Backward Compatibility

Nostrildamus

Mongoose
Since I was one of the hook-line-sinkers of the first edition, how necessary are the new versions of Arms & Equipment and Monster Coliseum? In other words, how easy is it to continue using the previous monster data and the original Arms & Equipment with RuneQuest II? I know I'll want the core book and the new GM screen, but how about the rest?
 
I bought RQ back in the 70s, and still use those books. There has always been great compatibility between editions. And Pete and Loz are both old RQers, so i wouold be shocked and stunned if there is not great compatiblity between them.

But...there is also always something new to make it worth getting the new versions as well, which is why I have 3-4 copys of different books that are all close to each other.
 
RQII is very backwardly compatible.

You'll find the earlier edition of Arms and Equipment and the Monsters books fully usable with RQII - although the new editions do, obviously, include updates to bring the content into full-line with the new rules. Monster Coliseum, for instance, has copious entries relating to the sorts of combat manoeuvres creatures will use and rely on, which should help to make creature battles more entertaining and less one-dimensional. Arms and Equipment, of course, includes the revised statistics for all the weapons and includes rules for enchantments and ships.

But, should you not wish to buy either of these (very fine) updates, you'll still find the earlier books usable - though you'll need to carry out a little conversion work to reflect the way RQII now works.
 
Lord High Munchkin said:
What about compatibility with 'HeroQuest'?

Will there be conversion material to adapt each to the other?
I doubt this would be official. These are 2 differents systems from different companies
 
I ask, as there was talk that MRQII had been written to be closer to the way 'HeroQuest' handles the types of magic used (although not in actual mechanics obviously).
 
RQ and HQ are, and always will be, mutually exclusive. The concepts underpinning magic are far more aligned than previously, and where possible, cultural and background information will gel, but otherwise the similarities end there.
 
Thanks for chiming in, Loz, I was hoping you would. I don't mind eventually acquiring the books, but I received the 1st edition of Arms & Equipment for Christmas and wasn't aware of RQII until this month (haven't been here in a while). I guess I'll convert at first and get the new books slowly. I'm really pleased to see good responses to RQ2 and look forward to using it soon.
 
Speaking as a playtester, there should be very little problem backwards speaking. I saw very few major changes to anything, mostly minor at best. Several tweaks to make things flow better.
 
Loz said:
RQ and HQ are, and always will be, mutually exclusive. The concepts underpinning magic are far more aligned than previously, and where possible, cultural and background information will gel, but otherwise the similarities end there.
That's what I thought.

Playing in the Hero Wars should be a lot easier then.
 
PrinceYyrkoon said:
Interested to know how Gloranthan runes are dealt with...
Here's a tantalising overview, since RQII has apparently arrived in the warehouse...

Gloranthan Runes are the metaphysical pillars of creation. Their interactions determine the weft and weave of reality. They are no longer objects which can be picked up as physical items(*), but instead you generally gain access to them via cults.

All magic comes from the Runes, via your relationship with them. Each type of magic taps their primordial power in a different way. Becoming Rune Touched is still possible, but now relies on magical quests or increasing cult standing.

Does that help?

(*) Which doesn't mean that they can't be kept as special, unique treasures in campaigns upgraded from MRQ1
 
Mongoose Pete said:
PrinceYyrkoon said:
Interested to know how Gloranthan runes are dealt with...
Here's a tantalising overview, since RQII has apparently arrived in the warehouse...

Gloranthan Runes are the metaphysical pillars of creation. Their interactions determine the weft and weave of reality. They are no longer objects which can be picked up as physical items(*), but instead you generally gain access to them via cults.

All magic comes from the Runes, via your relationship with them. Each type of magic taps their primordial power in a different way. Becoming Rune Touched is still possible, but now relies on magical quests or increasing cult standing.

Does that help?

(*) Which doesn't mean that they can't be kept as special, unique treasures in campaigns upgraded from MRQ1

It does, thank you. Ive played it in a similar way, perhaps. By 'collecting' runes in a metaphysical way.
 
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