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Can somebody tell me about Runequest setting?
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<blockquote data-quote="kigmatzomat" data-source="post: 1270518" data-attributes="member: 9254"><p>Hitting the high points:</p><p>Rune quest has divine magic and arcane magic. Divine magic has few overriding religions but lots and lots of cults with a few dozen to tens of thousand followers. Cults are massive motivation for most players. Arcane casters don't have to deal with the religious restrictions imposed by cults but also don't have the special abilities and support network. RQ cults really were the precursor for the Prestige Class. Give up some stuff, get some special toys with lots of RP.</p><p></p><p>The world is very, very fractured politically. Too many cults spoil the stew. Think warlords instead of kings. </p><p></p><p>Magic is everywhere but generally low level. It takes *forever* to be a powerful caster and the odds of survival are incredibly low. The most powerful casters can level a village but few of them exist. Magical energy is used to both power spells and defend against them. In an interesting twist, people with lots of power have trouble hiding because others can sense them. </p><p></p><p>Spirits are used copiously. Some are called and willingly respond, others are trapped and commanded. Shamans, a cult-less divine caster, do most of the calling with wizards doing most of the trapping. (Somedays nothing beats having an earth elemental bound into your boots that you can keep under control for 30 seconds.)</p><p></p><p>The races are .... weird. Assume that non-humans are infused with some form of element. Grue are chaotic reverse satyrs (head of a goat, body of a man) that live to spread diseases. Elves are plant-based and their bows are living wood that will die in the hands of a non-elf. Dwarves are very stone fixated and not something I saw played often. Trolls are living warfare, able to eat rock and swing trees, but cursed as a result of their stubborness to have 90% of their populace be wretched, stunted trollkin (the favorite snack of the Troll battle priests). Centaurs tend to be the defenders of nature with just a hint of chaos mixed in. </p><p></p><p>Dragons are all over the place but not dragons. The mountains and such are actually the dragons and the things you see running around are the dragons' dreams. As such, killing one may eliminate it or it may pop up again in a few years. </p><p></p><p>Monsters start at typical fantasy then go all scary. Most Gloranthan heroes could be teleported into a Call of Cthulu campaign without noticing a thing. As a "fer instance," the head-hanger is a scorpion like chaos beast that takes the heads of casters, ingests them, and then has it extruded onto a stalk on the beast's back. For about two weeks the head hanger can then tap the head to cast spells the person knew until whatever remaining magical power the person had is gone and the head rots off. </p><p></p><p>While the materials are sorta bronze-age, the technology is pretty typical middle age. IIRC, plate and chain exist despite the fact that bronze doesn't really make good chain. </p><p></p><p>Were I tempted to run a RQ-based game, I'd get ahold of one of the older boxed sets with the Glorantha stuff. RQ stats are d20-like and easily converted. Percentage skills are easy-peasy to convert.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1270518, member: 9254"] Hitting the high points: Rune quest has divine magic and arcane magic. Divine magic has few overriding religions but lots and lots of cults with a few dozen to tens of thousand followers. Cults are massive motivation for most players. Arcane casters don't have to deal with the religious restrictions imposed by cults but also don't have the special abilities and support network. RQ cults really were the precursor for the Prestige Class. Give up some stuff, get some special toys with lots of RP. The world is very, very fractured politically. Too many cults spoil the stew. Think warlords instead of kings. Magic is everywhere but generally low level. It takes *forever* to be a powerful caster and the odds of survival are incredibly low. The most powerful casters can level a village but few of them exist. Magical energy is used to both power spells and defend against them. In an interesting twist, people with lots of power have trouble hiding because others can sense them. Spirits are used copiously. Some are called and willingly respond, others are trapped and commanded. Shamans, a cult-less divine caster, do most of the calling with wizards doing most of the trapping. (Somedays nothing beats having an earth elemental bound into your boots that you can keep under control for 30 seconds.) The races are .... weird. Assume that non-humans are infused with some form of element. Grue are chaotic reverse satyrs (head of a goat, body of a man) that live to spread diseases. Elves are plant-based and their bows are living wood that will die in the hands of a non-elf. Dwarves are very stone fixated and not something I saw played often. Trolls are living warfare, able to eat rock and swing trees, but cursed as a result of their stubborness to have 90% of their populace be wretched, stunted trollkin (the favorite snack of the Troll battle priests). Centaurs tend to be the defenders of nature with just a hint of chaos mixed in. Dragons are all over the place but not dragons. The mountains and such are actually the dragons and the things you see running around are the dragons' dreams. As such, killing one may eliminate it or it may pop up again in a few years. Monsters start at typical fantasy then go all scary. Most Gloranthan heroes could be teleported into a Call of Cthulu campaign without noticing a thing. As a "fer instance," the head-hanger is a scorpion like chaos beast that takes the heads of casters, ingests them, and then has it extruded onto a stalk on the beast's back. For about two weeks the head hanger can then tap the head to cast spells the person knew until whatever remaining magical power the person had is gone and the head rots off. While the materials are sorta bronze-age, the technology is pretty typical middle age. IIRC, plate and chain exist despite the fact that bronze doesn't really make good chain. Were I tempted to run a RQ-based game, I'd get ahold of one of the older boxed sets with the Glorantha stuff. RQ stats are d20-like and easily converted. Percentage skills are easy-peasy to convert. [/QUOTE]
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Can somebody tell me about Runequest setting?
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