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Tell me about "Any RPG" from before 1990!
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<blockquote data-quote="Bluenose" data-source="post: 4770485" data-attributes="member: 49017"><p>I like the Mongoose version a little more than I liked AH 3rd edition, and perhaps a little less than I liked Chaosium's 1/2e (which are more or less the same). </p><p> </p><p>There isn't very much difference in play between characters from MRQ and 2RQ, although there will be less magic flying around in most MRQ games. In that respect it's probably a better fit for Lankhmar where magic is rare, and a poorer one for Glorantha where it's quite common. At the same time most magic in earlier editions, at least in player hands, came in the form of Battle/Spirit Magic. In the current version the equivalent is Rune Magic, and if a DM is generous in making plenty of Runes available you could get similar amounts. </p><p> </p><p>Legendary Abilities are a new thing with MRQ. I've mixed feelings about them, since the sort of fancy tricks some let you pull off aren't really something I've seen in RQ before, and yet they do seem rather "cool". I haven't really seen them in use, since we didn't play to the sort of power level where characters had them, so I don't know how they affect game play. Many of them look interesting, but I wonder how much they'd be used since most start with a low chance of success at a time where character skills are reaching quite high levels.</p><p> </p><p> </p><p>On the more general theme of the thread, Runequest was my second RPG that wasn't D&D, and it was a big shock in many ways. In D&D I was perfectly happy for a moderately experiences warrior to get into a fight with four or five weak enemies. My experienced mercenary in an early RQ game didn't think much of getting into a fight with four armed trollkin - it didn't go quite as well as I expected. My next character fought smarter. The system I don't care for quite as much as I used to, but Glorantha is still one of my favourite settings. Evocative locations, interesting races (Trollpak is a terrific example of how to write a racial supplement for an RPG), and an approach which makes it clear this isn't another medieval fantasy game. </p><p> </p><p>The first non-D&D RPG i played was Traveller. It's still one of my favourites, and my first choice for a SF game. Some people I know dislike it intensely because you can't get the character you want with the random generation system, but for me that's a feature rather than a bug. If you like more control over how your character ends up you won't like this. But the campaign styles you can have are enormous, especially with some of the supplementary material. Mercenaries, traders, explorers, scientific researchers, spies, bounty hunters, colonists, I've seen games about all these things and occasionally others. I've played and run horror games with strange creatures, political intrigue, space naval action, gritty dirtside combat, and all sorts of other things. A really versatile game.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 4770485, member: 49017"] I like the Mongoose version a little more than I liked AH 3rd edition, and perhaps a little less than I liked Chaosium's 1/2e (which are more or less the same). There isn't very much difference in play between characters from MRQ and 2RQ, although there will be less magic flying around in most MRQ games. In that respect it's probably a better fit for Lankhmar where magic is rare, and a poorer one for Glorantha where it's quite common. At the same time most magic in earlier editions, at least in player hands, came in the form of Battle/Spirit Magic. In the current version the equivalent is Rune Magic, and if a DM is generous in making plenty of Runes available you could get similar amounts. Legendary Abilities are a new thing with MRQ. I've mixed feelings about them, since the sort of fancy tricks some let you pull off aren't really something I've seen in RQ before, and yet they do seem rather "cool". I haven't really seen them in use, since we didn't play to the sort of power level where characters had them, so I don't know how they affect game play. Many of them look interesting, but I wonder how much they'd be used since most start with a low chance of success at a time where character skills are reaching quite high levels. On the more general theme of the thread, Runequest was my second RPG that wasn't D&D, and it was a big shock in many ways. In D&D I was perfectly happy for a moderately experiences warrior to get into a fight with four or five weak enemies. My experienced mercenary in an early RQ game didn't think much of getting into a fight with four armed trollkin - it didn't go quite as well as I expected. My next character fought smarter. The system I don't care for quite as much as I used to, but Glorantha is still one of my favourite settings. Evocative locations, interesting races (Trollpak is a terrific example of how to write a racial supplement for an RPG), and an approach which makes it clear this isn't another medieval fantasy game. The first non-D&D RPG i played was Traveller. It's still one of my favourites, and my first choice for a SF game. Some people I know dislike it intensely because you can't get the character you want with the random generation system, but for me that's a feature rather than a bug. If you like more control over how your character ends up you won't like this. But the campaign styles you can have are enormous, especially with some of the supplementary material. Mercenaries, traders, explorers, scientific researchers, spies, bounty hunters, colonists, I've seen games about all these things and occasionally others. I've played and run horror games with strange creatures, political intrigue, space naval action, gritty dirtside combat, and all sorts of other things. A really versatile game. [/QUOTE]
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