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<blockquote data-quote="Ariosto" data-source="post: 4951730" data-attributes="member: 80487"><p>I'm sure the change in method was not dictated by copyright considerations (which could reasonably have required some adjustments in detail to the old <strong>training</strong> system).</p><p></p><p>Ray Turney (co-designer of the original RQ) also changed experience in his <em>Fire and Sword</em> rules, even including a GURPS-like points system as an option. There are good points and bad points all around. The original approach -- including the training rules, which are <em>not</em> duplicated in other BRP games -- is in my opinion most excellent and a key part of the RQ identity.</p><p></p><p>That said, I think it would probably be simple to tip back in without messing much with the rest of the new game or imposing a house rule too troublesome for Mongoose RQ devotees to grasp.</p><p></p><p>Other departures in the new rules, and in the end the sheer volume of changes, seem to me more complaint-worthy from an old hand's perspective. One might find some pretty nifty, but the cumulative effect is even greater than the shift to 3rd (AH-published) edition. It also seems to me more often ill conceived, but that's not informed by actually playing MRQ.</p><p></p><p>I would not balk at playing it! It should be fun, and I can swing with different rules in a different Age. (HeroQuest was always promised as "a revolutionary concept and approach to myth, magic, and role-playing" -- and in the event it lives up to that enough not to be quite my cup of tea.)</p><p></p><p>The OGL/SRD aspect is pretty groovy for those always keen on more material for kit-bashing their own personal BRP mixes. Being "by the book" is not such a big deal to many folks.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4951730, member: 80487"] I'm sure the change in method was not dictated by copyright considerations (which could reasonably have required some adjustments in detail to the old [b]training[/b] system). Ray Turney (co-designer of the original RQ) also changed experience in his [i]Fire and Sword[/i] rules, even including a GURPS-like points system as an option. There are good points and bad points all around. The original approach -- including the training rules, which are [i]not[/i] duplicated in other BRP games -- is in my opinion most excellent and a key part of the RQ identity. That said, I think it would probably be simple to tip back in without messing much with the rest of the new game or imposing a house rule too troublesome for Mongoose RQ devotees to grasp. Other departures in the new rules, and in the end the sheer volume of changes, seem to me more complaint-worthy from an old hand's perspective. One might find some pretty nifty, but the cumulative effect is even greater than the shift to 3rd (AH-published) edition. It also seems to me more often ill conceived, but that's not informed by actually playing MRQ. I would not balk at playing it! It should be fun, and I can swing with different rules in a different Age. (HeroQuest was always promised as "a revolutionary concept and approach to myth, magic, and role-playing" -- and in the event it lives up to that enough not to be quite my cup of tea.) The OGL/SRD aspect is pretty groovy for those always keen on more material for kit-bashing their own personal BRP mixes. Being "by the book" is not such a big deal to many folks. [/QUOTE]
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