Chaosium has published a reformatted version of Runequest 2e, that also includes all errata in it's correct locations. I've heard of this game for years, and it's always been very expensive on eBay, so I finally got myself a copy.
I like it, though I don't know that it would be my preferred version for d100 gaming (Openquest is the best version I've tried). I was also surprised that no Sorcery rules were included. I guess they got introduced in 3e by Avalon Hill.
I was also surprised that the rules really aren't that Glorantha specific. Yeah, the cults included and some of the monsters are definitely Gloranthan, but the way lots of old gamers talked, I thought this book would be stuffed with it. I think the RQ Deluxe Set from AH had more Glorantha info in it. Just a weird thing I noticed from what forum-goers say vs. what is actually in the product.
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Showing posts with label runequest. Show all posts
Showing posts with label runequest. Show all posts
Thursday, September 22, 2016
Thursday, September 1, 2016
Glorantha - I love it but...
Glorantha has been around in gaming since the late 70's. It was the default system for the Runequest rpg. If you are interested in bronze age roleplaying, it's one of the best options available (outside of ancient Greece).
However, it went through a long period of navel-gazing, with products focusing heavily on daily life, spirit quests, and pre-ordained battles. This stuff is really cool to read, but is largely worthless at the gaming table.
I'm also not a fan of the Heroquest/Hero Wars system. I like the 100 word character essay, but I just don't "get" the actual system. It's very poorly explained. I suspect that if someone who knows it could actually sit down and teach it, it would work well. Trying to figure it out from reading a book didn't, at least for me.
Runequest itself has gone through a whole bunch of editions lately. I'm not even sure which edition is the current official one, or if one even exists right now. RQ6 was published and then Chaosium yanked their license (not sure how, since it was released under the OGL). In any case, I like the world, but the rules situation is stupid and finding players is very difficult.
Anyways, the Lunar Empire are the good guys and the Orlanthi scum should be crushed under heel immediately, other than this cool Vingan warrior:
However, it went through a long period of navel-gazing, with products focusing heavily on daily life, spirit quests, and pre-ordained battles. This stuff is really cool to read, but is largely worthless at the gaming table.
I'm also not a fan of the Heroquest/Hero Wars system. I like the 100 word character essay, but I just don't "get" the actual system. It's very poorly explained. I suspect that if someone who knows it could actually sit down and teach it, it would work well. Trying to figure it out from reading a book didn't, at least for me.
Runequest itself has gone through a whole bunch of editions lately. I'm not even sure which edition is the current official one, or if one even exists right now. RQ6 was published and then Chaosium yanked their license (not sure how, since it was released under the OGL). In any case, I like the world, but the rules situation is stupid and finding players is very difficult.
Anyways, the Lunar Empire are the good guys and the Orlanthi scum should be crushed under heel immediately, other than this cool Vingan warrior:
Monday, May 23, 2011
Runequest II news
Mongoose and Issaries have ended their agreement over RQII. Mongoose won't be making any more Glorantha books. They are going to reissue RQII as Wayfarer, in a smaller book format. I'm guessing it will be more generic.
I recommend at least picking up the main rulebook and Monster Coliseum if you are interested in the game line. The leather-bound books are really, really nice.
More news from Mongoose site:
We have recently announced that Mongoose and Issaries have mutually decided to part ways which, on the face of things, means no more RuneQuest and Glorantha (at least, from us). However, Mongoose retains ownership of the (frankly, absolutely cracking) core rules system which we intend to keep as our central fantasy roleplaying game mechanics.
We will therefore be republishing the current RuneQuest II core rules as the Wayfarer rules system (as Traveller covers science fiction, Wayfarer seemed the logical choice for fantasy!). We will be using the same ‘half-size’ format currently in use for the Lone Wolf Multiplayer Gamebooks, ensuring the rules system carries on.
The new Wayfarer rulebook will be 100% compatible with the current RuneQuest II range, albeit with some RuneQuest and Gloranthan-specific items removed/changed. In short, if you have any RuneQuest II books right now, they will be 100% compatible with Wayfarer. If you pick up Wayfarer, it will be 100% compatible with any RuneQuest II books available now. They are, after all, the same game system!
The Wayfarer rulebook will be appearing in the winter this year, and the current RuneQuest II range will remain available until this time – so if you want to grab the last of the ‘larger’ (and leather bound) format books, you can do so and be assured they will remain compatible with any new material.
There will be no more Glorantha books from Mongoose when Wayfarer appears, so if you want some Second Age goodness, get them before they disappear for good!
We will be moving Deus Vult, Wraith Recon, Eternal Champion and the forthcoming Age of Treason to Wayfarer, along with many books in the core RuneQuest II line, such as Vikings.
I recommend at least picking up the main rulebook and Monster Coliseum if you are interested in the game line. The leather-bound books are really, really nice.
More news from Mongoose site:
We have recently announced that Mongoose and Issaries have mutually decided to part ways which, on the face of things, means no more RuneQuest and Glorantha (at least, from us). However, Mongoose retains ownership of the (frankly, absolutely cracking) core rules system which we intend to keep as our central fantasy roleplaying game mechanics.
We will therefore be republishing the current RuneQuest II core rules as the Wayfarer rules system (as Traveller covers science fiction, Wayfarer seemed the logical choice for fantasy!). We will be using the same ‘half-size’ format currently in use for the Lone Wolf Multiplayer Gamebooks, ensuring the rules system carries on.
The new Wayfarer rulebook will be 100% compatible with the current RuneQuest II range, albeit with some RuneQuest and Gloranthan-specific items removed/changed. In short, if you have any RuneQuest II books right now, they will be 100% compatible with Wayfarer. If you pick up Wayfarer, it will be 100% compatible with any RuneQuest II books available now. They are, after all, the same game system!
The Wayfarer rulebook will be appearing in the winter this year, and the current RuneQuest II range will remain available until this time – so if you want to grab the last of the ‘larger’ (and leather bound) format books, you can do so and be assured they will remain compatible with any new material.
There will be no more Glorantha books from Mongoose when Wayfarer appears, so if you want some Second Age goodness, get them before they disappear for good!
We will be moving Deus Vult, Wraith Recon, Eternal Champion and the forthcoming Age of Treason to Wayfarer, along with many books in the core RuneQuest II line, such as Vikings.
Monday, March 28, 2011
Government-approved adventurers
I picked up the RQ version of Wraith Recon, and I really like the idea behind it. Basically, adventurers are formed into special operations teams and used to fight the enemies of the state. This provides a source of adventures, and gives the GM an easy way to guide a campaign.
Another thing I like is that the adventurers are given gear to use by the government for each mission. If they are sending you to kill undead, you will get lots of holy items to use. If the next mission requires you to take on orcs, you could get wands of fireballs and magical armor and weapons.
This approach is pretty cool, to me. You can overpower the characters for one mission, and then take away any gear that would normally be game-breaking because they are now going on a new mission. I would hope that other publishers take note.
Another thing I like is that the adventurers are given gear to use by the government for each mission. If they are sending you to kill undead, you will get lots of holy items to use. If the next mission requires you to take on orcs, you could get wands of fireballs and magical armor and weapons.
This approach is pretty cool, to me. You can overpower the characters for one mission, and then take away any gear that would normally be game-breaking because they are now going on a new mission. I would hope that other publishers take note.
Friday, June 11, 2010
Runequest II
I picked up Mongoose's Runequest II a couple weeks ago. I've read through it, and made a character. I really like a lot of the things they've done with the system. Much of it is familiar if you've played Mongoose's first version of the game. I liked the optional mook rules, where minor monsters are easy to beat (but not so easy as D&D 4e made them).
The updated variant magic systems are also pretty cool. I suspect once I get a chance to run this game, I will be limiting magic to Sorcery and Spirit Magic, and both will be advanced skills. I just like both options, and they are quite different from each other. I might allow Common Magic for Elves, and potentially some magic-rich human cultures, but I think that's what I'd limit it to. I think allowing everyone access to Common Magic, such as what happens in Glorantha, is a bit over the top for me.
Combat is still dangerous, with the possibility of being incapacitated being quite high if the players don't ambush their foes or work together. However, it looks like actually dying might not be too common, due to the healing rules. As long as at least two players have some healing skill, they shouldn't have to worry too much about dying (barring stupid moves, bad dice rolls, or fighting creatures that are too powerful for them). Though a cruel GM could have the monsters taking an action to coup de grace players.
Overall, if you are interested in a gritty, but magic-rich, fantasy game, Runequest II is a great option.
The updated variant magic systems are also pretty cool. I suspect once I get a chance to run this game, I will be limiting magic to Sorcery and Spirit Magic, and both will be advanced skills. I just like both options, and they are quite different from each other. I might allow Common Magic for Elves, and potentially some magic-rich human cultures, but I think that's what I'd limit it to. I think allowing everyone access to Common Magic, such as what happens in Glorantha, is a bit over the top for me.
Combat is still dangerous, with the possibility of being incapacitated being quite high if the players don't ambush their foes or work together. However, it looks like actually dying might not be too common, due to the healing rules. As long as at least two players have some healing skill, they shouldn't have to worry too much about dying (barring stupid moves, bad dice rolls, or fighting creatures that are too powerful for them). Though a cruel GM could have the monsters taking an action to coup de grace players.
Overall, if you are interested in a gritty, but magic-rich, fantasy game, Runequest II is a great option.
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