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Orlanth Is Dead, Sartar Rising Vol.2 | ||
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Orlanth Is Dead, Sartar Rising Vol.2
Capsule Review by Stefan Drawert on 09/10/02
Style: 5 (Excellent!) Substance: 5 (Excellent!) Dense. Epic. Essential. Put Wagner into your CD-player and unsheathe your sword! Glorantha's Hero Wars start with a capital 'H'! Product: Orlanth Is Dead, Sartar Rising Vol.2 Author: Greg Stafford and Friends Category: RPG Company/Publisher: Issaries Inc. Line: Hero Wars / Hero Quest Cost: $ 14.95 Page count: 72 Year published: 2002 ISBN: 1-929052-15-4 SKU: ISS 1402 Comp copy?: no Capsule Review by Stefan Drawert on 09/10/02 Genre tags: Fantasy |
Introduction(Feel free to skip if you are already familiar with Glorantha or just want to get to the actual review!)
Life isn't easy when you are a Glorantha-addict.
At least not if you actually want to use it as a FRPG-setting, and not only as a subject for esoteric studies.
When Glorantha was introduced as background world for the most influential
RuneQuest role-playing game way back in the late seventies, nobody in the industry
really cared for consistency and completeness of setting information.
Even more so, Glorantha was the one of the first real published settings, so people were
more than glad to have information about the scene outside the tavern and the dungeons at all.
Glorantha was unique and still is, but this comes at a cost.
The learning curve is enormous and a lot of people never get around with this, especially not when you're only a spare-time gamer with limited time to spend for your gaming hobby.
Issaries' Hero Wars was meant to change this by providing the GM [AKA narrator] and the players with a loose and freewheeling rules system which easily could mirror the epic and narrative elements of Glorantha without tables and number-crunching.
Despite the lightness and beauty of the rules you still need lots and lots of background knowledge to do Glorantha justice. But the reward for your efforts will be a gaming experienced unparalleled in any other role-playing game. Your players are supposed to take their parts in the on-going and highly dramatic [and in parts more than fantastic and weird] events that as whole are called the Hero Wars, a global conflict of battles, skirmishes, intrigues, heroes, glory, fate and magic that will change the face of the world forever. this will be the moment when some of you might cry out "EARTHDAWN!" or "EXALTED!" or even "GREYHAWK" or whatever you favorite fantasy setting may be. Today many or most settings have some kind of world-changing meta-plot.
Even if Glorantha was the first to introduce this,
why should you give it a closer look?,
what makes it different from the rest?
Deepness. Richness.
Wherever another setting dares to go, Glorantha was already there.
On the other hand, Glorantha still owed us the prove that the greatness and vision of the setting could be translated into an actual gaming-experience.
ORLANTH IS DEAD, Sartar Rising Volume 2, the latest offering from Issaries, now musters to prove that the literary Glorantha can be done justice gamewise.
At First Glance
The book is 72 pages, standard size, saddle-stitched with a full color cover that depicts a grim battle scene and sets the mood for the book's content very well.
While the interior illustrations are all well done, some of them were taken from the Glorantha PC/Mac-game King Of Dragon Pass [click here for a review] and they should've been worked on before because the transition from color to black & white makes them look washed-out.
A Closer Look
(SPOILERS GALORE - proceed at own risk!)
The enthusiasm is dampened by the very first paragraph: This may be quite distracting for many people new to Glorantha and/or Hero Wars, but won't be a problem for veterans, who already own everything, or if you're used to White Wolf-splat-books. Needless to say that I don't like this kind of publishing credo, but you decide.
After this the reader gets three pages of general campaign introduction. Very basic question are posed and answered, how to structure your campaign, how to choose and retain chanllenges in form of rivals and enemies, how to get the PCs together, etc.
Since not all of you might know what the Hero Wars are all about, I should mention that the Sartar Rising-series details the uprising of a conquered barbarian kingdom [Sartar] against the oppressive Lunar Empire. The resulting action is best pictured as Asterix the Gaul meets Xena, lots of magic and Norse sagas.
A one-page text in a grey box that cries for rebellion sets the tone for the coming things and used as an introdutiong handout for the players I guess that many will end the lines deeply moved and no further motivation for their characters will need to be given ever again.
These grey boxed text come in various sizes, are dotted about here and there all over the book and contain additional and/or atmospheric information or useful tips for the GM on how to stage specific things. The introducing chapter is followed by five pages of specific information on the Sartar Campaign, the first uproars of the Hero Wars which happen in the PCs country.
It includes a rough time-line [which is quite detailed when compared to most other game worlds] and introduces the rebel-organization and its leader. A nice twist is being made by giving the option to substitute one of the most important 'historical' person of Glorantha by a PC. It will take a very experienced GM to make full and reasonable use of this, but an intriguing thought nonetheless. The next chapter is titled Your Clan and provides a questionnaire that let the players determine the history and past fate of their clan [AKA community] from the God's ages, the Dawn Of Time and to the present. Eight pages of GM information on warfare and battles follow.
Again this doesn't concentrate on numbers and strike ranges, but rather suggestions on how to successfully present, narrate and integrate war-scenes into your game. Twelve pages of Narrator Resources make up the next chapter. It contains articles on Villains of your PC-group, provides examples of enemy individuals and [army-] groups.
As usual with Hero Wars stats, the entries are considerably short and concise, although I'd have preferred to see them seperated from the bulk of the text. Orlanth Is Dead comes next, and these eight pages wil give each Glorantha-veteran the creeps at the latest.
The dead of the main deity of the PCs homeland and the resulting events are described.
Armageddon is nice when compared to the despair and doom that oozes out of the lines.
Again, people may point to Monte Cook's Requiem For A God among others, but believe me - this here is different!
But, since there are always two sides of the coin, you won't be able to share my enthusiasm if you haven't read at least some of the aforementioned books or experienced Glorantha and especially Sartar as a player for a long time. The next twelve pages feature The Battle Of Iceland, as is called the last effort of the rebels to resurrect their dead god.
Strictly speaking this scenario is a mixture of random and scripted encounters in course of the huge battle in which the PCs get involved.
All enthusiasm put aside, the problem of how to present PCs participating at 'historical' events isn't solved in this scenario at alland it will be an urging problem for the upcoming HEROQUEST [Hero Wars' successor TBP] to take care of. The Clan Questionnaire Results [see above] follow along with some further suggestions and an comprehensive, maybe even too comprehensive index [four pages] conclude the book.
The Good, The Bad And The Ugly
I like this.
It hard to estimate the value of this book for newcomers or even people who aren't deep into Glorantha.
But I'll try to do so:
For those out there who follow Glorantha for some time now, this is the book you've been longing for. And suddenly all minor disappointments of the past [i.e. the lack of actual scenarios and campaign material] begin to make sense - they [those 'esoteric' books] were needed to prepare you for this campaign. But ORLANTH IS DEAD, Sartar Rising Volume 2 is a huge step into a better tomorrow. It provides well thought-of GM advice, some which I've been missing since the rules came out in 2000, a multitude of options,
inspiring NPCs and best of all it sets the scene and the tone for the campaign in a way I admire. I would advise everybody who plans to start a campaign set in Sartar to buy this book, make yourself comfortable with some local area, establish the setting and the friends-allies-enemies and only get into the big action when the gazetteer is out.
But this book you will need regardless wether you're a beginner or a veteran.
RatingsFor observing outsiders: Style 3, Substance 3
For newcomers: Style 4, Substance 4 For Glorantha-veterans: Style 5, Substance 5
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