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Mongoose's Runequest, Anyone have it?
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<blockquote data-quote="Plane Sailing" data-source="post: 3011792" data-attributes="member: 114"><p>My friends and I were definitely in that camp. We loved RQ2 with a passion, and it was the foundation for some of the best games we've ever had. RQ3 took away Glorantha the setting (remember that AD&D at the time of RQ2 didn't come with a built in setting with maps - there may have been an implied setting, but there wasn't a map! The RQ map of sartar/prax just made adventure ideas jump off the page at you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>Changes in RQ3 that we hated, and resulted in us never using it:</p><p></p><p>Losing cults/Rune Priests/Rune Lords. </p><p></p><p>Skills in 1% increments instead of 5% increments (and if you managed to improve in a skill you only got better by (1d6-1)%, dramatically slowing advancement and leading to bigger gaps between lucky players and unlucky players.</p><p></p><p>Taking away the 'defence' characteristic, and introducing 'dodge', which we didn't think worked as well.</p><p></p><p>I might be imagining this, but I think they did away with the impaling hit rules, if your attack was 1/20th of what you needed to hit?</p><p></p><p>All that, plus we had been waiting (and waiting, and waiting) for rules covering sorcerer of the men of the west, and heroquesting rules, and what we got in RQ3... wasn't that.</p><p></p><p></p><p>(we did go on to use RQ2 for Dark Sun adventures, for science fiction adventures and I even got most of the way through doing an Empire of the Petal Throne RQ2 conversion).</p><p></p><p></p><p></p><p>Confession: I did get onto the MRQ playtest last summer, but it was an extraordinarily busy time for me, and I wasn't able to keep up with it. Seeing the released version I wish I had, because even though a playtester != designer, there would at least have been the opportunity to point out some of the more egregarious issues.</p><p></p><p>Ah well. Time will tell.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3011792, member: 114"] My friends and I were definitely in that camp. We loved RQ2 with a passion, and it was the foundation for some of the best games we've ever had. RQ3 took away Glorantha the setting (remember that AD&D at the time of RQ2 didn't come with a built in setting with maps - there may have been an implied setting, but there wasn't a map! The RQ map of sartar/prax just made adventure ideas jump off the page at you :)) Changes in RQ3 that we hated, and resulted in us never using it: Losing cults/Rune Priests/Rune Lords. Skills in 1% increments instead of 5% increments (and if you managed to improve in a skill you only got better by (1d6-1)%, dramatically slowing advancement and leading to bigger gaps between lucky players and unlucky players. Taking away the 'defence' characteristic, and introducing 'dodge', which we didn't think worked as well. I might be imagining this, but I think they did away with the impaling hit rules, if your attack was 1/20th of what you needed to hit? All that, plus we had been waiting (and waiting, and waiting) for rules covering sorcerer of the men of the west, and heroquesting rules, and what we got in RQ3... wasn't that. (we did go on to use RQ2 for Dark Sun adventures, for science fiction adventures and I even got most of the way through doing an Empire of the Petal Throne RQ2 conversion). Confession: I did get onto the MRQ playtest last summer, but it was an extraordinarily busy time for me, and I wasn't able to keep up with it. Seeing the released version I wish I had, because even though a playtester != designer, there would at least have been the opportunity to point out some of the more egregarious issues. Ah well. Time will tell. Cheers [/QUOTE]
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