Showing posts with label runequest 6. Show all posts
Showing posts with label runequest 6. Show all posts
Monday, June 13, 2016
Mythras Imperative now out!
Over the weekend The Design Mechanism released the Mythras Imperative, the first book in the revamped, re-named system formerly known as Runequest 6. You can download it for free here, or pick up the print version at lulu here. The new introduction to the system precedes the release of the updated core book, which as I understand it may be available/announced sometime after July (if rumors are right) and will mostly be a slightly revised version of RQ6 without the ligatures.
That said....the new introductory book gives you everything you need to run historical, modern or SF games with a nice lite version of the system that is nonetheless a complete ruleset, including relevant skills and equipment (just no magic system). After reading it I realized this is easily sufficiently complete that you could pair it with --say-- Luther Arkwight and have all you need to move forward with Mythras for regular gaming. Check it out!
Friday, June 3, 2016
Plotting a Campaign in Pergerron using Mythras in the Near Future
With Classic Fantasy out soon, Mythras (alias Runequest 6) is really on my mind right now. On the one hand, I've been trying to ignore it a bit, as I have a couple active games going with no immediate end in sight....White Star (now on Saturdays) and D&D 5E in Chirak (that consumes Wednesdays). But, we could put D&D on pause Wednesday, or White Star could conclude in another 5-10 sessions easily enough. When that happens....I think a little RQ6/Mythras is in order.
Not sure if I'll use the Classic Fantasy content whole cloth, as I like the core rules as-is, but maybe I could snip the monsters, magic items and some other stuff out and blend it in. I'll most likely use my Pergerron setting, which worked quite well for my prior two Magic World campaigns, so it should translate pretty easily in to Mythras.
Failing Wednesdays and Saturdays, I have some other local gaming cohorts who have been asking me to run RQ6/Mythras for a long time now. If I can somehow find the time to introduce a third game, this would be an easy way to do it. Hmmmmm.....
If you are wondering why RQ6/Mythras is sufficiently interesting to merit extra effort to run, know that it is probably the best system currently on the market for managing a blend of fantasy and realism that will evoke the grim and gritty elements of sword & sorcery (& sandals, don't forget those) in a manner consistent with actual fiction. The power and fragility of RQ6/Mythras characters contrast in such interesting ways, and you really can model an Achilles in this system without resorting to tricks or house rules, essentially.
That sort of evocative experience is a real eye-opener for many people when they finally get to play RQ6/Mythras for the first time, realizing that there's an entire other range of storytelling you can be doing in fantasy, which draws upon a much more mythic and historical resonance than D&D traditionally can. D&D can handle a certain style of game exceedingly well....but it's not a system where losing a limb is a realistic prospect in combat, or where casting spells requires meaningful sacrifice and effort....or where you can, by the Rules as Written*, advance in skill and talent without ever lifting a blade, to become a major mover and shaker by force of wit and personality and talent alone. Mythras is all of that, and a bit more.
Time to revisit The Vosjin Wood again, I think.
*In 5E's defense you can train in downtime without leveling to gain new skills and languages, but 5E is not even remotely as nuanced as Mythras is in this regard.
Monday, April 11, 2016
Classic Fantasy for Mythras (the game system formerly known as RQ6) is in the wild - first impressions review
It's still in pre-order status, but you can get the PDF for free and then the book ships around June 1st. I've pre-ordered by copy, and am now hopeful based on the contents that Classic Fantasy will work for my own dark purposes....especially now that it looks like Magic World won't ever see it's other supplements come to fruition! You can pre-order the book and PDF here (PDF downloads immediately).
Here's the final cover:
Classic Fantasy provides a sort of skeleton on which you can drape the Mythras system in the veneer of classic D&D-style dungeon delving (and other assorted adventuring). That means it's the usual BRP-style system, but it gives you all the plug-ins needed to keep the game focused on a certain style. But because it is actually Mythras (RQ6) you get a much more involved and interesting take on that D&D experience. I'm already kinda sold on seeing if I can get my group to dive in to it, ASAP.
Here's what it contains:
Character Races: the usual littany (human, elf, half elf, gnome, halfing, dwarf, half-orc)
Classes (framed as professions with more stuff): bard, cavalier, cleric, druid, fighter, magic user, monk, paladin, ranger, thief, thief-acrobat, berserker.
Combat: I need to read through this section but cannot help notice that it's loaded with tactical minuatures-based combat options. Interesting....
Magic: this takes classic BRP/RQ/Mythras magic and turns it on it's head. We've now got arcane and divine magic that much more closely resembles D&D style quasi-Vancian magic in feel. There are 82 arcane spells and 77 divine spells. It looks like we get enough spells to mimic D&D up to around the 8th to 10th level of caster experience.
Monsters: there are about 80-90 odd monsters here. It's a literal "who's who" of D&D Monster Manuals, and if you combine this with the RQ6/Mythras core, maybe add Monster Island, you'll have pretty much every possible beast covered. CF does not duplicate any monsters from the core rules, unless the D&D version requires a new entry to handle its variant style. I'm really quite impressed....this is a major hurtle for many GMs who (like me) might want to pull a setting in to Runequest but have to do some footwork to add in beasts introduced from D&D campaigns. Now the work is all done....need some dark elves, lizard men, liches, stirges, bugbears or classic D&D trolls in your Mythras game? Here they are.
Treasure: this section is loaded with D&D-esque treasure, includes treasure tables, and is pretty much going to feel very comfortable to D&D fans. Those who like RQ6, Magic World and other systems but wished the design supported more treasure will be pleased as well...although how well the system works if pulled from it's proper place "in situ" remains to be seen.
Other stuff:
Passions: this is basically an alignment system for Classic Fantasy.
The Planes: there's a whole disucssion of this after treasure. It also talks deities a bit, and identifies the deities of "Greymoor" which is presumably totally "not quite Greyhawk and not quite Blackmoor, but the result of what happened after Mordenkainen's time-space accident." (that's just my take)
Wandering Encounters: there's some decent charts in the back of the book.
Indexed: it looks decently indexed to me in the PDF, which matters to a lot of people.
.....Okay so my initial impression is that this is the proper answer to people who really like the D&D style and feel of gaming, but maybe aren't so thrilled with specific aspects of D&D, and much prefer the more realistic skill system, combat, hit mechanics and injury rules of Runequest/BRP. This product is dramatically better than the Classic Fantasy Monograph which was released many years ago for BRP.....don't even bother thinking about that book in comparison to this one; this new edition is complete, very tightly designed, and incredibly efficient at what it is designed to do.
It also looks like it was carefully designed with the idea that you could grab any classic 1E AD&D module and run it with this system with minimal or zero conversion.
I'll probably talk more soon and may try to set up a scenario or two with it for the blog. Probably, almost certainly, going to try and run this with the regular group ASAP. It does such a good job at blending the feel of D&D with the style of Runequest that I am simply blown away at the fact that the new Classic Fantasy pulled it off.
I'm thinking maybe my Altavir setting I keep trying to start off the ground might find a good home with Mythras's Classic Fantasy. Hmmmm.
Here's the final cover:
Classic Fantasy provides a sort of skeleton on which you can drape the Mythras system in the veneer of classic D&D-style dungeon delving (and other assorted adventuring). That means it's the usual BRP-style system, but it gives you all the plug-ins needed to keep the game focused on a certain style. But because it is actually Mythras (RQ6) you get a much more involved and interesting take on that D&D experience. I'm already kinda sold on seeing if I can get my group to dive in to it, ASAP.
Here's what it contains:
Character Races: the usual littany (human, elf, half elf, gnome, halfing, dwarf, half-orc)
Classes (framed as professions with more stuff): bard, cavalier, cleric, druid, fighter, magic user, monk, paladin, ranger, thief, thief-acrobat, berserker.
Combat: I need to read through this section but cannot help notice that it's loaded with tactical minuatures-based combat options. Interesting....
Magic: this takes classic BRP/RQ/Mythras magic and turns it on it's head. We've now got arcane and divine magic that much more closely resembles D&D style quasi-Vancian magic in feel. There are 82 arcane spells and 77 divine spells. It looks like we get enough spells to mimic D&D up to around the 8th to 10th level of caster experience.
Monsters: there are about 80-90 odd monsters here. It's a literal "who's who" of D&D Monster Manuals, and if you combine this with the RQ6/Mythras core, maybe add Monster Island, you'll have pretty much every possible beast covered. CF does not duplicate any monsters from the core rules, unless the D&D version requires a new entry to handle its variant style. I'm really quite impressed....this is a major hurtle for many GMs who (like me) might want to pull a setting in to Runequest but have to do some footwork to add in beasts introduced from D&D campaigns. Now the work is all done....need some dark elves, lizard men, liches, stirges, bugbears or classic D&D trolls in your Mythras game? Here they are.
Treasure: this section is loaded with D&D-esque treasure, includes treasure tables, and is pretty much going to feel very comfortable to D&D fans. Those who like RQ6, Magic World and other systems but wished the design supported more treasure will be pleased as well...although how well the system works if pulled from it's proper place "in situ" remains to be seen.
Other stuff:
Passions: this is basically an alignment system for Classic Fantasy.
The Planes: there's a whole disucssion of this after treasure. It also talks deities a bit, and identifies the deities of "Greymoor" which is presumably totally "not quite Greyhawk and not quite Blackmoor, but the result of what happened after Mordenkainen's time-space accident." (that's just my take)
Wandering Encounters: there's some decent charts in the back of the book.
Indexed: it looks decently indexed to me in the PDF, which matters to a lot of people.
.....Okay so my initial impression is that this is the proper answer to people who really like the D&D style and feel of gaming, but maybe aren't so thrilled with specific aspects of D&D, and much prefer the more realistic skill system, combat, hit mechanics and injury rules of Runequest/BRP. This product is dramatically better than the Classic Fantasy Monograph which was released many years ago for BRP.....don't even bother thinking about that book in comparison to this one; this new edition is complete, very tightly designed, and incredibly efficient at what it is designed to do.
It also looks like it was carefully designed with the idea that you could grab any classic 1E AD&D module and run it with this system with minimal or zero conversion.
I'll probably talk more soon and may try to set up a scenario or two with it for the blog. Probably, almost certainly, going to try and run this with the regular group ASAP. It does such a good job at blending the feel of D&D with the style of Runequest that I am simply blown away at the fact that the new Classic Fantasy pulled it off.
I'm thinking maybe my Altavir setting I keep trying to start off the ground might find a good home with Mythras's Classic Fantasy. Hmmmm.
Saturday, August 29, 2015
Atakan Jackal Men for Runequest 6
Say whaaaaaat? Yes, I have been motivated to work out some new Runequest 6 content after being invited to play and/or run RQ6. Verrrrry excited!!! Since I'm statting out Atakans, it's not a far cry to imagine I'm using Pergerron as the setting....
Atakans in Runequest 6
STR 3D6+3 (14), CON 2D6+6 (13), SIZ
2D6+6 (13), DEX 3D6+3 (14), INT 2D6+6 (13), POW 3D6 (11), CHA 3D6
(11)
APs 3 DMG +1D2 MPs 11 Move
8 SR
13 Armor: scale (AP 4 penalty 5)and hoplite shield
Roll Loc. AP/HP
1-3 left leg 4/6
4-6 right leg 4/6
7-9 Abdomen 4/7
10-12 Chest 4/8
13-15 left arm 4/5
16-18 right arm 4/5
19-20 head 4/6
Combat Style: Atakan Hoplite (spear, 1H
swords, shields, javelins, bite) 55%
Skills: Athletics 55%, Brawn 50%,
Endurance 58%, Evade 45%, Perception 45%, Survival 45%, Unarmed 50%, Willpower
40%
Attack Damage Size/Reach Combat Effects AP/HP
Bite 1D4+1D2 S/M grip,
impale natural
Scimitar 1D8+1D2 M/M bleed 6/10
Hoplite
shield 1D4+1D2 H/S bash,
stun loc. 6/15
Javelins (4) 1D8+1+1D2 H/10/20/50 impale, pin shield M 3/8
Scent: Atakans
have a keen sense of smell which grants them advantage to detect the nature and
approximate location of any target within 60 feet that could emit an odor
(including invisible creatures or objects) on a successful perception check
(contested if the target is specifically obscuring his or her scent).
Hardy Desert Dwellers: Atakans are used
to roughing it in harsh desert climates, and gain a 20% bonus on any Survival
checks in dry desert conditions due to thirst or heat exhaustion. Atakans can
go for up to one week without water before experiencing dehydration effects.
Atakans are tall jackal-headed men who have the bodies of
humans but the heads of jackals. They are not related to jackalweres, which are
a cursed race infected with abyssal taint….the atakans are an ancient race
which claims to predate human and elvenkind’s existence in the mortal realm. In
Pergerron atakans dwell mostly in the wastelands outside of the human
city-states of Anansis, and many atakans dwell in the Vumaskan lands to the
east. They are suitable as a player-character racial option. The stats
presented here are for an atakan commoner of no special skill who is a bit
hardier as a physical laborer.
Friday, September 26, 2014
Eyeballing Runequest 6 for the next alt-night Fantasy Campaign
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| Source! |
Apparently Design Mechanism has been busy when I wasn't paying attention, because there's a short "Ships & Shield Walls" supplement out as well as a campaign setting book. I've ordered a copy of the former in print through frpgames, and the latter may be nabbed in the future, if only for the fun of reading it.
For many GMs, the question of "what campaign to run" is a matter of what resource you want to read, or whatever setting you devise in conjunction with your campaign. For me it boils down to which one one of my existing worlds I would like to exploit for my RQ6 campaign. Right now I'm using Enzada for my Wednesday D&D setting, Chirak for my Saturday D&D setting, and was using my newly created world of Pergerron for Magic World. Pergerron, being customized for MW already might be a very easy fit for RQ6, and could in fact benefit from the additional magic systems. However, if I were to run it, then I would have to explain why we were using RQ6 and not just continuing with the MW characters where they left off. So.....
There's my old venerable setting for Lingusia. The World of Lingusia has received so much weird attention from me in the last few years that it's timeline and setting details are all over the place now. I used it most recently for my 13th Age games, but decided that ultimately 13th Age is a little too epic and super-heroic for a world that was originally grounded in a mixture of AD&D 1st edition, T&T 5th edition and Runequest 2. So now, with my latest "update" to that setting I'm thinking maybe Runequest 6 would be a fine choice.
D&D 5E would be, too....but I don't want to just run D&D into infinity anymore. I was to keep it mixed up a bit.
What I think I'll do going forward is devise the new setting (a revisionist timeline of Lingusia set in the year 2,090 AW for those actually familiar with the setting) with RQ6 as the focus. Make RQ6 the de facto engine for Lingusia going forward, essentially. Given how much I've used time traveling campaigns to revise the setting, this may be more than a little appropriate....and the grittier RQ6 mechanics will be more than sufficient to handle the Age of Strife era I am working on for the next iteration of the world.
So....goal now: try to develop this setting and campaign with RQ6 in mind, and sprinkle blog with liberal doses of both!
Sunday, June 8, 2014
Runequest 6 free basic rules
Well this surprised me....Design Mechanism now has a free lite version of the Runequest 6 rules right here. Interesting....I sense an ongoing trend.....
Some points about this Basic free version of Runequest worth noting:
1. this is a full featured game. You get everything you need to run Runequest, for free, for a very long time.
2. This version has theism and folk magic, so other options such as sorcery are reserved in the main rules.
3. it's gorgeously illustrated. I suspect if they offered a POD version it would sell well.
4. It still uses that font that makes the damned book painful for me to read due to what I assume is some exotic mental/visual glitch in my brain (the damned curliques around the "sp," "st" and elsewhere make reading this font very annoying for some reason).
Check it out! The price is right...
Some points about this Basic free version of Runequest worth noting:
1. this is a full featured game. You get everything you need to run Runequest, for free, for a very long time.
2. This version has theism and folk magic, so other options such as sorcery are reserved in the main rules.
3. it's gorgeously illustrated. I suspect if they offered a POD version it would sell well.
4. It still uses that font that makes the damned book painful for me to read due to what I assume is some exotic mental/visual glitch in my brain (the damned curliques around the "sp," "st" and elsewhere make reading this font very annoying for some reason).
Check it out! The price is right...
Tuesday, February 4, 2014
Runequest 6 Bundle of Holding
This one's a no-brainer: Bundle of Holding has Runequest 6 on parade. All the Runequest you can stand for a current threshold (as of writing) of $14.50. It would be an awesome deal for me if I didn't already own most of it.....but I don't have the Book of Quests or the module in this pack, so maybe I will indulge anyway.
Now's your chance to get everything Runequest 6 in PDF. This is well worth the investment, trust me!
Now's your chance to get everything Runequest 6 in PDF. This is well worth the investment, trust me!
Friday, January 31, 2014
Comparing the BRP family of Games
If you've never played any of these games before and want to figure out where to break in, then I suggest you start with asking yourself what are your most important needs in the game? In terms of layout, art, learning curve, support material and complexity, using a 5 point grade where 1 is abyssal and 5 is perfection, with 3 being the neutral middle ground standard for average, I would rank the various BRP-based game engines as follows:
Game Artwork Layout Learning Curve Complexity Support
Legend 4 4 3.5 3.5 5
Open Quest 2 1 3 3 3 3
Runequest 6 5 4.5 4 4 3
Magic World 3 3 2 3 2
Basic Roleplaying 3.5 3.5 4 3 5
The Unique Thing: each of the above systems have something that makes them stand apart. Here's what that thing is:
Legend: Legend is designed to be portable, and to have lots of plug-in modules of historical and fantasy settings. It's already got its own distinct flavor of fantasy going, and also has the World of Xoth in its corral. Even though it and RQ6 are functionally the same base game, Legend's written in a more conservative, matter-of-fact style that makes it more accessible.
Open Quest 2: it's designed to be a sort of cross between an introductory fantasy system and a faithful house-ruled variant of MRQ with some Legend and BRP mixed in (see Wednesday's review). It's got a few supporting books, and the core conceit of its design is Glorantha friendly.
Runequest 6: this is one of those "loveletter" games (I hate that term) but it's also the best damned version of Runequest made to date. It's learning curve and complexity ratings come from my assessment that the book's eloquence of design and presentation is nonetheless quite complex in presentation; it is effectively no more mechanically complex than Legend, but it demands that you spend more time with it, savoring it like a juicy steak, while Legend is that same steak put in convenient hamburger format. It's hard to explain....I find Legend eminently readable and quick to explain, but RQ6 requires extra care to read. Think of Legend as "Cliff's notes" to the full academic text that is RQ6.
Magic World: the fastest pickup and play experience of the lot, and keeps the core magic system focused on a retooled version of Elric's sorcery. For this reason it is the easiest to introduce outsiders to. MW's tight focus on getting the Elric system back in print as a generic setting has the side effect of making it a de facto quick-play version of BRP. I've had great success introducing completely new players to the BRP family of games using MW.
Basic Roleplaying: it's strength is in its multi-genre approach and its toolkit design. You can't go wrong here, but the other systems on hand are all the best choices for sword & sorcery fantasy gaming. However, if you want to do planetary romance or something really exotic, BRP is your system of choice.
Crossing Games
These games each have a lineage. BRP may be the grand-daddy of the lot, but here's how the actual relationship breaks down:
Legend and Runequest 6: No surprise here as both games were designed by Lawrence Whittaker, and both come from Mongoose's RQII. While terminology and some ideas changed from Legend to RQ6, the core conceit of each game is precisely the same, and so the supplements are compatible to a 99% degree of cross-play effectiveness. Ultimately you could buy both and use them all together with minimal fuss. In fact, that's probably the best way to go about doing it until Loz and co. finally release some more supplements for RQ6; until then, Samurai of Legend, Blood Magic, Spider God's Bride and the "Cities" books are on the Legend side of the fence, but deserve to be on the RQ6 side as well.
Open Quest 2 and MRQ: While the first edition of Runequest published by Mongoose (MRQ) is no longer around, much of it's DNA exists in OQ2. This means OQ2 has a reasonable degree of cross-compatibility with Legend and RQ6 (call it 80%) but since it also borrows from BRP, it sort of runs both ways. OQ2 stands out for this reason as being the edition I most closely associate with a "homebrew version" more than anything; an example of how anyone can mash these different games together to make their own stew, so to speak.
Magic world and BRP: Magic World is BRP, just retooled and in a few spots simplified to create a focused fantasy game with a very low bar of entry. It is BRP, just eyes on the ball.
My Personal Choice: If I could choose only one, I think I'd give RQ6 and Legend some weapons and let them fight it out, then go with the victor. For me, it depends on which of these two get the most support over the next year or two. On the surface it looks like Mongoose is winning that side, but each supplement Design Mechanism releases for RQ6 so far has been a power house of cool and new stuff (especially Monster Island), which beats out Legend's retooled reprints. Still, it helps that the core mechanics of these two games are essentially identical, so one could ostensibly pick either and use material from the other game with minimal fuss. It would not be hard to use RQ6 with Pirates of Legend, for example...or port over the Monsters of Legend II beasties as well. Conversely, Legend is OGL and if I wanted to publish content that was fully OGL compatible that's dirt simple to do....so...yeah...
But you know, if I have a group that just wants to have a fun game for the night, and doesn't want to worry too much about their cultural identity and special place in the universe, I think I'd have to grab Magic World or Legend for the job. RQ6 is serious business; it requires time and dedication to savor. You could pull off fast and dirty with MW or Legend easily enough. OQ2 could do this as well, but as I've indicated before, its art is hard for me to get around, when I have other equally good better looking games lying around. And BRP will as always remain my preferred system for modelling modern day zombie apocalypses.
Index by Site:
Open Quest 2
Cost of Entry: $15.00 PDF, $31.64 print plus PDF
Magic World
Cost of Entry: $21.42 PDF, $38.95 print
Basic Roleplaying
Cost of Entry: $11.95 quickstart edition $0 for the free PDF of the quickstart edition; $44.95 for the big gold book, PDF is $21.97
Runequest 6
Cost of Entry: $60.00 in print plus free PDF; PDF only for $25.00
Legend
Cost of Entry: The core rules in PDF for $1.00; Print copy $19.95. However, you'll also want Monsters of Legend ($11.99 PDF and $19.95 print) and probably Arms of Legend ($11.95 PDF and $19.95 print) so the total PDF entry cost is $24.90 and print cost is $59.85.
By price alone Open Quest 2 wins, but if you look at the list in terms of sheer volume of content for price then it's a toss up between Runequest 6 and Basic Roleplaying, with RQ6 winning because you can get the PDF and core print edition for $60.00, a better overall deal than buying both the print and PDF versions of BRP from Chaosium.
Wednesday, January 29, 2014
Open Quest 2 vs. Runequest 6, Legend and Magic World
I have a physical copy of Open Quest 2 from D101 Games now, so it's time to crack it open and see what's different about OQ2 from it's sister games...namely Legend, Magic World and Runequest 6. Of the three OQ2 has features and rules which extrapolate from all of its sister systems, but the core conceit is a variant of the Legend and MRQ OGL with occasional BRP loans. There are a few things in OQ2 which are distinct, including some GM friendly content to aid in generating scenarios that would be of use in any BRP-derived game system. Anyway....the comparisons! I'm going to look at OQ2 in terms of how it's different, since to be honest, the choice of this edition over one of the other BRP variants is going to boil down to the nitty gritty.
First off....a bit about the art. Some people don't like the older recycled art in Magic World. Many people absolutely love the art in Runequest 6, which is stark but clean and evocative of the old-world "adventures in antiquity" feel. Legend's art is all over the place, but tends to rest on the good side, with occasional forays into the nebulous realm of cheesecake art. OQ2 has a fantastic cover by Jon Hodgson. The interior is illustrated by Simon Bray, who has excellent coloring techniques but problems with anatomy and perspective. You may like the mix, and I think the excellent coloring makes the art work better than it would in black in white (hard to say), but every time I see another flat pair of saggy, oddly-drawn monster boobs or a muscled warrior with....weird anatomy....stuff that looks worse than the doodles I was drawing when I was 14....it's disconcerting. But I'm not going to be too hard on it, because for some reason my two-year-old son loves pouring through this book and naming all the monsters before smacking them down (he hits the page with his hand); the art works for him, apparently, which makes me think that my ten year old self of yesteryear might have had no issues with it, either. My nearly 43 year-old self however far prefers the RQ6, Legend and MW look in that order. I have unfortunately been conditioned by Paizo to expect art I can show my players with pride; I would be embarrassed to show them the art in this book.
Character Generation
The core skill mechanic, along with the resistance/resilience mechanic from Legend are intact here, with some simplifications. You now have just three core combat skills, for example: there is only one close combat and one ranged skill, rather than an array of attack/parry skills in RQ2, or the more abstract and culturally specific list of possible combat skills in RQ6. This system has the advantage of simplicity, at the expense of a quicker leveling process to high skill levels over time.
Attributes are distributed by a point buy process in OQ2, and interestingly it keeps a separate process for random character generation in a different section. A notion of "concepts" is introduced with ten such concepts on hand (archetypes or classes, if you will) that fill the roles seen in other sister games for culture and professions. OQ2 does not use cultures or professions, interestingly.
The OQ2 system eschews hit locations and especially veers away from the "HP by location" methodology of Runequest and Legend. Instead it adopts the BRP/MW method of a core hit point total and a major wound threshold (provided as optional).
OQ2 introduces Legend's hero points, which is a fairly common mechanic in most games these days. It does not port over Legend's Heroic Abilities, however.
Skills
The core skill system functions very much like Legend does, but there are a few interesting differences. The strongest difference is how high level skills work: when you've got 100% or more in a skill, and enter a skill contest, the only chance your opponent has of overcoming you is with a critical success. This is a simpler but less mathematically elegant system than the way Legend and RQ6 handle it, but the advantage of a quick and dirty process that works well enough, I suppose. The problem with this is that skill advancement is potentially a bit easier in OQ2, so it is likely characters will reach high skill levels faster in this system than in Legend or RQ6, which means having a more meaningful resolution system for high level skills would probably be a better idea...or so I would think. As ever, if you tend to run quests that last only 5-10 sessions this is a non issue. Since I tend to run year-long 52 session campaigns, it would be a bigger issue long term for me.
Sitting in the skill section is a section on relationships which is a short mechanic for providing rules on character relations with friendly NPCs. Following this is a wealth system (also optional) which provides for a wealth skill mechanic for generating income in down times. Interesting optional features that are distinct to OQ2 in function.
Equipment
Although there's a slight bit of streamlining, the equipment rules follow the core conceits of the Legend approach to gear. Armor is a bit simpler since you don't have to buy it piecemeal, as OQ2 does not have hit locations.
Combat
There's an emphasis on how deadly combat can be, and how its not at all unexpected to break and run from a fight if needed. Combat is a streamlined version of MRQ (Mongoose's first edition of RQ) with some BRP modifications thrown in. Here are the big differences:
Combat Actions: OQ2 uses the action economy of Legend, but removes the variables; you no longer get more combat actions for high stats; everyone gets one combat action and one defensive reaction, plus a chance to move your movement rate. So it's Legend, but with a locked number of actions.
Maneuvers: The maneuver mechanic looks closer to MRQ, with a series of options such as charging, disarming and great attacks and associated modifiers. The attack vs. defense rolls work on a chart that is a simplified version of the same from BRP, rather than the maneuver-granting mechanic of Legend and RQ6. YMMV here, as anyone who has gotten used to the Legend and RQ6 maneuver system may find it hard to go back to the dull and ordinary old methodology. On the other hand, this is definitely a simpler approach to BRP-styled combat, so there are fewer variables to worry about for those who prefer to get combat out of the way as quickly as possible.
Overall this is a nice redux of the BRP and MRQ combat systems, with less Legend/RQ6 DNA in it. If you're used to another BRP game's style this one may seem a bit stripped down, but if you just want something quick and dirty it will work well. Restricting the action economy will help GMs who dislike tracking multiple phases for high combat action PC and NPCs in other games like Legend.
Worth noting: I think the strike rank system, as presented in the classic RQ2 and RQ3 along with the optional rules for such in BRP, is more or less dead now in terms of modern BRP iterations. No one seems to want the old strike rank system around anymore.
Quests
This section basically explains how you play a quest....the whole point of the game, essentially. It's old hat for the vets but if one of those vets bought this and gave it to a fresh new player it could prove helpful to them, I suppose. Improvement points as an experience mechanic are addressed here, and this is one of the spots that's changed a bit for the easier: you simply spend a point to gain a 5% increase in a skill, removing the "improvement roll" and its variants in the other BRP editions. This does mean that as GM in OQ2, if you are too generous then characters could rapidly outstrip the environment you have created in terms of ability...but the expectation of OQ2 is that everyone gets 1 improvement point per session, plus 1 extra point to the person who "pushed the plot the furthest" and 2 points to the person who made everyone have the most fun. I've seen breakdowns like this in other editions....and tend to think it creates a rather weird playing environment where the players become subject to what the GM thinks of their performance, something which could have unhealthy repercussions for how players act in the game. Call me old fashioned, but I still prefer the classic BRP methodology of "if you used it, you get an improvement roll" approach, which directly rewards the player for in-game actions, and encourages them to be engaged without also making them feel like they have to perform for the GM. This isn't a problem exclusive to OQ2; it's problematic for other games, as well. Note that this is all from the perspective of a GM: I want players feeling like they can participate and get rewarded even if they're wallflowers, and I don't want a style of approach that favors only the vocal special snowflakes.
Toward the end of this section is all the variable environmental damage rules along with some cool and simple rules for handling mental damage (i.e. from madness or terror). It's a simple but effective mechanic. Following this are about ten pages of charts and rules for setting up your realm quests, figuring out who is what, planar (otherworld) realms and even handling warfare in the course of the quest. Interesting stuff, and regardless of what BRP system you use this could be poached for setting up quests in Legend or other editions.
Magic
OQ2 has three magic systems: battle magic, sorcery and divine magic. This should come as no surprise to anyone; it's sort of a requisite that a BRP-powered game divide magic up in this fashion. Even Magic World, which started with just one system (the Stormbringer/Elric-derived sorcery system) has a sequel in the works with more magic systems. There's no escaping it.
Battle Magic (once known as spirit magic) is the core "anyone can learn this" magic system. It's got variants in most other BRP editions, so the differences are the interesting parts. For example, you have the magnitude of spells, which you can learn by spending improvement points to gain higher magnitude magic. I actually kind of like this approach, and it means players have more stuff to spend improvement points on, which will slow down skill progression a bit for longer campaigns.
The spell list for battle magic is also pretty extensive; there are more spells here for battle magic than is seen in Legend's core, RQ6 or BRP's system. Magic World does not have battle magic (yet).
Following battle magic is a bit on the ever-present but always underrepresented shamans and their spirit magic, followed by hero cults and a quick dive into divine magic. Cults are discussed, along with holy warriors (rune priests) and a nice selection of generic deities to choose from and customize as needed. Interestingly, POW costs common to other BRP systems to gain divine magic are here replaced by spending improvement points, instead.
Up next is sorcery. Sorcery has a single casting skill in OQ2, and a simplified approach to magnitude/duration/range effects (and the rest of Legend and RQ6's options are gone). The sorcery spells here appear to draw from a wider range than just the standard RQ spells, such as "Create Godform." I don't recall seeing that one before (though I could be wrong).
All in all the magic systems as presented here seem to work, and the differences are negligible. You'll probably find this to be the least controversial of OQ2's distinct rules variances from other BRP editions.
Creatures
There's around 60 monsters presented in this section. Aside from the specifics of the OQ2 system (i.e. no hit locations) the stat blocks are all straight-forward and you get a decent range of monsters to choose from, including a few demons that are distinct to OQ2. About the only negative I can say here is that there's no "chaos mutations" list which feels like a weird oversight for a game faithfully aimed at acting as a fan-modified Runequest. Oh, and there are ducks here, which is just plain cool. Ducks are sort of a Runequest "thing" and I still think it's a same that RQ6 felt like it had to hide them (and Legend had to redact them just in case for licensing reasons I guess). Also...there are illustrations for most of the monsters, but only a few are not cringe-worthy in terms of the amateur look of the art. Even if you're drawing saggy dessicated harpy boobs, if you don't know how to draw boobs, even if they are saggy and dessicated....just....don't. Please!
Plunder
Every edition of BRP/RQ/Legend ever needs more on plunder. It's what adventurers want, and GMs need to hand out. There are seven pages on plunder here, including some conventional magic items. Worth stealing from for your preferred edition.
The Empire of Gatan
The book concludes with a short introction to OQ2's default setting followed by an introductory adventure. It's a brief but interesting introduction to what I presume is Newt Newport's home setting, and would serve as a decent springboard for someone who needs a default locale for his or her OQ2 adventures. The module is a decent introductory quest that a GM could have running with nominal preparation.
Conclusion
The goals of OQ2 is to streamline a number of features and make the game's core focus on a basic adventure engine that avoids any needless clutter whenever possible. The problem of course is that one man's needless clutter is another man's sacred cow of gaming. OQ2 does a good job at what it sets out to accomplish, but it doesn't really do anything that's simpler than Magic World, for example; MW succeeds in providing a very quick introduction to a system that remains true to the BRP core rules, while OQ2 feels a bit like an OGL rendition of someone's house rules. Choosing OQ2 for your default D100-powered game engine is going to work best if you want a version that avoids the Legend HP/location mechanic, and avoid the more complex combat skill systems, and especially the impressive and hard to forget maneuver system which Loz and co. introduced to RQII (now Legend) and RQ6. Put another way: if you like the things OQ2 does differently, it's going to work for you. But if you like the way the other BRP games handle these features, OQ2 is going to disappoint. I think the best and quickest introduction to BRP still rests with Magic World right now (keeping it limited to one magic system and an easy skill system is a huge plus), but OQ2 is probably quicker to pick up than Legend, and is definitely more accessible than RQ6.
So...my chart on the BRP family of games so far:
If you want a quick to pick up and play game that is still robust then get Magic World.
If you want a customized MRQ/Legend/BRP variant that aims for simpler combat get OQ2.
If you want a gorgeous, extensive treatment on simulationist gaming with a strong classic vibe mixed with explorations into new angles on pulp adventure, all with the best art of the lot then get Runequest 6.
If you want a great and smooth system with a cool combat system and a very portable design with lots of different plug-in modules for historical and fantasy gaming then get Legend.
If you love Glorantha and want to use it as a setting then grab RQ6 or OQ2 as your best bets.
If you don't want to play fantasy then get the gold cover BRP book.
If you want the prettiest game get Runequest 6. if you want the ugliest game then get OQ2. if you want the one with the most nostalgic art then get Magic World. If you don't mind cheescake now and then, Legend is a good bet.
Next: a more precise breakdown of the D100 games.
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| Nabbed from Akratic Wizardry! Alas if OQ2 was full of art like this it would have won, hands down, in the looks dept. |
Sunday, July 7, 2013
Runequest 6 Hardcover on Indiegogo
There's an Indiegogo event for Runequest 6 in hardcover format, which has been much requested by fans (including myself). At $65 (which includes S&H in the US) that's not a bad deal, especially for what is easily the best and most well-conceived fantasy RPG to be released in the last few years. Anyway, there are thirty days left on it as I write this, so plenty of time for me to plan to contribute.
Tuesday, July 2, 2013
Runequest: Monster Island - an Overview
I'm still working through my physical copy of Book of Quests (don't have it in PDF) but I also have Monster Island in PDF format thanks to some timely PDF sales at rpgnow. This means I can provide some more details for those interested in what they get for the $14.99 PDF sale price.
Monster Island is one part sandbox setting and one part monster manual for Runequest 6. The book consists of a lengthy introduction to Monster Island proper, including a map. The print version has a full color pull-out version, and a separate Companion download for $4.99 includes this map with some collected charts and tables; presumably this keeps the price down on the main PDF. For those concerned about price, the black and white maps in the main book are perfectly serviceable. I haven't picked up the Companion yet, but will let you know if it's worth it when I do (come on rpgnow sales, don't fail me now!)
The book spends roughly 187 pages on the island itself, although that includes 15 pages on the general nature of sandbox campaigns and how to run them. The latter half of the book is about 94 pages of monsters, and the book includes a wide variety of new beasties for your Runequest campaigns (and easily adapted to Legend, Magic World or BRP if you're using any of those systems, too). Here's a summary of the new monsters for those interested (note that some campaign specific monsters that appear in the setting section are not included):
Adaro (shark men, samebito)
Ahuizotl
Alan (moon bats)
Alicanto
Allosaurus
Ankylosaurus
Giant Ant Lion
Carnivorous Ape
Arumco (hellfrog)
Assassin Conch (terrifying sea snails)
Aswang (yes! I love Aswang as monstrous foes)
Bakunawa (a very neat and freaky shadow eel)
Bone Wraith
Bultingin (werehyenas!)
Bunyip
Byangoma (wise, fortune-telling magic birds)
...let me pause a moment to state that this monster list is AMAZING so far. Loads of fascinating and decidedly non-western mythical beasts, ripped right out of mythology and folklore....
Cannibal Spirit (wendigo)
Giant Centipede (welcome to Interzone, biatch)
Giant Clam
Cob Hobbler (probably one of the neatest new monsters in the book....a parasitic infestation that turns the victim into a spider-monster)
Giant Cockroach
Deathdrip Flowers
Deinonychus
Dudreyas (a carnivorous plant with a siren like twist)
Dune Haunter (a sand ghoul!)
Dziwozoana (succubus-like swamp demons)
Giant Eagle
Giant Eel
Lightning Eel
Ettin (treated as a template applied to other humanoid creatures that would like more than one head; did not include a sample...i.e. an ogre-ettin or something, unfortunately, but the template is easy enough to apply)
Febrilis (winged snakes)
Flocks, Hoards, Packs and Shoals (a mess of tiny monstrosities and how to manage the swarms of such, includign bats, leeches, pirahna and more)
Flying Worms (oh yeah, they went there...purely awesome here)
Gibberer (a template for one possessed by a dark spirit)
Heterodontosaurus
Hitotsume-Kozo (a jump to Japanese legend, cyclopean Japanese boys....and we all know that Japanese children are terrifying)
Huakaipoor (warrior ghosts)
Ophidian Hydra (OMG a hydra at last statted out in Runequest. The world may end soon)
Isnashi (skunk ape meets King Kong)
Ivory Impaler (another deadly plant....Monster Island is a tough place....)
Succubus Ivy (...)
Giant Jellyfish
Jempulex (okay, I love this one...a hand-sized wasp that stings you to turn you into its zombie servant)
Kanaima (a werecreature formed from people bonded with/possessed by shape-shifting spirits)
...This is already my favorite monster book, fyi....
Kapre (bear men)
Kitsune (fox folk, natch)
Kraken (!)
Kulamyu Pod (we're in little shop of horrors land here now)
Lakooma....okay, this is one of my favorites....it's...well:
Lammasu (the classics! yay!)
Blood Lizards
Thorny Lizards
Lizardfolk of Monster Island (at last...at long last....lizardfolk, real, honest-to-god lizardfolk in the rule system most suited to their use and presentation in classic pulp fantasy....swoon; EDIT: sigh, I keep forgetting that RQ6 has lizardmen in it, too; its MW and some other D100 system books that are missing them. My bad!)
Malcathorn (a nasty beast)
Manananggal (a terrifying form of vampire....one of my favorites, used it extensively in it's Pathfinder incarnation)
Mantithorn Cactus
Megalonyx
Mokele-Mbembe (my wife, being the cryptozoologist she is, should be happy to see him show up here)
Moonflower (there are a lot of deadly plants on Monster Island...)
Morko (a unique monstrous hag)
Lotus Moth
Naga (ah yes, one of my favorites)
Nanaue (weresharks of a fashion....disturbingly so...)
Nukekubi (a variant head-detaching monstewr ala the pennangalan, sweet zombie Jesus this book has a lot of cool monsters)
Olgoi (nasty worm)
Ophidiodis (literally a ball of snakes)
Oviraptor
Pachycephalosaurus
Panopticus (terrifying giant amoeba)
Pihuichen (another flying snake, this time vampiric)
Possessed Plant
Polong (a hideous thing created from the collected blood of the murdered)
Quathil (Runequest gets its version of the flumph)
Rokurokubi (long necked demons who masquerade as normal by day)
Saltasaurus
Giant Scarab
Sentinel (giant golem-like animated entities)
Spellbreaker Serpent
Serpent People (one cannot have a place called Monster Island without both lizardfolk and serpent people; I can now put my Malleus Monstrum book away, MI has all I need)
Snapdragon (one can imagine at this point the list of safe flora on MI is tiny)
Spineapple Tree
Tengu (for those who are accustomed to playing Tengu as PCs, I think these would work for such just fine, too)
Tetrapus (yet another great aberration; on MI they exude from the Smoking Mirror)
Therizinosaurus (hey....there are a lot of dinosaurs in this book...)
Tikbalang (another of my all time favorites; monsters of the forest formed from fetuses aborted by black magic)
Triceratops
Trifrond (read; triffid)
Tiger Turtle
Palm Vampire
Vorompatra (giant predatory flightless birds)
Vorslurp (brain eating slugs!)
Giant Vulture
Waheela (giant bear dogs)
Yeti (voormi...degenerate humanoids)
And that's just the regular bestiary. Many more sample monsters, NPCs and location-specific entities are detailed in the campaign section and the appendix is loaded with specific sample monsters. The best part of the appendix is on "The Gods That Walk," which is a polite way of saying "Kaiju!" Yep, we've got, among others (find the analogues...) Gamaru, Ghidoru, Kangu, Varanru (hint: Varanru is Gojira, m'kay) and more.
This is a loaded book. Will be buying the print version ASAP and now need to set my RQ6 campaign intentions to IMMEDIATE.
Wednesday, February 20, 2013
Magic World vs. Runequest 6 Take One
UPDATE: Know what? The font and layout of Magic World looks Really, Really good on my Nexus PDF reader. BIG PLUS.
Someone over at rpg.net asked about the differences between the two, so I responded based on my reading of the PDF so far. I then realized "I should put this on the blog," so here goes:
Magic Worlds vs. Runequest 6....initial similarities, differences
Someone over at rpg.net asked about the differences between the two, so I responded based on my reading of the PDF so far. I then realized "I should put this on the blog," so here goes:
Magic Worlds vs. Runequest 6....initial similarities, differences
Character options: MW is BRP based so it doesn't have a
culture distinction, but breaks down by professions in a BRP format. It's
BRP-compatible. (EDIT: Yes it does. I skipped over it on the initial breze through).
Health/Hit Points: It has some rules on more heroic level
HPs as an option (but not default). RQ6 has a culture distinction and breaks
hit points down by a location chart (BRP offers hit locations as an option, but
MW defaults to a single HP value...which I personally prefer).
Resistances/Saves: MW uses the resistance table and the BRP
concept of characteristic rolls (like BRP). RQ6 uses two skills, endurance and
willpower (formerly resillience and persistence in Legend) to handle many
"save" effects.
Magic: RQ6 has several magic systems of different flavors,
which you can use all at once or individually to different effect. MW uses one
magic system (sorcery) derived from Elric, so it's a more heavy-hitting swords
& sorcery feel set of rules with a lot of demonic and elemental summoning
features. The MW sorcery is about as expansive in terms of options as the
combined folk magic, sorcery and animism rules in RQ6. MW does not have
anything to compare to the mysticism and theism of RQ6, although it is
compatible with BRP Magic, which is a recreation of the RQ3 magic rules.
Combat: RQ6 combat is maneuver based, and MW is as well,
albeit in a slightly different format. If I had to call out one or the other as
more detailed/complicated I would say RQ6 is the more complex, but really we're
talking apples and oranges here....the main difference as stated earlier is
that MW does not use a hit location system to break down HP like RQ6 does,
relying instead on a core HP total ala BRP.
Monsters: Both games have robust monster selections, with
some variants between the two. Offhand the RQ6 monsters has about 60 entries
and it looks like MW has about 80. Both provide a good range of support for
different conventional monsters types, with the usual quirks of the RQ/BRP
family. MW is more conventional, however (i.e. earth elementals are not named
gnomes) with a bigger array of familiar beasts but fewer uniques. Both games
snub goblins for some reason (goblins are missing from MW and RQ6 lumps them in
with orcs, which becomes a broad category for "humanoids we fight.) Don't
know what the lack of goblin love is in either game.
GM/Campaign Stuff: MW has some detailed ship/sailing rules
in it (RQ6 doesn't). RQ6 has specific rules on cults and brotherhoods (an
important part of advancement and interaction in RQ6) but MW does not use this
structure as such. Both games have some nice GM advice sections, with MW being
geared toward somewhat more traditional swords & sorcery (by a slight margin)
while RQ6 hangs closely on its "mythic ancient world" style. MW has a
default core setting it includes in back as an example starting point. RQ6
plans to add setting in future books.
Magic Items: MW has a big plus in that it includes an array
of interesting magic items to include in a campaign, which is cool but not
derivative of conventional D&D-like approaches to magical devices as such.
RQ6 has/will have enchantment rules, but magic in the form of items is
considerably less normal in a typical RQ campaign.
Artwork: both games have great artwork. YMMV but I think I
lean slightly toward MW's art style and layout, which has few "white
spaces" than RQ6 and the font is easier on my eyes.
Both games are all-in-one packages for the most part, so
with just these core books you could run a full campaign in either one. I might
give a +1 point to this on MW since it also adds the ship/sailing rules, and
offers a default setting that a time-restrained GM can immediately get into. MW
is also more focused on a specific style of sword & sorcery play, so it
strikes me as easier to digest the single but more robust sorcery mechanics,
where as with RQ6 you need to learn five different magic systems.
Wednesday, December 12, 2012
Tales from the Watchers of the Sullen Vigil: Anton Dainasere, Demon Hunter
Well, it looks like my hiatus from writing game content is over! Sarvaelen and its haunted lands return in full force this week, this time with a profile of a member of the Order of the Watchers of the Sullen Vigil for use as an interesting NPC or ready-made PC. I am still statting everything out in BRP, my grand plan to read through RQ6 still hasn't come to fruition and I think consistency with the setting as a BRP-statted campaign is probably for the best at the moment, anyway. I am hoping Magic World comes out eventually, I plan to use that book specifically with Sarvaelen for a campaign sometime in 2013.
Anton Dainasere is a human male, 6’6”, 165 lbs., of Aeronostic
descent, born in the city of Catalone along Lake Vunares, abutting the border
of Esrenor. He is striking in his tallness, for most Aeronostic people are much
shorter than him, usually averaging 5’9”, and his height also contributes to
his gaunt, sallow features. With rough wind-blown dark brown hair, and a
haunted look across his gray eyes, Anton does not blend in will with colorful
crowds.
Anton’s childhood was punctuated by poverty and violence, as
he was born to a young woman of ill-repute named Etria, who found she could not
take care of him and so abandoned the boy when he was only three years old at
the steps of the Monastery of Veramaine, a famous enclave along the eastern
rural stretch outside of Catalone proper. The monastery was a place of holy
learning for those who had felt the calling to give up their old lives to live
as chaste students of the teachings of Nevereth, the ubiquitous goddess who had
become the center of the multicultural monotheistic cult which spread like
wildfire after the fall of old Camrinal. Even in the days of the old Empire it
is said that the Monastery of Veramaine had thrived and prospered, a remote but
prestigious location for those who felt the enigmatic call of the goddess to
seek out her wisdom and teachings in one location.
The boy Anton was treated much like any other orphan placed
in the custody of a band of pious and chaste monks, subjected to beatings and
strenuous daily labor, with moments of schooling and education making the day
more interesting. As Anton grew in years his appreciation for the knowledge he
was given access to as a ward of the monastery eclipsed his hatred of the
callous cruelty of so many of the monks, who seemed to believe that children
were born with the sins of the Empire in their veins, and that it was their
duty to beat it out.
Anton did befriend one monk who took a keen interest in him,
named Garados the Humble. He learned that Garados had once been a nobleman of
Aeronost, but a suspicious murder of a woman he fancied drove him into exile
and eventually into the care of the monastery, where he heard the words of
Nevereth one evening and was converted. He had been with the monastery for five
decades now, and as an old man had not once traveled more than a mile from the
monastery in all that time. Despite this isolation, Garados was well-read and
still liked to recount the adventures of his youth to Anton and the other boys
in the monastery, and Anton grew envious of these adventuresome tales. As he
reach his teen years, he plotted and schemed of ways he, too, could embark on
great adventures.
When Anton turned sixteen, Garados took the boy into the
city, with an assurance that he must truly experience life outside of the
monastery before deciding if he was destined to remain their forever or not.
Garados knew that Anton had a lust for life that would not readily be sated,
and his confinement at the monastery was only making things worse.
Anton was surprised when Garados delivered him to a brothel,
one of many in the heart of the debauched and wicked center of Catalone. There
he was introduced to a young woman named Nyrasel, a vibrant and beautiful young
emoniae from the far west with fiery hair and stark green eyes. She took an
immediate liking to the awkward young man who was only a few years younger than
her, and as much as Anton was interested in her as woman he was even more
fascinated at her origins, being a
daughter of the exotic lands of western sorcery beyond the Wastelands of
Camrinal.
Nyrasel for her part was equally fascinated with the handsome
young man presented to her, both because of his vivacious personality despite
his unusually tall and sallow features, but because she sensed within him a
spark of magic, a talent for sorcery. As she spoke with him, she offered to
show him some of her magical talent, and in turn she prodded him to try the
same.
Anton was mystified. Sorcery? Of his own? He had never even
considered the possibility! Nonetheless, at her direction and prodding he
tried, and much to his amazement he was able to generate some simple illusions,
dancing lights, with little effort once she had walked him through the process,
explained to him how to feel the arcane energies within his own spirit. You
have blood from Old Camrinal in you, she told him. He couldn’t have Emoniae in
him, not with such tall and dark features, but Emon was not the only land
blessed with a high percentage of sorcerers; Camrinal destroyed itself and many
more as a byproduct of such sorcerous talent.
When Anton returned to the Monastery with Garados, he was a
changed man. Not only had he met and known a fascinating woman, she had helped
him to see a hidden talent he never even imagined existed. He knew then that
the monastic, chaste lifestyle of the servants of Nevereth was not for him. He
confided as much in Garados about this, though he did not mention discovering
his talent for magic, who nodded in agreement. Garados had, after all, sensed
the wanderlust and unusual spirit of this young man, and knew he was destined
for a different life.
When Anton turned seventeen the following year he was
discharged of his duties to the monastery and granted the rights of a freeman
of Aeronost. For the last year Anton had been stealing away at night into the
city to meet with Nyrasel and others who held sorcerous talent, and learned of
a coven of sorcerers and witches within the city walls who engaged in the study
and practice of their magical arts in collaborative safety. The coven called
themselves the Concord of Roeghast, named after an old entity which was said to
have dwelled within Lake Vunares ages
before Catalone was founded. Roeghast was a center of much attention locally
within the hidden cults and covens of the city, for it was said that this
enigmatic elemental being could grant great power if studied long enough,
revealing ancient truths that led to a pure understanding of the Hidden World.
Anton, like his paramour Nyrasel, was fascinated at what this meant.
Anton lived a raucous and free-wheeling lifestyle by day,
getting a job as a servant in the employ of House Elaron, which needed able
bodied workers for a construction project. Count Aras Elaron had decided to
build a new estate for himself on the lakeside coast west of the city, one
which would rival the Duke’s own palace in the heart of Catalone, and he needed
hundreds of workers to get the job done.
Anton initially was employed as a hard laborer, but he was
quickly recruited by one of the chief masons as an assistant when it was
revealed he had been educated in math and geometry at the Monastery of
Veramaine, and within weeks he was fully apprenticed to Sir Marison Gafflows, a
noted architect in the region who was personally overseeing the construction.
Under Gafflows tutelage Anton learned much of architecture and design, and of
new ways to employ his studies from the monastery.
Anton was twenty when the construction of Castle Elaron was
near completion, and he had found less time for the studies with Nyrasel and
her coven than he might have liked, but a Harvest Moon was looming and Nyrasel
told him he must attend, for it was on that night that they would row out to
the small island of the Starry Henge to enact a ritual of summoning to draw the
attention of Roeghast himself. Anton was at first nervous, for his time spent
meditating on the spirit of the lake had left him uncertain it even existed,
but Nyrasel and her cohorts were convinced that this was the right course of
action.
The night of the harvest moon, Anton excused himself in
after nightfall from Sir Gafflows’ house where he had been living and made his
way to the docks, where a dozen members of the Concord had gathered. The group
found itself on the small island where an ancient stone henge of rocks, placed
by the ancient druids of long ago was to be found. The ceremony was exacting in
detail, as best they could construct from fragmentary texts that somehow
survived the immolation of Old Camrinal, and a sacrifice of a lamb was made on
the center stone. When the harvest moon suddenly eclipsed, it was then that
everyone knew they had somehow succeeded.
Nyrasel was the target of unholy life, as she was drawn from
the ground and held fast in the air by unseen forces, a chilling darkness entering
her body and changing it in horrible ways as the sounds of flesh rending and
bones snapping filled the air. Still alive, she gasped in agony and pleasure
all at once as the spirit of Roeghast entered her, changed her, and made her
his vessel of habitation.
Some of the coven fled at that moment, but grasping shadows
dragged them to their death. Only Anton and two others stood fast against the
manifestation, which leered at them through the form of Nyrasel, whom Anton
demanded be free of the possession. Roeghast simply bellowed an inhuman laugh,
and looked upon the three who had not fled. You are my chosen now, it said. You
must go forth, to spread the word of the Old Gods, to spread the word of
Roeghast. I am once more alive, and I shall require many more souls before my
time is at an end.
Anton was disgusted, horrified to realize that Roeghast was
no ancient druidic spirit of old, but a demon of the worst sort. He was about
to rebuke the demon’s offer when a silvered arrow struck Nyrasel’s suffering
body in the chest, ending her life and the grip of the demon. The shadows
writhed in agony, striking out at all around them, slaying the rest of the
coven to a man save for Anton, who rushed to the battered, broken body of
Nyrasel. It was too late for her, for the bolt had only insured she suffered no
more from the terrible ruination on her form.
Anton at last confronted the one who had fired the crossbow
bolt, as the darkness dissipated, the demon banished without a host. He saw
before him a rough, older man of many years’ toughened nature. He wore
piecemeal armor of multiple nationalities, and bore a crude gray tabard with
the mark of the Sullen Vigil upon it. His name was Sir Carver Drelos, and he
was a knight of the order of the Watchers, a group which had long ago been
appointed the protectors of Aeronost and beyond, to keep close watch on the thaumaturgical
taint which had sprung from the old Empire and done so much harm to the land.
Carver Drelos took pity upon Anton, realizing that he
appeared to be as much a victim of the demon’s wiles as anyone else, and
instead offered to help bury and consecrate the remains of those who had been
slain by Roeghast’s shadow fiends. He explained that he had actually been
searching for evidence of cults worshipping Roeghast for years now, and had
already dealt with a barbarian cult to the demon god in the North Mountainsof
Esrenor not long ago, one which was far less naive about the demon’s desires
and intentions.
Anton was at first hostile to Carver but quickly realized
that the man had perhaps saved his life, and certainly put Nyrasel out of her
misery. When they left the island, just after dawn, it was with the realization
that his old life was over and he was now adrift, though Carver quickly
realized this and explained that he could use a good hand in the coming
battles. Roeghast, he explained, was always looking to seduce the unwitting or
the power hungry into providing him with a vessel for his indulgence in charnel
havoc, and he was far from the only one. When the Empire of Camrinal fell,
Carver explained, thousands of such demons were unleashed upon the land. Many
of his order saw fit to man the ancient garrisons which stood grim watch
against the wastelands of the old Empire, but he was one of his order who chose
to strike out and actively hunt down the demons. There were not enough of his
kind, he explained; they needed more willing and hearty souls who would take up
sword and crossbow against the evil that lurked in the land.
It was here at last amidst tragedy and horror that Anton
found his calling, as he pledged his service to Sir Carver Drelos and the
Watchers of the Sullen Vigil.
Anton Dainasere, Knight-Squire of the
Sullen Watch
Human male,
Age 21
STR 15, CON 14, SIZ 17, DEX 13, INT 17, APP 12, POW 15 EDU 13; DB +1D4 HP 15 MW 7
Sanity 67 (Max 75) Madness Threshold 13 MPs
15
Notable Skills: Etiquette 25%, Teach
25%, Craft (stonemasonry) 40%, Knowledge (architecture) 35%, Knowledge
(mathematics) 60%, Speak Aeronostic 85%, Speak Camrinalic 20%, Literacy
(Aeronostic) 50%, Literacy (Camrinalic) 30%, Insight 30%, Research 50%, Ride
25%, Dodge 31%, Shield (full) 40%, Crossbow 50%, Sword 50%
Magic Known: Illusion 47%, Light 37%, Perception 50%, Ward 29%
Weapons: Long Sword (1D8+DB (1D4)), light crossbow (1D6+2,
range 40)
Armor: Lamellar (6 AP), helmet (+1 AP),
plus Full Shield (22 AP/HP)
Wealth: 120 silvers
Notes: Anton did not start his career
as a spellcaster and had no idea he had talent until age 16. As such, he is
considered a non-magician by caster standards (so can only have 1/4th
of his INT in spell knowledge in mind at any given time). Anton’s grimoire was
abandoned on the Isle of the Starry Henge, so he has not regained new spells since
he joined with Carver Drelos.
In Sarvaelen
there is little distinction between common “hedge” magic and sorcery amongst
most people. Sorcerers tend to practice both. It was Nyrasel’s belief that time
would help expand Anton’s scope of power (i.e. a stat boost to POW) but that
did not come to pass before tragedy struck.
Anton’s sanity is lower than base, due to the
traumatic experience on the island. Likely with time in the service of the
Watchers it will degrade even further…
Wednesday, October 24, 2012
Enjoying Runequest 6 at last, thanks to degrading vision - Also, RQ6 Firearms
Everyone knows I love BRP and the Runequest system, as well as spin offs such as Legend. A few of you who read this blog know I have lamented my inexplicable issue with the Runequest 6 font, which boils down to the fact that it has a loopy t and p that distract me to no end, as when my eye "hits" the word it is drawn to the loop like its some sort of unique character or printing error.
There is bad and good news! Lately my vision has been deteriorating, and I am scheduling an eye appointment to see what's up....on my last pair of contacts, anyway. However I am diabetic and sometimes the eyes get a little loopy. For the last three years my vision has been on a steady and inexplicable improvement, but within the last six weeks or so they've gotten noticeably worse, and I am not sure if its my contacts about to go or if I really have some new issue.
It's probably from playing too much Rift!
That said, I popped open the Runequest 6 book again and was pleasantly surprised to notice that I wasn't even noticing the annoying loop anymore. It seems that my slight difficulty in focusing has diminished the obvious presence of the loops, allowing the lizard-portion of my brain that was annoyed by them to relax and carry on with its lizard duties. This is a good thing.
So I plan to finish reading and absorbing Runequest 6 in total before my opthamologist appointment in a couple weeks. See, always a silver lining to every storm cloud!
UPDATE
As an aside, I hadn't noticed this before but the Design Mechanism posted rules on firearms (including modern and futuristic firearms) on their download page, here. There's also the GM's Pack with scenarios there if you didn't know about it, and the form-fillable character sheet for Runequest 6. Alas, no specific word on when any new supplements will be forthcoming.
UPDATE
As an aside, I hadn't noticed this before but the Design Mechanism posted rules on firearms (including modern and futuristic firearms) on their download page, here. There's also the GM's Pack with scenarios there if you didn't know about it, and the form-fillable character sheet for Runequest 6. Alas, no specific word on when any new supplements will be forthcoming.
Thursday, August 9, 2012
Runequest 6 is Here
My copy of Runequest 6 showed up last night. It's a thick book, and the cover has that sort of "artsy" quality to it that I have no word to describe other than "not glossy, but kinda like those European travel books" which is probably as lousy a description as I can get. Let's just say it looks "pro" and leave it at that.
Now that I see the final product in its intended print form, two things still stand out:
1. Those damnable loopy "t's" make the book a chore for me to read. I gave up on the PDF and decided to wait for the print copy (I did print the PDF out too but the bound copy was so large I found it unwieldly). I have no idea why the funny font trips me up while reading...it just does. It's like my eye is instantly drawn to the loop as if it were analyzing a mistake or glitch. Weird, and annoying. Hopefully reading through it will desensitize my eye to noticing the "loop."
2. There's a lot of book in here. On the one hand, it makes for a good, thick read. On the other hand, there's something to be said for the slimmer economy version of the system in Legend with its "pick up and play" feel. This is not really a complaint, just an observation that if these books were actually mattresses, Legend would be a fold-down camper's cot with lots of cushions and a go-anywhere attitude, and RQ6 is like my king size bed at home, delightful to sleep in but emminently impractical when it comes to moving.
Anyway, it's still nice to have the print book, and for those of you on the fence, go grab it with the PDF for $50 at The Design Mechanism before the sale ends on the 22nd of August.
Me, I'll be revamping my Sarvaelen campaign for RQ6 very, very soon!

EDIT: The preceding may be considered my "critical" review of RQ6. Basically, the only things I can find wrong with it are, "it's got funny tees and it is very large, perhaps dangerously so."
Future columns will elaborate at great length on the awesome elements (i.e. the whole book) in the form of admiration, scenarios, NPCs, monsters and setting content.
Wednesday, July 4, 2012
Runequest 6 is now out, in case you hadn't heard! It's up at RPGnow.com as a PDF for $24.99 but I advise you instead go to The Design Mechanism and order a bundled physical preorder plus PDF for only $50, a much better deal.
So far after a few hours' reading, and despite my son's best efforts to stress test the Nook to the limits of its structural integrity, I have managed to glean the following information:
1. This is a much more comprehensive and robust rulebook than RQ2's equivalent edition was. It is also complete in one volume, with a healthy bestiary and all the magic rules (including spirit magic) within. It also introduces mysticism, a new form of magic which is derived from the old concept of heroic/legendary abilities. Also, runes reappear in a new form.
2. Glorantha is not in here, not even as a default; it's 100% universal as a fantasy system.
3. The entire system is not merely a reprint or repackaging of RQ2, it's a rewrite and expansion from the ground up. Everything has either been slghtly revised, expanded upon or otherwise given more elaborate treatment. The net effect still means that you can use, say, Legend or BRP stuff with minimal or no conversion problems, but the actual mechanics of RQ6 are just presented with more detail elaboration and consideration than we've seen previously. It smokes Legend, too. If you owned this book and Legend, Legend unfortunately only has one thing going for it (the OGL license).
4. Sorcery got a bit of a revision....minor, but little things (such as a minimum cost per spell) will have a measurable impact on play, especially for anyone who's seen sorcerers abused in RQ2 or prior editions goink back to RQ3 with Avalon Hill.
5. I like the black and white art overall, but a few pieces are from royalty free art packs that I've used and so the familiarity was disappointing (though they are good art pieces). Near as I can tell Pete and Loz managed to avoid the Mongoose "inappropriately naked chick artwork" problem prevalent in Legend and RQ2 as well.
6. A thorough, comprehensive index. Also, a suggested reading and viewing list, which I can't tell you how nice it is to have that single page in the book. Sure, I've read and watched it all, but it's nice when an RPG reminds the reader that it's meant to serve as a vessel for heroic literary and cinematic fantasy.
I'll talk more as I continue reading. Expect lots of future coverage and material in RoC for RQ6!
Tuesday, June 5, 2012
Runequest 6 News
Thanks to Akratic Wizardry for spotting this info first! If there's one thing that gets me more excited than D&D 5th, it's Runequest 6. Lawrence Whittaker has posted news on RQ6 and what it will contain. It looks like we're going to see a July release date, and it will be in retail chains. They're talking preorders, which is good; I'll be putting my order in for this one for sure.
The Design Mechanism Link
Some highlights:
456 page hardcover rulebook, MSRP $62.00. Is this steep? It's hard to tell anymore. If DCC can sell a deluxe edition for $70 then a game like Runequest with some lengthy history can probably sell for this price. It might deter casuals and new players, I suppose. (Correction: it's soft cover as Erik Tenkar points out below. That seems a bit too pricey for a soft cover edition, not sure why it would cost that much, either, unless they're looking at some expensive binding. This is still a book I'll buy, but it sort of feels like RQ6 has definitely moved into the domain of "for fans only," average Joe Gamer is probably going to prefer to snag the $20 Legend book, or its $1 PDF counterpart)
They'll be taking preorders soon, and will hand out the PDF if you buy directly. Ergo, I suggest buying direct! In any case, I've had a notorious amount of trouble over the years getting my FLGS to stock or even special order Runequest books in the past, so ordering direct works for me.
.jpg.opt373x474o0,0s373x474.jpg)
The Design Mechanism Link
Some highlights:
456 page hardcover rulebook, MSRP $62.00. Is this steep? It's hard to tell anymore. If DCC can sell a deluxe edition for $70 then a game like Runequest with some lengthy history can probably sell for this price. It might deter casuals and new players, I suppose. (Correction: it's soft cover as Erik Tenkar points out below. That seems a bit too pricey for a soft cover edition, not sure why it would cost that much, either, unless they're looking at some expensive binding. This is still a book I'll buy, but it sort of feels like RQ6 has definitely moved into the domain of "for fans only," average Joe Gamer is probably going to prefer to snag the $20 Legend book, or its $1 PDF counterpart)
They'll be taking preorders soon, and will hand out the PDF if you buy directly. Ergo, I suggest buying direct! In any case, I've had a notorious amount of trouble over the years getting my FLGS to stock or even special order Runequest books in the past, so ordering direct works for me.
.jpg.opt373x474o0,0s373x474.jpg)
Tuesday, April 10, 2012
Runequest 6 Art and Updates
So I slid on over to the Design Mechanism to see how things are going on the anticipated Runequest 6. Not a lot of news, but there's this amazing gallery of black and white art for the book right here. For example:
Good stuff!!! Head over to the site for more samples, and to see the cover if you haven't already.
Tragically, no word on a release date, although I am getting a feeling that it may not be out until the end of the year, if we're all lucky. We shall see....
They also have apparently got all the old RQ Glorantha 2nd age books and any other RQII branded books available for sale right here. Only a buck apiece....hard to resist....
| broo |
| dragon |
Good stuff!!! Head over to the site for more samples, and to see the cover if you haven't already.
Tragically, no word on a release date, although I am getting a feeling that it may not be out until the end of the year, if we're all lucky. We shall see....
They also have apparently got all the old RQ Glorantha 2nd age books and any other RQII branded books available for sale right here. Only a buck apiece....hard to resist....
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