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RuneQuest
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4 2017 Wed April 15, 2009
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Recommended By Average Price Average Rating
50% of reviewers $30.00 3.5
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Description: Designed to bring the original RuneQuest up to the 21st Century, this main rulebook contains all you need to explore the many fantasy worlds possible with RuneQuest.


Attention has been applied to keep this main rulebook down to a sensible (and easy on the wallet!) 100 pages, while layout has been refined to make the book easy to read and fast to pick up, allowing players to comprehend sections of the rules with a mere glance - meaning less time flicking through the book and more time playing!


As well as character creation, the RuneQuest main rulebook provides full rules for skills, cults/guilds, combat, adventuring, monsters and Rune Magic, the first magic system introduced for the latest edition of RuneQuest.


Eminently expandable to any fantasy setting, RuneQuest is supported in 2006 by Mongoose Publishing with the Glorantha and Lankhmar worlds, while other publishers are free to introduce their own settings, due to the Open Content licence available for the game.


RuneQuest has come of age. Go adventuring with one of the most powerful and flexible rules systems available.
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Author
soltakss
RQ Fogey

Registered: September 2007
Location: Birmingham, UK
Posts: 873
Review Date: Sun January 27, 2008 Would you recommend the product? Yes | Price you paid?: $30.00 | Rating: 6 

 
Positive aspects of the product (pros): It's a RQ Rulebook, It's In Print, Legendary Abilities, Character Generation
Cons: Generic Cults, Confusing Rules, Sketchy, Over-Reliance on Runes

This is the new version of RuneQuest, and long-awaited it has been indeed. This is a hard back book with illustrations throughout. Each page is printed as though on parchment, which you might think would be difficult to read, but in fact it is very easy to read and is very easy on the eye. As rulebooks go, it is not cluttered and looks very nice.

Although it says that the prime RQ setting is Glorantha and the rules should assume the Gloranthan setting, the rules themselves are very generic. This is neither a good nor a bad thing, but setting-specific supplements would be better, when they come out.

Creating an Adventurer - This gives a step by step guide to how to create an adventurer. It describes characteristics, shows how to work out derived attributes, covers basic skills that everyone has, cultural backgrounds, professions with advanced skills, and a method of increasing skills during character generation. It briefly skips over character personality and general background. Finally, there is an example of character generation, which is useful.

Skills - This covers skill use, difficulties, haste bonuses, difficulty examples, critical successes, fumbles, automatic successes and failures, opposed tests, group tests, very high skills and using skills in combat. Both Basic and Advanced skills are described with starting skill and examples of use.

Equipment - This covers equipment, trading, money and similar things. Money is generic with pennies, silver pieces and ducats. Trading, Wealth & Status and Weregild & Ransom are briefly covered. Melee and Missile weapons are covered in some detail, as is armour, although many familiar armour types are missing. There are some general items with prices and descriptions. There are quick descriptions of animals, transportation and food & lodging costs. Crystals are briefly described, with prices, as are potions.

Combat - This covers combat and the melee round. It has Strike Ranks, Surprise, Combat Actions, Close Combat, tactics, Reactions, Ranged Attacks, Armour, Hit Locations, Knockback, Mounted Combat, Unarmed Combat, Hero Points and an example of combat. It covers things fairly well and the rules seem to work well.

Magic - This covers magic use. Although it says that there are many types of magic systems, including Rune Magic, Divine Magic, Shamanic Magic, Sorcery, Dragon Magic and Demonology, only Rune Magic is described here. Divine Magic and Sorcery are described in the RQ Companion, so we will have to wait for other supplements to see what the other magic systems are like. This covers Magic Points, Rune Magic, Locating Runes, Integrating Runes, Learning Rune Magic Spells, Runic Powers, Spell Casting and Spell Descriptions. There are a lot of spells here, many of which will be useful.

Cults - Cults are described as formal organisations providing magical power. It describes the different levels of membership in cults, with Lay Members, Initiates, Acolytes, RunePriests and RuneLords. It describes the Cults of the Storm King, Brotherhood of Mithras, The Indigo Hand, The Azure Cinquefoil and Childer of Hama-Dreth. These are very generic and only serve as examples - I can't believe anyone will actually use them as cults. Finally, there is a brief description of Divine Intervention.

Adventuring - This covers Adventure Time, Movement, Chases & Pursuits, Vision, Fatigue, Healing, Encumbrance, Hazards, Poison, Disease and Inanimate Objects.

Improving Adventurers - This covers how to improve adventurers, making them more skilful. It covers Improvement Rolls, Hero Points, Improving Skills, Practise & Research, Mentors and Improving Characteristics. There is a section on Legendary Abilities, with descriptions of various types of Legendary Ability. The Levels of Experience section covers Novice, Seasoned, Veteran, Master and Hero characters, which should allow the generation of higher skilled adventurers.

Creatures - This covers the creatures likely to be encountered in a RuneQuest game. These creatures are all native to Glorantha and this is the least generic section. It covers Adventuring Creatures, but has no character generation rules for non-humans, Creatures & Intelligence, Traits, and Creature Descriptions. Although the creatures are said to be Gloranthan, their descriptions are very generic, so dwarves, trolls and elves are very non-Gloranthan in nature. Many old favourites and standard fantasy creatures are covered here in some detail.

Finally, there is a Rune Sheet, giving Runic Powers and pictures of the Runes and Character Sheet, following the standard maxim that Character Sheets in Rulebooks are generally rubbish.

So, what are we to make of Mongoose's RuneQuest? Well, it looks good, it reads well and the rules hang together reasonably well. It is as different to RQ3 as RQ3 was to RQ2, but it is definitely recognisable as RQ. There are parts of the rules that I like and parts that I don't. However, as a game it works well. Compared to the RQ3 rules it seems incomplete, there are no rules for different types of magic, no rules for non-human characters, very sketchy rules for cults. However, many of these things are covered in other supplements.
Would I recommend buying RuneQuest? Well, of course I would, as I am a fan of RQ. If you have RQ2 or RQ3 and are quite happy with them then there is no actual need to buy Mongoose's RuneQuest, but I would still say buy it, as there is a lot of good in it. As we will have a lot of new supplements, not having this version of RQ would mean that you didn't understand the subtleties of the new rules.

Now RQ Deluxe is out, I'd tend to buy RQ Deluxe instead of the standard RQ Rulebook, becuase RQ Deluxe contains RQ Rulebook, Companion and Monsters.

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Simon Phipp - Wallowing in my elitism since 1982. Many Systems, One Family RQ Merrie England (Medieval RPG): http://www.alephtargames.com/index.php?option=com_content&view=article&catid=39%3Ahistorical&id=53%3Amerrie-england&Itemid=57 and http://merrieengland.soltakss.com/ RQ/BRP: www.soltakss.com/index.html RQ Alternate Earth: Group: http://games.groups.yahoo.com/group/alternateearthrq/ Website: http://alternateearthrq.soltakss.com/
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sinisalo
Member

Registered: November 2007
Posts: 31
Review Date: Mon February 18, 2008 Would you recommend the product? Yes | Price you paid?: None indicated | Rating: 3 

 
Positive aspects of the product (pros): It's in print
Cons: Where do I start?

[Notes for BRP site: I'm not a BRP fanboy nor a Heroquest militant just a fan of Glorantha. This isn't Mongoose bashing but an honest response from me soon after the Mongoose version of RQ came out. On its own this book is fairly rubbish but when combined with the other books, Glorantha 2nd Age and Companion etc, it's a lot better than the three score I have given above. I would also like to point out, to be fair, if this was a review of Blood of Orlanth (by Mongoose and MRQ) I would give a nine score]


I wrote this review not long after the game came out. Now, a year or two down the line, I would score this book a little higher. This is because it is a fun game to play, I can acknowledge that, but mostly because Mongoose have brought out some top quality Gloranthan supplements - most notably Glorantha the Second Age. Nonetheless I have posted this article as-is because much of the criticism stands.


Runequest is a roleplaying game published by mongoose publishing [ http://www.mongoosepublishing.com ]


I’ve run many a game in the old version of Runequest, merging rules from RQ2 and RQ3, simplifying that which was way too long winded, such as combat, and adding important developments in roleplaying that left RQ falling behind such as personality traits and a certain sense of free-forming. A new game was needed that suited the dawn of a new millenium and Herowars/quest was finally revealed to us and we played that.


And it was revolutionary. Herowars/quest was a powered up, free-forming, storytelling, jewel of a game that taught us in half a dozen books more about Glorantha than in the last three decades. They even described those places in Sartar that previously were only cryptic labels on long out of print maps. But Runequest it was not.


Heroquest didn’t describe what the hundreds of new "spells" actually did in actual game mechanics. It didn’t have hit points and it didn’t even have a way of counting how much gold you had. You didn’t buy things with gold anyway, you bought things with chickens and collected cows!


It was and is very, very brilliant but a saddle-sores-and-all swords and sorcery roleplaying game for teenagers it is isn’t.


So along comes Runequest again and I get very excited and waited with baited breath for its arrival. I was excited because it was published by Mongoose who have glossy covers, pretty pictures and lots and lots of books on comic book shop shelves. I was excited because we had learnt so much about Glorantha and we were promised the old Runequest but updated to bring a new generation of gamers into Glorantha.


So what did we get?


Runequest is a 128 page hardback that handily lies flat when open. It has quite high production values and a full colour rendered cover. So far so good! The inside layout is good, the typography easily readable and relatively evocative. I really like the grimoire style page borders. The book has an introduction, index and reference sheets, as a good reference book should. Then it has chapters on character creation, skills, equipment, combat, magic, cults, adventuring, improving adventurers and creatures. Most of it (apart from an introductory adventure) is there.


Character creation is reminiscent of RQ2 and is relatively simple. You don’t need a maths degree like you do with RQ3, or an English Literature degree like you do with Heroquest. There’s nothing too contentious here, it’s just a little 1982. There are three paragraphs on "Character’s Personality". So no character traits then.


Skills chapter is quite interesting: there are some nice (but familiar) rules for opposed tests, group tests and assisting your mates. The "Very High Skills" section is awful. They should have stolen the masteries system from Heroquest (this allowed no limit to your skill score but still made tests meaningful). The actual skill descriptions are quite waffly. Here is my definition of "Boating": Guide a small craft across a reasonable amount of water without drowning. Twelve words. Theirs is 43 words and considering I believe too much was left out of the book (like character traits or an adventure to play) a waste of space.


Equipment: again a load of waffle. What the hell is a war sword? We find out it is for slashing and cutting, is common and is under a metre in length. So why not call it: "broadsword – your standard one handed sword"? The armour section has all kit required for a game of D&D but none of the armour familiar to the nomads, hill clansmen and backwoods bushwackers of Glorantha. Where is the cuirboilli, bezainted, felt and lamellar armour? Do these people not collect Osprey books like we normal people do? These forms of armour were familiar to millions from ancient times to the late middle-ages in our own world let alone Glorantha. Most were in the old Runequest so where have they gone?


Combat chapter. According to the Players Guide pdf [outside link] the section where you decide whether you get hit or not in combat is wrong! How did this get published? The description, tables and example in the book clearly state you must roll to hit twice. Apparently you must only roll once and ignore the bit in the tables about attack failure. What a shambles.


It’s not all bad though. The combat is playable (though annoying) by following the rules as printed or you can just roll once and ignore the attack failure part of the tables. I quite like the combat actions and reactions as printed and the whole combat system has the usual Runequest feel of "realism".


Magic. Phew what a can of worms. First off let me say that if Divine Magic wasn’t reusable I wouldn’t touch this game with a barge pole. We learn about Divine Magic in book two (Runequest Companion) so when I read the magic chapter of Runequest I was really annoyed. To use Rune Magic (the equivalent of Battle Magic in RQ2, Spirit Magic in RQ3 and augmenting feats in Heroquest) you must go off and kill someone and steal their runes. The Runequest book therefore tells us that the magical economy of Glorantha is one of going out and robbing your neighbour. It isn’t. All magic, as we understood gaming in Glorantha for X number of years, came from a religious or spiritual relationship with an otherworld entity, mystical philosophy or communal folk beliefs. Luckily Robin Laws (who wrote Heroquest and Glorantha - The Second Age, a later RQ book) has explained all this and I’m satisfied but when this book was published my commitment to it wobbled there. The RQ Companion and the later Cults Of Glorantha 1 now makes it possible to play a normal Gloranthan as we have known it using a normal Gloranthan magical economy: ie, Divine Magic.


Apart from the above complaints the runes, their runic power and the spells associated with them are quite nice. I will use them but in my game they won’t be "the most common type of magic in Glorantha" but will be a powerful extra to a world dominated by Divine Magic.


The cults chapter does a passable job of describing what religious organisations do; a good job of describing Divine Intervention but an awful job of showing us examples. The example cults are dire and the Gloranthan equivalents would have been much, much better.


The Adventuring and Improving Adventurers chapters do a good job. The Improving Adventurers section still makes the mistake that we as GMs should be hoping that the PCs will be foiled in their attempts to improve their characters. I refer to rolling above your skill to improve. The idea of Legendary Abilities I really like and is a good attempt to solve some of the problems of higher level play. Most of the examples however are childish. A good mechanic though and I will be adding some lower level ones to my own game.


The Creatures section is functional but some of the artwork is even more awful than my own scribblings.


In conclusion I will say that besides the fact I have mostly rubbished it I am glad it is here and secondly the support books seriously improve it making it a workable system for playing in Glorantha. But I am not reviewing the other books I am reviewing this one. The house rules I am going to need to add may cover several pages of A4. The Runequest rules as they stand are not "updated" as we were promised - they are old fashioned. There is no attempt to teach young GMs the art of storytelling, improvisation or free-forming. There is no attempt to describe the power and restrictions of individual psychology nor the magical technology of a Glorantha that has changed in the last twenty years. An example being Guardians, a type of magical entity that embodies and represents a corporate body of people, including small bands of adventurers. This sort of collective and social viewpoint is in contrast to the rampant individualism of games such as D&D, the old Runequest and sadly this Runequest.


This review was first posted on http://www.clan-tula.co.uk

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My Glorantha fan site: http://www.clan-tula.co.uk
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Goldenturkey
Junior Member

Registered: March 2009
Location: Sheffield, United Kingdon
Posts: 1
Review Date: Tue March 31, 2009 Would you recommend the product? No | Price you paid?: None indicated | Rating: 2 

 
Positive aspects of the product (pros): New and shiny
Cons: A symptom of progressive bloat in the RPG market

I bought this book with a real sense of palpable excitement, having been an RQ-head since the Gamesworkshop release of the RQ2 box set.


Interior art is appalling, page space is wasted with 'thematic' grimoire borders and the amount of material that is contradictory, riddled with typos and text errors and frankly ommitted from past publications is shameful. Much more is needed for rudimentary play than is included. Basic is an insult in this case.


This is nothing other than a taster to hook. Look at the 'bloat' of additional books since released at £20 to 30 a pop.


I read this, put it down in shame and returned to my well thumbed and value filled RQ3 books.
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RussMassey
Junior Member

Registered: April 2009
Location: Worthing
Posts: 1
Review Date: Wed April 15, 2009 Would you recommend the product? No | Price you paid?: None indicated | Rating: 3 

 
Positive aspects of the product (pros): Durability is good. Layout is decent.
Cons: Poorly thought out rules for combat and magic

I have actually run this game. Compared to previous versions of RQ it is very badly balanced. DEX is the be-all and end-all of combat. Trigger spells like speedart make a mockery of balance. Experience for characters is badly thought out.
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