Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

FEATURE STORY
HeroQuest revives Glorantha legacy
Creator Greg Stafford explains the evolution of his world

By Matt Snyder
Daedalus Editor

In the history of role-playing games, there have been a few imaginative places that have truly stood the test of time. Like aging siblings, legacy game-related settings like Greyhawk, Tekumel, and Glorantha have become the grandfathers and great uncles of fantasy role-playing games.

Greyhawk is, of course, the long-lasting realm in which countless Dungeons & Dragons adventures have taken place. With the release of the third edition of Dungeons & Dragons, Greyhawk became the "default" setting, and it has been recast and rekindled as a fan favorite.

Tekumel, that baroque, bizarre realm world imagined in games and writings by M.A.R. Barker, persists in an online site (www.tekumel.com) and in the hearts and minds of dedicated fans and collectors. And, Guardians of Order promises a new Tekumel role-playing game in December 2003.

And then there is Glorantha. It is the creation of Greg Stafford, a living legend of the role-playing game community. Glorantha began, in the public eye, with the relase of the board game White Bear, Red Moon in 1975. Stafford explains Glorantha existed well before that in his writings and imagination.

After another board game called Nomad Gods, Glorantha became the setting for fantasy role-playing game RuneQuest. RuneQuest was a very popular game for a young hobby. The game developed a fan base that continues to play the game today, despite the fact that the 3rd edition of the game was published in in 1985.

In 1998, Stafford split from Chaosium, with whom he published RuneQuest and other remakable games like Pendragon and Prince Valiant, as well as working on classics like Call of Cthulhu and Thieves World. He formed Issaries, Inc., and put together the publication of a new game set in Glorantha called Hero Wars.

Hero Wars experienced problems in production, and the product was difficult to read and use. However, it contained an innovative system, designed by Robin Laws, that broadened the scope and story of Glorantha. The game developed a dedicated following of fans, and it changed the way players interacted with Glorantha, urging more mythic stories and heroic struggles.

HeroQuest is an outstanding game. It employs a single, simple mechanic to model conflicts of all kinds. The system scales beautifully, allowing conflicts among everything from peasants to demigods. The game emphasizes the value of community and relationships more so than the might of a solitary hero as other fantasy games so often do. Characters can overcome challenges using their personal relationships in exactly the same way as they would use their own ability with a sword. This emphasis on community and truly makes the game and its well-developed world shine. The result is a game system that practically begs players to craft powerful, meaningful myths on their own.

In short, HeroQuest is a milemarker for role-playing games. Greg Stafford and company have, at long last, achieved a great accomplishment with the game. It is one that will hopefully encourage years of enjoyment among gamers and one that inspires future designs to live up to its legacy.

Glorantha realized

Greg Stafford agreed to answer some questions from Daedalus to shed some light on the creation myth of Glorantha and HeroQuest.

Q: I understand HeroQuest is, for you, the ultimate realization of Glorantha?

A: Perhaps not the "ultimate," but certainly the best to date.

Q: Can you explain what about this specific game really makes it all "come home" for you?

A: I've been writing about Glorantha since 1966. I've been making games set there since 1975. I've made or helped to make two board games, two roleplaying games and a computer game set here. During that time it has always been a growing thing, and each game has helped to clarify Glorantha for me. That is, it's an ongoing process where I learn something new about the word and attmept to put it into shape as a game.

Then the game provokes all kinds of comments from other people that in turn cause me to consider, reconsider and discover new things. Thus, this game is the culmination of 28 years of creativity. It has been fun, but also hard work. I spent almost a whole year doing little else but write HeroQuest, but as a result I feel it really does bring it home this time. I feel like HeroQuest captures the vison, the color and the excitement of Glorantha in a form that is the most accessible yet. Robin Laws created a slick and dynamic system that makes storytelling more important than rules lawyering, so Glorantha is now quite accessible.

Q: Has Glorantha changed in its latest iteration? How so?

A: Glorantha has always been changing. However, I don't feel that is has changed radically. With each game I've just added more detail and interesting depth.

But, this time some changes feel larger than others. For instance, this is the first time that I've had the clarity of vison to definitely state that the three Otherworlds of magic are absolutely separate from each other, except where they overlap in the human world. But the lands and peoples have remained essentially the same from the first game, the gods and goddesses are the same and so on.

Q: Where is Glorantha going from here?

A: To the End of the World. I have always had a perception that I wanted to create the world, show how it worked, crank it up and then send the machine towards it logical end, which is the self destruction that precedes a new creation. HeroQuest is the game for it. It shows how the world is, sets the mechanics to make it work and also provides the tools to break it. So Glorantha is going to end.

Reaching out

Q: Who is the primary target audience of this game? Is it existing Glorantha fans, or do you aim to capture new fans? What is Issaries marketing target, and how does the game strive to that goal?

A: This is aimed at new comers. I am really happy that I've finally managed to make the depth and compexity of Glorantha into a feature instead of a bug. This game is designed from the ground up to be accessible to newbies. It always bugged me no end that people were intimidated by the game and the world. So this time I wrote it so that everything needed to play was concise and simple and made it clear that playing the game would reveal other things, but all you need to start is right there.

So, a new player really has to read two pages to make a new character. Since the game is based on verbal storytelling with a very simple rule system it's easy to get into without reading a hundred pages of complex rules.

Q: How well do you think HeroQuest serves people new to Glorantha?

A: Very well. It has a simple rule system and is written to start small and go larger if you wish. It stresses "This is all you need to know." The new comers I have communicated with have found it to be so.

Q: Do you think the dizzying amount of material and even things like potentially confusing game titles are an obstacle for them?

A: No, not if they actually look at what is there. Think of it this way. Does a couple of million books about World War II make it harder for someone to learn to play their first war game? Not if the game is simple! Same for Glorantha. Ignore whatever you don't know, take what is there and play.

Q: What can you suggest to these people as the best way to "getting into" the game?

A: Start small. Not even the Narrator has to know everything about the world. No one has to know all the gods, cults and magical spells. Just use what you need. And the narrator needs to always remember the two main principles of the game:

YGWV: Your Glorantha Will Vary. Even I don't know everything, so be confident that whatever you want to make up is OK; and

MGF: Maximum Game Fun. If there is a conflict betwseen a "known fact" and fun, then go for the fun!

By the way, neither of these abbreviations were made up by me. I got them off the lists.

Q: What about people who've loved Glorantha for years--how does the game serve them? Do they lose anything in this edition?

A: I don't think so. Most of the comments that I have heard in person or read on the lists are extremely positive. Most of them express satisfaction that so many of their previous questions have been answered. The only thing lost is a lot of dizzying detail for such odious things as hours-long hand-to-hand combat and limitless spell lists. But now we have a good presentation of what HeroQuesting is and how it works. People can take their characters into the worlds of the gods and spirits now, and participate in the great myths.

Issaries' stance on third-party publishing

Q: I recently read a post describing the HeroQuest rules as "narrative GURPS," meaning that it is a fantastic rules set for creating stories of many kinds, Glorantha or otherwise.

A: Thank you. We feel the same.

Q: So, I'm interested in hearing what Issaries stance is on development of supplemental materials for HeroQuest. I see two prongs here: Gloranthan support materials (clearly, there's already a thriving Glorantha fan following) and non-Gloranthan materials. Can you explain your company's position on people creating supplemental material and/or conversions of the HeroQuest engine for other settings? Does Issaries support this? What about for-profit materials? Have you considered any kind of program or licensure for such development?

A: As for Glorantha, we have a program underway to update known material and also, more excitingly, to publish a lot of new material about the unpublished regions of Glorantha. We are going to concentrate on expanding knowledge of the Lunar Empire first, but we are also preparing supplements for other regions of the world.

Fans have the liberty to do what they wish with their own games of course, and we support their publications as long as they are not for profit. We don't especially feel obligated to agree with fan publications, of course, but then, YGWV. That said, we often draw official material from the fan material. We urge anyone with a finished manuscript to submit it to us first.

As for non-Gloranthan materials, we have some items in the long-term works that will take the game system and expand it to other settings. I think it's counter productive to talk about them in detail at this date. I have just too much experience of letting a single sentence slip out and then be plagued by people for years who want to see it and are so often disappointed when I haven't lived up to their desires. We are a small company and have a plan for the next couple of years to make sure that Glorantha is properly supported. Then we will see about the next stage.

As for licensing the system to someone else, we would be more than happy to entertain any offers. But we are a professional company, and we expect to work with professionals. But, I want to repeat: If someone has an idea or a new setting, contact us first!

We have no interest in doing an open license thing, either. And on that subject, let me say here that we have no plans to use the d20 license for Glorantha. Glorantha is bigger than d20. I would, frankly, licence it for the right amount, paid up front. But the number is such that I doubt anyone would want to pay it.
Creating by collaboration

Q: Glorantha is your creation, an yet it is obviously a world made by a number of people. Was there a point at which you had to "let go" and let others color the world and its myths, regardless of what they did fit some nascent vision you once held? How have you approached that over the years, and how has it shaped your own view of a world you created?

A: It has been a struggle. Obviously I have and have had a lot invested in Glorantha, and I used to be horribly possessive about it. I regret my attitude from years ago where I turned off some very creative individuals and forfeited their contributions. But part of the appeal of Glorantha has always been its internal consistancy, and I don't regret holding that vision.

One of the virtues of HeroQuest is that it really does set the frame, the macro-structure, to such an extent that I am confident people will be able to work within it without me peering over their shoulders.

That said, it was only within the last decade that I rally began to loosen up. My attitude used to be that everything had to match my preconceptions, and if I didn't have preconceptions then I'd spend time working those out, often to the detrtiment of potential contributors. It was as if, "If it isn't mine, it doesn't work."

There have always been exceptions, of course. Sandy Petersen was one person in particular who could perfectly anticipate my own vision. But I have changed that old attitude. I have always wanted Glorantha it to be a group effort, and so now I have converted to the practice that, "if it isn't wrong, it is ok."
From Hero Wars to HeroQuest

Q: How did the rules system emerge? That is, how did you work with Robin Laws to create this system for Hero Wars, and what input did you have on the design? I'm interested in the thought process and the objectives for creating this rules system as seen in Hero Wars and now HeroQuest.

A: I struggled for years with HeroQuest. I wrote hundreds of pages, dozens of rules and systems to try to make it work. I never could. Fianally I decided to try to find someone else to help out. Rob Heinsoo told me one day that Robin Laws was a Glorantha fan and I went right to him to ask for his input. I had admired Robin's skill for some time, but didn't know he was a Glorantha fan. If I had I probably would have asked him to collaborate earlier. I was ecstatic when he agreed to do it.

We spent a lot of time in conversation and email with me outlining and detailing my ideas and needs, and with Robin asking his own questions, pumping me for details. He was astute in his questions, even bringing me to clarify things that I'd not considered. And he was absolutely sensitive to my desires. As a result he came out with a system that worked. He even did things that I insisted on that he didn't really want, like the edges and handicaps.

He submitted his manuscript on time. We tweaked the system a bit. For instance, Shannon Applecline convinced me that the numbers in the original resolution system were backward, and so we reversed them. But most of the system remained intact. Then I began to fill in the details, ran out of money and published the then-current result as the incomplete game called Hero Wars.

Q: Incomplete? Care to explain what you mean by that?

A: Sure. I'd been publishing games for decades as Chaosium, but we owners and debtors broke the company up in 1999 or so. I got what I had begun with: Glorantha and its products.

But I needed money to finish the game and publish it, so I asked the fans if they could help out to make the new game. They responded generously and I exceeded my mark of $50,000. Well, that seems like a lot of money but it was really just a tad compared to what we needed.

It wasn't enough, so I reached the point where I had just enough money left to print the game up. I had a choice of either publishing it as it was or never dong it at all. Since I'd made a promise to the contributors to release a game I printed Hero Wars. I was never happy with the result. It was unprofessional, full of typos and misspellings. I always thought it was an embarassment, and that my world and Robin's game system deserved better.

If I had had the assistance of my loyal sidekick Stephen Martin at that time it would have been much better, but he was busy having a baby and tending to his wife. Nonetheless, the established fans took to it, and it sold out. So, we could gather enough new funds in and work some more, then print the finished version that is HeroQuest.

Q: What about in HeroQuest--what roles did you and Robin (and others?) play in terms of game system for this new iteration of the game?

A: The biggest changes are in the presentation. HeroQuest makes it accessible, presented in digestible bites instead of a massive feast.

If there are faults, I take most of the blame for them. Robin had met his obligations and didn't do much for the new version, for HeroQuest. His contribution was and is the graceful game system and for asking the questions that brought out the details in Glorantha.

For the second version I'd been playing it for some time, and I had decided to take some of the confusing game system parts out, like edges and handicaps that I had originally insisted on. As I said, Robin had put them in at my insistance, but they were bad rules, just gumming up a sleek system. So now they are supplemental or optional rules.

Other people also helpd to improve and finish the system and details. I am especially indebted to Stephen Martin, Mark Galeotti and Roderick Robertson who filled in spell and feat lists and so on. I also owe a huge debt to Jonathan Geere who oversaw the manuscript at a critical juncture and both made suggestions and filled in some details. And there is a host of others, whose credits are in the game. If I listed them all it would fill up a page.

Q: What do you see as the most significant changes in HeroQuest versus Hero Wars in terms of system?

A: The most significent changes are not really to the system at all, but to the way they are presented. The biggest change is that now the rules insist that people tell the narrator what they want to do, then the numbers are figured out. In Hero Wars the numbers came first, but that was awfuly clumsy and got in the way of the story. I owe that insight to my friend Fergie who used to play in my game and say, "Look, Greg, I don't care about the numbers. I just want to jump on his head and push my spear through its eyes."

Personal myths

Q: How much of you is in this game? How much of your own philosophies have colored both Glorantha as a fantastic place, and HeroQuest as a workable game?

A: I have been working on Glorantha for more than half my life, so of course it has a lot of me in it. It is my primary artistic expression. I love mythology, both as a subject of study and a personal practice, and so of course that is expressed in this game. But I don't try to use it as a propaganda tool for either politics or religion.

Q: Are you making a statement with HeroQuest, and if so can you explain that?

A: If I am making a statement it is that we are still beings with a mythological part deep within us. The modern Western world pretends that it fosters a superior way of thinking. It insists on a scientific, rational perspecive and has dismissed spirituality and consciousness as being just superstition and primitive nonsense. This is of course bunk. I certainly believe in science and rationality, but don't believe that they hold the secrets of meaning that so many people seek. Except for health, science hasn't made people happier. Sure, it has given us computers, let us fly around the world and talk with each other on the internet. Big deal. Science hasn't done much to let people learn more about each other, to find love, or to remove the barriers of fear, jealousy, and prejudice. Those are things that live within us all, and it is mythology and spirituality that can change us inside.

Of course, I am not promoting irrationality of blind belief, either. We must struggle to live with our need for both rationality and irrationality.

Q: Do you have any hope that what you're "saying" with this game will have an effect on people who buy and play the game?

A: I don't really hope that the game will change people. That isn't part of my program. I want to provide this game to have fun. I do believe that it provokes and feeds, in a positive way, the mythological selves that we all have. I also feel that feeding those parts of ourselves is a good thing. But the game isn't going to solve the terrors of life, fill someone with love, or help them find the right mate. It doesn't teach magic. It just feeds our spirit.

Q: HeroQuest has a three-pronged approach to magic, and each is defined by worship or deification, even the type of magic labeled wizardry. While this may be more fitting considering the historical nature of magic and myth in actual cultures, it is contrary to the "secular" magic found so commonly in RPGs. Can you explain this a bit, and comment on why you've included no "secular magic?" Do you see it in any way as a "correction" for a hobby trend that demystified the nature of magic, ritual and worship in human history?

A: Of course, it isn't the hobby that has secularized the idea of magic. Everything in our Western way of life has done that and the majority of game designers don't have real experience with magic, so they just mimic the "common knowledge" and treat magic as if it was another technology. But it isn't. Magic comes from the place where poetry and psychology meet, which is in our souls. I don't try to proselityze with my games, but I do try to provide soul food, in the form of fun, creativity and group communication. So I guess you could say this is a sort of "correction" for the erroneous methodologies that are promoted in other games and in our culture at large.

Teacher's pet

Q: For you, and perhaps your own group, are there any particular regions or myths that you've found special affection for using the new game?

A: I have always had affection for the stormy mythologies, but this is just a reflection of my own tumultous spirit. That is, I think, the source of my long-standing development of the Heortlings, the Orlanth-worshipping people of Dragon Pass. At the same time I have developed a deep understanding for the reflective values that manage to reconcile the contradictions of life This has come about more recently, hence the development of the multi-faceted Lunar Empire. Nonetheless, all of the aspects of Glorantha are a part of my love of mythology in its many, many masks. I have deep attachments to all of it. If I had enough time I would eventually develop the subtleties, strengths and weaknessess of the rest of Glorantha as well. As it is, I am extremely happy to have the assistance of so many others who have had their own imaginations and creativity provoked to contribute to the world. I am happy to have such a team of people helping out. I am happy to have fed so many minds and spirits, and look forward to this continuing. •

 

HeroQuest

This year, Issaries, Inc., published HeroQuest, a revitalized edition for Gloranthan role-playing. Issaries reached an agreement with Steve Jackson Games to distribute HeroQuest, and it is available online.

 

About Greg Stafford