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Jeff last won the day on April 24

Jeff had the most liked content!

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About Jeff

  • Rank
    Senior Member


  • RPG Biography
    Creative Director, Chaosium Inc.
  • Current games
    HeroQuest, RuneQuest. Call of Cthulhu, 13th Age, Pendragon
  • Location
  • Blurb
    I'm an international man of mystery

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  1. We will be doing Rune spell cards, as for many players it makes it very easy to know what Rune spells they can cast can do. Cuts down on the amount of memorization a player needs to do - and helps at the last minute realizing that Wind Words is exactly the right spell for the situation at hand.
  2. For what it is worth, that's how most of Team Chaosium sees it as well. BRP is the genus that ties together RQ, Call of Cthulhu, Ringworld, Elric, etc.
  3. Let's not use words like "modern" about any of these changes, as there are surprisingly few features in any game system that haven't appeared in one form or another in the first ten years or so of RPG game design. I'm not interested in critiquing MRQ2, but as a general rule, I'm of the "if it ain't broke, don't fix it" school. I don't consider the experience or skills system of RQ2/3 to be broke, so we didn't make many changes beyond presentation and explanation (except to clarify when experience rolls are to be made and to tie things into a seasonal model of campaign play). Character generation has changed of course from RQ2/3 to RQG. Between Runes, family background, and the method used for tailoring character skills, this process has changed pretty dramatically from RQ2/3 (RQ2/3 both had very cumbersome previous experience systems). Luck points to me seem quite inapposite to the ethos of RuneQuest - and to me felt like an effort to "fix" what IMO is a feature not a bug. But if you like luck points, by all means house rule them back in. None of that is to say MRQ2 was not well-made - it certainly was and Loz and Pete did an excellent job. However, its changes often "fixed" things we wanted to preserve (and there is an awful lot worth preserving in RQ2) or took the rules in a different direction from what we want.
  4. I disagree with both points - first that MRQ2/Mythras is a "modern game" (whatever that means) and second that RQG is somehow going to be an anachronism.
  5. Copyright doesn't protect ideas or method of playing it. But it is an open question what that means in the context of an RPG rules system.
  6. The Mongoose books will not get another chance.
  7. As a legal matter, that is likely not actually right, and a lot of commonly assumed practices probably would not hold up to a legal challenge. However, the stakes are usually too low to afford the expenses involved.
  8. I love HQG (not surprising since my name is on the cover) and I'm a big fan of Robin's HQ2 rules. I also love RQ and have been playing it for most of my life. I also love CoC. Each of these games scratches a different itch for me. Some people aren't big fans of RQ - fine, they can explore Glorantha with HQG or 13G. Others are big fans of RQ alone - fine, they can use RQ to explore Glorantha. Options are a wonderful thing.
  9. Here's the thing - rules without a setting that supports the rules (plus a flow of material to support gaming in that setting) don't sell nearly as well as supported settings. And there's no reason to import Glorantha's magic system to fantasy Earth (for example) or to an occult conspiracy game. Elements of RuneQuest's combat are simply irrelevant in a game where firearms are the primary combat weapon. In our opinion, rules should be tailored to the setting - and the setting should be supported with background, scenarios, and the like.
  10. I think you and I use the term BRP differently. We view Call of Cthulhu and RuneQuest as both being games that use the BRP engine. We want to make sure that the variations of that engine are well-supported with scenarios and supplements, and that the various settings are fundamentally interesting to enough people to support that investment.
  11. MRQ may have give you hope, but for Greg and I it was such an awful experience that it almost resulted in Glorantha and RQ being permanently delinked.
  12. Lemme see, the cattle raid and tula game par excellence, King of Dragon Pass, sold hundreds of times as many copies as any MRQ supplement. I'd say there are quite a few fans of cattle raids and clan rings. From a business perspective, the Mongoose stewardship was a disaster. Despite having a good distribution network (much better than we at Moon Design had at the time - we relied primarily on direct sales), Mongoose RQ sales dropped off a cliff. Compare the care that a licensee like David Dunham or Sandy Petersen takes with their Gloranthan product - well actually there is no comparison. Artistically, we consider it a disaster as well. Mongoose's approach to making books meant even good writing went poorly edited. Glorantha concepts and themes got reduced to pastiches. The Zistorites were reduced to steampunk abominations, the EWF little more than D&D Dragonborn. You might disagree with that assessment - as is your right - but objectively we think you would be wrong. But if you enjoyed playing MRQ materials - great for you! Follow your bliss in gaming! Just don't expect us to share your sensibilities.
  13. Curses! I am such a Mac hippy that I have neither installed!
  14. Oooh that would be cool!
  15. As a pdf or jpg - something that can be nicely displayed.