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21st Century Moose

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Posts posted by 21st Century Moose

  1. On 7/4/2018 at 5:49 PM, creativehum said:

    ... are there other details and ideas included in RQG that longtime players of RuneQuest or students of Glorantha would know how to handle well... that some of without such experience will simply be confounded the current rules or uncertain what to do with them?

    The big one that I've seen people have difficulty with elsewhere is starting characteristics. 

    I get the sense this comes from familiarity with other games where starting characteristics are more important, and where the values you start with are - barring magic or other special events - pretty much what you're stuck with forever. 

    With the exception of SIZ and INT that's very much not the case in RQ, and those values can and will change over even quite a small number of sessions.

    So the message is: don't be too attached to, or disappointed in, your starting characteristics because in a month or two they'll likely be completely different. 

  2. This is one area where my Glorantha is happy to vary.

    My Morokanth are meat-eaters, they eat herdmen and other herd beasts, and the other tribes will quite happily eat herdmen too, because that's in the survival covenant and herdmen are not men, they're beasts.

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  3. I view Ducks as being the Gloranthan response to Hobbits.  They're short, they live in isolation from the "big people", they have their own distinct part of the world, and they hunt screaming undead in the Upland Marsh.  Well, maybe not that last part, but otherwise, "Ducks = Hobbits" seems a good enough place to start.

    Daffy was always the coolest anyway.

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  4. In RQ I don't see this being as big a deal as in other games, to be honest. It should be obvious from even a cursory glance over the rules that characteristics are designed to have values that will change, the change can and will be in both directions, and that design is very deliberate. Training, disease, the POW economy, etc: starting characteristics are not something to be so hung up on. 

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  5. Not quite.

    1. The original Chaosium edition.

    2. The Chaosium second edition (this is widely considered the "classic" edition and was the subject of the recent Kickstarter).

    3. The Avalon Hill edition.

    4. The cancelled and unpublished 4th edition from the 1990s.

    The first Mongoose edition was just called "RuneQuest" and didn't have an edition number.  It was commonly called "MRQ", or later, "MRQ1".

    The second Mongoose edition was called "RuneQuest 2" (which was a little confusing as you now need to be explicit about which RuneQuest 2 you're talking) and was commonly called "MRQ2".

    6. Design Mechanism's first iteration.  This was the sixth published edition, and was commonly called "RQ6".

    Mythras doesn't have a RuneQuest edition number because it's not a RuneQuest edition.

    It remains to be seen what we'll settle down to calling the upcoming Chaosium edition, although IIRC Chaosium themselves are calling it "RuneQuest 4" on account of it being the 4th edition with which the original team were involved; IIRC they may also be simply calling it "RuneQuest".  We may end up calling it "RuneQuest 7" or something else; who knows?

  6. On 5/5/2016 at 4:54 AM, pachristian said:

    So how high should a character's characteristics be? Everyone has different ideas about this. I do not propose to give a number, at this point, maybe later. But I'll lay out some guidelines that I use, and encourage people to chime in with their own observations.

    We are discussing characters created by point-distribution here: Randomly rolled characters can be astonishingly good, or pathetically bad, and people who want to insist on randomly rolling characters, all I can say is "more power to you".

    Fortunately this kind of thing is really not a problem for RQ owing to characteristic increasing mechanics and previous experience.

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