https://www.chaosium.com/removing-the-b ... from-pdfs/
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Modérateurs : 7Tigers, kristoff, deBorn
Code : Tout sélectionner
https://www.facebook.com/groups/RuneQuest/permalink/1897854630390527/
King of Dragon Pass is a wonderful game - and was very much tied into the Taming of Dragon Pass game we were playing with the Seattle Farmers Collective in the 1990s.
BUT, KoDP caused a lot of problems later down the road:
1. Its art direction was not particularly Gloranthan. It presents the settlers coming from Kethaela as a bunch of Dark Age Germanics. But it stood out head and shoulders better than any Gloranthan art of the previous decade (or the next), so that cast a long shadow.
2. It was set in a Dragon Pass where Sartar never came. The Sartar Dynasty transforms that land and its people - that's pretty much the first thing we learn about them (from even before RuneQuest). Sartar becomes the center of a "Silk Road" between Peloria and the Holy Country - and is not an isolated backwater like it is in KoDP.
3. It presented heroquests as something very predictable and following largely set patterns. Now that worked great in KoDP, but was a terrible model for RPGs.
3. For obviously reasons of game design, it presented the clans as social monads - but again that's not really how things are.
4. For game design reasons, the cults were changed. Some were simplified (Orlanth), some were tamed down (Ernalda). Others were made up of whole cloth (Elmal). That's totally fine - but again, it makes extrapolation from what is in KoDP problematic. Also, this is all presented before Sartar comes to Dragon Pass, so we don't have Yelmalio, we aren't really confronted with the Seven Mothers and the Red Goddess, and the changes that the Orlanthi have in order to cope with that confrontation.
5. No Lunars. After Sartar becomes Prince, the kingdom has a century of growing conflict with the Lunar Empire. Then it is occupied and made into a province for a generation. That changed material culture, social organization, and cult orientation.