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Mythic Russia Development Interview

In August 2004, ‘Newt’ Newport, leading light of the Ring of HeroQuest Narrators, conducted an interview with Mythic Russia author Mark Galeotti about the game. Originally this was hosted on the RHQN’s website, but with the future of that site in question, the Firebird is happy to give it a new home here, in the hope that it will be of some use to prospective buyers and players. The following text is taken direct from the RHQN’s site; text in italics are Mark’s responses.

 

Mythic Russia is a new game in development based upon Russian Folklore using the HeroQuest system. It is being written by Mark Galeotti. Long time fans of HeroQuest will recognise this name as one of the developers of the system and the Imperial Lunar Handbook. What perhaps they don't know is that Mark is a doctor of Russian history, and has a long passion for the world of Russian folklore.

Mark has recently revealed the existence of the game to the world, principally through its web site at http://www.firebird-productions.com/ , and has started feeding out details. Recently I took the opportunity to ask some questions about this game.

1.                 Why is Mythic Russia going to be a standalone game?

The first and most basic reason is because that’s how I wanted it! It’s aesthetically more satisfying to have everything together. Secondly, much of the material in the core HQ rules is simply not relevant to Mythic Russia, being Glorantha-centric, or else will be subject to such a degree of tweaking to fit the setting that it is actually easier to present, for example, the magic rules afresh rather than listing all the differences from the rules in the core book. Finally, as is inevitable, now that HQ has gone through the extensive post-production playtesting that is actual use, this has thrown up sections which could do with being written differently, and so this is a chance to incorporate some of the queries, suggestions and errata which have arisen over the past year. Ah yes, and to write it in English English, too!

2.                 Will the game still be based around over blown heroics, like Glorantha, or will its tone be darker?

Well, Glorantha can be pretty dark, but Mythic Russia will certainly see the same kind of dramatic stunts and over-the-top adventure as you’d find in most HeroQuest games. That said, for those who rather play a grittier kind of game, there will be guidance on how the existing rules can be used for a less freewheeling style, even down to running historical adventures in which there is no magic at all.

Heroes.

3.                 How will Mythic Russian heroes differ from their Gloranthan counterparts?

Again, that’s a difficult one to answer, as in my experience there isn’t a ‘standard Gloranthan hero’ any more than a ‘standard Gloranthan game’ – the beauty of the system is that it can be used just as well to create the earnest Orlanthi carl, whose ambitions extend to marrying the girl in the next village and buying a bull, as the flying were-ferret carrying the Sword of Direst Doom.

 That said, heroes in Mythic Russia are much more clearly distinct from the common mass of society than in Glorantha. Even starting characters, without using advanced experience, are forces to be recognised and quite possibly famous in their home region, perhaps even throughout all the Russias.

4.                 You mention economics and trade in the introductory flyer given out at Continuum. Will the game’s rules support the hero who wants to bid for political power?

Absolutely: the game is set in an era when political power is up for grabs and the opportunities for advancement great, especially as the Russians had a tradition of ‘head hunting’ princes with particular talents when their cities faced particular challenges. One of the beauties of game engine is that such a bid for power can be handled through the extended contest mechanics. I don’t mean by this that the whole process becomes just a matter of rolling dice, but that while a hero adventures and schemes and politics, then at key junctures he can make another bid to ‘beat’ the city’s resistance, using his renown, his wealth, his relationship to its people, etc. Of course, this works especially well in saga-style games (in which years may pass between episodes of play) or even generational ones (in which the gamers play bloodlines rather than individual heroes), both of which will be supported in the core book

5.                 Which homelands will be available to the players in the core rules?

This isn’t set in stone yet. There will certainly be homelands for playing heroes from the Rus’, Mongols, ‘Sibiryaki’ (members of the various indigenous Siberian tribes), ‘Greeks’ (Byzantines) and ‘Germans’ (which would include Balts). A few specific subcultures, such as the Teutonic Knights (crusading zealots assailing the Rus’ from the north-west in the name of the Roman Church) will have ‘add-on’ homeland keywords.

What is not yet decided is firstly whether there will be just one or two core Rus’ homelands with minor variations reflecting a hero’s home city or region, or whether to have several, to stress the differences between, say, a hero from Kiev (once dominant city, now in decline) and one from Moscow (the ambitious would-be capital, with strong Mongol influences).

The other uncertainty is whether to include further full homelands for peoples living on the periphery of the lands of the Rus’, such as Finns and Armenians. I would like to, but they may not make it for reasons of space, because to do them justice, they need not only the two pages a homeland keyword requires but also background information, magical keywords and the like. I suspect that I will divide the Lithuanians and other Balts from the ‘Germans’ but beyond that, that these other cultures will end up not making it into the book, and appear in a supplement or as support material on the Firebird website.

Magic

6.                 Why have you gone for a one sized fits all approach to magic?

Two main reasons. First of all, the notion of separate sources of magic and otherworlds is a Gloranthan concept that does not fit with the magical ecology as Russians envisaged it. They knew that there were differences between the miracles manifested by Christian saints, the magical powers of gifted heroes, the spirits of the shamans and the like, but they saw them inhabiting the same realm and indeed competing within it. Indeed, one of the basic themes, which fits into the issues you raise in the next question, is precisely that of the competition between different forms of magic and belief, as each colonises a common world. Thus, as Christianity spreads, so too do the otherworlds become Christianised. In the mean time, though, many practice magics of various different kinds, and the whole business of specialising and concentrating, never mind misapplied worship and alien world modifiers, doesn’t fit this notion.

The second reason is that, to be honest, most narrators and players – myself included – don’t enjoy using the animism and wizardry rules as much as theism. They are more complex and also much more intrusive. My ideal game is one in which the rules are as invisible as possible, allowing the story and the interaction of characters to dominate, and so I would rather stick with the most fun and intuitive system for all, with tweaks to give a sense of difference between types of magic, rather than multiple magic systems.

7.                 Do you see some nice role-playing moments coming out of the personality conflicts, both personal and between characters, coming into play from the combinations of magic beliefs that you say that the rules and setting allows. For example with the Rus’ practising dvoeverie and venerating both a pagan gods and Christian saints, I can see some pretty powerful internal conflicts between the old pagan religion and the new Christian one. How will all of this translate into Personality traits and the contests that arise from their use?

Russia at this time (the end of the fourteenth century) is going through a process of invention, as it throws off a century and a half of Mongol domination. In part, this is a political issue: will (as in the real world) Moscow become the dominant city, bringing with it its own dark and pragmatic ideology, or will some other capital rise? Indeed, will the new Russia be a single, centralised state or a collection of principalities?

However, there are many other areas for dispute, debate and division, including religion. Many are happy to retain the old ways alongside the (relatively) new Orthodox Christian faith, but there is a growing faction within the Church which rejects this. In part, this is because of the pressure of the Roman Church (given particular force by the incursions of the Teutonic Knights) and the Greek Orthodox Church, still ensconced in glory in Constantinople (or ‘Tsargrad’, ‘Emperor’s City’, as many Russians still call it). Some within the less tolerant wing of the Russian Church are motivated by nationalism – they fear that without driving out the last vestiges of paganism, they will be weak in faith and lacking in God’s grace, and thus vulnerable to their Christian brothers and rivals. However, others will in time become so frustrated and alienated by the persistence of pagan ways that they will be willing to find common cause with the Roman or Greek Churches, prepared to sacrifice their nation to save its people’s souls…

Obviously this will be manifested in the personality traits and relationships of those heroes who choose to become involved in these controversies. Furthermore, even dvoeverie has its limits: there are some saints, for example, who ban their worshippers from also following pagan ways as initiates or devotees. Ultimately, though, these dilemmas are going to be resolved and reflected in the stories rather than the numbers in contests.

8.                Magic in Glorantha is obvious and everyone uses it. The whole process is very showy and pyrotechnical. In Mythic Russia how obvious is the use of magic? 

It’s still very obvious – indeed, if anything more so, because active magic is the preserve of an heroic minority. Saintly priests will summon fires from the heavens, brawny warriors will kick holes in city walls, magical horses will gallop through the air, their hooves trailing sparks…

9.                 You mention that ordinary people do not have access to magic powers. How does this affect the balance of power in the game?

Heroes are heroes, they are different. In Glorantha, every Heortling clan has its own array of magically-gifted individuals, from cloud-riding weaponthanes to farmers who can plough a field in an hour, so that magic is just another tool. In Mythic Russia, to be able to use magic in an active way is rare and thus the mark of the exceptional character. The gradient between normal people and heroes is thus that much steeper. An experienced hero ought to be able to cut down a dozen ordinary soldiers with ease, while a priest able to call on miracles will be the talk of a district.

In this respect, Mythic Russia returns more closely to the conventions of both fairy tale and also cinema. Worthy opposition comes above all from other heroes (and also the unexpected, like a trap, seduction, distracting riddle or the like). That said, quantity has a quality all its own. If there are enough swordsmen, then even the hero will go down, but he will be accompanied by the souls of many of his foes!

Myth

10.      What makes the mythological framework, beyond “Thrice-Ninth Lands”, of the game so interesting? 

Heavens; where do I begin? OK, here’s a list of thoughts, in no particular order and by no means conclusive.

A pastiche of paganism and Christianity that is at once overt and more often friendly than hostile: I, who worship Volos the cattle god, can argue with my brother, who insists on calling him St Vlasii: we disagree fundamentally as to who this guy is, but on many day-to-day issues relating to our faiths, we see entirely eye-to-eye.

Some of the weirdest and most interesting villains and heroes around, many of which – such as Baba Yaga the witch and Koschei the Deathless – have made their way into other games, but rarely capturing their true depth and complexity.

Beyond this, though, the setting offers a body of myths and folklore that has yet to be plundered to death like so many others, and yet which is also extremely inclusive, incorporating tales and deities of many other peoples, from Balts to Serbs, Finns to Persians.

11.             One criticism about the Gloranthan model of interaction with myth, Hero Questing, is that its rewards can seem a bit abstract. In a gaming sense what rewards and benefits will the players’ characters get from interacting with the Nine worlds?

 It will be a lot more obvious: the otherworlds are not representations of past myths or anything like that, they are places, parallel to our own, mortal world. You might stumble unknowingly into the Otherworld on some deep forest track, or else it may be a place to which you will travel deliberately through ritual or sheer force of will.

The Otherworld broadly represents our world, with seas where we have seas, mountains where we have mountains. Of course, the seas are deeper, bluer and purer than ours, and the mountains might reach to the moon. Likewise, the areas representing mortal realms dominated by Christianity will largely reflect that, being inhabited by otherworldly beings from the Christian mythos and mindset. Just as there are ways and places to travel from the mortal realm into this Otherworld, so too are there ways to go further and deeper into the lands of magic, until, ‘Beyond the Thrice-Ninth Land,’ you begin to reach the furthest and most magical realms, such as the land of the dead or even, for those rarest of individuals holy enough to travel so far, presumably even Heaven.

On the most basic level, these are just different, more magical places to go, inhabited by different, more magical people and beings. These are often the places to go if you need major magical powers or allies or wish to take on the mightiest challenges. You could travel into the sun-bright steppes dominated by Mongol traditions, for example, to learn their magics or force a spirit into a weapon which would then have some particular power. Or you could travel deep into the otherworldly ‘Russia’ to seek the fabled bogatyrs, greatest heroes of its folklore, to enlist their help or seek their advice.

However, just as the otherworlds reflect the mortal world, so too do they affect it, creating scope for more subtle, long-term and also potentially powerful schemes. If planning an offensive against the Mongols, for example, you could first travel to the otherworldly location representing the place where you plan to fight your battle, and drive off any Mongol spirits there, build an Orthodox chapel, or otherwise seek to change its mythical ‘orientation’ in the hope that this might weaken your enemies’ magics and morale. Of course, this is something for the most powerful heroes and again also more geared to those playing generational or saga games.

 

 

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Last modified: February 01, 2005
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