Fixed Magic of Glorantha Poll - VOTE HERE

How is Magic of Glorantha

  • Sucks Really Bad

    Votes: 0 0.0%
  • Just Sucks

    Votes: 0 0.0%
  • Kinda Sucks

    Votes: 0 0.0%
  • Just OK

    Votes: 0 0.0%
  • Good

    Votes: 0 0.0%
  • Rocks

    Votes: 0 0.0%
  • Best Book Ever

    Votes: 0 0.0%

  • Total voters
    0
I prefer this kind of poll...
It's hard to say it's the best book because there weren't many published by Mongoose.
Though I couldn't find the time to read it through yet, I like the way the books is organized. Moreover the content seems to be excellent.
The art is great, especially the cover art.
As I told before my only reproach is that there could have been 128 or 160 pages instead of just 96.
 
I finally finished MoG (holidays and all, plus other stuff), and here is my take on it:

1. This is for NPC's.
2. If players are allowed, you play favoratism, especially if another person likes dragons and the other the godlearner magic.
3. Godlearners can cast all magic. Why have runes? I can learn a Sorcery Spell, loose NO power for Integrating a Rune, and dont have to also then look for someone that can teach it to me. Sorry, we role-play. Why should Death Cultist show you how to cast a Death Spell from a Death Rune? Hell with that. Collect all 9 and become a Vampire...right. Thats what I'd do if I was a death cultist. Hang up a sign "Tach Death Rune Spells for 50SP...today only."
4. Since I can learn all spells, and cast multiple spells, now I'll learn Firebolt, Lightning, and Disruption, and cast ALL 3 at once.!!!! Woot. At Magnitude 5, when I'm a beginning character. OK. SOrry, a Wizard can only start off with 2 spells, and ohh...RUNESPELLS at that.
5. No mentioning about what and how players learn magic.
6. More pages of awefull Heroic Abilities that no-one will ever get. If you ever played Warhammer Roleplaying, they stole the concept of Fate Points (Hero Points) from that system. Warhammer been around for many more years than this edition of Runequest. TO BECOME A HERO, YOU MUST DO HEROIC THINGS. We'll, thats the problem. You DIE doing heroic things. They are heroic because you achieved what cannot be done. Which means using Hero Points...
7. D&D made this world once where you could play a Dragon. Bronze, Black, Copper etc. Why dont people who wana play lizards go play that game. Give this "I wana be like a dragon" thing a rest. On a philosophical side, sure, why not. But mutations?
8. Robots in a fantasy setting...cool. Not. NEED OIL...fast. I'm rusting.
9. it's catered to little kiddies that wana run power games. NOT what Avalon Hill had in mind when they at least made Runequest into a game that College age people wanted to play...
10. I may as well play 3rd ed D&D...yuk/spit/caugh. Another great system ruined, absolutely and for all eternity, by these coorporations that produce trash to make money - making good games is of no importance anymore at all to them.
 
Oops, wrong review.

In fact overall I find it very good. Quite Beerworthy.

I think the EWF stuff is the best overall, and that it is very well done. This is probably the material that has been covered the least in previous canon and nothing here seems to 'not fit' with the world. Reading much of it had my mind racing.

Not crazy about criticals being a bad thing when casting dragon magic, but that is pretty low down on my list of 'bad MRQ rules'. As a whole I really like the way Dragon Magic is represented.

HeroQuesting: Yay! It is great to have that covered and it is well done. I would really have liked to see at least one Quest done in detail as an example.

A couple parts felt like fill, which is normally is not so bad except (like most of the MRQ books) I get the feeling a lot of good stuff was cut to fit in the page limit. Plus from the Runic Powers PDF we know some nice full page art was done for this book, but there is none to be found.

The old ways Traditionalist section was the weakest. Four spells, only a couple of which I think will ever see play, and then almost a whole page to dedicated to describing what all the spell attributes mean (which is also covered in both the Companion and Cults 1). Those pages could have been better used covering more background on the OWT, or the whole section could have been cut (there is nothing really new in it) for more GL or EWF goodness.

The Martial Arts
Those Chaos Trolls have already been covered at length on these boards already. :wink:

But, as the first Glorantha book written by one of the Mongoose staff rather than an established Gloranthan writer I would call it a smashing success.
 
Rurik said:
I finally finished MoG (holidays and all, plus other stuff), and here is my take on it:

1. [Brilliance snipped]

Ru, that was absolutely hilarious! :lol:

Now stop channeling Quintus and get back to your work.

- Q
 
My vote is "Good"

The treatment of EWF seems a touch extreme. It seems a bit like one is looking at the empire from the outside, rather than describing it from the perspective of a dragonspeaker. I find myself missing the inclusive cosmopolitan take of Ian's "Rough Guide to Pavis City".

At least to me the EWF have never fealt like bad guys, more like idealist that went tragically wrong in the end. I'd also have liked to see a less absolute focus on the Dragon Mysticism. With things like the city of the 10 000 magicians, I think the EWF had a healthy sorcery tradition of their own, in addition to the dragonised theism and the full blown dragon mysticism.

It's still a good take on them, and one that is going to be helpful to me. A good book, and one I quite enjoyed reading, but not quite a masterwork.

Good show,

-Adept
 
I agree with Adepts review to a greater extent, I wanted more of the idealism of both empires to shine through. I wanted the Clanking City to be a bit more Tetsuo (sinister) or The Beast with Five Fingers and a bit less Mechwarrior/Terminator 2 (combat). A solid 'Good'.
 
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