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<blockquote data-quote="Plane Sailing" data-source="post: 2379604" data-attributes="member: 114"><p>You missed a rare treat. For my money 2nd edition RQ was the greatest game system I've played with, bar none. One of the big wins it had over anything else at the time was that it did come with a lot of information about the setting including maps and history which really set the creative juices flowing. There were some clearly mechanical changes with the AH version (which I detested) and some changes which could be argued were tied to Glorantha but which I found easily transformable to other settings - the whole Cult system, for instance.</p><p></p><p>The AH version added additional complexity which detracted from the game IMO. RQ2 had all the basic skills in 5% increments and if you managed to improve a skill you were guaranteed to get your 5% (thank goodness!). It didn't use 'dodge', but you did have a special skill called 'defence' which was much harder to increase than other skills but could be subtracted from one or more attackers rolls to hit before you tried your parries.</p><p></p><p>Cults were pretty central. They replaced alignment VERY nicely in that you cult association told you what your relationships to other cultists were - allies, friends, nuetral, hostile or enemy. A party which comprised a number of cults could have an interesting variety of responses to different opponents! You start of become a lay member (a few responsibilities, a few benefits) and could then apply to become an initiate once you met the grade (more responsibilities, more benefits, reduced prices on certain spells and training etc). As your PC developed you could move along a road towards mastery of magic by becoming a Rune Priest (aquiring more and more reusable Rune Spells) or towards a mastery of the physical by becoming a Rune Lord (able to increase skills above 100%; divine intervention at this point becomes common but costly.</p><p></p><p>One of your attributes is POW (Power) and that is used in spirit duels, for casting spells etc. If your POW ever goes down to 0 (through trying to use too much battlemagic or being annihilated in a spirit duel) you are dead. No magic points, you have to use your own life force for powering those spells, so be careful!</p><p></p><p>I could talk about RQ for ever, I loved the system so much I did an Empire of the Petal Throne conversion, a Dark Sun conversion, a Fuedal Japan system and an entire science-fiction game we called 'Starquest' (Original eh?)</p><p></p><p>AH over-complicated it, BRP (as per CoC) over-simplified it. RQ2 was the holy grail and it got put in a cupboard and forgotton <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2379604, member: 114"] You missed a rare treat. For my money 2nd edition RQ was the greatest game system I've played with, bar none. One of the big wins it had over anything else at the time was that it did come with a lot of information about the setting including maps and history which really set the creative juices flowing. There were some clearly mechanical changes with the AH version (which I detested) and some changes which could be argued were tied to Glorantha but which I found easily transformable to other settings - the whole Cult system, for instance. The AH version added additional complexity which detracted from the game IMO. RQ2 had all the basic skills in 5% increments and if you managed to improve a skill you were guaranteed to get your 5% (thank goodness!). It didn't use 'dodge', but you did have a special skill called 'defence' which was much harder to increase than other skills but could be subtracted from one or more attackers rolls to hit before you tried your parries. Cults were pretty central. They replaced alignment VERY nicely in that you cult association told you what your relationships to other cultists were - allies, friends, nuetral, hostile or enemy. A party which comprised a number of cults could have an interesting variety of responses to different opponents! You start of become a lay member (a few responsibilities, a few benefits) and could then apply to become an initiate once you met the grade (more responsibilities, more benefits, reduced prices on certain spells and training etc). As your PC developed you could move along a road towards mastery of magic by becoming a Rune Priest (aquiring more and more reusable Rune Spells) or towards a mastery of the physical by becoming a Rune Lord (able to increase skills above 100%; divine intervention at this point becomes common but costly. One of your attributes is POW (Power) and that is used in spirit duels, for casting spells etc. If your POW ever goes down to 0 (through trying to use too much battlemagic or being annihilated in a spirit duel) you are dead. No magic points, you have to use your own life force for powering those spells, so be careful! I could talk about RQ for ever, I loved the system so much I did an Empire of the Petal Throne conversion, a Dark Sun conversion, a Fuedal Japan system and an entire science-fiction game we called 'Starquest' (Original eh?) AH over-complicated it, BRP (as per CoC) over-simplified it. RQ2 was the holy grail and it got put in a cupboard and forgotton :( Cheers [/QUOTE]
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