Showing posts with label Questworld. Show all posts
Showing posts with label Questworld. Show all posts

Sunday, March 1, 2015

Crafting a Continent


The designers of Questworld intended that place to be similar to Earth in terms of “the rotation period, the gravity, the length of year, the average temperature, the salinity of oceans and the fertility of lands.”  Significant differences  in those factors might preoccupy the referee and players from the true point of the game.  “Ultimately, playing an FRP game should be more interesting than bookkeeping.”

Despite their desire for similarity, the Questworld designers expressed their disappointment with the arrangement of continents on Earth.  “If moved north or south...,” they muse, “[Australia] might receive better rainfall” and not be as barren.  Also, Earth's “land masses bar the line of the equator.”  The designers wanted adventurers to be able to “circumnavigate Questworld by hooking onto the equatorial current, feeding themselves with fish from the fecund seas and methodically catching the abundant rain of the equator.”  Finally, with regard to Africa and South America, the Questworld designers “would turn them around, so that the broad portions of each continent would be in temperate regions, and so that only the tips of Argentina and South America would have desert zones.” Of course, “The Andes mountains...would need to be leveled to allow proper rainfall...”

Questworld was intended to be an 'open world'; nonetheless, the designers opted to detail one of the continents, Kanos, at least in terms of terrain and weather.  Below are some examples of the features described in the Questworld introduction.

The Sunspike Mountains are on the east side of Kanos.  In the center part of these mountains is “an enormous maze of tablelands” called the Checkerground.  There are many mesas separated by deep canyons.  “Any largish mesa can be a self-supporting fortress for a reasonable number of folk, succoring bandits, exiles, weird cults, sorcerors (sic) seeking real privacy, and assorted monsters.”  North of the Checkground is the “Pit of Karag, the worst desert on the planet...Summer temperatures average 115°” (Fahrenheit I suppose).

In the center of the continent is “The Long Scarp,” which “has reached a sheer height of several thousand feet in places.”  North of the scarp are...
the great canyons, within which whole empires can be tucked away – canyons and mesas as elaborately terraced as south China.  The kingdoms there may be occasional foes or lackeys of the plains barbarians above.  The river south to the sea will be frozen in winter.
On the other side of the bay into which the river flows is “No-Air Mountain, so-called because climbers literally would have to climb out of the breathable air before they could reach the top.”  What mysteries lie in its crater?

North of No-Air Mountain, between Voli Bay and the Dogolian Sea are a group of islands called the Lothings.  “If you like Vikings, the Lothings are a natural place for them.”  Even if you don't like Vikings, I guess the Lothings are appropriate for them.

Above the western arm of Kanos lies Nokobli Island, where carnivorous emu-like birds rule.

Finally, “Everywhere in the continental interior are grassy plains fillable with sinewy barbarians and unabashed damsels with flashing eyes.”


Sunday, February 22, 2015

Gods of Questworld

Ishtar in Hades     Ernest Charles Wallcousins

In RuneQuest, in order for a character to cast Divine Magic he (or she) must be (at least) an initiate in a cult.  Other than magic, cults offer a social network for characters, opportunities for training in cult related skills, the potential for divine intervention, and special benefits.  In any RuneQuest setting where religion plays a part, cults are important.  Glorantha has many detailed cults; Questworld has three.

Included in the Questworld boxed set, there is an eight-page introductory pamphlet.  About one page of the pamphlet is devoted to an article by Steve Perrin, “How to Develop Gods for Questworld.”  Perrin suggests that a Gamemaster may “transship the Gloranthan gods wholesale,” but acknowledges that not all Gloranthan gods are appropriate for Questworld.  In my opinion, the Gloranthan gods belong to Glorantha; placing them in another setting just doesn't feel right.  Of course, with a change of name and some cosmetic alterations, a Gamemaster can deploy what Perrin calls “Gloranthan Look-alikes.”

Perrin also offers advice for those interested in developing original gods:
In establishing a pantheon, the beginning godmaker should to account for certain phenomena.  These include storms, the sun, growing things, emotions, death, secret knowledge, and the general perversity of the world and events.
Perrin points to “the mythos of Mother Earth” for examples of pantheons.  For creating original cults, Perrin refers the “godmaker” to examples in specific RuneQuest supplements “and various issues of Different Worlds.”  While Perrin does an adequate job discussing 'how to develop gods', he refrains from supplying practical information on cults – how those gods relate to characters.

The three Questworld cults are detailed in the 'Candlefire' book written by Alan LaVergne.  The gods of these cults aren't an appropriate cornerstone of a Questworld pantheon.  Of course, it wasn't LaVergne's responsibility to create a pantheon.  Steve List, in his review of Questworld for the premiere issue of Fantasy Gamer (Aug/Sep 1983), decries LaVergne's “overuse of what he considers to be humor.”  List feels that the three cults “are almost parodies of 'real' cults.”

Without further ado, the Questworld cults:

Panash:
...the Panash cult today is for all those who adventure primarily for the fun of hit, and who are concerned with cutting a proper figure.  Bravado and feats of derring-do are highly prized by the Panshees (as cult members are called).  Genuine courage and actual recklessness are respected, but not always emulated.  The looks of the thing, not the actuality, are what count.
Panash Rune Lords are called “Flynns.”  There is an NPC Flynn named Fayer Banx.

Nik-El:
Nik-El has been worshipped wherever beings take chances, either for profit or for the sheer enjoyment of risk and adventure...A Nik-El temple is usually a casino, brothel, or pawnshop.
Nik-El is a goddess of luck; associated elementals are called 'Tumblers'.  (Think slot machines.)

(The history of Nik-El mentions she participated in “the Gods War” and “the Compromise,” events in Gloranthan mythology not applicable to Questworld.)

Vrang 2jhomang (sic):
Vrang 2jhomang is the cult for metal workers not smart or clever enough to belong to an armorer's guild.
Before ascending to godhood, Vrang was a blacksmith – albeit not a very competent one.  He gained the nick-name 'Two-Finger Jho' after smashing three fingers on his left hand.  He is known for inventing horseshoes (both the game and the equine accoutrement) and teaching men and dwarves how to use a hammer to fight.

Gwydion Conquers Pryderi     Ernest Charles Wallcousins

Sunday, February 15, 2015

Questworld Means Adventure!


Mark Roland © 1982

Notice anything interesting about this painting?  Of course not.  Oh, it's competently rendered, even frameworthy in a we-should-hang-something-in-the-hallway sort of way.  But there's nothing interesting about it.  For whatever reason, this image was used as the cover of a fantasy role-playing game product.  The usual tropes are not present; no scantily clad barbarians, no slavering monsters, no exotic scenery, no inclement weather...nothing even remotely suggesting action.

The product was Questworld, a boxed set published by Chaosium in 1982 and presented as “9 Gateway Adventures for RuneQuest.”  RuneQuest was Chaosium's premiere role-playing game, the setting of which was founder Greg Stafford's intricate Glorantha.  Third party development of RuneQuest material was impaired by Glorantha's idiosyncracies and its “closed” nature.  Questworld was Chaosium's attempt at alternative setting for RuneQuest.  According to the eight page introductory pamphlet:
Questworld is intended to be an open campaign world for RuneQuest and its variants, and for the constantly-expanding Basic Role-Playing family.  Chaosium will minimally direct the development of this planet, intending it to serve as an example of an open world in the same way that Glorantha has been our example of a closed world.
'Basic Role-Playing', first published in 1980, was Chaosium's attempt at creating a universal role-playing system based on the mechanics of RuneQuest.  Originally 16 pages, the current edition of Basic Role-Playing is approximately 400.  At the time QuestWorld was published, other BRP games were Call of Cthulhu, Stormbringer and Worlds of Wonder, a boxed set with three 'genre' books:  Superworld, Future*World, and Magic World.

Although distinct from Glorantha, Questworld incorporated Glorathan creatures and deities.  Otherwise, Questworld was a blank slate – perhaps too blank.  Other than some geographical information and the adventures, there are no details.  No further Questworld products were published, either by Chaosium or third parties.  This suggests a lack of interest and/or a decision by Chaosium develop their licensed properties.  Contrary to the phrase on the side of the box (“Questworld means adventure!”), Questworld was a dead end.

Perhaps Questworld ought to have been packaged as a Magic World setting – completely divorced from – but compatible with – RuneQuest.  Instead of three adventure books, it could have included an enhanced Magic World rulebook, a setting book, and a book of introductory adventures.  With a fantasy setting more 'generic' than Glorantha, it may have been more appealing to players willing to entertain an alternative to D&D and thus be more successful.  Of course, a more exciting cover would have helped too.