View Full Version : #38: A New RuneQuest Campaign Begins
RPGnet Columns
08-02-2007, 01:00 AM
http://www.rpg.net/columns/brave/brave38.phtml
Summary:
An introduction to RuneQuest and Glorantha.
Go to the column (http://www.rpg.net/columns/brave/brave38.phtml) for more information.
simon_hibbs
08-05-2007, 04:25 AM
Not much to say at this stage as you've not realy got going yet, but please keep us updated. It will be very interesting to see how an experienced ropleplayer that's new to RQ and Glorantha find the system and the game world.
I'm very pleased you found the Ralios PDF, it's one of the little-known gems of the Mongoose RQ lineup and I found it one of the most enjoyable RPG books I've read in years precisely because it's short, focused and full of ideas to adapt and play around with in a game.
Simon Hibbs
Tori Bergquist
08-05-2007, 11:10 PM
Yes, keep up the updates! I'm definitely enjoying your conversion to MRQ, having done so myself over the last year. Early on, I ran some one-on-one games with my girlfriend, and was very pleased to notice how the system allowed for a much more involved process in how and what characters chose to develop in to. As I started my semi-regular MRQ campaign (I use a homebrew world btw) my existing players found it refreshing to find their personal involvement in in-game development seeming so much more organic, as you put it, as well as logical. A major problem with D20 has been the fact that, run as-is, classes are often attained with little story logic behind them, and characters often advance much faster than the progression of in-game experience would seem to imply. MRQ, on the other hand, is entirely driven by interaction and experience....you don't earn something unless you seek to learn it, and you don't develop something unless you actively use it, which is very nice.
Strange Visitor
08-06-2007, 11:00 AM
logical. A major problem with D20 has been the fact that, run as-is, classes are often attained with little story logic behind them, and characters often advance much faster than the progression of in-game experience would seem to imply. MRQ, on the other hand, is entirely driven by interaction and experience....you don't earn something unless you seek to learn it, and you don't develop something unless you actively use it, which is very nice.
This is both a virtue and a flaw of D20; the advancement process is very abstract, so it doesn't require much overhead, but similarly, spending much time in-game pursuing personal advancement is almost meaningless. I noticed this when I played a Witch in a Arcana Unearthed game who was interested in magical knowledge; there really wasn't any way in game to pursue this. You increased in such things by levelling, and nothing much you did in-game either helped or hurt this. In pretty much all RQ versions, this wasn't true.
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