Conversion from previous RQ edition

The King

Cosmic Mongoose
Did someone find some rules to convert the runic magic system from RQ2 or 3 (though I guess most does it the other way around).
 
current rune magic = old battlemagic/ spirit magic
curent Devine magic = Old rune magic

it could not be simpler but I dont know yet how one would deal with RQ3 sorcery

Playing RQ since 1980
 
old spirit magic propably wouldnt be too hard. You could just use the spells, pretty much as written, replace the runecasting skill with POW x 5, and use the old resistance table (or opposed persistence rolls or some such)
 
yes I am.
Consider you have many books of previous editions and have a new bunch of players with whom you can use the books and the MRQ.
True older books are about 3rd age Glorantha and Mongoose cover only the 2nd age for the time being.
But who knows? PC's could well find themselves in a timewarp after a failed (or as a sequel of) heroquesting. Courtesy of Arachne Solara.

Thus how to play with "ancient" materiel with the new rules. This question because I still don"t own MRQ.
 
The King said:
yes I am.
Consider you have many books of previous editions and have a new bunch of players with whom you can use the books and the MRQ.
True older books are about 3rd age Glorantha and Mongoose cover only the 2nd age for the time being.
But who knows? PC's could well find themselves in a timewarp after a failed (or as a sequel of) heroquesting. Courtesy of Arachne Solara.

Thus how to play with "ancient" materiel with the new rules. This question because I still don"t own MRQ.
You don't wanna do that. Time is the great compromise that keeps Chaos out, after all... :lol:

If it was me, I'd go for the easiest options and port the old magic systems directly over to MRQ. They should come across fairly painlessly, and it would save you an almighty headache.
 
GbajiTheDeceiver said:
The King said:
yes I am.
Consider you have many books of previous editions and have a new bunch of players with whom you can use the books and the MRQ.
True older books are about 3rd age Glorantha and Mongoose cover only the 2nd age for the time being.
But who knows? PC's could well find themselves in a timewarp after a failed (or as a sequel of) heroquesting. Courtesy of Arachne Solara.

Thus how to play with "ancient" materiel with the new rules. This question because I still don"t own MRQ.
You don't wanna do that. Time is the great compromise that keeps Chaos out, after all... :lol:

Greg used to say that each person had its own vision of Glorantha. That's what make this mythology after all.
Though I was just joking this gives me an idea and it could be part of the hero war.

Chaos is kept out, but in the River of Cradles book, there is a hint about the eye of Wakboth stirring in the depth of the earth. Could have been provoked by this timewarp.

If it was me, I'd go for the easiest options and port the old magic systems directly over to MRQ. They should come across fairly painlessly, and it would save you an almighty headache.
That's probably what I'm gonna do. I just have to see if it doesn't transgress with the other rules.
 
What you'd have to do is :
1. Decide which spells belong to which rune
2. If you are converting characters, give them a Runecasting = Total Spell
Points known for that rune x 5%
3. Give each PC/NPC runes corresponding to the spells they have.
4. Decide whether the spells are progressive or not (hint - most variable spells will now be progressive)

That's it, really.

How many old spirit magic spells are not covered by RQM's Runic Magic? Not that many. Parry isn't there, Truenet, Jumping, mainly cult special magic that might appear in future Cults books. Lantern didn't appear in the Yelmalio writeup, but you can use that as written.
 
Lantern is mentioned in CoG1 in the Yelmalio list of Cult spells, so hopefully it will appear in the errata or maybe Cults 2. It was clearly intended he have it.
 
I'd just work on the basis that "magic is different in the third age". There were some pretty profound cosmological upheavals at the end of the second, after all, and as magic is so deeply tied into Glorantha it's difficult to see how it might have escaped unscathed.

Plus it would be a minor pleasure to screw the players over a little by messing with their spells. :twisted:
 
soltakss said:
What you'd have to do is :
1. Decide which spells belong to which rune
2. If you are converting characters, give them a Runecasting = Total Spell
Points known for that rune x 5%
3. Give each PC/NPC runes corresponding to the spells they have.
4. Decide whether the spells are progressive or not (hint - most variable spells will now be progressive)

That's it, really.

How many old spirit magic spells are not covered by RQM's Runic Magic? Not that many. Parry isn't there, Truenet, Jumping, mainly cult special magic that might appear in future Cults books. Lantern didn't appear in the Yelmalio writeup, but you can use that as written.
Thank you.
I bought my first RQ4 (or is it better the 5th as the 4th was aborted) book: Magic of Glorantha.
Of course it would have be wiser to purchase the core books, but this one enticed me from the beginning.
 
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