D&D vs Runequest?

I own MRQ, Glorantha books, Lankhmar... you name it. I even wrote an ENWorld review of MRQ. I'll get Elric of Melniboné RPG and Hawkmoon RPG ASAP (and own the previous editions, as well as a whole bunch of Glorantha third age material, herowars... and so on). Just to provide the context.

First, I think MRQ as a system should be differentiated from Glorantha, the setting (the ducks, broos and so on). It's like saying "Forgotten Realms" for D&D, if you see what I mean.

Then, as far as the systems' comparison go, these are IMO two systems built for different uses in mind. Where D&D strives to be precise in terms, rules and sub-rules, RuneQuest provides general guidelines you are free to build on and adjudicate as you want. It also provides a different type of Fantasy: D&D is great for campaigns with characters who have steady mechanical advantages piling up as they go; with RuneQuest, everything has basically two/three types of scales - normal heroes and legendary heroes (with the experienced hero, with Skills around 80%, in between).

RuneQuest is easy to customize. It's easy to use. The rules aren't long to read. The characters can be created real quick.

As I put it somewhere else:

MRQ is more rules-light and more adaptive than DnD on some levels. See, DnD provides a precise type of fantasy and entertainment. It has its levels, its classes and prestige classes, and a whole host of rules and sub-rules to play with. It's cool sometimes to have that level of detail and customization, and this precision in the elements of game balance and design. When you are considering like I do that the rules may support the immersion and vivid feeling of a fantasy world (and thus aren't opposites), this can be a great help.

Sometimes, however, you want to be able to just roll some dice and get the game moving. You will not want to spend a lot of time on the tactical aspects of the game. You will want to be able to take the rulebook and say "ah, geez, frack this!" and roll with your instinct to adjudicate situations and just well, go on playing the game. Sometimes even, you'll search for a rules frame, as opposed to a complete interdependent game system, that just allows you to customize and build rules on the go, to make the system your own.

MRQ does all this stuff really well, for me.

There's also a difference in the types of fictions MRQ and DnD simulate. Playing people who feel more like the "average joe" and try to survive in a world that is just as large, if not larger, than themselves will fit more MRQ's intent by the way it is framed with the use of percentages and roll-under mechanics.

If however I want to have characters starting very low to achieve extreme power gradually while still retaining the fun of struggles and dice rolling on a large scale of character development and concentrating on contrasts within the character from start to finish, the discrepancies between levels and the open-ended mechanic of "roll+bonus vs. difficulty" which can scale on and on forever, will probably be more appropriate.

Hope this helps. BP.
 
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root.tar said:
Has anybody tested the new Mongoose Version of Runequest?
Nope. But I do own all the books and have read them.
How is it compared to D&D? Could it be a nice alternation?
Like Old RQ, it produces different play and advancement dynamics than standard D&D. That stated, in many respects, new RQ D&D-ifies Runequest with non-simulationist experience mechanics, less lethal combat and opposed checks in place of resistance rolls. If you liked second edition RQ, though, you'll probably like new RQ because, in many ways, it recovers the wonder and broad-brush mythic character of the Glorantha setting that have been lost over the past 20 years, especially with Hero Wars.

RQ is also highly modular -- more so than D&D. As a result, you can run a setting like Lankhmar to get that gritty, lethal combat, without all the high-magic aspects of Glorantha.
 

CaptainChaos said:
If you're looking for a percentile-based system as an alternative to D&D, Warhammer Fantasy Roleplay is a better bet than RQ.
If percentages are whata excites you, this is true. On the other hand, if you're looking for classless systems for high fantasy, Warhammer doesn't excactly fit the bill.

EDIT: And I say this as someone who has just nominated truckloads of Warhammer stuff for awards.
 

Whizbang Dustyboots said:
The ducks are a flavor of awesome that transcends games and time. Along with broo and Gloranthan trolls, they are a classic of the genre.

I'll note that even among Runequest fans the inclusion of ducks is a contentious topic.

Glorantha was one of the best roleplaying settings ever (now it has dropped, bogged down in excessive cultural detail and Gregs ambiguities he insists on publishing).
 

Our DM did try Runequest with us for about 1.5 years. After one evening of heated discussion and much lamenting from our side we decided to go back to AD&D. To tell the truth: I wont touch Runequest with a 10 foot pole for the rest of my life :uhoh:
 


Go Ducks!

I loved playing and running RuneQuest in the late '80s - early '90s. there was definately a mythic feel to that game. I've tried to recapture that in D&D with little success.
 

Whizbang Dustyboots said:
Only among heathens. The righteous know the ducks to be one of Glorantha's staples. :p
By this you mean that they should be nailed into wall?

(Actually I like ducks too, at least sometimes, but found the straightline irresistible.)

The Auld Grump, who much prefers the older versions of RQ.
 

My Gurps group tried a one-off just last weekend using the Mongoose RQ rules. We pretty much hated it. Although it had good points (the basic percentile system etc), the combat was just too chart-checky. We also didn't like the Opposed Rules checks, especially during combat (although I understand that has been changed in the free online 7-page Player Update).

Next is to try one of the older versions of RQ I have. The Mongoose version just didn't do it for us.

TGryph
 

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