The post title refers to one of the casualties in the session, which also included one player-character catching on fire and getting stabbed in the face. But all told, our first knock-down savage RuneQuest combat went rather well for our heroes.
It’s strange to be building a fantasy setting by little bits, knowing certain images and ideas through unexamined gut-level certainty, and “finding” what other things look like and do strictly by getting to the point of needing to do so via play. Obviously it’s a big help to have Ian, Matthew, and Gordon in there doing the same while they apparently think they’re trying to fit in with or not-screw-up my “master vision.”
For rustic, slightly lazy fantasy, it’s remarkably fast-moving and dramatic, in terms of story events. The characters feel vivid, driven, brooding, capable of immediate action, and the setting itself just keeps giving, then growing richer, and giving more. I wish I could say the same for play speed. This recording is a freaking beast at over three hours pre-editing, maybe the longest session I’ve played of anything for quite a while, and I actually didn’t edit much out, mostly just momentary glitches in video functions. I’ve looked over the recording to try to figure out why it just took so damn much time, and found a couple things to improve for next time.
One significant rules-question came up afterwards, about bound spirits and shaman stuff, which I hope will come up in the comments. And I’m almost done with the write-up for the cult of Néa, which I’ll edit in as an attachment when I get the chance.
I’d love to see some commentary on this series. This is one of the Great Games, a defining thing for our hobby, and still one of its most ambitious on a number of levels. And for all the commonly-repeated dismissals it gets, none of them have impaired our enjoyment or the raw power of the mechanics’ delivery of nail-biting, emotional action.