Hearts in Glorantha (HiG) was a big part of my publishing life for a good decade-plus. It ended just under a year ago, something I’ll cover when I do posts about the later issues (7 & 8). I remember the first three issues fondly because they just got done to the bi-yearly schedule that I set myself, and they were, on the whole, well-received.
My early years of running convention games were running Gloranthan games, first RQ3 in the dying light of the system’s popularity in the late 90s, and then a rapid succession of three editions of HeroQuest. I organised a group of demo referees, the Ring of HeroQuest Narrators, which warped into the semi-official Masters of Luck and Death before imploding. Monkey and my own efforts were on my mind, but I still lacked the impetus to actually get down and publish it. That impetus came unexpectedly one morning just before I set off to work in May of 2008 as I sat and read a 30 page + thread on RPG.net where an obvious sockpuppet called Angry Agarath attacked everyone involved in Gloranthan publishing from Rick and Jeff at Moon Design (who had just taken over from Greg Stafford’s Issaries Inc) to the fan publishers over the lack of urgency on the publication schedule. AA really riled me up, and after spending 45 minutes reading every post, I thought I could have a go at filling the void and Hearts in Glorantha was born. A quick check with Jeff Richard, who greenlit the fanzine, and I was off on a crash course learning InDesign, emailing potential contributors and artists.
Three months later, Hearts in Glorantha issue 1 (D101-05) was released to many happy Glorantha Fans at Continuum 2008 in Leicester. I’ve always followed the Pink Faries mantra (via the Henry Rollins cover version) of DO IT, so this, in my mind, is the official birth of D101 Games.
HIG 1 was a real hodge-podge of what I ever could pick up at short notice. But it worked, and I was happy with it. It had a gaming background, fiction, a couple of Stewart Stansfield’s infamous Duck articles and a very quick adventure by myself. But that’s how I wanted it. It was a magazine, not a supplement in disguise. I also set the Editorial policy, which lasted for the magazine’s entire run, where I resisted setting a theme, so authors could be lazy and write to order, because I wanted folk to come up with inspirational pieces that had just lept into their imagination. The feature for each issue was whatever came out from what was submitted. For issue 1, it was the very appropriate Mythology.
HiG 2 (D101-03) and HiG 3 (D101-04) came along according to schedule. It debuted our consistent look and feel, with John Ossoway creating a new logo, doing the cover (which he would do for the next three issues), and setting up the layout templates. HiG was also the Creature Feature, which saw Dragonnewts, Chaos Elves from Dorastor, Jack O Bears, Harpies rub shoulders more of Stewart Stansfield’s Ducks.
HiG 3 was, amongst other things, an Undersea Feature, which featured a write up of an all Mostali (Dwarf) mini-campaign, We All Live in a Brass Submarine, by Richard Crawley, as well as material from a never-released HeroWars era Men of the Sea second book by Nick Davison. I also got in there with an OpenQuest Scenario (the only OQ Glorantha adventure) based on the premise of WHAT IF the Big Rubble was in Dara Happa, and it was Solars vs the Lunars? To my knowledge, this was the biggest stretch of YGMV (Your Glorantha May Vary) ever published (Fan or Official) and I’m quite smug about that 😛
Worth noting, as well as articles by Gloranthan Luminaries such as Mark Galeotti and Jeff Richard, each of the first three issues had a one page bit of fiction by Greg Stafford himself based upon the three approaches to Gloranthan Magic.
In many ways, HiG 1-3 is where I learnt the hard way how to publish, and while Monkey and OpenQuest, my first two RPG releases, got put to one side they were both the better for what I learnt from doing HiG 1-3.
Part of me cringes when I look at the sloppiness of the layout, and my editorial. The whole thing was part of a learning curve and I was still in a happy fan publishing punk rock frame of mind, which helped me overcome some pretty crippling “omg, omg, I can’t believe I’m allowed to do this” self-disbelief.
I’m also very proud that I used HiG to get other authors work out there, and into the hands of fans. It’s the reason why to this day, D101 Games is not an exercise in pure self-publishing, that I have other people write and draw for it. HiG was especially good as a recruiting ground for many artists that would go on to illustrate other D101 releases.
Next up: OpenQuest 1st Edition (D101-06)