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Pitch me the current RuneQuest
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<blockquote data-quote="aramis erak" data-source="post: 9248633" data-attributes="member: 6779310"><p>I am not overly familiar with the current edition... and yes, the 2017 QS is the one Chaosium has up, and is the current edition's QS. Note that there are more than 4 editions, but that's the 4th Greg-Stafford-Directly-Involved edition. (And will be the last, due to Greg's passing.)</p><p></p><p>Glorantha has HUGE amounts of lore.</p><p>The mechanics are very close to BRP. Note that Original BRP is Greg Stafford and Lynn Willis simplifying the Ray Tourney and Steve Perrin written RuneQuest 1e mechanics for Greg's world of Glorantha.</p><p>All characters have access to magic, but much magic is low-potency.</p><p>All characters cultic status matters in play when run as intended; this can be minimized by the GM if desired.</p><p></p><p>I've only Run 3E; I didn't have a grasp on the setting, and despite the deluxe set, it didn't do Glorantha justice.</p><p>I fell in love with the setting not from the RuneQuest line, but the Hero Wars line.</p><p>I've got Mongoose's RuneQuest edition, as well - and it gave me a taste of Glorantha...</p><p>I have not run 4th ed, but am skimming it and noting sources</p><p></p><p>Glorantha has scope, history, room for epic quests, both in the lands, and in places beyond the world...</p><p></p><p><strong>Going through it</strong></p><p></p><p>While the character gen is random, it starts with the family's life path... One has the option of picking culture and profession; there are multiple options for more heroic att gen.</p><p>Skills are by starting universal base, homeland/tribe, career, Cult.</p><p></p><p>Passions are added; they do much what they do in Pendragon: provide guidance on when/how to express your crazy, and provide bonuses by letting them be used to inspire. The ones you get at start are 60% or higher... But failure to inspire can hurt in multiple ways. Some from family history, some from profession, some from cult</p><p></p><p>Runes are used for magic, and for inspiration, and for guidance on how to proceed when the player needs it.</p><p></p><p>Combat is skill driven; the strike rank system's still there, and works much the same as always. If you know BRP, you already know most of it.</p><p>Parries/dodges: 1 free defense per round. Further at penalties. Not an action. Can break the parrying weapon, or, in certain cases, the attacking one. Success reduces damage... a lot.</p><p></p><p>Note that HP are both full body total and by location, and weapon damages can often exceed location+good armor...</p><p></p><p><strong>Unlike prior editions, the mechanics of character gen are very much tied to Glorantha as presented.</strong> This isn't a generic fantasy; for generic fantasy use BRP, or be prepared to rewrite parts of 50+ pages...</p><p></p><p>Prior editions were more "Glorantha-friendly" than "Glorantha in mechanics"; this is very much the latter, much as Pendragon is Greg's "Aurthurian Setting in Mechanics"... and the changes to Runes and adding Passions is very much a Greg-ism.</p><p></p><p>If you want a more general feel, RQ 4 isn't the right game, but the closely related Mythras may be. (Mythras is derived from MRQ in the same way Cepheus Engine is derived from MgT 1e... except that the Mongoose license for RQ is thankfully long over.)</p><p></p><p>Another good eastern med game is <em><u>Jackals</u></em>, from Osprey. It's another d100 variant, simpler, and very much themed for bronze age Eastern Mediterranean cultures - but masked behind mild fantasy renames. They didn the research tho', and very much match up to what is known of the cultures' religious praxis - enough to be readily id'd.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9248633, member: 6779310"] I am not overly familiar with the current edition... and yes, the 2017 QS is the one Chaosium has up, and is the current edition's QS. Note that there are more than 4 editions, but that's the 4th Greg-Stafford-Directly-Involved edition. (And will be the last, due to Greg's passing.) Glorantha has HUGE amounts of lore. The mechanics are very close to BRP. Note that Original BRP is Greg Stafford and Lynn Willis simplifying the Ray Tourney and Steve Perrin written RuneQuest 1e mechanics for Greg's world of Glorantha. All characters have access to magic, but much magic is low-potency. All characters cultic status matters in play when run as intended; this can be minimized by the GM if desired. I've only Run 3E; I didn't have a grasp on the setting, and despite the deluxe set, it didn't do Glorantha justice. I fell in love with the setting not from the RuneQuest line, but the Hero Wars line. I've got Mongoose's RuneQuest edition, as well - and it gave me a taste of Glorantha... I have not run 4th ed, but am skimming it and noting sources Glorantha has scope, history, room for epic quests, both in the lands, and in places beyond the world... [B]Going through it[/B] While the character gen is random, it starts with the family's life path... One has the option of picking culture and profession; there are multiple options for more heroic att gen. Skills are by starting universal base, homeland/tribe, career, Cult. Passions are added; they do much what they do in Pendragon: provide guidance on when/how to express your crazy, and provide bonuses by letting them be used to inspire. The ones you get at start are 60% or higher... But failure to inspire can hurt in multiple ways. Some from family history, some from profession, some from cult Runes are used for magic, and for inspiration, and for guidance on how to proceed when the player needs it. Combat is skill driven; the strike rank system's still there, and works much the same as always. If you know BRP, you already know most of it. Parries/dodges: 1 free defense per round. Further at penalties. Not an action. Can break the parrying weapon, or, in certain cases, the attacking one. Success reduces damage... a lot. Note that HP are both full body total and by location, and weapon damages can often exceed location+good armor... [B]Unlike prior editions, the mechanics of character gen are very much tied to Glorantha as presented.[/B] This isn't a generic fantasy; for generic fantasy use BRP, or be prepared to rewrite parts of 50+ pages... Prior editions were more "Glorantha-friendly" than "Glorantha in mechanics"; this is very much the latter, much as Pendragon is Greg's "Aurthurian Setting in Mechanics"... and the changes to Runes and adding Passions is very much a Greg-ism. If you want a more general feel, RQ 4 isn't the right game, but the closely related Mythras may be. (Mythras is derived from MRQ in the same way Cepheus Engine is derived from MgT 1e... except that the Mongoose license for RQ is thankfully long over.) Another good eastern med game is [I][U]Jackals[/U][/I], from Osprey. It's another d100 variant, simpler, and very much themed for bronze age Eastern Mediterranean cultures - but masked behind mild fantasy renames. They didn the research tho', and very much match up to what is known of the cultures' religious praxis - enough to be readily id'd. [/QUOTE]
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