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Runequest Quickstart Rules Released

Started by Voros, July 04, 2017, 02:40:01 AM

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Raleel

Quote from: Dumarest;973561I didn't know they decided Runequest = Glorantha. Does anyone know what that means, i.e., are the rules inextricably bound to the setting in such a way that using the game for anything but Glorantha would be a pain in the neck? I'm just curious as I have no interest in getting the game regardless.

http://www.chaosium.com/blog/designing-the-new-runequest-part-9/ Runequest = Glorantha, and this only called Runequest (June, 2016)
http://www.chaosium.com/blog/rqgnew-runequest-edition-to-be-known-as-runequest-roleplaying-in-glorantha/ actually, no, Runequest: Roleplaying in Glorantha (April 2017)
http://www.chaosium.com/roleplaying-game-submissions/ search for "Runequest Fantasy Earth" but I will quote here for convenience

QuoteWe are also looking for supplements set in RuneQuest Fantasy Earth. These use the rules template presented in the new RuneQuest Mythic Iceland. These might be additional adventures set in the North Sea of the 9th or 10th centuries AD, using Icelandic Adventurers along the lines of Egil's Saga or the Viking Romances.

We are also looking for new settings for RuneQuest Fantasy Earth, such as Anglo-Saxon England, Constantinople under the Macedonian Dynasty, the Holy Roman Empire during the Ottonians, Abbasid Baghdad, Heian period Japan, the China of Di Renjie, etc. All RuneQuest Fantasy Earth settings should be set in a specific historical period and culture. Don't try to present everything - focus on a specific city or region. Be historically accurate without being pedantic.

A new setting book will need to include a short self-contained rules section that includes creating characters in that setting, the RQ game mechanics and combat system, magic for that setting (which should not be based on Rune spells or sorcery - the Gloranthan Runes are not present in fantasy Earth!).

it seems that between 6/2016 and 4/2017 there was a decision that the Runequest brand did not mean Glorantha explicitly, and could be expanded. I'm guessing the tie is only in the magic, as Mythras managed to divorce them pretty well when they lost the license, and I think the only specific thing they removed was runes.

I certainly hope they are highly compatible with Runequest 6/Mythras, as there is already
  • a Mythic Britain book (apparently Anglo-Saxon, but I don't own it. Logres has Saxons for sure)
  • a Mythic Rome (different period, post-Macedonian AFAIK) book
  • as well as Mythic Constantinople (different period, post-Macedonian AFAIK)
  • and Mythic Greece (also a different period, pre-Macedonian AFAIK) books in the works
  • not to mention the Ultimate Three Kingdoms guide (kind of a meh supplement but cheap, also not the same period)
  • and Samurai of Legend (actually in the Heian period)
  • along with the related Vikings of Legend
All of these are from the MRQ/Legend/RQ6/Mythras progression.

Raleel

Quote from: Dumarest;973578https://www.youtube.com/watch?v=zLWbp3w2eqM

there is also the small bit in there (almost throwaway actually) that MOB posted back in the CRKreuger SMASH thread that says TDM wasn't meeting their royalty targets. Business is business and all.

rmeints

Quote from: Baulderstone;973564No idea. For almost 20 years. Stafford had been telling us that RuneQuest turned out not to be a good fit for Glorantha and that HeroQuest was the only game for the setting. I can only assume all the RQ2 Kickstarter money changed his mind.

I believe Greg has mostly said that RQ generally didn't model his preferred roleplaying style for Glorantha. Greg is a rules lite guy and has always wanted to have players experience higher powered things. Most people will agree that RQ starts having problems once you get well past 100% in skills or trying to stat out powerful beings like some of Gloranthan Heroes prominent in the Hero Wars era of the third age of Glorantha. Greg's never been a big number cruncher and cares about the story more, so he prefers a game system like HeroQuest. Greg hasn't changed his mind about RuneQuest because of the RQ Classic Kickstarter or anything else. I'm not his spokesman, so I don't want to put words into his mouth, but I have spoken with him about this in general a number of times and he is very content to have multiple game systems for Glorantha, especially HQ and RQ. Which you one choose depends on your playing style.

As for whether or not RQG will be hard to use for anything but Glorantha, that pretty much depends on how different your game world/setting is. Your mileage may vary. Part of that question will get answered when Mythic Iceland, which uses the the new RQG core engine, is published (Yes, a new edition is well underway, although we do not have a publication date for it yet).
Rick Meints
Chaosium

christopherkubasik

Quote from: rmeints;973646I believe Greg has mostly said that RQ generally didn't model his preferred roleplaying style for Glorantha. Greg is a rules lite guy and has always wanted to have players experience higher powered things. Most people will agree that RQ starts having problems once you get well past 100% in skills or trying to stat out powerful beings like some of Gloranthan Heroes prominent in the Hero Wars era of the third age of Glorantha. Greg's never been a big number cruncher and cares about the story more, so he prefers a game system like HeroQuest. Greg hasn't changed his mind about RuneQuest because of the RQ Classic Kickstarter or anything else. I'm not his spokesman, so I don't want to put words into his mouth, but I have spoken with him about this in general a number of times and he is very content to have multiple game systems for Glorantha, especially HQ and RQ. Which you one choose depends on your playing style.

As for whether or not RQG will be hard to use for anything but Glorantha, that pretty much depends on how different your game world/setting is. Your mileage may vary. Part of that question will get answered when Mythic Iceland, which uses the the new RQG core engine, is published (Yes, a new edition is well underway, although we do not have a publication date for it yet).

This makes perfect sense to me. More so since from what I have been able to tell the Glorantha of each game line (RuneQuest and HeroQuest) each have a distinct feel and tone to them. And I'm not talking about the rules. What the "reality" of each setting is seems different to me.

I say "seems" because to be honest I never read anything about Glorantha until the release of Hero Wars. So I'm really late to the party. I'm familiar with Hero Wars/HeroQuest, read the source material from the last 15 years, and in the last year started reading up on RuneQuest 2nd edition and the supplements.

Which brings me to my final point: Who is RQ:G for? Well, for someone like me, perhaps. I don't own a hardcopy of any RuneQuest product. I am intrigued with Glorantha and might well end up buying this to use instead of RQ2. I'll be waiting for reviews, of course. But the notion that "anyone who might ever want this product already has what they need" is at least bounced by this one guy typing this post.

ffilz

Quote from: ChristopherKubasik;973651This makes perfect sense to me. More so since from what I have been able to tell the Glorantha of each game line (RuneQuest and HeroQuest) each have a distinct feel and tone to them. And I'm not talking about the rules. What the "reality" of each setting is seems different to me.

I say "seems" because to be honest I never read anything about Glorantha until the release of Hero Wars. So I'm really late to the party. I'm familiar with Hero Wars/HeroQuest, read the source material from the last 15 years, and in the last year started reading up on RuneQuest 2nd edition and the supplements.

Which brings me to my final point: Who is RQ:G for? Well, for someone like me, perhaps. I don't own a hardcopy of any RuneQuest product. I am intrigued with Glorantha and might well end up buying this to use instead of RQ2. I'll be waiting for reviews, of course. But the notion that "anyone who might ever want this product already has what they need" is at least bounced by this one guy typing this post.

Hmm, maybe I'll have to get this edition of RQ just so I can do the same sort of edition comparison I've done with Traveller (ok, so with Traveller, I ignored anything past Starter Travelller...). I definitely need to do a more detailed comparison of RQ 1 and RQ 2 (I have done some in the past, notably on http://gringlespawnshop.proboards.com/ ).

Frank

AsenRG

#65
Quote from: deleriad;972997There's nothing wrong with RQG but there's no compelling reason for me to play it when I already have a system (Mythras) that scratches the d100 itch more effectively and can be used for Glorantha with equal facility.
That mostly sums up my stance on it:).

Besides, I mostly use d100 for history-inspired Mythic games. Most such settings are for Mythras/RQ6/Legend/MRQ2, though;).
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RPGPundit

Quote from: TrippyHippy;972977For me, honestly, I'm beginning to feel that I have enough RuneQuest in my rpg collection, and I'm more into variants like Pendragon, or even derivatives like WFRP.

Pendragon is way better than Runequest. Not sure how WFRP is exactly a "derivative" of Runequest though?
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TrippyHippy

#67
Quote from: RPGPundit;974071Pendragon is way better than Runequest. Not sure how WFRP is exactly a "derivative" of Runequest though?

Pendragon is the best and most polished version of the BRP 'family' and always has been. It's just not generically applicable to different settings though, which still keeps me interested in RuneQuest as a system at least. That said, if Chaosium wanted to do something interesting with Glorantha, they could have done no worse than try to adapt Pendragon rules to the setting.

Warhammer is heavily influenced from RuneQuest from it's early days at Games Workshop and White Dwarf magazine (back in the 80s). This is not just the use of percentile use, but also in the setting tropes (Chaos stuff for the most part) and things like the way combat is run, 'Battle Magic' and the like (in 1st edition at a least). The design brief of the game was largely to take certain RQ elements (along with other references of course) and advance the timeline away from a pseudo bronze age into a pseudo-pre-Renaissance setting. I think the career system is possibly more influenced from Traveller though, perhaps, which was also a big influence on early White Dwarf stuff.

In any case, it is notable that the Games Workshop/White Dwarf interest in RuneQuest started to slow down once they brought out Warhammer Fantasy Roleplay.
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Dirk Remmecke

Quote from: RPGPundit;974071Not sure how WFRP is exactly a "derivative" of Runequest though?

If there is one game Warhammer FRP is a derivative of it's Maelstrom.

But it can be argued that Maelstrom was a product of its time and place, namely Great Britain in the 80s where RQ seemed to be at eye level with D&D, and White Dwarf having a regular RQ column ("Rune Rites") in addition to regular RQ modules.
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TrippyHippy

Quote from: Dirk Remmecke;974092If there is one game Warhammer FRP is a derivative of it's Maelstrom.

But it can be argued that Maelstrom was a product of its time and place, namely Great Britain in the 80s where RQ seemed to be at eye level with D&D, and White Dwarf having a regular RQ column ("Rune Rites") in addition to regular RQ modules.
Good point. Maelstrom is indeed a major antecedent for Warhammer in terms of system and the more advanced setting. It also was a forerunner for Mage's freeform magic system. It didn't have the chaos beastmen (aka Broo from RuneQuest) though!

In all, though, the RuneQuest system was just about the most influential rpg in UK at the time, alongside D&D and Traveller of course. Any new game, it seemed, was made in reference to its rule system and style.
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soltakss

I've always loved RuneQuest and never got on with Pendragon, for some reason. RQ wins hands down in my opinion.
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John Scott

BRP used to be my favorite skill based system for many years until I discovered GURPS. Personaly I would like to see rules for fatigue in RuneQuest, like 3d edition had but more elegant. d100 combat without fatigue and with characters with skills in the 90% is like a battle of automatons.

Raleel

Quote from: John Scott;974155BRP used to be my favorite skill based system for many years until I discovered GURPS. Personaly I would like to see rules for fatigue in RuneQuest, like 3d edition had but more elegant. d100 combat without fatigue and with characters with skills in the 90% is like a battle of automatons.

The MRQ branch (Legend, Rq6, and most recently Mythras) have different fatigue rules. Make an endurance check after rounds equal to Con/6 round up. Fail and suffer effects. You can check it out in Mythras Imperative (free download). Elegant is a matter of taste I imagine, but I like them

crkrueger

Quote from: John Scott;974155BRP used to be my favorite skill based system for many years until I discovered GURPS. Personaly I would like to see rules for fatigue in RuneQuest, like 3d edition had but more elegant. d100 combat without fatigue and with characters with skills in the 90% is like a battle of automatons.

Raleel handled talking about Fatigue in Mythras, but it also has Special Effects in combat, so a successful attack and successful parry isn't necessarily a "nothing else happens" result.
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arminius

#74
Wouldn't mind seeing a summary of how an adapted or generalized Pendragon could improve on RQ/BRP. I've only played one session of PD and own the book, but I haven't read it carefully. Some impressions:

  • D20 for to-hit in combat (and for skills) is granular enough except for "critical/special" effects, which I can't remember how they're handled in PD.
  • Combat also less whiffy--but I don't remember why exactly.
  • No hit locations IIRC simplifies things relative to RQ--but does the system "compensate" at all by using variable armor and/or detailed criticals like Elric?
  • Only other dice needed are d6.
  • Passions are interesting but I don't fully grok the details, let alone how they differ from élan/alignment (as in some versions of Elric/Stormbringer).
  • PD has some generational rules and a more episodic structure that could help the campaign along, I think? Also some rules for renown/glory (not that other BRP-derivatives, don't have them). Anything else for systematizing social structure, relationships, and social advancement?