We're two more sessions into the RuneQuest game since the last time, and as I'd feared, the material is demanding a further effort to live up to its tantalizing hints. I find myself creating things, especially cult writeups. One of them was completed for session 6, for the Cult of the Buried Dead, so it's attached.
Session 5 is defined by a significant hard cut to some time and some distance away from the previous events, as well as a relatively self-contained adventure that only took one session to complete. It's also one of my often-desired shipboard moments, as I've been a nut for them ever since being seduced by The Voyage of the Dawn Treader as a child. I provide most of my thoughts about the session and the game as a whole in some reflections in the final video (part 9) of the session.
Some topics of interest include:
- What is it about a play-experience that implies so strongly that a setting is in place, when in fact it isn't beyond a few details, and for which making the setting is very easy given what's been experienced in play?
- What might others do with RuneQuest (specifically "RQ2," the Chaosium publications from 1979-1983) as a non-generic but non-Glorantha mythic-fantasy toolkit?
- What degree of tuning does session/adventure framing require in the current phase of play, as compared to the incredibly assertive "you are here, doing this thing, this is what you see, go" method I've been using.
As of this posting, session 6 is still being edited, but I'll add it onto the end of the playlist as soon as I'm done.