Confused....

Spence

Mongoose
OK.

So Legend is the game system. RQ2 is the old name but reflects rules+setting.

Why do I keep seeing references to things like RQ6? How can there be a sixth edition when it was at second edition when it was renamed Legend.

Is there an official list of exactly what it what?
 
The RQ story:

RuneQuest 1-3 was published as such. When mongoose publishing bought the license and published a new set of rules instead of going with RuneQuest 4, it was referred to as MRQ 1 (Mongoose RuneQuest 1), which was then succeeded by MRQ2 - which has now becomes the Legend system.

RuneQuest 6 is the Legend-based (it's being designed by the original creators of MRQ2) set of rules being designed by The Design Mechanism under a new RuneQuest license.

- Dan
 
RQ2 was published in 1980
then came RQ3 1984
RQ4 is actually Mongoose RuneQuest
RQ5 is Mongoose RuneQuest II/Legend
RQ6 has yet to be published.
 
More on the differences can be found in the Q&A at...

http://www.thedesignmechanism.com/runequest.php
 
ahhh... thanks. That makes sense. I remember playing original RQ way back in the day. Completely lost sight of it until just a little while ago when ACTA:SF got me to visit Mongoose.

Glad I did
 
It's good to hear that people are finding the system again.

Incidentally, if you like Legend you should also take a look at Chaosium's Basic Roleplaying - it's a multi-genre version of the rules used in Runequest, Stormbringer / Elric, Call of Cthulhu, Legend, etc.
 
Since There seem to be some RQ6 people floating around, how compatible will RQ6 be with Legend?

Is there anything new and shiny that will be in RQ6 that Legend doesn't cover, to justify me going out and buying RQ6 when it comes out, or will it just be a minor variation?
 
From the website of The Design Mechanism, things getting major reviews/changes are movement, charging, common magic and spirit magic (which they are calling animism). They will also be introducing mysticism.

Here's the thread.

They are doing a thorough overhaul of a lot of the system though, if you look at the forum thread you will see what I mean.
 
Yeah looking forward to RQ6, I may well be using aspects of it in my Elric/Legend campaign.
Even if I don't it will be an interesting read..
Very interested to see their take on charging and tactical movement in combat anyway.
 
A fresh summary of design differences has been posted up in TDM's forums. Here it is in full:

1. Character Creation
We've expanded it in some areas and streamlined in others. There's less chance of a 'cookie-cutter' character with RQ6 than with Legend. Some areas for skill allocation have been de-emphasised and others re-emphasised. Passions form a core part of the rules. All professions have been re-jigged and re-assessed.

2. Skills
These work as before but quite a few have been re-named and re-defined. This makes them more intuitive to use, although the same structure (Common vs Advanced, or Standard vs Professional, as we've now classified them) exists.

3. Combat
Similar structure, but all the Combat Manoeuvres have been tweaked and are much improved. A few new ones have been added. Defensive options are increased; shield-use is overhauled. Movement rules are completely changed, as are rules for charging. Rules for figures-based tactical movement will be included as an option.

4. Magic
Common Magic is now called Folk Magic and is a complete overhaul of the older system. We've de-emphasised the combat nature of many spells (although the old faves of Bladesharp etc are still there) and adjusted the power level quite considerably. It works very differently to the old Common Magic/Battle Magic of yore.

Animism is completely rewritten and includes extensive guidance for use. This is essential as its so different to all the other magic systems. Mysticism is introduced. This allows for Wuxia/Ninja style characters as well as more cerebral, contemplative types. Mystics don't use spells but instead enhance their own capabilities. Divine Magic and Sorcery are far more flexible than before with different options to support their use in different campaign types.

Perhaps most importantly, we've included a detailed introduction to magic chapter which gives guidance on structuring magic in different styles of fantasy, how to source/regain Magic Points, and how to create low/mid/high magic settings using some or all of the five magic systems on offer.

5. Cults
Restructured for a more generic approach, and with a couple of dozen example cults presented for GMs to customise according to need. For settings where cults are not a focus, rules for Brotherhoods/Hero/Warbands/Guilds with supporting mechanics.

6. Creatures
Tons. This is the biggest chapter of the book. Extensive guidance on how to use creatures, how to make your own, and how to play them as characters.

8. GM Guidance
A detailed chapter with advice, tips and samples for GMs including how to prep for play, how to manage each of the core components, some optional rules, and general remarks on how RQ functions based on our - and playtesters' - experiences.

Thanks to Mark for the post, here's the thread.
 
It looks like there's a fair few differences.
Seeing as I run Elric and it's 100% compatible with Legend, I'll probably stick with that.

However I will still buy RQ6 and maybe cannibalise the combat section, including tactical combat and if I like them, see if I can integrate the new CMs into Legend as well.

The creatures and GM guidance section sounds interesting too.
 
danskmacabre said:
It looks like there's a fair few differences.
Seeing as I run Elric and it's 100% compatible with Legend, I'll probably stick with that.

However I will still buy RQ6 and maybe cannibalise the combat section, including tactical combat and if I like them, see if I can integrate the new CMs into Legend as well.

The creatures and GM guidance section sounds interesting too.

This.
 
danskmacabre said:
However I will still buy RQ6 and maybe cannibalise the combat section, including tactical combat and if I like them, see if I can integrate the new CMs into Legend as well.

I suspect that a lot of people will mix material from the two game systems indiscriminately - especially from the various sourcebooks published after the core rules...
 
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