From: boris (mabeyke@batman.b11.ingr.com)
Date: Thu 03 Feb 1994 - 17:54:45 EET
I just want to make a brief comment in reply to some things. A lot of
But RQ2, despite it's many die hard adherants, did not feature a complete
If you look at the game market now, those games which are successful
people are calling to cut this or that from RQAG. This playtest draft
is ~210 page, and is still missing a section or two; once these and art
and maps are added, it will be pushing 300 pages or more. This is, I
agree, a decent sized game, much larger than RQ2, somewhat more than RQ3.
game world. It wasn't until the Cults books were released that anything
other than tantalizing glimpses of Glorantha were given. We want to do
more with this, to allow players to start playing with *no* supplements.
Once they're hooked, they will buy all the Gloranthan material they can
find. But let's hook them first.
contain a game world that is well, if not fully, described in the basic
rule set; Shadowrun, Vampire/Werewolf/Mage, Cyberpunk. And all of these
weigh in at or around the 300 page range, or more. This does not seem
to cost them sales, and I don't think mere size will cost RQAG sales.
Don't get me wrong, I think we should make RQAG as streamlined as possible.
But I also think we need to keep the cultural context of Glorantha. The
religious descriptions with the thumbnail cult writeups, and the shamanic
traditions (the new shamanism rules are, IMO, the best thing about this
draft, even if I have problems with their implementation) are examples of
what's good about RQAG. The sorcerous colleges are not done nearly as
well, IMO, and should be fixed. And I agree that the text can be
tightened up in a lot of places. Lets not gut RQAG because we think size
won't sell. The gaming marketplace suggests otherwise.
---- Boris 0,,
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