Concluding Thoughts
By restricting myself to the end of the 5th age with the first official map of RuneScape 2, I’ve barely ventured beyond the lore as it stood at the transition from RuneScape Classic. There were 50 quests then, which more or less presented players with three stages of achievement: gaining access to the Champions’ Guild, the Heroes’ Guild, and the Legends’ Guild. I think there’s value to introducing the lore by focusing on the largely local situations and problems addressed by these quests: It provides an interesting and mostly unchanging foundation from which to make sense of what comes next.
One can expand upon this foundation by many routes: First, by expanding one’s geographic scope to include new lands and their accompanying races and stories and characters and gods. This was more or less the arc of RuneScape 2. We got Morytania, Fremennik Lands, Troll Lands, Tirannwn, lots more desert and islands, Daemonheim, etc. And we got longer storylines, and global problems. In my opinion, the Mahjarrat storyline is chief among these - maybe the most interesting achievement of RuneScape.
One can spend so much time simply exploring the characters found on a list of Mahjarrat, or a list of gods, or by exploring a list of races or elder artifacts - I think this is a lot of what lorehounds did for many years.
08-Jun-2020 16:35:25
- Last edited on
08-Jun-2020 17:06:09
by
AttilaSquare