I'm talking about taking a great map, some cool setting bits (the Lunars, the tribes, the cults, some NPCs and major locations), and then using that as a jumping off point for a D&D campaign. What I'm talking about is not doing some sort of slavish full-frontal conversion of Glorantha to D&D stats. I have absolutely no problem with pulling a world or elements from a world and using it for D&D, especially if it has a great map. Why not just use the game where most of the work has already been done?
#Wargame red dragon sandbox how to
1975-76 (early issues of "Wyrms Footprints" include talk about how to adapt it to D&D - one issue even included D&D stats for the various heroes (Argrath, Harrek, Jar-Eel, Sir Ethilrist, Gunda the Guilty, Beat-Pot Aelwrin, etc.) by David Hargrave of Arduin fame), but once RuneQuest was released in 1978, and especially after its various supplements began following ( Apple Lane (1978), Snake Pipe Hollow (1979), Trollpak (1982), and Elder Secrets of Glorantha (1989) are all at least partially set in Dragon Pass) that seems like a much more natural fit than converting everything to D&D. I mean, I can see it if you were a fan of WB&RM c. Foster wrote:It seems strange to me to take a game world that's very closely associated with one game and use it for another. God Learner/Sorcerer types function kind of like a specialist wizard in 2e. The non-spellcasting classes get little tricks they get to use now and again tailored to their cult, and the spellcasters get to bump a caster level for spells that are fitting for their god (a Humakti priest gets death effect spells as if they were one level lower, a, Eurmal follower gets illusions a level lower etc). In D&D games (basically anything on that list that isn't 13th Age or RQ), I let all players have access to 1st level spells (from any spell list) based on their cult(s). We'll use either 13th Age or the new Runequest. Right now we're playing Star Trek, but I am working on a Universal Monsters/Ravenloft style "what would happen if The Ring(the only sapient piece of the blast from the Spike) was grabbed right after the hobbits(ducks) left Hobbiton(Duckdown).and the PCs were born thirty years later" mini campaign. I use it as the base and add whatever I want based on what the players say they're looking to do for the next campaign. Glorantha is the only canned fantasy setting I can stand as a GM (but I throw in a ton from Wilderlands). I have run these games in Glorantha (basically Dragon Pass with all the other cool stuff from Glorantha, films, movies, books, other D&D settings, suggestions from message boards and zines thrown in with a WGAF attitude toward geography and "canon"): I have been doing this for about twenty five years.
nsPass.jpgĬolor non-hex map of Dragon Pass.
Larger scale black & white non-hex map of Dragon Pass. 254811.jpgīlack & white non-hex map of Dragon Pass.
Reference link for those not familiar with the game/setting: Like Divine Right and Valley of the Four Winds, two other board games with RPG setting potential, Dragon Pass (the setting of White Bear, Red Moon within the greater Glorantha setting) has a ton of flavor and - important for fans of hex crawls - a fantastic hex map.Īnyone ever run a D&D or AD&D campaign with Dragon Pass as the setting? Years later, I'd discover that the game was the first public appearance of the Glorantha setting it would later be rereleased as Dragon Pass by Avalon Hill. Those of you of a certain age may remember being intrigued by ads for a game by Chaosium called "White Bear, Red Moon" in old issues of Dragon magazine when you were growing up.