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Can any game hold a candle to 2E/3E Runequest when it comes to religion?

Started by Larsdangly, August 20, 2017, 05:25:58 PM

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Voros

Quote from: soltakss;986791Worshippers of different deities get access to very different spells and does have a big impact on the spells, abilities and even weapons a PC uses. This is different than D&D, for example, where all fighters have access to the same weapons and all Clerics have access to the same spells (I am talking 2nd Edition, I believe 3rd Edition uses a system more like RQ).

2E had different spheres, weapons and behaviour for clerics depending on their deity, particularly if one used the Complete Priest.

Itachi

According to the devs blog, development of the King of Dragon Pass sequel, Six Ages, is now complete:

http://sixages.com/blog/

:eek:

markmohrfield

Quote from: Itachi;986864According to the devs blog, development of the King of Dragon Pass sequel, Six Ages, is now complete:

http://sixages.com/blog/

:eek:

The linked page states that it's feature complete, sometimes called Alpha version.

Bren

Quote from: Arminius;986609However, again, I don't see the stuff about ritual reenacting myth in the core RQ books. Anyone care to answer my question about that?
Every divine spell will have some ritual to go with it so some of the reenacting myth will be part of the ritual that goes with the spell. In addition the Holy Days and High Holy Days are mentioned in Cults of Prax (see Itachi's comment below) and those include reenactment of rituals for the particular religion. But any broader myth reenacting is essentially hero questing and that was never mechanically covered by the Runequest 2/3 rules. Heroquest was supposed to be a supplement to Runequest which for years had an ever receding date of publication. It never was published. Eventually Greg and Co. moved on to publish Herowars and Heroquest using systems that have nothing much to do with Runequest.

Quote from: Itachi;986625Arminius, Cults of Prax has an essay in the intro explaining the importance of "imitation of the gods deeds" for the everyday life of it's worshippers. I think Cults of Terror also has it. Besides that, the "Travels of Biturian Varosh" show a couple of these reenactments first hand (the one from the Baboons is specially fresh in my mind, where they reenact an event from the great darkness). But I'm almost sure other parts reference this too, explicitly or not, through descriptions of cults, adventures, NPCs, places, etc.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

soltakss

Quote from: Voros;9868202E had different spheres, weapons and behaviour for clerics depending on their deity, particularly if one used the Complete Priest.

Thanks, I didn't know that, but we only played using the AD&D Players/GM Handbooks, a long while ago.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
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Itachi

Quote from: markmohrfield;986884The linked page states that it's feature complete, sometimes called Alpha version.
Oops, you're right. My bad.

By the way, Mark, do you know what era and region is depicted in the game?

Larsdangly

I'm obviously a fan of Runequest and cults in particular, but there is one funny thing about the system: at least in my experience, nearly every character, of any cult, if he or she survives long enough, will end up running around in rune-metal plate armor fighting florentine bastard sword, with a bunch of points of Shield and Bladesharp locked and loaded. The system has tons of interesting diversity in it when characters are still finding their way in the world, but the high-level destination seems to be the same...

Bren

Hmmm...I agree that the iron bastard sword is the preferred melee weapon (cult restrictions aside and assuming the PC has the STR to use it 1-handed). But an iron shield makes a better parrying item so long sword and a medium or large shield seemed more popular as an optimal melee weapon configuration.

I think the sword wielding hero makes sense thematically. A long sword was popular with Saxon and Norse huscarls and Celtic heroes. One reason it is/was probably more popular than it perhaps ought to have been was a lack of rules or rules enforcement in RQ 2 and 3 for needed space for swinging a bastard sword and benefits for formation fighting where a long spear or short sword and scutum would be better choices. To be fair though, spears did seem more popular than a bastard sword for Yelmalio cultists...back when there were Yelmalio cultists. ;) And swords never really caught on with the primitive Balazaring tribesmen PCs in my campaign even if they joined a more civilized cult down the road. They stuck with spears and axes as their main melee weapons.

I think there can be quite a bit of difference if the GM selects cultural weapons based on tribe or clan so that prior experience from warrior or militia training can only be applied to an appropriate tribal weapon...which often wouldn't be a bastard sword unless you join that cult of crazy sword-wielding death worshippers. If your choice is to use a battle axe which your new PC can use at 60/55% or to use a bastard sword which you can use at 25/20% I think you won't see so many Runelords with swords outside of Humakt and the Air cultists where they can get training from their cult and use sword mastery as one of the Runelord required skills.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Voros

Quote from: Itachi;987790Oops, you're right. My bad.

By the way, Mark, do you know what era and region is depicted in the game?

Do you mean the new game? Kings of Dragon Pass is self-explanatory.