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7. Two games, two extensions of Regard

Regard provides a complete standard configuration, but it can be transformed far beyond a few parameters.

Glorantha Perspectives and Regard: Scooby-Doo provide two very different examples.

This page does not summarize their rules. It only points out what they change compared with Regard.

Glorantha Perspectives​

Glorantha Perspectives adapts Regard to a setting where ways of inhabiting the world are already part of the lore itself.

Its main shifts are:

  • Prisms become Worldviews, a term taken directly from Glorantha;
  • the standard even / odd reading becomes the reading of the Middle World, again named from the lore rather than from Regard;
  • a Worldview may be weakened, ordinary, or heroic, and some heroic readings are gradual;
  • setting-specific influences may pass through a Worldview without replacing it: the Red Moon, for example, may alter how some Worldviews read uncertainty;
  • not every extension goes through Prisms: Chaos, for example, also affects which possibilities are open, what may matter, and how protagonists are durably transformed.

Glorantha Perspectives therefore shows that a game can preserve the ideas of Regard while renaming them, grading them, and combining them with rules that belong specifically to its world.

Read Glorantha Perspectives →

Regard: Scooby-Doo​

Regard: Scooby-Doo is deliberately a small, unpretentious game, designed in part to push Regard in a very different direction.

It notably explores Prisms that can work autonomously.

Regard's standard configuration compares Successes obtained on either side of a Focus. Scooby-Doo shows that a Prism may instead read a given pool directly — for example by looking at its own balance between Successes and Failures — without needing an opposing pool built in the same way.

That opens one important possibility:

a Prism does not need to be a variation of the standard comparison in order to remain a Regard Prism.

Read Regard: Scooby-Doo →

What the two games show​

These two games do not define the limits of Regard.

They simply show two ways of extending it:

  • Glorantha Perspectives lets the world deeply transform Prisms and other parts of the game;
  • Scooby-Doo shows that a game can also move away from the standard structure itself with very little infrastructure.

The details of those transformations belong in the games themselves, not in the Regard SRD.