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Søren Hjorth - KungFuFenris's avatar

Honestly, you're not wrong in a lot of ways.

*however*, the adventuring "party" solution of D&D has a certain kind of story. A story about a road trip band of merry orphan-brigands with a chip on their shoulder.

Whereas, when you approach the setting from the eyes of a story about a community? That's the gold. This is a game where you have a home, a family and a place to rest. It matters who your kin is, what they do and how you approach things with that in mind.

Become adventurers with a base and leave home for a few weeks before returning and helping with the harvest. It makes it be lived in.

Adventuring as a concept for a five man band is just... well, not a thing in that setting. And it might be hard to rewire that set of thought without a specific understanding of how important ties are, when we live in a world where individualism rules supreme.

Of course, there are traps that the current agenda does not really adress such as the cults, the strange lack of advice to not become completely out of luck when you pick a obscure god that doesn't help you survive if you end up in a dungeon run by the classic D&D style.

Like, there's a reason why old RuneQuest had cults be something to aspire towards. If you played in Pavis, you were exiles and knaves, the adventurers who we recall from D&D. But it was obvious you are now in Gloranthan Mos Eisley with all the weirdness in the ruins.

I *kinda* agree with the Moralistic Acceptable antagonist issue, but I can tell you this much, the fact that those Lunar soldiers had families means very little when their presence will mean that my family will starve. No matter how "progressive" the Lunars seem to think themselves, if I play the opposing viewpoint, they are still my opponents.

The Sartarites are violent and cruel to their enemies, they are often xenophobic and think that a fun pastime is concussion club when going Cattle Raiding. I still play them. The Praxians are... well, even more aggressive towards outsiders than the Sartarites.

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Johnny Bravo's avatar

For what it's worth - I don't think measuring Glorantha (or any other setting) against the tropes that are so embedded in DND is the right approach. Different settings work better or worse for different kinds of stories. So, judging Glorantha by its ability to tell a DND story is sort of like saying a hammer is a crappy fishing pole.

BTW, I'm not suggesting that Glorantha doesn't have its share of flaws, but I think it is suited to an entirely different kind of story than DND. That can make for a challenging transition into the setting/game if your GM and players all come into things expecting it to be 'psuedo-bronze age DND'. However, I think that same kind of dissonance shows up when DND players try to shift to practically any other system.

I think you are right though that the transition is easier if you use some 'gateway' platforms like video games. I think King of Dragon pass is a very good example - it's challenging, but much different than any other game I think of with a linkage to a TTRPG and does a great job of conveying that this is a totally different kind of world.

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