• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

RuneQuest 6 is the current Bundle of Holding, get it at a bargain price, and give to charity too!

Psychman

Explorer
I know ENWorld focuses on d20, but I felt this awesome system needed a push over here, to help it get the presence it deserves. Bundle of Holding is currently offering RQ 6th edition, and a scenario book as the basic offer, with another adventure and a campaign setting as bonuses so check it out.

Link is here.

To help make the case, this was posted elsewhere, comparing RQ to Savage Worlds:

"Did you have a campaign in mind? I'd argue for selling the setting and the potential for cool characters before you sell the system. is a great fit for Sword & Sorcery, historical campaigns, or settings tinged with gritty history (Vikings, dark ages, Grecian antiquity, that sort of stuff). When I think of a Runequest campaign, I think of muddy villages at the edge of deep forests, the hammering of spear against shield, brotherhoods poised to fight the darkness (or sworn to usher it forth). A character in Runequest is shaped from his background and culture. He's part of a community. His skills are a product of his talents and his upbringing. He has relatives and mentors, allies and enemies.

Magic is evocative and flexible. Combat is a dance at the precipice of death, and not entered into hastily. Any decision to draw a sword or loose an arrow is a commitment that carries consequences, though the potential for death or maiming will often cause an overwhelmed opponent to flee or surrender.

While combat may not be the focus of your game, let's talk a second about special effects. The concept of rolling for success which reflects your ability to create an opportunity via special effects is hyper-elegant. Have your players felt the frustration of trying to do some cool maneuver in Savage Worlds just to whiff their roll? Let's take a disarm as an example. In savage worlds, this is a called shot with a penalty. By trying to do something cool or to reduce an opponent's ability to engage, your chance of success is much less likely. In RQ, these decisions come as part of that initial success. Want to pierce their armor? Shatter their shield? Knock that dagger from their grip? Roll big (or small, as it were), and choose the outcome.

Savage worlds a reputation for moving fast, but in reality you end up with a lot of whiffs against Toughness, a lot of rounds spent shaken, and other frustrating factors. In , fights are often over (for better or ill) in two or three rounds. A single strike can be decisive. It is detailed, but once your players have a handle on things it'll move fast. And, these are muddy, desperate battles with grievous wounds and sundered shields and victories won through passion and skill that your players will their characters will carry with them.

I really like Savage Worlds. It's great for pulpy, high action games. I LOVE Runequest. When I open the book I swear I can hear the chant of ancient warriors and the sigh of forgotten magic. "
 
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