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Imperial Lunar Handbook Volume 1: The Lunar Empire
Summary:
The first volume in the Imperial Lunar Handbook series offers a wonderful
starting point for games within the Gloranthan Lunar empire. It is well
produced, and very useful. Highly recommended.
72 pages, saddle stitched with medium cardstock cover "blue spine", with two
pages of front matter, and six [sic] pages of indices. No-one at this point
should ever accuse Issaries of not providing a thorough index. That leaves 64
pages of content.
One of the things that's immediately noticeable is the prominent appearence of
Steve Jackson's logo on the front and back covers. Also, the back inside cover
is full with an advert for Steve Jackson Games' web site and for Pyramid (SJG's
online hobby magazine). This is in accordance with Issaries Inc's recent
agreement with Steve Jackson to act as the distributor for their games. Greg
Stafford also suggested at GloranthaCon VIII that SJG's Pyramid
magazine would now become the official "magazine" for articles and the like on
HeroQuest and Glorantha.
The inside front cover is blank, which prompts me to muse that
something could have been put there. Don't know what, precisely. A map
of the Lunar Empire maybe (though page 8 is a better logical place for the
political map)? A collection of illos that show you what some average Lunar
citizens look like (like the kind often found in books displaying fashion and
costume)?
Layout is the same as Barbarian Adventures, and Orlanth is
Dead, and I say Hoorah! for that (8.5x11 format, instead of the small
digest books Issaries was doing before). The book design is clean, elegant,
pleasing to read and look at. One minor quibble about the book design: putting
the book's title in the "header" (actually, the traditional header is slung along
the edges of each page, a clever notion) is probably redundant and chews up
space that could have been used for better contextual information -- "chapter
title" on the left and "section title" on the right would have been my
preference.
Nice use of illustrations throughout, and really useful diagrams (maps) and
tables.
ILH-1, as it's being called, is the first book to use the new "two page
spread" for Homeland layouts: a very very useful idea that's been common in
technical writing circles for some time and shows up here to very good effect in
this hobby. The "two page spread" amounts to "everything you must know to start
playing" about a homeland on two facing pages.
This represents a different approach (and much much better in my opinion) to the
way "keywords" have been presented in the past; I'm very interested to see the
proliferation of this philosophy in the HeroQuest rules (I saw a final
draft copy of the rules at the convention: Greg Stafford says that they will see
print in late May or early June), and further supplements.
Just from a glance at the homeland spreads in this book, I can see that by
picking this book up, I should be able to offer a new group of players the
chance to play a character from: Dara Happa, Rinliddi, Sylila, Darjiin, Pelanda,
Carmania, and "The Lunar Provinces".
There's also an interesting mechanic for aglomerating groups of characters: the
"League", which seems to be something halfway between a clan and a guild, a
group of individuals of have some professional interest in common.
After the first, preface page, there's twelve pages of content on "Living in the
Lunar Empire", including a good "What Everyone Knows" section, followed by more
in depth material.
After this, are the roughly 40 pages of regional descriptions, including the
'homeland' pages. At first glance, I found this part of the book to be slightly
confusing, but once I got the notion of the "two page spread" for Homeland
keywords, it got more comprehensible. I think it might have been slightly less
confusing if the "two page spread" had been the first information presented for
each region, followed up by more detailed information in the following pages. Of
course, this reveals one of the huge weaknesses of the Weissian two-page-spread
construction: it must occupy facing pages to be really useful, and that means
putting a blow torch to the well-worn neural pathways most western readers have
that a section begins on a recto page, not a verso page.
Finally, after the meat of the book, comes nine or ten pages on Hero Bands and
Associations, which provide useful ways to immediately hook players into the
gameworld by providing them with small- to medium-scale organizations they can
either participate in, or fight against. The sample Association is well thought
out and described, and provides a goodly number of adventure hooks.
I would perhaps have liked this book to forsake two pages of index in favour of
a two page "starting adventure" that would provide for one evening's worth of
play for a group that just picked up this book. I suppose that the "Lunar line"
of products will include a "Lunar Adventures" analog to Barbarian Adventures,
but that book won't be out for some time. It might be helpful if Issaries asked
themselves these three questions when preparing any supplement: "What can the
reader do with this book in the evening of the day or day after
purchase/light-reading?", "What can the reader do with this book in the month
after purchase/thorough-reading?", "What can the reader do with this book in the
year after purchase/reading?".
Too many rolegame supplements partially or completely ignore one of these
questions, and for small-press operations, I think that's a mistake. One could
also expect that the "starting one-shot adventure" I mention might show up on
the Issaries website to support this book. But it still would have been nice to
pop it in the book in favour of two index pages (four pages of dense index is
still good coverage for 64 pages of material; 6 pages, as is actually done here
is thorough coverage).
Stafford mentioned at the convention was he wanted to present the game material
in layers: clearly identifying what a group needed to know to start playing, and
then clearly offering chances and ways to "know more", but only if one chose
to. This is a wonderful idea, and the organisation and presentation in
ILH-1 is this idea made manifest. Strict adherence and good application
of this principal could finally get over one of Glorantha's traditional knocks:
"I'd love to play in the world, but there's so much material, I don't know where
to start, and there's too much to know to begin". Greg's overridding wish seems
to be "start small, and don't worry about the mounds of material; come to it as
you want to."
I've never actually played in Glorantha (till this recent convention), and my
knowledge about the world isn't more than a casual one, but after just
skim-reading this book, I had at least a handful of ideas popping up in my head
about where to start, who I could play, what kinds of (mis)adventures I could
foist on players, etc. Comparitively, Thunder Rebels, although it seems
a good solid reference for Orlanthi life, did not give me this immediately
accessible feeling (nor perhaps should it have?, but as far as I could tell it
was still "the place to start" with Orlanthi; similarly, neither Barbarian
Adventures nor Olranth is Dead, the first two books in the
Sartar is Rising adventure sequence, are this accessible, either).
With the last three books published (and I fully expect by the new
HeroQuest game to appear by early summer), Issaries Inc is clearly
demonstrating that (a) they've listened to their customers (and even some
potential customers) about what they want to see, and (b) that the glory of
early eighties RuneQuest might once again be achieved.
Even if you're not a Gloranthan diehard, I would strongly recommend the last
four or five publications from Issaries for those who want a glimpse into a
fantasy rolegame world that is rich, and inviting, and is not
Tolkeinesque, nor particularly "western medieval" in flavour. The promise shown
in this first volume of the Imperial Lunar Handbook series indicates
that HeroQuest could develop a strong following and bring more and more
people to the wonders of the Gloranthan game world.
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