gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Douglas Berry ([personal profile] gridlore) wrote2021-07-17 02:41 pm
Entry tags:

RuneQuest character generation, getting started.

At first glance, RuneQuest is a fairly straightforward system. 3d6 for character generation and a percentile skills system. But get into the rules, and you learn that things go a lot deeper. RuneQuest is solidly set in a Bronze Age world, filled with spirits and shamans. Everyone learns how to call the spirits to mend a broken hoe or sharpen a blade. Skilled hunters learn to kill animals in a way that frees their spirits. It's not a belief, it simply is.

Then there are the Runes. Runes aren't simple symbols, the are. They are the form and power of the universe. The Earth Rune is everything about the earth, in every aspect. Gods are defined by their Run affiliations, as are adventurers. You select three of the Form Runes as you primary, secondary, and third Rune. These not only influence characteristics and magic but offer hits as to how the character is as a person.

The next important concept is Passions. There is no alignment system in RuneQuest, but rather each character has a number of Passions expressed as a percentage score. Loyalty to a clan or leader, Hated or Fear of a foe, Love for your family, etc. These passions also help define you and can be used both as a possible boost when invoked and as a compulsion when the GM rolls for a passion effect.

As an example, two of my Passions would be Love: San Francisco Giants 80% and Hate: Los Angeles Dodgers 60%. I'm walking down the street in Dodgers' gear. I might be forced to roll over my Hate to avoid saying something insulting.

Finally, before you rill characteristics, you trace a family legacy. The default setting is in a time of great upheaval, as the armies of the Red Goddess march south to try to capture Dragon Pass again, and the new Prince of Satar has barely solidified her rule. So you pick a favored grandparent, and then a parent, see who they were and what happened before you were old enough to set out.

This is a great mechanic, because it not only tells a story, it adds Passions, reputation, even some small skill bonuses. After finishing your parent, the character gets a couple of years of background to establish themselves.

So even before we drop a die for stats and the like, we know who our character is, and what their story is. Did their grandmother win great glory in battle? Did your father die of cold in the Long Winter? Did you witness the Dragonrise, or acclaim Argath as the White Bull?

It sets up stories and can be fun in Session zero when two players were at the same event.

My back is still killing me, so I', lying down for a bit. Then, I'll get started.