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Glorantha: Introduction to the Hero Wars (Hero Wars Roleplaying Game, 1102)

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Title: Glorantha: Introduction to the Hero Wars (Hero Wars Roleplaying Game, 1102)
by Greg Stafford, Peter Metcalfe
ISBN: 1929052022
Publisher: Issaries, Inc.
Pub. Date: April, 2001
Format: Paperback
Volumes: 1
List Price(USD): $19.95
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Average Customer Rating: 4.5

Customer Reviews

Rating: 5
Summary: An antidote to the poison that is the D20 system
Comment: This and the other parts of the Hero Wars/HeroQuest line represent one of the few bright spots in gaming these days. Resist the D20! Discover something new.

Realize that the system (any system) causes the world to conform to it, and that the D20 system is nearly impossible to conform to sensibly.

Save yourself! Save your game!

Rating: 4
Summary: At last, the setting!
Comment: After nearly a decade of roleplaying various games, Glorantha: The Hero Wars has been both the most exciting and confusing experience I've had yet. If you are new to Glorantha, GET THIS BOOK!

Character development in Glorantha is critically (some might say cripplingly) tied to cultural background. The basic books give enough background to start a stunted exploration of the world of Glorantha. A few pieces of info about the locality of Dragon's Pass, the local cultures, and that's it aside from some tantalizing glimpses of other cultures mentioned only in passing.

The problem arises when you want to leave Dragon's Pass. Who are the God-Learners? Why should you care about the Age of Darkness? What's with these distinctly non-Tolkienesque elves? If you sail off the edge of Glorantha's cube, where do you go? You did know that world of Glorantha is a 1600 year-old cube floating in a much larger body of water, and is orbited by the celestial spheres, right?

Most of the Hero Wars books seem to assume that you've been playing in the Glorantha setting already, and don't go too far out of their way to give any details on background. This book goes a LOOOONNNNNNGGG way towards making Glorantha viable for someone new to the setting. A MUST for GMs, and a good aid for players.

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