I have actually got a dragonewt criminal philosopher who is making a deal with Delecti while the Lunars are also attempting to gain audience with him. You have somehow described exactly my current game. That sounds cluttered but bare with me. The idea was “what would a dragonewt perceive as criminal?” and the answer I came up with was actions that actively work counter to the progress of the reincarnation cycle. A dragonewt that persuades others to abandon the cycle might be the closest that they have to a serial killer or death cultist. So this criminal discovered that they like some very undragonish things (magic) and wants to preserve their ability (that would get wiped with death) by stopping their cycle and becoming immortal.
I used the Redux of the old White Dwarf scenario from back in the day, that has been updated and is available from Jonstown Compendium, it is called Jorthan’s Rescue - Redux- I altered it to suit my Apple Lane and inter tribal dynamic.. with ( unbeknown to the characters) Jorthan being a a Eytries Runepriest and the players being pro Sartar, during the time before the Battle of the Queens.... just to make them think.
At the moment I can think of 3 reasons: (1) First glance effect. Runequest looks too much like the murder hobo wargames. Considering how many of those already are, it takes a lot to stand out, and many who are into murder hobo wargaming stick fanatically to the system they already are into. (2) Neighbor effect. When players no longer stick fanatically to the system they already are in, they actively search for better systems. Here, Runequest loses to Call of Cthulhu. People "vote with their feet", the numbers show it: Call of Cthulhu is just better and thus gets the players. (3) Effort reward effect. The amount of stuff you have to familiarize yourself with before you can play, matters. So, yes, the lore is a problem here; too much to read compared to what output you get from it. - I sense this video is a recognition of this problem.
@larsdahl5528 Don't agree with any of these reasons. I would say it's not as popular now as its past marketing by Avon Hill was terrible. People thinks its like d and d. I also think as call of c. And rune quest use the brp engines the strength of C of c is a bonus as the change over yo rq is easier.
Speaking for myself: I like Runequest a lot on paper, but I don't see myself running it soon for two reasons. The crunch is a lot higher than my preference, even as someone who likes d100 games. And the lore is very intimidating, and brings in both the feeling that I couldn't "do it justice" along with the classic fear that the people who would want to play it know the world better than me.
I have actually got a dragonewt criminal philosopher who is making a deal with Delecti while the Lunars are also attempting to gain audience with him. You have somehow described exactly my current game.
That sounds cluttered but bare with me. The idea was “what would a dragonewt perceive as criminal?” and the answer I came up with was actions that actively work counter to the progress of the reincarnation cycle. A dragonewt that persuades others to abandon the cycle might be the closest that they have to a serial killer or death cultist. So this criminal discovered that they like some very undragonish things (magic) and wants to preserve their ability (that would get wiped with death) by stopping their cycle and becoming immortal.
The Lunars are just there to spice things up
I used the Redux of the old White Dwarf scenario from back in the day, that has been updated and is available from Jonstown Compendium, it is called Jorthan’s Rescue - Redux- I altered it to suit my Apple Lane and inter tribal dynamic.. with ( unbeknown to the characters) Jorthan being a a Eytries Runepriest and the players being pro Sartar, during the time before the Battle of the Queens.... just to make them think.
Why are so few people into Runequest when it is such a good system? It can't just be the lore can it?
Loved since I bought it in about 1982
At the moment I can think of 3 reasons:
(1) First glance effect.
Runequest looks too much like the murder hobo wargames. Considering how many of those already are, it takes a lot to stand out, and many who are into murder hobo wargaming stick fanatically to the system they already are into.
(2) Neighbor effect.
When players no longer stick fanatically to the system they already are in, they actively search for better systems. Here, Runequest loses to Call of Cthulhu.
People "vote with their feet", the numbers show it: Call of Cthulhu is just better and thus gets the players.
(3) Effort reward effect.
The amount of stuff you have to familiarize yourself with before you can play, matters. So, yes, the lore is a problem here; too much to read compared to what output you get from it. - I sense this video is a recognition of this problem.
@larsdahl5528 Don't agree with any of these reasons. I would say it's not as popular now as its past marketing by Avon Hill was terrible. People thinks its like d and d.
I also think as call of c. And rune quest use the brp engines the strength of C of c is a bonus as the change over yo rq is easier.
Speaking for myself: I like Runequest a lot on paper, but I don't see myself running it soon for two reasons. The crunch is a lot higher than my preference, even as someone who likes d100 games. And the lore is very intimidating, and brings in both the feeling that I couldn't "do it justice" along with the classic fear that the people who would want to play it know the world better than me.
Start in Sartar, great idea. Oh, my players all want to play in Prax. Alright then, Prax it is then…
Hail the Arch God Learner and his Forbidden Knowledge!
Stumble into a ZZ Zombies vs Delecti Zombies on a full moon night duck prize hunt in the swamp. Pick a side and hope!
Why not a Romeo and Juliet story ? I may write one !