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<blockquote data-quote="Ariosto" data-source="post: 4647013" data-attributes="member: 80487"><p>I haven't picked up the new BRP book yet, but I was in on the playtesting and from what I've read the final development put a real polish on it. One reason the rules are closer than Mongoose's is that Chaosium owns the copyrights on the previous editions of RQ (but not the trademark to the name, or any Glorantha rights). That's great for reproducing the old systems, or your own vision of "RQ IV" -- if you know what you're trying to match in the first place!</p><p></p><p>Mongoose had to "reverse engineer" their version of the game, without the benefit of something like the OGL and SRD that helped in making OSRIC and other "retro-clones." On top of that, sloppiness seems a hallmark of Mongoose's in-house game development (versus publication of works created elsewhere, such as <em>Dragon Warriors</em>). The <em>Companion</em> is probably a must-have item; there may be corrections in other supplements; and later printings may be better.</p><p></p><p>Mongoose's Glorantha material is set in the Second Age, prior to the era of the Hero Wars. Condradictions in "canon" are par for the course, given Greg Stafford's delight in presenting the world through the eyes of unreliable sources with their own agendas (like much real-world history). The treatment of many core aspects (such as the Runes, IIRC) may be needlessly confusing, though.</p><p></p><p>The reprints of RQ II supplements from Moon Designs are wonderful. The AH-published works are IMO inferior, but there's some nifty stuff when they go beyond being retreads -- and the Ken Rolston renaissance produced nice reworkings (plus new scenarios) in <em>River of Cradles</em> and <em>Sun County</em>.</p><p></p><p>There was very little geography and history in the old RQ basic rule book. The key touchstones therein (that one might miss as context for supplements) would be spells and monsters.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4647013, member: 80487"] I haven't picked up the new BRP book yet, but I was in on the playtesting and from what I've read the final development put a real polish on it. One reason the rules are closer than Mongoose's is that Chaosium owns the copyrights on the previous editions of RQ (but not the trademark to the name, or any Glorantha rights). That's great for reproducing the old systems, or your own vision of "RQ IV" -- if you know what you're trying to match in the first place! Mongoose had to "reverse engineer" their version of the game, without the benefit of something like the OGL and SRD that helped in making OSRIC and other "retro-clones." On top of that, sloppiness seems a hallmark of Mongoose's in-house game development (versus publication of works created elsewhere, such as [I]Dragon Warriors[/I]). The [I]Companion[/I] is probably a must-have item; there may be corrections in other supplements; and later printings may be better. Mongoose's Glorantha material is set in the Second Age, prior to the era of the Hero Wars. Condradictions in "canon" are par for the course, given Greg Stafford's delight in presenting the world through the eyes of unreliable sources with their own agendas (like much real-world history). The treatment of many core aspects (such as the Runes, IIRC) may be needlessly confusing, though. The reprints of RQ II supplements from Moon Designs are wonderful. The AH-published works are IMO inferior, but there's some nifty stuff when they go beyond being retreads -- and the Ken Rolston renaissance produced nice reworkings (plus new scenarios) in [I]River of Cradles[/I] and [I]Sun County[/I]. There was very little geography and history in the old RQ basic rule book. The key touchstones therein (that one might miss as context for supplements) would be spells and monsters. [/QUOTE]
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