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MRQII

 
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Smiorgan
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PostPosted: Sun Mar 07, 2010 10:36 pm    Post subject: MRQII Reply with quote

Hi,

I'm reading MRQII, so far I'm really impressed. There's a lot of new stuff, but, at the same time it feels distinctly RuneQuest. It feels compact and Gloranthan like RQ2, comprehensive like RQ3, and often more elegant and streamlined than any other version of RuneQuest. Kudos to Loz and Pete!

Perhaps it's the effect of the leather cover but, it really feels you hold a real classic in your hands!

My only (very minor) nitpicks are the art - which, apart from two or three tributes to the unforgettable Avalanche Press, contains a few other WTF pieces (like page 22!); and the character sheet, which I find badly organized and un-RuneQuest.
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Troy81



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PostPosted: Fri Apr 30, 2010 11:27 pm    Post subject: Reply with quote

so, it sounds like you are saying it is worth switching over. right?
Im on the fence about this.

t
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Wolverine
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PostPosted: Sat May 01, 2010 10:43 am    Post subject: Reply with quote

I really like MRQII. I feel that it could possibly be the BRP of the 21st century. Whereas OpenQuest was designed for simplicity and old school role-play, MRQII has been written to be gritty and realistic. Yes, it is rooted more in Glorantha, yet there is still room to squeeze in some generic fantasy material for those who prefer to run games set in their home brew worlds. The Core Rulebook is very much in the flavour of previous editions of RuneQuest, concerning layout and content.

In brief:

* Character creation is pretty much the same, with some parts tweaked, and rules on background and community added for flavour.

* Opposed skill tests (including combat) are worked out differently. Anyone with a skill over 100% deducts there difference from off their opponent's skill and is reduced themselves to 100%. For example, Player A has a skill of 125% verses an enemy with a skill of 75%, which works out to be 100% verses 50%. A roll of 05 or less is always a success no matter what, whereas a roll of 96 or above is always a failure.

* The combat system has been overhauled, with new combat manoeuvres added for flavour. If you gain a level of success over your opponent you may chose one, depending on the weapon you're using or the circumstance. Score a success verses a failure to attack or parry, for example, will allow to pick a combat manoeuvre from the list available. Dodge has been replaced with the Evade skill, which works differently to dodging.

* The magic systems have also been overhauled. Out has gone Rune Magic to be replaced with Common Magic, which is open to everyone. Only one skill is required and no Runes are integrated. Runes still exist on a metaphysical level. Sorcery works a little differently too. Rather than having multiple skills it has been reduced to two; Sorcery (Grimoire) and Manipulation. Divine magic has changed very little, and Spirit magic has been added.
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Newt
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PostPosted: Sat May 01, 2010 11:51 am    Post subject: Reply with quote

Wolverine wrote:
Whereas OpenQuest was designed for simplicity and old school role-play,


While OQ was definitely designed for simplicity, it was never intended to be for old school roleplay. I designed it purely and simply for the more rules light version of D100 I prefer, which is very story driven as well.

For me OQ = Simple story driven D100

You can play it Simple D100 old skool dungeon bash, and I will admit Savage North is very much this style, but there is much more to it than that as upcoming adventure/setting books will show.
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Loz
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PostPosted: Sat May 01, 2010 12:59 pm    Post subject: Reply with quote

Nathan's summary is nice, but magic has been overhauled FAR more than he suggests. The levels of power inherent in each of the 'higher' magic systems has been turned up a few notches (not quite a Tuffnel 11, but on the way there). Spirit Magic is very different to previous incarnations and shaman and their spirits are on a par with expert divine magicians and wily sorcerers.
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Wolverine
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PostPosted: Sat May 01, 2010 9:35 pm    Post subject: Reply with quote

Quote:
While OQ was definitely designed for simplicity, it was never intended to be for old school roleplay. I designed it purely and simply for the more rules light version of D100 I prefer, which is very story driven as well.


I better description. However, I do feel nostalgia whenever I run OQ. It sort of reminds me of old school role-play. Nice and simple. Smile
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