Would you believe more freakin’ original RuneQuest? And this time, not that teenfic evilmurk setting that I worked on so hard. (Yes, that’s still in active development; patrons know about it.) This time, it resulted from a request for a “proper” role-playing game at Spelens Hus, you know, with beweaponed adventurers and adventures in a rugged place. I could have chosen any of a zillion games for it off my shelves, but time & other considerations led me to this one.
We’ve played three sessions, and I’m posting the first two as I edit the third. Point #1 is that you don’t “do RuneQuest” without either abandoning its potential or developing it, so we seem to be doing the latter after starting with a treasure-hunt fight.
Point #2 is more social. We began with me and two players, then added two more players for session 2 – and one of them didn’t mesh with what we’d developed so far. You can assess that for yourself in the recordings. So you know, the two of us got together afterwards and talked it over, and you can look forward to a third session that broke all land-speed records for engaged, exciting, social, mystic, and violent fantasy adventure.
I’d like to run through a bit more about my exact procedures in setting this thing up: what I provided at first, what I did with it or found in it during play, then what I did or provided or changed for the next session, and now, after three sessions, what I’m setting down as a partially retroactive and partially forward-looking minor text to be our “rules.” It’s a very interesting sequence which strikes me as a useful set of instructions in a game book some time.
Despite all the play for this rules-set, I have realized just what I’ve been leaving out or doing poorly for a while, including but limited to the parrying rules. I’ll be happy to talk about that in the comments if anyone’s interested.