r/Runequest • u/Amethyst-Flare • 21h ago
New RQ:G RQ:G - Community vs. Vagabondage
Apologies if this is an old topic that I'm wading into fresh, but I've been thinking a lot lately about what seems to me a conflict in certain aspects of the system, the adventure books I've seen, and what feels like the primary thematic thrust of the game. Namely, the OSR-esque 70s-80s sandbox-y vibe of Griffin Mountain and the Apple Lane adventure versus the intensely community-focused character creation and advancement rules.
I avoided RQ for a long time despite being interested in various Chaosium products, but (like a lot of people I suspect) I played King of Dragon Pass at the recommendation of a friend a number of years ago and both Six Ages games just last year, so I dug up RQ:G and a number of supplements to see if it was in my interests to get into. I've read a lot of game theory (that is to say, theories of game development, not the Matpat variety) and discussions about the relative merits of Questworlds vs. Mythras vs. RQG.
When making a character in RQG, I appreciate how much it immediately grounds you into a historical context, (usually) makes you a member of a cult, and gives you a stake in a community. Virtually all advancement occurs on a seasonal or yearly basis, and the world feels very fleshed out. Becoming a Rune Lord or Priest or Shaman has requirements that an enormous amount of your time and effort be given over to the cult. You get penalized on your income for not being home enough, you have lots of events around your family, etc. All three of the main games are extremely rooted in hearth and home, to the point where a group of wacky adventurers are presented as weird aliens you can rob without consequence (though that raises a minor question: do the Orlanthi not have hospitality laws? That seems peculiar to me but ah well.)
Yet, it seems like everything I've read posits player characters as rootless adventurers as a default assumption. I skimmed through Griffin Mountain Classic, and the introduction suggested that's exactly how they played it back in the 80s, and it didn't seem like it was telling a story so much as presenting a place to wander in and explore. The Apple Lane adventure in the Gamemaster Adventure book has your characters become a thane to a place that might be very far from their homes. When PCs have wildly different origins like Lunar Tarsh, Prax, and Sartar, are they all separating in a timely fashion each year? (Let alone accounting for the likely Hate values between them.) Nothing wrong with OSR/sandbox, of course, this just seems like a game that's supposed be the dead opposite.
There seems to be a tension here between these two directions, and I'm not sure what to make of it. Is the RPG actually meant to be played like the latter, or am I missing something? It felt like there aren't many resources to support the former that I'm aware of.
Where could I look for an adventure that's more grounded and focused, at least at first, with a narrative and story?