Hi.
Sorry for the d&d comparison.
I would love it, if Mongoose put out a book to help me create RQII adventures. I have just recently made the transition from d&d -> RQ and I love the system. However, I would love more building blocks and inspiration to make the transition easier, especially I am looking for a book containing:
Well, that's my ten cents. I hope you'll take the idea
- Dan
Sorry for the d&d comparison.
I would love it, if Mongoose put out a book to help me create RQII adventures. I have just recently made the transition from d&d -> RQ and I love the system. However, I would love more building blocks and inspiration to make the transition easier, especially I am looking for a book containing:
- Traps. I love traps and I really miss them in RQ. I can of course make them myself, but having a playtested model for them works best I think.
- "How to make an encounter", sorta a chapterof a lot of possible combinations to making encounters interesting. If one thing in my eyes goes for the RQII combat system, it is that you need to use your mind. That should go for encounters too. Let some experience RQII-people tell me how they used the system to making combats more interesting, anything from "20 nasty things your ambush can upon up with" (rolling logs, sorcery combinations), "appropriate treasure levels for defeating a Broo" to "Getting the most out of your Combat Manoeuvres".
Again, this is stuff I can do myself, but I love getting advice from more experienced DMs when using a new (or known) system. They might just have that special combo of weapon and CMs that can make a lowly trollkin become a real pain in the ass and a memorable encounter where the players had to think of your feet.
- Magic items... I hate the way magic items work in d&d. Nothing can ruin an epic artifact like "you find a +4 Longsword of Spell Storing". I like the magic items in s&p, and I wan't more.. I'd gladly pay for a chapter full of magic items. If there's one thing with the magic item system in d&d that works, it is that there are so many and so different ways of using them.
- "Building blocks" for adventures/dungeons. Anything from a Sorcerer's Tower ready to plop into any setting/adventure, to statistics for breaking down a brick wall in a dungeon. I like the Dungeons of d&d (as long as their thought through and the characters have a better reason for going down there than just killing monsters and take it's stuff) and I would very much enjoy advice from the designers on how to make a dungeon fit into the RQ2 system and especially it's themes.
- Whatever takes your fancy to put in it.
Well, that's my ten cents. I hope you'll take the idea

- Dan