Jed Clayton
Mongoose
Hello everybody.
I started using the RQ Main Rulebook a short while after it came out last summer, and I have a somewhat regular small RQ group close to home.
One of the drawbacks of the new core rulebook that affected my players and me during character-generation was that the Main Rulebook has only rune magic (in lieu of spirit magic from RQ3), and while the individual runes now grant Runic Abilities and are properly explained, some of the core runes have only one spell connected to them, and some do not even get one.
Yesterday I picked up a copy of the SpielXpress gaming magazine from Austria, since it included a review of RuneQuest, and it turned out that this was exactly one of the points that the reviewer criticised, as well: There are too few core rune spells, and to this day I haven't got a hint where an extension of that portion of the rules is going to be published.
I do own copies of RQ Companion, RQ Monsters, RQ Games Master's Screen, Rune of Chaos, RQ Lankhmar, and several more ... Now all I want to know is where the lack of / unbalance of core rune spells is going to be fixed. Where will I see the additional, expanded rune spells that Mongoose has promised?
The Sorcery rules from the Companion vastly outdo the RQ3 Sorcery stuff, in my opinion. That was about time! I'm very pleased with the Sorcery mechanics, and if faced with the challenge of choosing a generic core magic system from among the three styles (Rune, Sorcery, Divine), I would go with Sorcery ... game-world-unrelated, of course.
I started using the RQ Main Rulebook a short while after it came out last summer, and I have a somewhat regular small RQ group close to home.
One of the drawbacks of the new core rulebook that affected my players and me during character-generation was that the Main Rulebook has only rune magic (in lieu of spirit magic from RQ3), and while the individual runes now grant Runic Abilities and are properly explained, some of the core runes have only one spell connected to them, and some do not even get one.
Yesterday I picked up a copy of the SpielXpress gaming magazine from Austria, since it included a review of RuneQuest, and it turned out that this was exactly one of the points that the reviewer criticised, as well: There are too few core rune spells, and to this day I haven't got a hint where an extension of that portion of the rules is going to be published.
I do own copies of RQ Companion, RQ Monsters, RQ Games Master's Screen, Rune of Chaos, RQ Lankhmar, and several more ... Now all I want to know is where the lack of / unbalance of core rune spells is going to be fixed. Where will I see the additional, expanded rune spells that Mongoose has promised?
The Sorcery rules from the Companion vastly outdo the RQ3 Sorcery stuff, in my opinion. That was about time! I'm very pleased with the Sorcery mechanics, and if faced with the challenge of choosing a generic core magic system from among the three styles (Rune, Sorcery, Divine), I would go with Sorcery ... game-world-unrelated, of course.