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What rules do you use from other editions?


Deanjday

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40 minutes ago, Deanjday said:

I'm intrested in those playing Runequest Glorantha, what if any rules or house rules do you use from other editions of Runequest? And what made you use those rules for your campaign? 

I use mostly RQ3 rules. I did not like a lot of the changes made. My players did not want to learn another set of rules as well.  

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None. I playtest stuff for RQG, I write stuff for RQG, it'd be confusing and counterproductive to bring in other rules. Also, RQG is light and flexible enough that I can easily make up my own subsystems when I need them (e.g. for heroquest stations).

I miss some things from RQ3 (e.g. Fixed INT), but can understand why incorporating them wasn't a priority.

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15 hours ago, Deanjday said:

I'm intrested in those playing Runequest Glorantha, what if any rules or house rules do you use from other editions of Runequest? And what made you use those rules for your campaign? 

As with many above, mostly none. However I still use the Treasure Factor system from Classic RQ, dividing all monetary values by 10 (per the RQG conversion rules) or even 100. I wrote a simple Twine interface to do most of the boring stuff. For RQG, the crystal section is in the GM screen pack. Using the jewellery / gem descriptions changes the treasure perception. Players, when told that it's excellent jewellery or often consider gifting it, or with a flawed gemstone throwing it or giving it away.

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Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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16 hours ago, Deanjday said:

I'm intrested in those playing Runequest Glorantha, what if any rules or house rules do you use from other editions of Runequest? And what made you use those rules for your campaign? 

We're not incorporating rules from prior editions. We have 'house rules' to tweak aspects of RQG to suit us but we did that in the past too. 

Our experience thus far (being only recent returnees to role-playing) is that we are forgetting to incorporate some of the rather wonderful new aspects of RQG like Passions and Runic Inspiration. Also, remembering that Rune Magic is not one-use. We simply don't have muscle memory for those elements of RQG yet. So it's not that we aren't intending to use them - we simply have to make a more conscious effort to remember that they are there. RQG is the best edition yet - I can't think of an aspect of prior versions that I would grandfather.

 

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I use the shield stats from RQ3.

Shields and weapon hafts are temporary things. They can be ruined in fight, which is why they have AP in the first place. But few referees use the statistic or technique.

In the real world, there isn't a shield made that would take a max damage strike from a two handed sword without buckling. You can see this played out in cinematic fashion in 'The 13th Warrior'. And since all editions of RQ include the Repair spell, I see no reason why shields and axe hafts shouldn't be legitimate targets.

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6 minutes ago, SDLeary said:

Interesting. Why do you miss FixedINT? It seemed to be the most reviled thing about magic (primarily sorcery) in RQ3.

That's Free INT. Which RQG has kept (I think: we don't really "do" sorcery at my table, but I think I saw it in that chapter of the rules we don't ever need to refer to).

Fixed INT was what unintelligent creatures got. It was kinda nifty. But once the authors had decided to go all out for RQ2 compatibility (based on the success of the RuneQuest Classics kickstarter), patching in little bits of RQ3 that made perfect sense was an understandably low priority.

(Shrug). No skin off my nose. RQG RAW is a great game!

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1 minute ago, Nick Brooke said:

That's Free INT. Which RQG has kept (I think: we don't really "do" sorcery at my table, but I think I saw it in that chapter of the rules we don't ever need to refer to).

Fixed INT was what unintelligent creatures got. It was kinda nifty. But once the authors had decided to go all out for RQ2 compatibility (based on the success of the RuneQuest Classics kickstarter), patching in little bits of RQ3 that made perfect sense was an understandably low priority.

(Shrug). No skin off my nose. RQG RAW is a great game!

DOH! Yes... DERP!!! Brainf***!

SDLeary

Edited by SDLeary
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44 minutes ago, Nick Brooke said:

That's Free INT. Which RQG has kept (I think: we don't really "do" sorcery at my table, but I think I saw it in that chapter of the rules we don't ever need to refer to).

(Shrug). No skin off my nose. RQG RAW is a great game!

Well, I think most of us find the Sorcery rules to be a bit thin. Jeff has said we have 'enough' rules for it, but I'm kind of wondering if Sorcery will eventually morph into something different than it is now.

And while I am using the RQG rules as the basis for a 'sort of Atlantis' game, the basic book IS pretty frikkin' awesome.

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