See above
Best edition of Runequest/BRP/d100 ever.
Quote from: CRKrueger;752320Best edition of Runequest/BRP/d100 ever.
Gonna need more than that.
I have a review (http://www.therpgsite.com/showthread.php?t=25324) in this very site. Check it out.
Do you mean as compared to previous versions? Have you played RQ or a BRP version of it before? Or do you mean pitch it cold?
I'm curious about the differences between it and Mongoose RQ/Legend.
Quote from: The Butcher;752335I have a review (http://www.therpgsite.com/showthread.php?t=25324) in this very site. Check it out.
All ready read it. Informative but need more info.
Quote from: Bilharzia;752368Do you mean as compared to previous versions? Have you played RQ or a BRP version of it before? Or do you mean pitch it cold?
Pitch it cold or against 3.5. I hate levels and really hate alignments.
Well, this is from another forum, by Biggerboat, and it does well describing how RQ sets the tone, it might not be clear but there are a lot of the RQ6 rules in this: (from a comparison with Savage Worlds)
http://forum.rpg.net/showthread.php?716525-Sell-RuneQuest-6-for-Savage-Worlds-players/page2
QuoteBigger Boat
Re: Sell RuneQuest 6 for Savage Worlds players
Did you have a campaign in mind? I'd argue for selling the setting and the potential for cool characters before you sell the system. Runequest is a great fit for Sword & Sorcery, historical campaigns, or settings tinged with gritty history (Vikings, dark ages, Grecian antiquity, that sort of stuff). When I think of a Runequest campaign, I think of muddy villages at the edge of deep forests, the hammering of spear against shield, brotherhoods poised to fight the darkness (or sworn to usher it forth). A character in Runequest is shaped from his background and culture. He's part of a community. His skills are a product of his talents and his upbringing. He has relatives and mentors, allies and enemies.
Magic is evocative and flexible. Combat is a dance at the precipice of death, and not entered into hastily. Any decision to draw a sword or loose an arrow is a commitment that carries consequences, though the potential for death or maiming will often cause an overwhelmed opponent to flee or surrender.
Although combat need not be the focus of your game, let's talk a second about special effects. The concept of rolling for success which reflects your ability to create an opportunity via special effects is hyper-elegant. Have your players felt the frustration of trying to do some cool maneuver in Savage Worlds just to whiff their roll? Let's take a disarm as an example. In savage worlds, this is a called shot with a penalty. By trying to do something cool or to reduce an opponent's ability to engage, your chance of success is much less likely. In Runequest, these decisions come as part of that initial success. Want to pierce their armor? Shatter their shield? Knock that dagger from their grip? Roll big (or small, as it were), and choose the outcome.
Savage worlds has a reputation for moving fast, but in reality you end up with a lot of whiffs against Toughness, a lot of rounds spent shaken, and other frustrating factors. In Runequest, fights are often over (for better or ill) in two or three rounds. A single strike can be decisive. It is detailed, but once your players have a handle on things it'll move fast. And, these are muddy, desperate battles with grievous wounds and sundered shields and victories won through passion and skill that your players will remember and their characters will carry with them.
I really like Savage Worlds. It's great for pulpy, high action games. I LOVE Runequest. When I open the book I swear I can hear the chant of ancient warriors and the sigh of forgotten magic.
The mechanical detail is pretty easy to list but you don't really get the sense of what it's like until you play it. The Mongoose Legend rules are $1 and will give you a sense of the system although RQ6 is significantly bigger and better.
If you hate levels and alignments, well...there aren't any in RQ6 or any version of d100 for that matter.
Why you would want to go to d100?
There are a lot of flavors to choose from, from different designers. Chaosium, Moongoose, Design Mechanism, Cakebread and Walton, D101 Games, Alephtar Games, etc...covering everything from Antiquity to Dark Ages to Middle Ages to Renaissance to Modern Times to Cthulhu on Jupiter. All of the games are compatible and systems can be easily brought in from one to the other. Not quite as seamlessly as say an OGL prestige class, but here you're you're bringing in whole systems, like adding Psionics to Ancient Greece if you want.
Why you would specifically want to go RuneQuest6?
- Combat - The Special Effects (called Combat Maneuvers in Mongoose Runequest II/Legend) system is unique to the RQ6 line and combines critical hits, tactical maneuvers, and combat stunts into one very fast yet surprisingly deep system. I know people say this shit all the time, but this time it's true - this has to be played to understand how cool it is, it plays way faster and better then it reads. If you're coming from 3.5e you have the option to do miniature square-based movement and ranges, or not.
- Magic - The systems here have been refined and perfected over many editions of RQ and include...
a. Sorcery - Flexible and very powerful, sorcery can be based on grimoires, pacts with otherworldly beings, schools of magic, whatever the GM decides the source of knowledge is. It's not quite the pseudo-scientific Vancian/hermetic magic of D&D, has a lot more Sword and Sorcery flavor to it.
b. Theism - Priest magic. It isn't just Sorcery without spellbooks, it's sufficiently different to have a priest feel different from a sorceror.
c. Mysticism - Something you don't get in other forms of d100. A Martial Artist/Monk/Jedi/Physical Adept type magic.
d. Animism - If you're interested in a Shamanic/Animistic type Spirit Magic, this is not only the only one really available in d100, it's also the only one that allows you to do Shaman-type stuff (like heal someone by fighting the sickness spirit possessing them in spiritual combat), or calling a bear spirit to give you claws. In this system you don't just cast a "Bear Claws" spell, you have to summon (or find) a Bear Spirit and then strike a deal with it or forcibly bind it into a fetish. Add in the abilities of possession and spirit domination and you find out that the Animist spell list is really the Bestiary.
- Show not Tell - RQ6 has a lot of sidebars and information that gives concrete examples of how the systems work, and unlike a lot of other games that have toolkit-like systems, there is rationale behind why you would choose one over the other, not just a list of options to drown the first-time reader.
- Setting Agnostic - Most of the other versions of RQ are really tied to Glorantha or Europe. RQ6 is designed to be used with a variety of different settings and includes a lot of examples on how you can fine-tune something to achieve a more S&S or High Fantasy feel. People always talk about games having "dials", well RQ6 puts markings on the dials and tells you what they do.
- Not as Toolkitish as it sounds. - Not a big fan of toolkits myself, divorced of setting, rules often sound dry and lack any context for me. However, the way the game is presented and written, it's not as much Toolkit as it is the Unofficial RuneQuest Hyboria, RuneQuest Lankhmar, RuneQuest Ancient Greece, etc... all at the same time. That may not make sense, but once you read it, it will.
- The Supplement That Shall Not Be Named - A long time ago on an internet server far far away a secret document surfaced...
- Monster Island - One of the greatest adventure supplements for any d100 system, and considering that includes originals like Pavis/Big Rubble, Griffin Mountain and what Cakebread & Walton do, that's not easy.
Why RuneQuest6 instead of Legend?
Well the same guys wrote both. RQ6 is the expanded, polished, fully documented and finished version of the Mongoose RuneQuest II system, which Legend is a distillation of. Nothing wrong with Legend, it's probably the second best flavor of d100 out there right now, and is perfectly compatible with RQ6, which is great, because Mongoose puts out some good supplements for it. If you like Legend, you'll love RQ6. If you love Legend, RQ6 will be a GMgasm of epic proportions.
You need more than that, going to have to pose more specific questions.
As the game's co-designer and co-owner of Design Mechanism, I'm obviously somewhat biased, but here's a few things I hope will help you make a (positive) decision. First is a quote from one of our customers...
QuoteWhen I open the book I swear I can hear the chant of ancient warriors and the sigh of forgotten magic...
Second, it's a complete game. You don't need additional books for players, GMs and monsters: we give you everything in one volume. We have lots of free resources available for download, including scenarios, and some very reasonably priced supplements too (our latest, 'Ships & Shield Walls' expands the rules to cover sea faring and mass battles).
Third, and as others have said, RQ - and all d100/BRP derived games - are class and level free. However, we will be releasing, next year, 'RQ; Classic Fantasy' which will be a full rulebook tackling traditional dungeon crawling but using the RQ6 mechanics.
We're a growing game, with some great reviews, some great supplements, some great customers, a long tradition, and a very bright future. We care about what we do as a company and care about the quality of our work.
We hope to welcome you to the RQ6 Tribe.
Quote from: Thanos;752374Pitch it cold or against 3.5. I hate levels and really hate alignments.
It doesn't have those. Or at least not in the game I am playing. It plays well, it is easy to understand.
From what I understand Legend isn't as complete due to a page count limit.
RQ6 is a full on game.
Currently engaged in this campaign (http://runeslinger.wordpress.com/2014/03/09/casting-runes-6-a-season-for-all-things-session-1-recap/). Fucking loving it.
Quote from: Loz;752414As the game's co-designer and co-owner of Design Mechanism, I'm obviously somewhat biased, but here's a few things I hope will help you make a (positive) decision. First is a quote from one of our customers...
Second, it's a complete game. You don't need additional books for players, GMs and monsters: we give you everything in one volume. We have lots of free resources available for download, including scenarios, and some very reasonably priced supplements too (our latest, 'Ships & Shield Walls' expands the rules to cover sea faring and mass battles).
Third, and as others have said, RQ - and all d100/BRP derived games - are class and level free. However, we will be releasing, next year, 'RQ; Classic Fantasy' which will be a full rulebook tackling traditional dungeon crawling but using the RQ6 mechanics.
We're a growing game, with some great reviews, some great supplements, some great customers, a long tradition, and a very bright future. We care about what we do as a company and care about the quality of our work.
We hope to welcome you to the RQ6 Tribe.
What the learning curve like? I'm going to have to drag my group kicking and screaming from 3.5 to try this.
Also let's say you have a six man party and they run into something that is equal to their skill set. How long real time would combat take, providing we have the rules down?
Quote from: Loz;752414... we will be releasing, next year, 'RQ; Classic Fantasy' which will be a full rulebook tackling traditional dungeon crawling but using the RQ6 mechanics.
I am very much looking forward to this!
QuoteWhat the learning curve like? I'm going to have to drag my group kicking and screaming from 3.5 to try this.
It's pretty intuitive. Roll under your skill on d100. Most actions are resolved in this way, although there are many nuances and facets for different situations and circumstances. It's skill-based, so improvement is based on increasing incrementally: if you're moving away from 3.5, it will feel very different.
Also, don't expect balance necessarily. In RuneQuest some things and people are simply more powerful and adept than others. Magic systems strive to reflect their natures, not balance against each other. Your players will have to learn that all the feats and optimisation they had in 3.5 doesn't exist in RQ.
QuoteAlso let's say you have a six man party and they run into something that is equal to their skill set. How long real time would combat take, providing we have the rules down?
Impossible to say. It depends on whether what they're facing is six in number, or a smaller number of more skilled or magical beings. In general, combat is resolved quickly: 2-3 rounds, but it very much depends on how the combatants approach the situation. Better levels of success generate combat effects which can rapidly shift the outcome of the battle. So, your first couple of combats may take less than 2-3 rounds or more, depending on how well the system is used. As I say, it is nuanced, and there can be a lot of finesse used to bring fights to a halt rapidly, or to draw them out.
How lethal are things like arrows and daggers?
Quote from: Thanos;752449How lethal are things like arrows and daggers?
What does that have to do with anything? Serious question.
Quote from: Thanos;752449How lethal are things like arrows and daggers?
They can be extremely lethal depending on circumstances, I don't know how comprehensible this is for example, (this is from "101 Days of MRQ II!")
An average character would have 4hp in arms, 5hp in legs & head, 7 in chest, 6 in abdomen...
QuoteThe pair followed the tracks for a while, then found the creatures responsible for them. A pair of strange, filthy Goat-Man creatures were stalking a small herd of Tusked Deer. They were unarmored, but the leering beasts had spears on their hairy backs, and lassos clutched in their dirty hands.
(At this point, being suspicious of their motives, Drystan the Witch rolled versus his Insight Skill to determine the Broo's motives. He was successful, and noticed...evidence that the male Broos were stalking the small deer for sport other than food.)
The suspicious witch then cast Detect Enemies, one of his Common Spells, and determined that the Broo were indeed a threat to themselves and other pople they might come across. That was enough for the civic-minded trio. The Hunter armed himself with his bow, and crept closer for a clean shot. This time, his Stealth Roll was successful, and the otherwise occupied Broo failed their Perception roll. Declann then took careful Aim (three rounds) then made his shot. His first arrow hit a Broo in the arm, impaling it for 5 points of damage. Now alerted, the Broo dove for cover, causing the hunters next shot to miss.
The next round began with the Broo getting Initative (24), versus 21 for Declann, 19 for Nashoba, and 17 for Drystan. The angered Broo sprinted towards the party. Declann's next arrow missed, but the one after that struck the injured Broo. Declann chose the Impale Maneuver, and hit the Broo in the Chest for 5 points of damage. Meanwhile, Nashoba attempted two Befuddle Spells in that round..and failed them both. Drystan cast two protection spells on himself. As the running Broo drew their weapons, the hunter responded by dropping bow, and spending two Combat Actions to draw a weapon and shield. Meanwhile, Drystan also spent two Combat Actions to draw his shortsword and buckler, while Nashoba tried another Befuddle..and failed.
The second round began with the Broo charging. The injured one, with a -20% to his roll due to the pair of arrows sticking out of his body, missed his attack at the hunter, while the uninjured Broo attacked the shaman, and missed. In return, Declann thrust his spear into the injured Broo, who missed his parry. The hunter then chose the Impale Combat Maneuver, rolled on the location table for "Left Leg", then did a whopping 9 points of damage! This dealt a Serious Wound to the Broo, who failed his Resiliance Roll, and fell, his leg useless. Unfortunately, as it fell it yanked Declann's spear from his hands. Declann tried to pull his weapon out, but failed his Brawn Roll.
Incensed at his lack of Befuddle Ability, Nashoba then tried to cast Disrupt on the uninjured Broo..and failed...twice on each of his next two Combat Actions. Drystan chose to wait..to see where the battle was going.
Next, seeing an unarmed opponent, the uninjured Broo then whirled and charged the spearless hunter. Unfortunatey for Our Hero, the Broo rolled a Critical Hit, while Declann Fumbled his Shield Parry! Things looked grim for the hunter, until Nick reminded Russ of his Hero Points. Russ decided to spend a point to reroll his parry, and succeeded. So instead of a dangerous hit, the Broo selected the Damage Weapon Combat Maneuver and dealt serious Damage to Declann's shield.
(I suggested to Russ that he should instead have had the Broo reroll his "To Hit" instead. But in retrospect, Russ did the correct thing. By successfuly Blocking the Medium Weapon with his size Huge kite shield, the best the Broo could have done with a crit is to choose the Bypass Parry Combat Maneuver twice...which would still be 100% blocked by the shield. Good Call Russ!)
Quote from: Loz;752414However, we will be releasing, next year, 'RQ; Classic Fantasy' which will be a full rulebook tackling traditional dungeon crawling but using the RQ6 mechanics.
Is that an update to the BRP Classic Fantasy monograph?
That is a good book, it helped me out when I was running TOEE with BRP.
I don't know RQ6 specifically but one of my favorite things about BRP/Magic World is that human characters don't develop to the point where they can't be taken down by lesser skilled/equipped beings. A pack of wild dogs is going to remain a potential threat. The power creep is a lot more shallow.
Quote from: Thanos;752449How lethal are things like arrows and daggers?
Piercing weapons can be very lethal due to the rules for Impaling. Also, a sneaky type who has a combat style with the assassination trait has access to the silent kill special effect. Combined with the advantages of ambush, a character who specializes in stealth can one shot kill someone very easily.
Quote from: Simlasa;752459Is that an update to the BRP Classic Fantasy monograph?
Yeah, same author.
Quote from: YourSwordisMine;752451What does that have to do with anything? Serious question.
There a number of things I dislike about 3.5. I also want something that's a little more low magic friendly. One of the things I don't like about 3.5 is the fact that daggers and arrows are laughably underpowered especially at higher levels, unless they are magic. So since this will be a low magic setting and historically daggers and arrows will kill you just a quick as a sword in many cases I wanna know if with this rules set they are a little more historically modeled.
Quote from: Thanos;752508There a number of things I dislike about 3.5. I also want something that's a little more low magic friendly. One of the things I don't like about 3.5 is the fact that daggers and arrows are laughably underpowered especially at higher levels, unless they are magic. So since this will be a low magic setting and historically daggers and arrows will kill you just a quick as a sword in many cases I wanna know if with this rules set they are a little more historically modeled.
RQ6 (as with all BRP) doesn't have escalating hit points. A single solid strike with a dagger against an unarmoured foe will probably cause a serious wound (which is to say reduce a location to 0 Hit Points or less) 1 time in 3 regardless of just how skilled that foe is. So the risk from a dagger blow never decreases.
On the other hand, attacking a foe armoured in plate with a dagger will get you nowhere except...
... the key to RQ6 is the effects other than simple Hit Point loss. A dagger may impale meaning that you suddenly find all your actions are a lot harder. It may also cause bleeding. In RQ6, to an extent, the additional effects are as important, maybe more important, than the damage output of a weapon.
On the gripping hand, small weapons such as daggers will rarely insta-kill an aware foe. However if you can get up close and personal and start stabbing away your opponent won't last long.
So basically they are dangerous, in some ways as dangerous as swords and they always remain dangerous.
As Deleriad says, lethality is more than simply the damage a weapon does and the hit points where that weapon strikes (RQ has Hit Locations with each location having a certain number of Hit Points). A knife or arrow may not be an instant kill; but when coupled with an effect such as Bleed or Impale, it can be devastating (Bleed, for example, is a round-by-round debilitation of a whole-host of important attributes, leading to rapid incapacitation). Even the humble rock, which can Stun a location, can be devastating.
The bottom line is that RQ6 models realism as far as it can, while trying to retain some cinematic qualities. Characters have Luck Points which can be used in a variety of ways to ensure survival and, depending on how you structure your campaign, magic can be a real boon.
Even the most skilled swordsman can easily go down to a lesser-skilled foe in the right circumstances and with clever tactics. You don't find too much 3.5 Feat/Power bloat in RQ6 - yet characters have access to many tactics and effects that 3.5 replicates through using the Feat system, so, with a little familiarity, they should enjoy what RQ6 provides. It's certainly a very different play experience from the class/level/alignment/feat model of d20 games.
I discovered RuneQuest III after a couple of years of playing D&D in the 90s... Seemed like an answer to my prayers at the time, as I loved the fantasy gaming concept but found D&D limiting. Wasn't too hot on alignments and levels, didn't like the fact that heroes became immune to daggers and arrows, somewhat like you. I also loved the fact that RuneQuest characters started off as members of a culture, often also a religion, that a hunter from the highlands could end up going on vision quests to become an animal-totem shaman (Cormac the Pict, anyone?)...
Then I got over roleplaying and went off to pursue girls and "serious literature" instead... Now, many years later, I'm over that too, but the major factor in my getting back into RPGs, looking for a gaming group again and not just having a pick-up game when I can get the old gang together once a year, has been RuneQuest 6. It's so damn good. One of the best presented and most inspiring RPGs I've ever seen, especially for anyone into historical and swords & sorcery based games, and those who like world-building and designing their own cults, brotherhoods, sorcery schools and cultures... The rules truly allow for everything from High Fantasy Epic play to low-magic gritty swords and sorcery, and are inspiring and thoughtful for both. The dials and tweaks in the rules are well explained so you can figure out what kind of a game to play, and complexity can be added as you go.
As well as all of this, Pete and Loz are great writers and really care about gaming, and communicate with the fans regularly, as well as putting out a so-far stellar series of supplements. Monster Island, which I'm playing at the moment, is a fantastic Lost World sandbox, Book of Quests, which I've started running and hope to continue soon, is a great set of adventures that can be linked to form a campaign guaranteed to stir even jaded roleplayers, and Shores of Korantia, which I've just picked up, is a whole ancient-world inflected setting, complete with a full set of ready to go adventures and NPCs. Coming up, which I can't wait for, is Mythic Britain. To be honest, one of the biggest problems I have is choosing which of their campaigns to run, and still get the benefits of using my homebrew world (the answer of course is "all of them!")...
There are also free firearms and adventures supplements, and One Which Shall Not Be Named, enabling you to run RQ6 in everything from prehistory to Ancient Greece to Victorian Britain, to modern day, to Galaxies Far Far Away.....
Nicely stated, markfitz!
:hatsoff:
Thanks Akrasia:D
If you or anyone is interested, here's a run-down of my latest RQ 6 game, first in a Monster Island anthology, on the Design Mechanism boards....
http://designmechanism.freeforums.org/monster-island-the-black-god-s-fane-t634.html (http://designmechanism.freeforums.org/monster-island-the-black-god-s-fane-t634.html)
If you are still interested, now you can try out RQ6 for 0$ (or anything you want to donate) in its Essential Edition.
Go here:
http://www.thedesignmechanism.com/downloads.php (http://www.thedesignmechanism.com/downloads.php)
Here's the blurb from the above page:
QuoteThis special version of RuneQuest 6th Edition is designed to introduce players and Games Masters to the essentials of the game. In this book you will find the core of the RuneQuest engine, in a stripped-down format, but still complete enough to create characters and begin adventuring with one of roleplaying’s most enduring and respected systems.
The intention is that this book will give you a taste of the mechanics and encourage you to move onto the full edition of the rules. The full rulebook contains much, much more: more game options, more magic, more monsters more cults.
I'm still holing out for an official Meeros Setting book...
Quote from: YourSwordisMine;757205I'm still holding out for an official Meeros Setting book...
I'd like one as well :)
Quote from: Molotov;757261I'd like one as well :)
If we keep asking for it... maybe one day we'll get one...
If only dreams came true... /sigh
Quote from: YourSwordisMine;757205I'm still holing out for an official Meeros Setting book...
I'd rather get an actual Mythic Greece book actually. Or Mythic Britain. Or Mythic Mesopotamia – this idea was floated at some point and seriously, how awesome would that be.
Quote from: The Butcher;757269I'd rather get an actual Mythic Greece book actually. Or Mythic Britain. Or Mythic Mesopotamia – this idea was floated at some point and seriously, how awesome would that be.
Those would all be nice too. But with them dangling the Meeros carrot in front of our noses, it left me wanting more. the RQ6e example characters were some of the best I've ever read and it really gave a peak into what looks like an interesting setting. I just wish the would expand on it.
Quote from: YourSwordisMine;757296Those would all be nice too. But with them dangling the Meeros carrot in front of our noses, it left me wanting more. the RQ6e example characters were some of the best I've ever read and it really gave a peak into what looks like an interesting setting. I just wish the would expand on it.
Shores of Korantia has just come out and even has a suggested setting area for Meeros. Shores itself is very much based on a Greek city state settings with a bit of fantasy flavour.
Thanks for the link Anglachel.
I got my copy of RQ 6 in the mail Saturday and have been reading it off and on. Just finished the skills chapter. Liking it so far.
Quote from: Bilharzia;757307Shores of Korantia has just come out and even has a suggested setting area for Meeros. Shores itself is very much based on a Greek city state settings with a bit of fantasy flavour.
It does indeed - plus space made for evil centaurs, minotaurs and other beast men you might have seen hinted at in Anathaym's saga, and of course the ghastly machinations of corrupt foreign wizards.
Quote from: The Butcher;757269I'd rather get an actual Mythic Greece book actually. Or Mythic Britain. Or Mythic Mesopotamia – this idea was floated at some point and seriously, how awesome would that be.
Mythic Britain would be amazingly cool.
All three Mythics (Britain, Greece and Mesopotamia) are on the cards. Mythic Britain will be first and is a late autumn release.
Then we'll have Mythic Constantinople...
Greece will be 2015, and Mesopotamia is not yet scheduled.
I can't wait for Mythic Indiana. My state clearly needs this. :)
Seriously, though, I know I'm late to this thread, but my group has really loved RuneQuest's combat. Getting an effect on an attack and calling your shot or disarming is a lot of fun (the Combat Effects app is handy, too).
Quote from: Loz;757632All three Mythics (Britain, Greece and Mesopotamia) are on the cards. Mythic Britain will be first and is a late autumn release.
Then we'll have Mythic Constantinople...
Greece will be 2015, and Mesopotamia is not yet scheduled.
You guys are gonna have to put Thulsa's feet to the fire, get that Mesopotamia started. :D
Quote from: Thanos;752319See above
Have you watched YouTube reviews of it yet? Nevermind. You have it already.
Quote from: CRKrueger;757639You guys are gonna have to put Thulsa's feet to the fire, get that Mesopotamia started. :D
Are you suggesting Morten Braten might write a RQ6 Mythic Mesopotamia? wha?
Quote from: Loz;757632All three Mythics (Britain, Greece and Mesopotamia) are on the cards. Mythic Britain will be first and is a late autumn release.
Then we'll have Mythic Constantinople...
Greece will be 2015, and Mesopotamia is not yet scheduled.
OK, that's it, I am NOT playing any other thing than RQ6 for the foreseeable future :D
Quote from: Bilharzia;757762Are you suggesting Morten Braten might write a RQ6 Mythic Mesopotamia? wha?
Who else would write it? He's the natural choice. KS that sucker.
Would RQ6 work with 'higher' fantasy magic, say fireball, magic missile, etc?
Are there any rules/supplements that cover this?
I like brp/d100, but I really like high-fantasy settings.
Quote from: CRKrueger;757765Who else would write it? He's the natural choice. KS that sucker.
No, we've not got Morten Bratan to write Mythic Mesopotamia. We have another writer in mind, and have had for quite a while.
Quote from: AaronBrown99;757776Would RQ6 work with 'higher' fantasy magic, say fireball, magic missile, etc?
Are there any rules/supplements that cover this?
I like brp/d100, but I really like high-fantasy settings.
RuneQuest: Classic Fantasy will have these kinds of spells - and more - along with Old Skool Dungeoneering rules adapted for d100 gaming. Expect to see it early in 2015.
Quote from: Loz;757784RuneQuest: Classic Fantasy will have these kinds of spells - and more - along with Old Skool Dungeoneering rules adapted for d100 gaming. Expect to see it early in 2015.
But of course, Wrack does these effects already anyway. It's a very workable stand-in, while you're waiting.
Quote from: Loz;757784RuneQuest: Classic Fantasy will have these kinds of spells - and more - along with Old Skool Dungeoneering rules adapted for d100 gaming. Expect to see it early in 2015.
Any news on third party publishing or open license?
Quote from: Psychman;757886But of course, Wrack does these effects already anyway. It's a very workable stand-in, while you're waiting.
Ahh, the spell wrack, I see.
Quote from: Loz;757782No, we've not got Morten Bratan to write Mythic Mesopotamia. We have another writer in mind, and have had for quite a while.
Well, it's good to know it's on the horizon, even if not yet in the pipeline.
QuoteAny news on third party publishing or open license?
We already have several third party publishers working with us:
Alephtar (Stupor Mundi)
Mindjammer Press (Chronicles of Future Earth)
Solace Games
Lion & Eagle Press (Empires Rising)
They all use the RQ Gateway license. It's not the OGL and there are some requirements you need to reach, but its very generous, doesn't cost anything (ie, you don't pay a royalty on Gateway products) and quite straightforward. However, none of our games or books are Open Content or OGL, and we won't be making them so.
If you're interested in the RQ Gateway license, drop me a PM with your email address and I'll send you a copy.
Quote from: Loz;757910If you're interested in the RQ Gateway license, drop me a PM with your email address and I'll send you a copy.
Done and thanks.