Since I started GMing in the mid-eighties, during the Golden Age of RuneQuest, I had access to the best of the Scenarios and Supplements. These, of course, ran out forcing us to create our own campaigns and settings. Then the Resurrection of RuneQuest occurred with new supplements and Packs appearing. This meant that some of our ideas had been superseded and somewhere wrong. However, I adapted the new material and continued regardless.
What would it have been like to start a new Campaign from scratch using the best of the RuneQuest supplements, knowing all that had gone before?
I started to think of what kind of Campaign I would run if I could start again with a fresh batch of players. It had to begin at low level and had to progress to high level. It would be Gloranthan and would use published sources. It would follow the Gloranthan timeline and would progress beyond the timeline. After much thought, I came up with my "Super Campaign" which sounds as though it would be good fun to run, to play and to detail. Unfortunately, it will never be run by me, but maybe someone else will give it a go.
The campaign starts in Pavis, just before the Lunars invade the Holy Country. The PCs are associated with the Pavis Street Gangs and run with the Sun County factions, they may even make up a gang of their own. A Lunar Agent tries to take control of the gangs and gain some power in Pavis. The Agent persuades the PCs to liberate a Lunar Artefact from Duke Raus' quarters in Pavis. They are also taken to the Rubble to visit the Yelornan Temple there, possibly by the farther of one of the Yelmalians or maybe even by the Yelornan cultist if one is present. Whilst in the Rubble they will be attacked by Chaos and shown how weak they really are.
The Lunar Agent persuades the PCs to attack another gang, one highly connected, or persuades another gang to attack them. The PCs kill one of the gang members, who is linked to an important family in Pavis. As punishment, and to get them out of the way, the PCs are sent upcountry to serve as militia in the Sun County area.
The PCs join the Militia squad in Sun County, with Mello Yello, the Ballet dancing Yelmalian from the Garhound Contest and other assorted misfits. They run through the scenarios of Sun County, gaining in skill and prestige until they are seen as competent initiates. Finally, they perform the "Unbearable Lightness of Yelm" scenario which may, or may not, be their first HeroQuest. Having acquitted themselves well, they are released from their service and asked to deliver a message to a cult member in Corflu. On the way, they are drowned and are swept up in the Big Scenario from the River of Cradles pack. This means they advise the Sun Dome Templars, enter the Puzzle canal and fight Trolls when allied with a Sorcerer. At the end, of this HeroQuest, they are Friends of the River and are well-known through Prax.
At Gonn Orta's Castle, they would be met by the King of Dykene's man and would be persuaded to join him as mercenaries. As Duke Raus has released them from his service, they should try this as steady employment is always a good thing, especially as they would be taken on as officers and elite.
Now, things become interesting. The King of Dykene wishes to expand his territory at the expense of the Kings of Trilius and Elkoi, the Elves and Trolls of the Elder Wilds and even the Hunters of Balazar. However, Dykene could be overthrown by an experienced band of adventurers, especially Fire/Sky cultists of a Heroic bent. Will the PCs free Firshala and HeroQuest to spread her cult? Will they drive Yalaring Monsterslayer from Trilius? Will they help the Elven Yelmalians? Are they politically astute enough to cope with the Lunars of Trilius? Is it possible to complete Balazar's Quest and become King of Balazar? What about the Pentian threat as they attack the Empire? Could the PCs even cross the mountain and attack trolls or find treasures in Snake Pipe Hollow? What about using their Water Connections to sail the Black Barge through the Hollow into the Rainbow Mounds and maybe into The Upland Marsh and link in to the Duck Pond? They could even help Gonn Orta and become Giant Friends, maybe even being able to rebuild Dykene.
At some point, Zola Fel asks her friends for help in guarding a Giant Cradle. Gonn Orta's daughter must be helped pass down the River into the Ocean. Will the PCs help her and if so, would they be able to cope with fighting the Lunars, the Coders and their own friends the Sun Domers? What would they do afterwards with their treasure?
Here, the campaign really starts and moves towards Herodom.
If only I could run it!