But the design was more sophisticated than simple house
ruling an existing game. Runequest included contested actions where opponents
rolled against each other using an appropriate skill and “best” roll wins. This
alone added tension and excitement at the table with almost any encounter. But
the skill system brought fantasy gaming out of the class and level paradigm and
championed the ability to customize your fantasy hero to one’s own liking. Add
in the fact armor absorbs damage instead of making one harder to hit and Perrin
and Co. had instant converts clamoring for their game.
I was first introduced to Chaosium games when a high school
friend showed me his new Stormbringer boxed set. I had devoured Moorcock’s
fiction at this time in my gaming life, so was immediately intrigued. Scott
(his real name) was someone who loved being a player and not so much a Game
Master. I was the opposite in our gaming scene, so Scott would dump new
purchases on me because he knew I would devour the game and commence to set up
a game session. He never got this game back though. I loved the system and
bought in to how it could be used for any game setting you had a mind to play.
It in no way broke down with modifications I or anyone else would make to
better fit our game’s genre conceit and begged a gamer like myself to look at
magic in a different way than Gygax had stamped on the industry.
I never played a session of Runequest, or set foot in Glorantha,
but I had walked the streets of Miskatonic U, driven my unmarked police cruiser
through the streets of modern LA, pulled off clandestine operations for the Congress
of Truth, and fingered black-powder weapons on the Spanish Main. I had seen
several competent and well-loved characters go down under a fickle, gruesome
critical hit and had put bullets through many an adversary with great
satisfaction. For a while I would convert every different game, I had on my
shelf into Chaosium’s basic D100 mechanics and bell-curved stat blocks.
Eventually I would come to preferer Willis and Watts take on
Stormbringer, the Elric! version released in 1993, but by then I had
been exposed to the entirety of Chaosium’s range of games and understood the company’s
importance in the TTRPG business. And they had my respect.
I was more of a Ken St. Andre guy than Steve Perrin. I loved
his original take on character creation in the Young Kingdoms, but it was
Perrin I met at Gencon 2017. He gave me a quick, spirited debate what real
roleplaying was before he pulled himself away as I was viciously drunk, but he
smiled, I smiled, and we parted with neither being terribly embarrassed.
This game pioneer, like many of the rest, have died early
because of poor health. The Standard American Diet and the relatively
non-athletic attributes of the hobby have connived to take early game creators
from us way before they were done creating. I hope this next generation of
players and creators tackle healthy eating and exercise with more enthusiasm
than past. There is so much more to be uncovered in this amazing art form and
time at it does make a difference. At least in having an informed opinion on
the nature and purpose of the sport. The next book is generally better than the
last. The more adventures one writes the better they get. And that is all gamers
really want. Your best stuff. Thanks Steve, for all the quality game
product you gave me to study, play and develop from!