun †



I have drooled at length in front of a copy of Cthulhu Wars painstakingly painted by Grรฉgory Privat that you could win thanks to the lottery (alas, I didn’t).

Lottery prize *


There were nice Gloranthan decorations everywhere in the castle, this year being the 50th anniversary of Glorantha (but more on this later), including some unpublished illustrations!





Some friends of mine were playtesting the 21st century version of an old favourite of ours…

Er, I think the Red Emperor is dead! †

Also the usual publishers’ and resellers’ booths, etc. Other friends playing, and various games being demo'ed.






FRIDAY 6 MAY, night

Another piece of epic Gloranthan gaming! Early in the year, ร‰ric Vanel had adapted the BattleLore rules to Glorantha for an in-campaign battle that we played during the course of his HQ campaign. Since we all loved how the game had played out, he decided to use those same rules to render the battle of Dangerford (from the Coming Storm) as a standalone wargame.

I acted as the co-referee. We had 5 players on the Lunar side, 4 representing the Sartarite rebels. The game played really well, the only problem was that the players who had received the rear-guard counters didn’t get to play much. Also, the Sartarite units exaggeratedly benefited from a scaling error on the map that made the Creek much wider than it really is, hence decreasing the efficiency of the Lunar units that use ranged weapons and/or magic. Hopefully a version 2 (for THE KRAKEN?) will fix these small shortcomings because except for these the game was fantastic.

Map and counters *

Gaming Aid *

And... Action! †


SATURDAY 7 MAY, 10:30, second panel: Ken Rolston: What I’ve Left Undone

This had been advertised more as a workshop than a panel, so I had assumed we would be creating stuff with Ken Rolston. We ended up mostly listening to Ken talk about CRPGs –which I hate– but him being the Rune Czar it was still very interesting.

Ken globally talked about failed games, how he pitched them to bigwigs, what they could have been… The one that caught my attention most was ‘Exile’, a mix of Civilization and Oblivion, and ‘Markland’, pitched as Sartarites settle the New World, or Elves and Dwarves settle a post-Hobbit Desolation of Smaug. I also remember this particular sentence: “Managing artistic people is like herding cats”.

Oh, and Ken did mention a single failed tabletop RPG: Seals of Satan (published in White Wolf Magazine issue No.42) with, er, cute seal-like demons firing death rays from their eyes!

The Rune Czar Talketh *


SATURDAY 7 MAY, afternoon

The usual perk at these cons is that you get to play with the very authors of the games, and so I managed to secure a place at Camille Guirou’s The Cardinal's Blades table to enjoy her adventure le Serpentaire (the word means both ‘Secretary Bird’ and ‘Ophiuchus’ in French, and both meanings played an important role in the scenario…). It was really one of the most enjoyable adventures I’ve ever played, with a breathtaking in medias res opening, great locations (Provence in the 17th century), and possibly the best NPC I’ve ever been confronted to. Loved it!

*



While I was enjoying Camille’s game, some other lucky friends were playing Scions of Ralzakark with Ken Rolston. This was a scenario Ken had already GM’d at THE KRAKEN… Can you believe I missed it twice?!



SATURDAY 7 MAY, late afternoon and night

Alas, alas, even the best cons get to an end, and we had a moving closing ceremony, during which Philippe confirmed there would be another con in 2018.

After the traditional barbecue dinner (yes there were vegetarian patties) the organisers had a big surprise for us Gloranthan fans: a score tartes du Luberon with Gloranthan runes on them! This is part of what makes the Chimรฉriades so special.





Beauteous!! †


Thank you, thank you, thank you again to Camille Guirou, to Philippe Auribeau, to Rรฉmy Croxatto and to all the other organisers, and see you in 2018!

Un jour, toujours


The ugly pictures (unmarked or marked *) are by tours truly.
The beautiful pictures (marked †) are by Stรฉphane Gallay, under a creative commons licence.

04 May 2016

Chimeriades & RuneQuest 4


Long-time readers of this blog know that there are three conventions I love and have almost never missed: the one in Bacharach in Rhineland-Palatinate, THE KRAKEN in Brandenburg, and Chimรฉriades in the Luberon.

Well, Chimรฉriades V starts tomorrow, and I am oh! so excited to go. The highlight for me will be Chaosium's own Jeff Richard making the first public appearance of the new RuneQuest rules (which Jeff calls ‘RuneQuest 4’ — not sure if that will be the official name though). I will be playing in a game refereed by Jeff on Thursday night — watch this space if you're interested by my first impressions!

13 April 2016

The Hanging Garden, Issue No.5 – Updated!

Issue No.5 of The Hanging Garden has been updated with a full-length article about Boot Hill by Travis Casey. Enjoy!

30 March 2016

The Hanging Garden, Issue No.5

Howdy dear readers. The fifth issue of my free e-zine, The Hanging Garden, is available for your perusal and enjoyment from the usual page.

Issue No.5 is a special "Old West"-themed issue. It contains several interviews, articles, and three full-length scenarios (two for Basic Roleplaying, and one for GURPS).

Feedback and comments are welcome, as usual. Cheers!

27 March 2016

FG Con: Revolution D100 On-Line Demo Game

As implied by its name, FG Con is an on-line convention devoted to the popular on-line tabletop RPG platform Fantasy Grounds. The on-line convention is taking place from 8 to 10 April 2016.

An official adaptation of the Fantasy Grounds engine to Revolution D100 has been available for some time now for a select group of happy playtesters. Yours truly can testify that it is really a top-notch adaptation that almost gives you the same experience as playing in the same room as your friends.

Paolo Guccione, the author of Revolution D100, will be demoing it on Saturday 9 April from 9pm to 1am CET. You may register here.

Paolo may run further on-line demos, depending on how many people subscribe. Paolo is an 'Ultimate GM', meaning players needn't have a Fantasy Ground licence. You can play in his games for free – just download the software and play. You will also receive a link to the latest version of the Revolution D100 SRD, and a library module with the most important tables and charts.

10 March 2016

The Sea Cave

I have received the PDF of the RuneQuest Old School Source Pack from the RuneQuest Classic edition kickstarter. It is a collection of all the very early RQ supplements, incl. The Sea Cave, which is an original unfinished and unpublished adventure by Greg Stafford. The Sea Cave is rather in the style of the quite lethal old school adventures of the time. Here are a few salient points I enjoyed whilst reading it [WARNING– MAJOR SPOILERS]:

“When adventurers are slaughtered or run screaming, the Monsters get experience rolls too.” I guess this is to make the adventure tougher should the PCs return to it. This sentence has a nice Monsters! Monsters! flavour to it which, being a huge T&T fan, I have really enjoyed reading.

At the beginning of the scenario, there is a section dedicated to tides in Glorantha, and to how the exact day the characters start the adventure may influence its outcome.

The text makes a difference between Denizens (remain in the same area) and Inhabitants (move from one area to the other) of the Sea Cave. The referee must decide where the latter will start off at the beginning of the scenario. This is decision is a mix of referee agency and of a random die roll influenced by the tide.

Rather than wandering monsters, the referee has a table to roll up random items in the various locations. The items go from the mundane (a shark tooth that was part of a necklace) to the hazardous (a magical skull that attacks the PCs) or the magical (an aluminium whistle). They are globally Gloranthan-themed, and contribute to making the adventure more than an average dungeon crawl.

The monsters themselves depart from the tedious monster-in-a-room-guarding-a-treasure design philosophy (or lack thereof) typical of the 1970s/1980s. The Trolls have family ties, know how to read and write, and do not get along well with the Sea Wyrm. The Mermaid also opposes the Wyrm. It is an interesting little monstrous ecosystem.

There is also a faux boss, which is a clever little twist. The PCs will think they have killed the boss,  collect the reward... but then the villagers who have hired them will still be plagued by mystery attacks at sea... possibly prompting a second foray into the Sea Cave, and making this adventure re-usable :)

Unfortunately, since this was an unfinished and unpublished adventure in the first place, the maps are quite terrible. Furthermore, a very short appendix at the end of the adventure explains that Greg had originally intended to add a temple to Cacodemon to the east of the cave complex; there are stats for the priest. Speaking of stats, they are handwritten on RQ monster/NPC sheets and are particularly difficult to decipher. I wish Chaosium had made the extra effort to print them rather than merely photocopying them.

All in all, it is a very decent adventure, possibly playable in a single session (depending on how long the PCs stay in the fishing village to investigate/hire a boat before heading to the cave).

28 February 2016

The New RuneQuest - How It Will Use Runes

The fourth instalment in Jeff Richard's design notes about the new RuneQuest is available on the Chaosium blog. This latest blog entry is mostly devoted to Gloranthan Runes and to how they will be used in the new RuneQuest.

In my opinion, there are two salient points: (1) Rune skills, and (2) Rune points.

Runes, much like in the short-lived RuneQuest Adventures in Glorantha by The Design Mechanism, will be directly expressed in gaming terms by straight percentile skills, and quite high-level ones too.

Apparently the player will have to choose three elemental runes and receive interesting starting scores in them; the example mentioned in the blog entry is Air 60%, Moon 40%, and Fire 20%. RuneQuest Adventures in Glorantha usually envisioned a single elemental rune at start.

The other runes (see my earlier post) function in opposing pairs; their total being always 100%, the worst score in one of them is necessarily going to be 50%. Not bad for a starting skill.

Apparently Rune Magic has been singled out as one of the weak areas of RQ2, what with sacrificing your POW for single use spells. Apparently a new mechanism will be implemented: Rune Points. RPs will fuel Rune Magic spells just like MPs fuel Battle Magic spells. They will still be ‘bought’ by sacrificing POW; however, it seems they will be easier to recover.

26 February 2016

News From The Design Mechanism

I always hesitate before publishing this kind of blog entry.... I reckon most people reading my blog also scour the various D100 forums and G+ communities. But, well, who knows, maybe there are people who only read my blog, so here are the latest news from The Design Mechanism for your enjoyment.

1) RuneQuest 6 will be re-named Mythras. The book will be re-printed with the same content and the same cover illustration; only the name will change.

2) The next supplement out is a much-revamped incarnation of the former BRP monograph titled Classic Fantasy. There is a preview here, and the cover simply rocks:

This is so Old School! I love it.

Apparently it will be much more than a mere Old School supplement for RuneQuest 6; with Mythras firmly rooted in the ancient world and the bronze age, Classic Fantasy will be the basis for faux mediaeval adventuring using the RQ6/Mythras rules.

3) Rumours are re-surfacing again of Chronicles of Future Earth by Sarah Newton being re-written for the RQ6/Mythras rules set. Stay tuned...

14 February 2016

The New RuneQuest - A Candid Retelling of 2015

In his third instalment about the 'new' RuneQuest, Jeff Richard quite candidly retells the whole Chaosium/The Design Mechanism imbroglio from last summer. Even though I was quite shocked at the news of the demise of RuneQuest Adventures in Glorantha at the time, I have come to understand the reasons behind this business decision, which, given the success of the RuneQuest Classic Edition kickstarter crowdfunding campaign, was certainly a sound one.

10 February 2016

The New RuneQuest - Snippets of Information (cont'd)

The second instalment on Chaosium's blog about the birth of the 'new' RuneQuest is here.

TL;DR
  • A short overview of what makes RuneQuest RuneQuest.
  • A short overview of why RQ2 is superior to RQ3 and hence used as the basis for the 'new' RQ.
  • Globally, this last blog entry sort of answers the sceptical remark I made yesterday about the draft being available for Gen Con: the 'new' RQ is more like a RQ 2.5, hence its short-term availability.

09 February 2016

The New RuneQuest - First Snippets of Information

The Chaosium have released the first real snippets of actual information about the new incarnation of their flagship role-playing game (no, it's not the Call of Cthulhu). You can click here to get to the relevant post. I am sceptical about the“launching at Gen Con this year” bit of the article. The Gen Con is in August; a launch in August 2016 is tantamount to saying that the game is almost finished and in its very final playtesting phase, yet Steve Perrin has just recently jumped on board, and it seems any playtesting at the moment is restricted to the Chaosium inner circle, so....?

Anyway, what has caught my interest is not the aggressive time-line, it is the picture of the hand-drawn player character sheet:



I like the fact that we're ending up with way more runes on the player character sheet than in HeroQuest Glorantha or in the short-lived RuneQuest Adventures in Glorantha.
I also like the fact that this feature directly reverts Gloranthan cosmology as presented p146-149 of the Guide to Glorantha (but what about the other Form runes?).


07 February 2016

The Man Is Back!

Steve Perrin, the man behind most of the original mechanisms used for the RuneQuest rules, is back! Here is the press release from Chaosium:

Steve Perrin joins design team for new Chaosium edition of RuneQuest

In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium’s new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 editions of game, was a natural fit that harkens back to the genius and originality of RuneQuest", said Rick Meints, President of Chaosium.

In late 2015 Moon Design Publications and Chaosium successfully Kickstarted the RuneQuest Classic Edition campaign, a triumphant reissue of the iconic 2nd Edition of the RuneQuest rules and the supplements produced for it: Cults of Prax, Pavis, Big Rubble, Griffin Mountain, TrollPak and many others.

“We want to usher in the newest exploration of Glorantha with a tribute to the masterpiece opus of work that has come before. Part of Steve's role is to help insure that this edition contains the best possible game mechanics while maintaining backwards compatibility with RuneQuest 2", said Jeff Richard, creative director at Chaosium.

The new version of RuneQuest maintains backwards compatibility with earlier editions, while also containing a number of unique innovations that resonate with Glorantha, Greg Stafford's mythical campaign setting where RuneQuest started and to which it returns. This new edition incorporates Runes directly into both your character and the magic system you use, including their passions and motivations.

"The rules reinforce immersion in the setting even more than the original RuneQuest rules did, and ideas experimentally brought forth in Griffin Mountain reach their fruition", said Richard.

Seizing this unique chance to get this right, Chaosium has brought in a team of notable game designers to support Chaosium’s rebirth of RuneQuest, including Sandy Petersen (Call of Cthulhu), Ken Rolston (Paranoia, Elder Scrolls, RQ3), Chris Klug (James Bond 007 RPG, DragonQuest) and Jason Durall (BRP, Conan).

A special pre-release version of the new rules will be revealed at Gen Con later this year, along with introductory scenario sessions. A wealth of all-new campaign material and supplements for the new edition will follow.

12 January 2016

RuneQuest Classic - If You've Missed The Kickstarter...

So, if you've missed out on the one and only Kickstarter crowdfunding project that you shouldn't have overlooked if you were a true-blue fan of Old School role-playing games, here is a chance to still be able to pre-order the 'new' version of RuneQuest 2, elegantly called RuneQuest Classic: link.

This is not a mere reprint. It comes with additional content such as a lot of Q&A from the 'RuneQuestions' column in Wyrms Footnotes (Chaosium's in-house organ), new appendices ('The Birth of the Minotaur' by Greg Stafford, precisions about Divine Intervention and Divination, 'What It Takes To Convince The Examiners' also by Greg, precisions about ghosts and spirit combat, and of course a full description of Rurik Runespear, Runemasters-style), a GM screen, and player handouts.

As a whole, the additional content amounts to 7 pages of small type in the appendices, and to various instances of boxed text interspersed throughout the main text of the rulebook.

15 December 2015

Hit Location Tables and Their Evolution

Note: I will restrict my post below to humanoid hit locations, which are anyway the ones I use most when I'm refereeing RuneQuest, as my favourite “monsters” are human opponents. I also believe humanoid hit locations are the ones that have been modified most in the various incarnations of RuneQuest and of the Basic Role-Playing System.

RuneQuest 2 had a simple universal hit locations table, which was applied to a humanoid target irrespective of whether the attack was via a mรชlรฉe weapon, a missile, or a spell. The table is the one in the first column (Mรชlรฉe) in the illustration at the bottom of this blog post. There were a few modifiers to be taken into account if the attacker was on horseback or riding a high llama (one of the bizarre riding animals used by the Praxian animal nomads).

RuneQuest 3 kept the same table as RuneQuest 2 whilst restricting its use to mรชlรฉe combat and adding a second, slightly different, table for the results of missile combat — which made perfect sense. Please refer to the tables in the first two columns (Mรชlรฉe and Missile) in the illustration at the bottom of this blog post.

The Basic Role-Playing System “Big Gold Book” (BGB) used the same exact tables as RuneQuest 3.

RuneQuest 6 has introduced a slightly different table, which is supposed to replace both the Mรชlรฉe and the Missile tables from RQ3 and the BGB; please refer to the table in the third column (Unified) in the illustration at the bottom of this blog post.

Personally, and in contrast to the latest outcries about Chaosium splitting the RQ fanbase again with yet another version of the RQ rules, I find the various incarnations of the rules sufficiently similar that I can use them interchangeably; e.g., I have recently run my RQ6 Swenstown scenario twice, and I've used the RQ2 hit locations both times... only realising whilst re-reading the various rules sets to write this blog post that they were actually different!

Anyway, my suggestion is to use a mix of the RQ2/3 and RQ6 hit location tables as follows: the first column for mรชlรฉe combat, the second column for missile combat, and the third column in all other cases (e.g., falls, spells) or if you only want to use a single hit location table.



Also please remember that a combatant in a superior position adds +1 to the D20 roll for hit locations.

10 December 2015

Gloranthan News from Dragonmeet 2015

Dragonmeet is an annual British tabletop gaming convention that takes place in early December in London. It is one of the largest UK conventions and it is attended by many professionals and famous guests.

Unfortunately, I have never been able to attend, as London has become ridiculously expensive. Anyway, after the two German conventions (Eternal Con and The Kraken) and the Chimรฉriades in France, it's certainly the most important convention for European fans of the world of Glorantha, so I'm sure I'll make the extra effort one day.

Moon Design/Chaosium have made quite a number of announcements at Dragonmeet regarding the future of the world of Glorantha and of the Chaosium role-playing games, which have put in turmoil the various forums and G+ communities of the Gloranthan aficionados so, even though I was not present, I have decided to copy a post by Steve from BRP Central for the benefit of the readers of this bog. Aren't I nice.

  • The RuneQuest 2 re-issue (via the Kickstarter) is progressing well, and the rulebook itself is ready. Jeff held up a softback "test" copy printed via Lulu.com.
  • A European fulfilment centre is being set up and will start from February 2016, including the HeroQuest: Glorantha rulebook.
  • Prince of Sartar - a colourist has already been brought on board, despite this being a later Patreon goal. The next chapter is New Pavis, then the following chapter will be the classic Cradle scenario. The Patreon campaign means that Prince of Sartar can continue; before this there were problems given that this isn't a product being sold, it's a free web comic. There will be a monthly Google hangout with Jeff and Kalin for backers.
  • The Glorantha sourcebook (for 13th Age, but rules-free) is waiting on the final 13th Age in Glorantha manuscript so that Jeff can finish it off. Art is being commissioned now.
  • The Coming Storm - this advances the timeline from 1618 to 1625. Apparently Greg has joked that "it only took 40 years" to advance these seven years! The first book is the setting, the second is the campaign. It is planned that all the major NPCs will be depicted in art in the books, and many examples of this (great!) artwork were handed round, plus several maps.
  • The Gods War boardgame, by Sandy Petersen, is on course for a Kickstarter in 2016.
  • The “new” RuneQuest will be later in 2016.
  • Trollpak (the new three-volume version, not to be confused with the reprint stretch goal in the RQ2 Kickstarter) is at the stage of commissioning art.
  • The Guide to Glorantha will be reprinted in 2016, in the same format as before. It won't be in general distribution though.
  • The RQ2 reprint might be in stores, or it might not. This is being looked into.
  • Sandy Petersen is very involved in the “new” RuneQuest.
  • Jeff's very brief comments on what the “new” RuneQuest will be have been reported (and mis-reported) elsewhere [e.g., here], and are better explained in Jeff's forum posts on the RQ forum and in the Chaosium press release.
  • The Reiner Knizia Gloranthan board game that was previously announced by Chaosium was referred to by Jeff as "Khan of Khans". It's set in Prax, and a key theme seems to be stealing stuff from other players.
  • Jeff announced that in late 2016 there will be a Kickstarter for a "re-modelled" Dragon Pass board game. This is being totally revamped by Chris Klug, it's not just a reprint. Basic KS goals will include cardboard figures for Harrek, Jar-Eel etc, with stretch goals for plastic figures. It is aimed for between 2 and 5 players and around 90-100 minutes of play.



07 December 2015

Entropic News

the beloved BGB
A few weeks ago, I asked, somewhat rhetorically and jokingly: Is D100 Dead?, because of the news from early this autumn that Chaosium would be scrapping the 2008 incarnation of the Basic Role-Playing system, fondly known amongst aficionados of the BRP system as the “Big Gold Book” (BGB), and the only one currently available.

[Yes I know about OpenQuest and Legend.]

Well, it now seems we're soon going to experience quite the opposite of the death of the D100, i.e., a plethora of D100-based systems! For those of you who do not follow G+, the gaming forums, etc., here are the latest news:

  • The BGB will indeed be scrapped, and replaced with a new generic product called BRP Essentials, itself based on the classic RQ2 rules and “incorporating 30 years of progress”.
  • The Design Mechanism isn't working on the new Gloranthan version of RuneQuest any longer (see announcement here); as a result, RuneQuest 6 will continue under a new name.
  • Alephtar Games' Revolution D100 has successfully funded.

It hence appears that we will soon have three simultaneously in-print D100-based engines: BRP Essentials, the as-yet-unnamed generic D100 system by The Design Mechanism, and Revolution D100 by Alephtar Games.

These are the generic D100-based role-playing games; I'm not even mentioning that there are going to be two in-print Gloranthan D100-based FRPs in 2016: RuneQuest Classic and the “new” RuneQuest! An embarrassment of riches...

18 November 2015

The Hanging Garden, Issue No.4

Howdy dear readers. (Yes, I know I'm late.) The fourth issue of my supposedly bimonthly 'zine, The Hanging Garden, is available for your perusal and enjoyment.

Issue No.4 is a single-themed issue as it is 100% devoted to the description of the city of Swenstown in the mythical world of Glorantha. It features a kind of mini-sandbox with random tables, enabling the referee to use the city for 'urbancrawl' adventures, or as a base for your adventurers whilst they explore Sartar and/or Prax. The 'zine also includes a short scenario set in Swenstown and appropriately titled Swenstown's Sour Secrets. It is quite dark and adult and, as a result, may not be to everyone's taste. I GM'd it twice for two different gaming groups, and it was well-received both times, despite some unsavoury elements.

I have tried and kept the rules-y parts to a minimum. Whatever stats are present are for RuneQuest: Adventures in Glorantha, and they can be easily converted to other D100-based FRP games or even to other Old School systems.

Well, anyway. Feedback and comments are welcome, as usual. Cheers!

11 November 2015

Classic RuneQuest Reprint

As revealed at The Kraken, Chaosium is going to re-publish the classic 2nd edition of RuneQuest as a hardback in 2016, to celebrate Glorantha's 50th anniversary. The first images have been leaked to the G+ RQ2 community:





And, for an old grognard like me, it is a dream come true!

06 November 2015

Random Dragon Pass Wilderness Generator


This Random Dragon Pass Wilderness Generator is a hack of ร‰ric Nieudan's own more generic classic fantasy random wilderness generator.

What you need:
 - A standard 52-card deck with French suits (♠♥♦♣); remove the jokers and the 2's.
 - Dice.

1. Draw cards to make a 7×7 grid; leave centre of grid empty. The centre is your main point of interest (city, dungeon, whatever) and is up to you — see picture below:


2. Terrain the remaining 48 areas according to card suit; face cards mean there is a steading. See tables below:

 Terrain 
  plains or plateau 
 ♣ woods or swamp 
  hills or dunes 
 ♠ mountains or canyons 

 Steadings 
 Jack: village, hamlet or camp 
 Queen: temple, shrine, other holy place 
 King: tower, keep or fortress 
 Ace: town or trading post 

3. Encounters and events. For each card, roll d20 and compare to card value (Jack = 11, Queen = 12,  King = 13, Ace = 14) on the main table below. Choose or draw another card for subtypes.

Variant: Use a d12 for step 3; use a different type of die in the light grey rectangle around the centre of the grid, see above; e.g., if the centre is a city (civilised) then use a d10 in the light grey area; if it is a dungeon (wild) then use a d20.

 Die   Civilised Encounters
Die roll < card value 
 Events
Die roll = card value 
 Wild Encounters
Die roll > card value 
 1   Farmers travelling ♣foraging poaching ♠fleeing 
 2   Fishermen working ♣mending nets famished ♠building a dam 
 3   Merchants caravan ♣lost being robbed ♠loaded with gold   Ambush or trap 
 4   Acolytes preaching ♣looking for help begging ♠on a pilgrimage   Impromptu market   Aldryami elves ♣dryadpixies ♠runners 
 5   Men-at-arms mercenaries ♣soldiers at war militia ♠recruiting   Freak weather   Dwarves industrious ♣wise hungry ♠curious 
 6   Ducks assassins ♣traders confidence artists ♠family   Blocked roads   Newtlings scared ♣hostilefriendly ♠on a pilgrimage 
 7   Wizards master & retainers ♣illusionists necromancer ♠witch   Fire   Animals herbivores ♣wolves pterodactyls ♠mountain lions 
 8   Adventurers bruised & beaten ♣hostile friendly ♠richly equipped   Flood   Monster dinosaur ♣manticore jack o'bear ♠minotaur 
 9   Barbariansin battle ♣on a heroquest raiding ♠hiding from foe   Battle   Nomads Grazelanders ♣Pol Joni Praxians ♠Morokanths 
 10   Trolls merchants ♣patrol messengers ♠raiding   Ghosts   Spiders hive ♣parasites with hosts giant ♠sentient 
 11   Bandits river raiders ♣on the run hiding ♠carrying plunder   Country fair   Trolls slavers ♣Zorak Zorani Tusk raiders ♠cave trolls 
 12   Thieves street thugs ♣running from the law spies ♠burglars   Chaos nest   Bandits pirates ♣folk heroes highwaymen ♠mercenaries 
 13   Dragonewts ambassadors ♣warband mercs ♠travelling   Siege   Humanoids baboons ♣centaurs satyrs ♠wind children 
 14   Plague   Thanes visiting ♣prisoners at a wedding ♠travelling 
 15   Undead wraiths ♣vampires zombies ♠ghouls 
 16   Chaotic broo ♣dragon snail ogres ♠scorpion men 
 17   Lycanthropes Elurae ♣tusk brothers wolfbrothers ♠tiger sons 
 18   Abomination gargoyle ♣basilisk walktapus ♠cockatrice 
 19   Elemental gnome ♣salamander undine ♠sylph 
 20   Special cultists ♣demon magical sheep ♠sky bulls 

As always, I welcome any feedback for improvement.

18 October 2015

Random Sartarite Name Generator

Art © Dario Corallo
I needed a random Sartarite name generator so I created one. I think this is better than the guidelines on p26 of Sartar: Kingdom of Heroes.

We assume the sex of the NPC has already been determined, else D6: 1-3: Female, 4-6: Male.

 D20   Name Type 
 1   one-syllable name (please make it up) 
 2-10   two-part name with initial + final elements (roll below) 
 11-16   three-part name with initial + middle + final elements (roll below) 
 17-18   four-part name with initial + middle + final elements + suffix (roll below) 
 19-20   three-part name with initial + final elements + suffix (roll below) 


D100 Male Initial Element
1-3 An-
4-6 Ar-
3-9 Bro-
10-12 Caras-
13-15 Dang-
16-18 Derd-
19-21 Eo-
22-24 Ern-
25-27 Far-
28-30 For-
31-33 G-
34-36 Ga-
37-39 Gar-
40-42 Har-
43-44 Hen-
45-46 Heort-
47-49 Hof-
50-52 Jar-
53-55 Kal-
56-58 Kan-
59-61 Kor(o)l-
62-64 Min-
65-67 O-
68-70 Orl-
71-73 Rakel-
74-76 Rast-
77-79 Sali-
80-82 Sar-
83-84 Sil-
86-87 Tar-
89-90 Ter-
92-93 To-
95-96 Vad-
98-100 Ven-

D30 Male Middle Element
1-2 -al-
3-4 -am-
5-6 -an-
7 -as-
8-9 -d- before a consonant / -dr- before a vowel
10 -dangh- before a consonant / -dangy- before a vowel
11 -g- before a consonant / -gr- before a vowel
12 -gh- before a consonant / -gy- before a vowel
13 -h- before a consonant / -y- before a vowel
14 -kal-
15 -ki-
16 -kin-
17 -ma- before a consonant / -m- before a vowel
18 -n-
19 -nel-
20 -o-
21 -ol-
22 -on-
23 -or-
24 -orl-
25 -os-
26 -ri-
27 -rob-
28 -st-
29-30 -v-

D30 Male Final Element
1 -akt
2 -al
3 -an
4-5 -ar
6 -arg
7-8 -arl
9 -arm
10-11 -ast
12-13 -ath
14 -g
15 -ik
16-17 -il
18 -in
19 -is
20 -ist
21 -k
22 -lai
23 -ng
24 -on
25 -or
26 -rai
27 -rev
28 -sar
29 -tar
30 -tip

D20 Male Suffix
1 -alor
2 -aran
3-4 -d
5 -des
6 -di
7-8 -er
9 -f
10 -(g)ian
11 -in
12 -ing
13 -le
14 -os
15 -stan
16 -star
17 -ste
18-19 -(y)th
20 -var

Notes:
i. Siblings will often share the same initial element(s), e.g., Sil·kin·ist·er and Sil·kin·or
ii. Individuals with the Darkness rune or from a Darkness-influenced clan may replace one or several vowels in their name with a 'u'.


D100 Female Initial Element
1-2 A-
3-4 Ar-
5-6 Be-
7-8 Bre-
9 Bry-
10-11 Dar-
12-13 Dara-
14-15 Do-
16-17 Du-
18-19 E-
20-21 Ent-
22-23 Erin-
24-25 Ernal-
26-27 Es-
28 Esrol-
29-30 Grisel-
31-32 Ha-
33-34 Har-
35-36 Heort-
37-38 Inster-
39-40 Ivar-
41-42 Jar-
43-44 Jarnar-
45-46 Jen-
47-48 Kal-
49-50 Kel-
51-52 Ken-
53-54 Le-
55-56 Li-
57-58 Lis-
59-60 Lon-
61-62 Marer-
63-64 Mer-
65-66 Mor-
67-68 Natal-
69-70 Ondur-
71-72 Onel-
73-74 Oran-
75-76 Sartar-
77-78 Sen-
79-80 Senren-
81-82 So-
83-84 Soa-
85-86 Tar-
87-88 The-
89-90 Ul-
91-92 Vin-
93-94 Yan-
95-96 Ye-
97-98 Yor-
99-100 Yr-

D20 Female Middle Element
1 -g-
2 -gan-
3-4 -i-
5 -in-
6 -is-
7 -kal-
8-9 -l-
10 -lan-
11 -mel-
12 -nal-
13 -ne-
14 -noth-
15-16 -r-
17 -ra-
18 -re-
19 -sul-
20 -vu-

D30 Female Final Element
1 -a
2-3 -d
4-5 -da
6 -ea
7 -een
8 -en
9 -eth
10 -ga
11 -ia
12 -in(a)
13 -is(sa)
14 -ka
15-16 -la
17 -na
18 -ne
19 -nt
20 -ola
21 -oth
22 -ra
23 -sa
24 -shi
25 -t
26-27 -va
28-29 -ynn
30 -yr


D20 Female Suffix
1-2 -ella
3-4 -er
5-6 -ina
7-8 -lla
9-11 -na
12-13 -nina
14-16 -rella
17-18 -rios
19-20 -ta

16 October 2015

Better ReD100 Than Dead!


A few days ago, I provocatively and rhetorically asked if D100 was dead. I do know that D100-based role-playing games are from being dead, what with the new version of Mythic Iceland in the works or with the announcement by Chaosium at THE KRAKEN that a hardback 'nostalgia' version of RQ2 and a new, Gloranthised RQ6 would be published in 2016.

However, all the role-playing games mentioned above are standalone books. Apparently, the new management at Chaosium are convinced that generic universal rule sets are not selling at the moment, and that the public favours standalone role-playing games. I have no idea whether they have made any marketing research or analysed data of which books sell and which ones don't, but I'm ready to believe them. After all, Chaosium has been doing much better since the new management took over.

This being said, I am sure there still are many GMs and players out there who would like to have a 'toolbox' kind of D100-based rule set, and who are going to miss the BGB.

Fear not, brave souls, for Alephtar Games has started a crowdfunding campaign on Ulule to fund exactly such a role-playing game! Revolution D100 will feature a solid and modular implementation of the D100 system with quite a few new niceties (like Traits). I encourage you to have a look at the web-site of the crowdfunding campaign and, of course, to back it!

11 October 2015

THE KRAKEN 2015 Report

The following statements are both true:
1. The Kraken is a gaming vacation.
2. The Kraken takes place every second (even) year at Schloss Neuhausen in Brandenburg.

However, it is also true that there was a mini-Kraken this year. Not a gaming vacation, no— a gaming retreat. And it was as good as the real McCoy except that –alas– it was much shorter.

FRIDAY 2 OCTOBER, afternoon

I drove all the way from Paris with my daughter and a friend. On Friday afternoon, we arrive at last, after 1,000km of heavy metal, noise pop, folk punk and Autobahnbaustellen, and get our Krakeneers' kits and schlรผssel.



The weather is fantastic, which keeps the illusion of the gaming vacation, and Fabian doesn't look too stressed (yet). Sandy Petersen, the Only Old One, is already busy running demos of Gods War.

FRIDAY 2 OCTOBER, evening

Playtesting session of my (formerly) Secret Project. Lots of fantastic input from Mark and Patrick (thank you, guys, I'm already taking your feedback into account for version 2).
People slowly start arriving; I get to see old friends and new ones. Chatted about the new supplement of The Cardinal's Blades with Rรฉmy. Jeff and Claudia explained me at length the pros and cons of the various gaming conventions; apparently I miss a lot by never going to Essen.

veggie food – thank you, Fabi!


SATURDAY 3 OCTOBER, morning

Played the gianormous wargame Operation Market Garden by Odile and Louis; lost twice in a row.

the gianormous map

my starting position

heavy fighting



Then attended the What's Up, Chaosium? seminar with Jeff, Neil, MOB, Sandy. Here are the main highlights:

Chaosium is now a fully virtual company (they've closed the Hayward office). What this really means is that there isn't any warehouse any longer. US fulfilments will be via Brainerd MN; European ones are in view via a UK company, who will also be carrying Moon Design and The Design Mechanism products.
Big focus at the moment is the Call of Cthulhu 7th edition kickstarter. Printing is underway, they are waiting for the physical proofs. Still working out the shipment details. Once this is solved, they expect to be in full working mode again, with lots of products and scenarios down the road, e.g., Infectious Fungi From Outer Space, a collection of short, unrelated, standalone scenarios by Sandy Petersen set at various different time periods (not the 1920s). If it is successful, expect more of those.

RuneQuest is back to the fold. The new version (referred to as Chaosium RuneQuest, CRQ) will be out by next year's Gen Con. It will be a shorter book, set firmly in Glorantha, back to the look and feel of RQ2, with brand new material (cults, scenarios). By the way, to celebrate Glorantha's 50th anniversary, the original RQ2 will be re-released as a hardback.

Basic Role-Playing System. The line is still alive. A new standalone Mythic Iceland will be the first book in this line (with new stuff, of course, e.g., more magic). Should be out before CRQ. MOB insisted that the BRP had not been killed off.

All the HeroQuest products are going to be published by Chaosium from now on; the Red Cow books, the new three-volume Trollpak, are the next ones in the pipe.

13th Age in Glorantha (13G): the 3rd playtest pack has been released today [i.e., on 3 October].

Credo, the Game of Duelling Dogmas. Updated the game of 21 years ago.

Secret announcement for Krakeneers only: another boardgame will be KS'd next year. Ultra-secret. Come to Paris and buy me a beer if you want to know more. [Note: I could see on G+ that some pictures had been leaked...]

Q&A Session

Q: Are you going to publish conversion rules for 13G/HQ/RQ?
A: No, because those rules sets aim at different gaming experiences.
Q: What happens to non-Gloranthan RQ6?
A: No standalone core engine, no third party products; any future "RQ6"-like product by TDM will be a standalone game ร  la Mythic Iceland.
Q: What do you suggest as an introduction to Glorantha for newbies?
A: HeroQuest: Glorantha, or the upcoming 13G or CRQ. They are all self-contained Gloranthan books.
Q: Talk to us about your fiction line.
A: We definitely want to revive it; we feel it's been neglected. At the moment we're still in the assessment phase.
Q: What happens to Magic World?
A: We simply do not have time to focus on all game lines.
Q: What happens to 3rd party licences?
A: The Laundry stays. Alephtar Games have lost theirs. Jeff says "If anybody has a great idea, they just come to me". But the idea is, again, to aim at standalone games.
Q: Are your games going to be available at game stores?
A: CoC 7e and 13G certainly.
Q: What about Pendragon?
A: Ask Greg!


on display

the new Chaosium


We then had a sort of short Sandy Petersen Games panel on top of the Chaosium seminar. In the pipe:
 - Cthulhu Wars Onslaught (extensions, new figures)
 - Gods War. New improved version compared with last year. KS early next year.



SATURDAY 3 OCTOBER, noon

Tested the new Gods War. The game mechanics have been slightly improved. The game is still pretty long (more than 2hrs for a four-player game). And I really, really would like to see some statistics. I think Chaos is too strong, no matter what they say.





SATURDAY 3 OCTOBER, afternoon

Played Cthulhu Wars with the new factions extensions, I got Yog-Sothoth (and summoned Him too late).



Played Operation Market Garden and won at last.

SATURDAY 3 OCTOBER, evening

Playtested my game again, and rather successfully too.

SUNDAY 4 OCTOBER, morning

Played in Jason Durall's The Akkadian Stars Are Right, powered by Magic World but set in a hybrid Bronze Age/Sci-Fi world, not unlike my own Glorantha in Space. I enjoyed the adventure very much!

SUNDAY 4 OCTOBER, early afternoon

GM'ed my RQ:AiG scenario, Swenstown's Sour Secrets, that I had been preparing for weeks (I had forgotten the pain that stat blocks and creating pre-gens could be for such a detailed system). I was so immersed in my GM'ing that I forgot to take any pictures!


my daughter preparing the map for the Swenstown game


Anyway, it was fantastic fun. I am planning on running it another time in Paris and then I'll probably publish it in The Hanging Garden.

SUNDAY 4 OCTOBER, late afternoon

Pancake Wars– Which ones are the best? Finnish or Dutch? Honestly, BOTH.

SUNDAY 4 OCTOBER, evening

Sandy Petersen entertained us to many anecdotes from all his years of gaming and of running gaming companies. Enormous fun.

that was before he started giggling


And then the closing ceremony, and then the sad farewell on Monday morning. I don't even want to recall that part. There should be a Kraken every three or four months!!!

my daughter

Fabi

29 September 2015

Is D100 Dead?

For various reasons, chief amongst which the fact that I have been directly impacted [my book The Celestial Empire cannot be sold any longer, see below], and yet I strive to remain impartial on my blogs, I haven't blogged much about the latest news in the small world of D100-based role playing games. For those of you who are unaware of the latest developments, here is a short summary of what has happened during this eventful summer.

  • Moon Design has taken control of Chaosium and announced that they wouldn't publish the 404-page Big Gold Book any longer. Instead they will publish a 32-page booklet called BRP Essentials. 32 pages? That's tantamount to setting the clock back to the 80s and the slim Chaosium BRP booklet :-(
  • Ben Monroe, who was the driving force behind Magic World, has left Chaosium.
  • The Design Mechanism's RuneQuest licence — which has made gateway (i.e., non-Gloranthan) RQ products such as Luther Arkwright possible — has expired and will not be renewed. Loz and Pete will now work on an upcoming fully Gloranthan version of RuneQuest for Chaosium (ETA mid-2016).
  • Third party licences (e.g., Alephtar Games') have also been rescinded. As a result, celebrated historical RPGs such as Rome (which had won a silver ENnie) aren't available any longer.
Except for D101 Games' OpenQuest, this doesn't leave us with much non-Gloranthan D100-based gaming left. Is D100 gaming dead?

15 September 2015

Forgotten Secrets of Glorantha

I have already mentioned Sandy Petersen's excellent panel about Gloranthan secrets, called “Elder Secrets of Glorantha”, that I had the privilege to attend during last year's The Kraken convention, er, gaming vacation. I believe that much of the information divulged by Sandy at his panel was quite novel.

Well, Fabian Kรผchler has made the transcript available as a ‘chapbook’, i.e., a fundraiser booklet for The Kraken. The PDF will probably be publicly on sale, but the dead tree version is only going to be available for attendees; it will have art by Jon Hodgson and be a limited and numbered print run.

If you want to pre-order a print copy of this chapbook, write to fabian [at] the-kraken [dot] de. More information here.

01 August 2015

Future of RuneQuest [6]

This is a follow-up to yesterday's blog entry.

The Design Mechanism has posted the following statement earlier on today, both on FB and on their forum:

The recent news that Moon Design Publications’ management team (Rick Meints, Jeff Richard, Neil Robinson and Michael O’Brien) would be taking over at the helm of Chaosium has naturally created a lot of interest and speculation. It has clear implications for the Design Mechanism, and Pete and I would like to issue a statement of making clear where we stand as a company and where RuneQuest stands as a game system. We cannot and will not speculate or discuss Chaosium’s existing game systems such as Call of Cthulhu, Basic Roleplaying or Magic World.

We (Design Mechanism) license the RuneQuest trademark from Moon Design Publications. We entered into a licensing agreement that comes up for renewal around this time next year and part of the contract and business plan I proposed when first negotiating the licence was to insist in a full review and assessment of our progress with RuneQuest as a property. Our licence is not perpetual, and that review process had already begun before the recent announcement.

With Moon Design now becoming part of Chaosium, the RuneQuest trademark transfers to Chaosium – its place of birth. Until the licence we have expires next year, RuneQuest will continue to be published by the Design Mechanism and the core rules will remain in print. From July 2016, the following will take place:

1. RuneQuest reverts to Chaosium.
2. Pete and myself
[Loz] will become the new lead writers for RuneQuest as a Chaosium brand line with specific responsibilities for developing the system and its supplements.
3. The Design Mechanism as a company will continue. Chaosium and Design Mechanism have signed a new contract whereby we can continue to write, produce and distribute our own RuneQuest supplements, and can continue to support the lines we have already started to develop.
4. The RuneQuest 6 mechanics remain the core of the system, but as the trademark is now held by Chaosium, we have been contracted to develop a new version of the game based in Glorantha called, simply, ‘RuneQuest’. This game will appear in July 2016 (or possibly earlier). This new version will roll together all the work we have done on ‘Adventures in Glorantha’ into a standalone RuneQuest game.
5. At that point, RuneQuest 6 will go out of print as its own title. Design Mechanism will find ways of ensuring full compatibility across our supplements, the new version and RQ6.
6. Effectively immediately, Chaosium will sell Design Mechanism’s existing (and future) books through its various channels. Indeed, this increases Design Mechanism’s exposure, extends its reach and removes a huge administrative burden from the shoulders of a two-man team.

Pete and I are delighted to be working with Chaosium. We are pleased to be able to return RuneQuest to Chaosium stronger than it has been since it left home for Avalon Hill back in the mid 1980s. Even better, it comes back to a revitalised Chaosium that carries a clear mandate of excellence, transparency and commitment to its fans and creative contributors. We are especially happy to have the opportunity to work closely with Rick, Jeff, Neil and Mike and to become part of the Chaosium family. But what makes this even more special is that the Design Mechanism carries on as a company, continues to publish and support RuneQuest, and will always engage with its loyal and faithful fans.

More details will emerge as various pieces come together. We will communicate and discuss them with you just as we always have. Pete and I really are excited and happy with the new direction and we hope you will share our enthusiasm and optimism for the future!

Long Live Design Mechanism!
Long Live Chaosium!
Long Live RuneQuest!