A d100 Favorite
At GenCon 2015 and Chaosium together with Moon Design announced they were bringing the name Runequest back to
Chaosium along with a Moon Design partnership. Moon Design has been doing
the Glorantha (the default world of Runequest) work for a number of years. The
prospect of a Chaosium Gloranthan RuneQuest was received by many (myself
included) with great enthusiasm. RuneQuest was then in it's 6th Edition
published by The Design Mechanism, which was a very good book, but
devoid of actual Glorantha material because of IP holdings.
A few months passed and it became apparent that Chaosium was not
sticking with RuneQuest 6. The RQ Classic Kickstarter went way better than
they expected and established there is still a big following for
RuneQuest 2. As a result two things happened at Chaosium. They now have
virtually all the old RuneQuest/Glorantha product available for sale
again and they are working on their own update of RuneQuest based on the
2nd Edition so that new RuneQuest will be compatible with the older
material.
In the early 80's RuneQuest was perhaps the second most popular
fantasy RPG. In all it's editions, it's a percentile based, classless
skill system. Percentiles have the advantage of being transparent and
a skill system together with percentiles can give a "realistic" feel to a
game. A lot of gamers were looking for "realism" in their RPGs at that
time and our group was no different. We played a lot of RuneQuest during
the early '80s. It was also one of the first games to come with a
default world setting, Glorantha.
Decades later game design tastes have moved forward. RuneQuest 6
was well received as a system which combined newer game
sensibilities with the traditional percentile, skill based RQ rules system.
I was saddened to learn that Chaosium was not going to be working with
The Design Mechanism folks to make a RuneQuest 6 that was fully
integrated with Glorantha. My hope then was that The Design Mechanism could
continue with their system, under a new name, and continue to produce the
excellent play-aids like Mythic Britain. Well, my wish is here. I have
in my hands a very nice hardcover book called Mythras which is very
similar to RuneQuest 6, even down to the same cover illustration. If you
are unfamiliar with RuneQuest, one of the biggest differences between
RQ and D&D is magic. There are no fireballs, or Harry Potter-style
flashy spell casters. Anyone can do a little magic, even warriors. The
cover illustration shows a big lizardman called a "Slarg" and a hoplite
style warrior who has cast "bladesharp" on her spear, hence the magical
glow. (It will probably be needed to defeat the much bigger, stronger
lizardman.)
I mentioned The Design Mechanism improved on the older 2nd
Edition RQ. One of the bigger improvements is in the area of combat.
Older edition RQ combat was often a series of blows and parries and
could go on for quite a while until someone missed a parry or scored a
critical hit bypassing armor. The Design Mechanism folks use a
Differential Roll matrix and Special Effects which allow for combat to end much quicker, often
with a surrender/skeedaddle rather than out-right killing.
The implied setting for Mythras remains one of a proto-Greek or
bronze age type civilization, although the rules work fine outside this. In many ways I think this has advantages
over the traditional quasi-medieval setting of FRPGs. Drawing on myth
and the heroic age for inspiration can provide one with a fresh game
after years of fairy tale inspired medieval knights and Merlin-esque
wizards. Mythras encourages us to take a break from Tolkien and
adventure in the manner of Perseus and Herakles.
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