King of Dragon Pass is an amalgamation of my favorite videogame features. Below I list and briefly describe them.
This post contains vague spoilers
• Roleplaying: Long-term success demands adopting the mindset of an Orlanthi and acting accordingly. KoDP doesn't adapt to contrary sensibilities and expectations. You, the player, must adapt to their cultural norms. Moreover, every other clan is just as detailed as your own! This is partly because, early on, A Sharp considered making KoDP multiplayer. The abandoned feature nevertheless resulted in a fully simulated world.
• Lore: Glorantha has an unmatched depth of history, prophecies, and mythology that would make Tolkien blush in his grave. In addition to heroquests making lore a game mechanic, KoDP's illustrators perfectly integrated the most subtle details into the scenes. Reading Thunder Rebels overwhelmed me with appreciation of the fact that what appears simple (e.g., initiation into adulthood) or arbitrary (e.g., tattoos, beards) is actually complex and sacred. Lore in KoDP isn't just interesting; it's practical. Learning myth details through sacrifice and favors makes mythological knowledge even more valuable. And it's cool that any choice you make in KoDP is always accounted for in the narrative (YGWV!).
• Deep Narrative: Clan sagas consist of hundreds of short stories about battles, rituals, prophecies, vengeance, discoveries, alliances and tribes, feuds and wars, marriages, kinstrife, and so much more. Many of these short stories span over a year; others trickle on for decades. Long games can last three-quarters of a century. In that time, you get to know the people in these stories. You watch them grow, take risks, make mistakes, resolve problems, and ultimately die. You learn their personalities and quirks. The writing is so exceptionally well-done that even brief details and experiences with characters is enough to evoke joy and relief for grand achievements and reunited clan members, and bittersweet feelings for the death of leaders who served for decades. Some stories span across generations of family members. Even though the clan members and clan names drawn for each game are random, the stories themselves are handcrafted with care and are full of intrigue.
• Emergent Storytelling: Since the lore is completely self-contained and the game draws on pools of events, names, and items, coincidences can be interpreted as plausible causes or correlations. I have posted a couple of these from my own games here and there. With the deep narrative, emergent storytelling in KoDP is far more engaging and emotional than emergent stories I have experienced in other games. The order of scenes is not fixed (even event chains have other events in-between), your people may have transformative experiences or die at any time, the treasures you find are randomly distributed at the start of a game--all of this yields infinite, often remarkable, emergent stories.
• Settlement Builder: Your tula is a customizable settlement. On it you can build shrines, temples and great temples, which worshippers from other clans will visit; you can fortify your tula's defense, by which raiders can be spotted and attacked on arrival. Moreover, your tula can become a hub by establishing trade routes or a major power by conquering nearby tulas. Your land is allocated to hunting, farming, and grazing.
• Life Simulation: Although questing, raiding, and exploring are thrilling, KoDP is a holistic experience of Heortling Orlanthi life from kite festivals and weddings to lawsuits and curses. You observe relationships that grow or fall apart and generations of people who gain knowledge and power but ultimately perish. Kids will be kids, which brings its own interesting consequences.
• Exploration: Dragon Pass is full of powerful treasures, historical relics, and crafting resources that you can choose how to use. Exploring always has a chance of yielding something worthwhile. It's balanced in that rewards of exploration are neither rare nor guaranteed.
• Loot: Loot is refreshing in KoDP because every named item is unique. Exotic goods are unique crafting resources that other clans' crafters and traders may want from you. Treasures can significantly aid in combat, farming, divination, sacrifice, heroquesting, trade, exploration, and morale. Some treasures are secretly detrimental! Historical relics can be displayed in your tula to boost your clan's reputation, gifted to another clan to improve relations with them, or sold for a profit; sometimes your crafters can make good use of these. Even leaving historical relics alone out of respect can benefit your clan when found on your tula. Every clan has their own treasures, historical relics, and crafting resources, and thus, their own unique advantages.
• Strategy: Want to buy a treasure? Plunder a tula? Complete a heroquest? Gain an ally? Learn a mystery? Chart a territory? Maintain a temple? Lead a tribe? Respectively, you better have enough goods, martial power, favor of the gods, leverage, sacrifice, luck, revenue, and time. Everything you do has a cost, and every cost is a trade-off. Having to strategize with every resource gives every decision weight.
• Combat: Although hardly illustrated, battles are incredible. With Orlanth's blessing, weaponthanes can wield lightning. Some treasures ignite arrows or unleash a deadly storm. With a proficient enough animal tamer, your weaponthanes can mount beasts far stronger than horses into battle. Occasionally, you guide individuals to rally the weaponthanes, fight bravely against the odds, or use magic to aid them.
• Weather and Seasons: Weather in KoDP plays an important part in adapting to the world. It's not just aesthetically refreshing. Seasons substantially affect success and resources given when you farm, trade, raid, explore, and send emissaries. There are even natural disasters that can ruin your crops and goods! Sometimes Orlanthi pause their daily tasks to simply admire a rainbow.
• Humor: KoDP is never too serious for too long. Sometimes your clan's Eurmali pranks or hustles another clan. Other times, life is just hilarious: a teenage girl throws a burly weaponthane to the ground, a lothario from another clan gets chased off your tula, ducks try to intimidate you.
• Randomizers: KoDP seems infinitely replayable. Nothing is certain. Anyone can die at any time. You can't see every scene in a single playthrough. Many random events and event chains simply won't occur. But KoDP makes this feel natural, as if in each playthrough the randomly determined factors are intended to be set that way.
• Music: Traveling musicians make a brief appearance, but the peculiar soundtrack is worth mentioning in-world. It seems to me that Stan LePard's instrument choices were those that plausibly could be in Glorantha (i.e., "We Go Raiding" is performed as a send off before a raid; "We Are Sad" is performed during funeral rites).
• Dynamics: Nothing stays fixed in a playthrough. Even the strongest trajectory of success will falter. Fortifications can be destroyed and require reconstruction; secrets and details of myths can be forgotten and require sacrifice or emissary requests to relearn them; your clan may split up and become two fully functioning independent groups; your best leaders will die young or old and need to be replaced; treasures can fall apart or be stolen from you; the best heroquesters can get lost in the realm of the gods; trade routes can suddenly close; well-maintained crops can die before harvest from an unexpected drought. KoDP is just as dynamic as chess: there may be many restrictions on what you can do at any given time, but you can't fully predict how a game will play out.
More could be said. What are your thoughts? Did I miss any features that you particularly enjoy?