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I think I'd better make this a new thread. Over on the Help me sell RQG to my players thread I asked Could you point those out, please? They didn't scream out to me between the things that were, in your words, stuffed up badly. When MRQ appeared, I had been happily soaking up a wealth of new Glorantha material for HeroQuest and the Stafford Library, could go on with my localized world building and campaign exchange, and felt I had what I wanted to play in Sartar (which neither RQ2 nor RQ3 ever delivered beyond Apple Lane), and still had my own distillation of RQ3.5 with many of the refinements procured on the digest and from the AiG project, so I didn't feel in a rush to invest my rather sparse money at the time into that second line that promised to be Glorantha material. For those of you who appreciated the MRQ Second Age line, what was your previous exposure to RQ and Glorantha? So I have looked through my archives, and I found the bundle containing the MRQ1 rules. Skimming through them right now. Runes... enough has been said. Cults... The Storm King (and his worshipers) as presented in the rules book has thankfully little to do with the cult of Orlanth. The Brotherhood of Mithras, Childers of Hama-Dreth - yay, generic RuneQuest. (Though it has to be said that any game in the historical period that knew Mithraism in Europe has a lot of sympathy from me, thanks to works like Rosemary Sutcliffe's The Eagle of the Ninth Legion or Poul Anderson's King of Ys series. Long before The Design Mechanism renamed their RuneQuest game to Mythras, too.) Usable as Fate Points, or can be saved up to buy Legendary Abilities. On average you were supposed to earn 2 per session, and if you spent half of those as fate points, you'd take 12 sessions or so to reach the hero point cost for rune level rank prerequisite Legendary Skill. You'd still have to learn the other, specific skills. My original decision to go for RuneQuest rather than continue with my previous system of five years of intense campaigning and various offshoot campaigns in other corners of the world run by other folk from my gaming group was because I could get rid of experience points and silly training cost only recoverable by economy-breaking (and back-breaking) influx of ancient riches. This low amount of points is tolerable, but not desirable to me. I had vastly expanded and modified the setting originally coming with the game, leaving the original concepts and local geographies just sufficiently intact to be able to use any material produced by the publisher of that game or its supporters (which came in a semi-professional gaming magazine) for a new setting designed for the rules-set at hand (with some additions in the style of the BGB) inheriting from Viking Age Europe and fantasy versions of other real world areas, some of my favourite fantasy literature at that time re-skinned, and the concepts from Glorantha also re-skinned to my overall world (and universe) history and myth. WIth that background in my use of RQ, I'll try to give a fair assesment of the rules as they come, and not just why they don't feel Gloranthan. Ok concept. You can accumulate them (unlike the One Unique Thing of 13th Age) and create Greater Than Life characters while still playing BRP. As requirement for Rune Level - ok, if you have them anyway, why not. This leads to Super-RuneQuest at manageable percentages as you start again in the 30% range for these skills. Divide modified crafting roll by 2, 4, 8, 16 or 32 to achieve a Greater, Exquisite, Marvellous, Surpassing, or Heroic weapon. Another outlet for Super-RuneQuest abilities offering another avenue for the arms race. Sure, why not, if you like a worker placement/resource management game within your roleplaying campaign, or possibly even vice versa. I'd probably be willing to try this out, and the equivalent of Wayland or Ilmarinen is known in past Glorantha (e.g. Sestarto, Panaxles), so why not in the Hero Wars? As with the Alchemy skill, this kind of production chain may be interesting for people who admire Wallenstein and want to re-create his rise in the 30 years war as one of the units or minor factions in the Hero Wars. E.g. Goldgotti, or maybe the Free Philosophers. Or more likely, somewhere in Ralios. I wouldn't say no to a supplement that deals with the details of such economic processes in Glorantha, but I'd rather see RQG provide more directly gameable stuff for the Hero Wars activities foreshadowed in King of Sartar and the Guide. Something a licensee of Chaosium might produce. An easy way to get a permanent Bladesharp 6 weapon. And to equip the opposition with such tools of dismembering characters, so that for the price of an arm and a leg you can save the POW to enchant them. Yay. Good for a setting that has mass-produced magical swords without the flaw that they only work in the magical field of the magical city that produced them. That setting is not Second Age Glorantha, though. Yes, I am very fond of the setting design realism that was written in the Gamemaster's Book for RQ3, and the makers of MRQ obviously were, too. Their generic splatbooks probably expand on this. I have to say, presented with a setting designed for these rules, this magic concept would probably make an excellent game with some serious proof-reading and original setting design. But then, you'll probably have to go out of your way to turn BRP into something unplayable. Finding the rules for Heroquesting has eluded me so far (checked the MRQ1 rules, the Glorantha 2nd Age Book, skipped the Spell Book and had a look at the Companion). Details on Dragon Magic and specific God Learner stuff is hidden in later supplements, too. The Glorantha book never fails to shock me again and again with its inattention to well-documented sources (and well-indexed, at the time of writing, even if I say so myself). As much as I admire Robin Laws and his approach to writing rpgs and supplements (the first person narrative for the cultures is one of those touches which show his mastery), his research into Gloranthan lore for this book appears to have been a text marker in the Genertela Box and some of the pieces procured by Greg for the Mongoose authors, and writing the rest from inspiration rather than checking the written sources or consulting Greg or someone deputized by Greg. Since History of the Heortling Peoples was published in 2007, I am fairly certain that the data collection was available to the authors of MRQ. Perhaps too late for Robin to change his version of the EWF, given the timeline in this book, but there was a functional index online with the earlier mentions of Obduran. The color illustrations inside this book (apart from the maps, which are nice and fairly accurate where based on published versions of Greg's maps, and ... inspired rather than factual in other places, like e.g. Brithos) look like they were made for Settlers of Catan rather than Glorantha. Those in the rules book remind me more of the Warhammer Fantasy setting than of Glorantha. I don't take exception at the churchy bit for Malkionism - that was the doctrine at this time, as present in HQ1 as in MRQ, alongside the strict separation of the Otherworlds. A lot of that is present in Middle Sea Empire, and somewhat less of the churchy stuff but even more of the separate worlds in Revealed Mythologies. I advocated de-medievalizing the chivalrous West already on the RQ-Daily, suggesting Roman (Western) Empire parallels instead, with Viking Age forms of knights as the pinnacle of armor technology. Still too medieval for a brand identity when Arthurian late Roman period has been occupied with 17tj century chivalry in popular fantastic history, so good bye to chainmail, hi to bronze-scaled linothorax since we got the Guide. Fine with me, as long as we get some Ernaldan specific magic for flax and linseed farming, and possibly some tribes or Esrolian houses famous for this product. Pelorian, too, and likewise for cotton. Ok, the page count I worked or skipped through was about that of the RQG rules book, but on the whole, RQG has delivered about as much in the terms of rules and setting info as MRQ did with its first four books, at about the same price. GaGoG and the GM book appear to be mostly out of the writing phase and passing on into the "special effects" phase where the magic of copy editing, art acquisition and layout happen. That's how we got Hero Wars and the entire rebuilding of Glorantha as a commercially viable setting, so I don't disagree. But consistently putting out subpar production value in terms of basic quality standards like consistent use of game jargon terms doesn't really keep a game line alive. Ok, found in book 7 of the MRQ 1 bundle I have. This seems to be written from the Jrusteli "let's enter some other peoples' myth with as minimal knowledge as the players possess and stumble our way along." So yes, it has rules that make sense in the God Learner context, and the myths as a menu of plunder targets. The rules fail to even mention the community aspects of heroquesting, other than frequency of the ritual use of a site. So yes, there are rules for a type of breaking and entering the Hero Planes. Rules which (as written) are bound to break up your party into people who made it across and people who must remain behind. Talk about splitting the party, hard. Currently, freeforming heroquests using the examples in Sartar: Kingdom of Heroes with the community stakes and consequences would be a better approach than following that first edition MRQ method. So yes, house rules it is, as far as RQ is concerned. Yet. When RQG Heroquesting rules come out, I trust we will at least find mis-spellings of Eurmal inconsistent and intentional rather than just sloppy.