Runequest, Le Survivant

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Runequest, Le Survivant RuneQuest, le Survivant Une histoire éditoriale de RuneQuest pour le site internet d100.fr Par James Manez (Arasmo) Crédits Écriture et mise en page : James Manez (Arasmo) Illustration de couverture : couverture de la deuxième édition de RuneQuest réalisée par Luise Perrin. Illustrations intérieures tirées du site http://rpggeek.com ou obtenues à partir des couvertures de versions PDF des ouvrages en ma possession. Runes Elder Futhark réalisées par Curtis Clark, gratuites pour un usage personnel http://www.dafont.com/fr/elder-futhark.font Remerciements Merci à Etory pour avoir créé ce remarquable gabarit Scribus : c'est un vrai plaisir de l'utiliser. Merci à Lawrence Whitaker d'avoir autorisé l'utilisation de ce gabarit. Merci aussi à tous les auteurs cités à la page 9 et qui m'ont fourni la matière pour cet article. Et bien sûr merci à tous ceux qui ont participé de près et de loin à l'aventure RuneQuest ! TEMPLATE D100.FR POUR SCRIBUS RÉALISÉ PAR O. BOYAVAL D'APRÈS LE TEMPLATE OFFICIEL DE THE DESIGN MECHANISM RuneQuest, le Survivant vec D&D, Tunnels & Trolls et Auspices favorables RuneQuest, c'est Traveller, RuneQuest fait partie du le jeu avec les A L’origine de RuneQuest est indissociable cercle restreint des Grands Anciens, canards ? du nom de Greg Stafford. A 12 ans, le jeune ces jeux des années soixante-dix qui sont californien découvrit les joies du jeu de Oui, les canards sont encore soutenus commercialement. Des guerre (wargame) en dénichant un présents dès la première quatre, il est aussi celui à l'histoire la plus édition ! Dans le monde exemplaire du jeu U-Boat d’Avalon Hill mouvementée : passé aux mains de quatre de Glorantha, l'univers dans... une quincaillerie ! Mais ce n’était pas entreprises, il connut une longue éclipse emblématique de là son seul loisir ; la mythologie le fascinait à après des débuts brillants et plusieurs RuneQuest, ces tel point qu'il avait déjà lu, à 16 ans, toute la éditions furent tuées dans l'oeuf ou arrêtées humanoïdes auraient littérature disponible sur le sujet dans les prématurément... été maudits par les bibliothèques locales. En 1966, il commença Découvrez dans ces pages une histoire dieux pour leur mollesse donc à imaginer ses propres mythes dans un face au Chaos, et nul ne aussi complexe que fascinante, emplie monde fictif, Glorantha... Tout sait s'ils étaient à d'heureuses coïncidences, d'éclairs de génie, naturellement, il décida d'allier ses deux l'origine des canards ou et d'erreurs tragiques ! passions en créant un jeu de guerre se des êtres humains. Ils déroulant dans Glorantha : White Bear and font partie des Red Moon. Hélas, une étrange malédiction nombreuses touches s'acharna sur ce jeu : chaque éditeur qui d'humour qui émaillaient RuneQuest devait le publier mit la clé sous la porte ou et Glorantha à leurs laissa traîner le projet indéfiniment. Greg débuts, et qui Stafford devait-il renoncer à son rêve ? s'estompèrent par la Une partie de tarot divinatoire lui suggéra suite. une alternative : pourquoi ne pas fonder sa propre compagnie ? Après tout, les présages étaient bons… Ainsi naquit Chaosium. 1 RUNEQUEST : LE SURVIVANT D100.FR White Bear and Red Moon fut enfin publié en 1975 ; son succès fut suffisant pour Débuts engendrer une suite, Nomads Gods (1977), fracassants ainsi qu’un magazine, Wyrms Footnotes (1977), comportant aussi bien des variantes Lorsque RuneQuest parut en 1978, il était Six suppléments de règles que des précisions sur Glorantha. à bien des égards un «anti-D&D». emblématiques Mais Greg Stafford voulait inciter les Tout d’abord, le jeu affichait une volonté En une trentaine joueurs à découvrir son univers d’une de réalisme qui était absente de D&D. A la d'années, RuneQuest a manière plus intimiste, plus viscérale : le jeu manière de Traveller (1977), RuneQuest accumulé un nombre de rôle ! Il était déjà familier du principe, car proposait un système de compétences pour conséquent de dès 1974, il s’était retrouvé en possession de modéliser les savoir-faire des aventuriers, suppléments, de quoi ce qui fut peut-être le premier exemplaire mais allait plus loin encore sur deux points : occuper plusieurs vies vendu du Donjons & Dragons originel. En les personnages n’étaient pas limités aux de rôliste ! Vous effet, un de ses amis avait rencontré Gary compétences de leur spécialisation ou trouverez au fil de ces Gygax alors que celui récupérait auprès de carrière initiale, et ces compétences pages une petite pouvaient progresser au fil des aventures. sélection de l’imprimeur la toute première impression de Grâce à ce système, le Maître de Jeu suppléments : un par D&D ; sachant que Greg travaillait sur son disposait d’un cadre cohérent pour gérer les édition, histoire de ne propre jeu de fantasy, il s'empressa d’acheter actions non liées au combat. Ce souci de pas faire de jaloux ! un exemplaire... réalisme se retrouvait dans les règles de Toutefois, il ne se chargea pas lui-même combat : localisation des dégâts, points de de l’adaptation en JDR. Une première équipe vie limités, etc. s’attela à la tâche, en prenant pour base les règles de D&D et de White Bear and Red Ensuite, alors que le D&D de l'époque Moon. Le travail accompli ne convainquit n'était pas lié explicitement à un univers, pas Stafford. Heureusement, Steve Perrin, un RuneQuest, à la manière de Empire of the joueur influent de la scène californienne, Petal Throne (1974), s’adossait à un monde joignit l’équipe en 76, et prit en charge le fouillé. Relativisons un peu toutefois : les projet. Son arrivée marqua un tournant, informations du livre de base sur Glorantha aussi bien dans la composition de l’équipe - se résumaient à une chronologie, à la Ray Turner fut bientôt le seul membre présentation de trois cultes, aux descriptions restant de l’équipe originelle - que dans les de monstres, et à une carte de la région de règles du jeu, désormais de plus en plus Prax. L'essentiel du contexte était décrit dans éloignées de D&D. Ce fut aussi lui qui donna les jeux de plateau et la revue Wyrms le nom final du jeu, en référence aux runes Footnotes. qui étaient à la base de la mythologie de Enfin, RuneQuest était certainement le Glorantha : RuneQuest. premier jeu à donner autant d’importance à l’aspect religieux. Ainsi, les personnages étaient censés joindre un Culte Runique et progresser dans la hiérarchie jusqu’à être capable de développer des affinités avec les Runes, les forces cosmiques qui régissent l’univers de Glorantha. Et le format de description des cultes donnés en exemple allait bien au-delà des maigres informations de D&D : mythologie, associations runiques, objectifs du culte, organisation, statut social et politique, cultes rivaux et alliés, conditions 2 d’adhésion et de progression... D100.FR RUNEQUEST : LE SURVIVANT Si les premiers suppléments du jeu, comme Apple Lane ou Balastor’s Barracks, lorgnaient La mariée était du côté des modules TSR, Cults of Prax offrit trop belle... quelque chose d’inédit : la description minutieuse de quinze cultes situées dans la Cettre troisième édition déçut quelques région de Prax. La profondeur du supplément fans de la première heure, car non seulement Première était sans comparaison avec le Gods, Demi- elle se détachait de Glorantha, mais elle édition : Apple gods & Heroes de TSR (1976), qui s'apparentait compliquait le jeu par l'ajout d'un nouveau Lane, 1978 système de magie, la sorcellerie, et de règles à une collection d'adversaires pour PJ de haut Réalisé par Greg Stafford, susceptibles de ralentir les parties, comme niveau. ce supplément décrivait celles sur la fatigue et l'encombrement. Après la sortie de la deuxième édition du un petit village de Pourtant, elle introduisit une innovation jeu, en 1979, débute ce que les grognards de Glorantha et contenait majeure, qui fera partie de la « marque de RuneQuest surnomment « l’âge d’or ». Six trois scénarios. Le fabrique » RuneQuest : les compétences de suppléments mythiques donnèrent corps à premier était un rite départ du personnage dépendaient à présent Glorantha. Cults ofTerror (1981) s’intéressait initiatique qui servait de sa culture d'origine. Par défaut, quatre d'introduction au jeu. Le aux religions chaotiques, Griffin Mountain types de cultures étaient distingués deuxième mettait en offrait un cadre de jeu « bac à sable » (1981), (primitive, nomade, barbare, civilisée),mais scène l'attaque de Pavis et Big Rubble décrivaient par le menu des catégorisations plus fines furent l'échoppe d'un marchand une ville et son complexe de ruines, employées dans certains suppléments. par des babouins alliés Borderlands proposait une campagne en sept un groupe de bandits Hélas, après un lancement réussi, qualifié actes, alors que Trollpack offrait un luxe de comprenant un centaure, par Avalon Hill de plus gros succès depuis le détails inédit sur le peuple troll, allant des créatures jusqu’à fournir une planche anatomique ! jeu de guerre culte Squad Leader (1977), les draconiques et… un ventes ralentirent nettement, à cause de Aidé par la qualité de son suivi, canard ! Enfin, le dernier deux erreurs lourdes de conséquence. RuneQuest se hissa en deuxième place des scénario incitait les ventes derrière D&D aux Etats-Unis, Premièrement, le choix initial de proposer aventuriers à nettoyer le repaire d'un groupe de dépassant même le populaire Traveller. Il RuneQuest III en boite rendit son coût trolls à l'origine d'une devint même le système maison de prohibitif, et les tentatives pour rectifier le tir récente vague d'attaques Chaosium, sous la forme du Basic Role- ne furent pas concluantes, car elles consistaient à vendre des versions tronquées sur le village.
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