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Ok im getting a gaming group together and we are going to have a bit of a bash with runequest.we have all the current book and thought i would share our results on here and get some pointers.

Just a question; what do you do as a GM before you start playing runequest. Where do you start and what resources work for you. Hopefully ill get a post or two in a day as i have about a month or so to get ready (its been ages since i played). Love to hear your advice.
 
Well, the first issue is the same for any RPG - who are the characters and what is their situation and goals. Do you have a specific setup in mind, for example if they are all Wyrmsfriend missionaries, or Middle Sea Empire delegates to a peace conference then that will direct their character generation choices quite heavily.

What kinds of things do you want to do in the game?
 
As simon says, the keys things when starting with any new system are to go with things with which you feel comfortable. A really good way to start runequest if you'v enot run a skills-based system before is either a skills scenario (I sometimes run a coming of age scenario which was suggested WAAAAAAAY back but works very well). Alternatively, Runes of Chaos is a reasonable starting/introductory scenario (see elsewhere) and, to be honest, Mad Druid works well with peeps who aren't sure of roleplaying.

Alternatively, a really good start is running some _pure_ practice combat in a variety of situations and against a variety of foes so players get a feel for things and, possibly, change the way they've built their character. it will also allow a new-to-RQ-GM (I'm not sure if you are) to get a feel for the system as well.

RQ, and MRQ in particular, requires a different mindset. Combat can be deadly if not handled well.

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Resources: I tend to make out a list of important player skills and capabilities - Stealth, etc. I'll send you a blank if you wish (pm or email me). For each scenario I often have a similar quick-ref printed out for the NPCs the players might encounter and fight: it helps in combat. I also ensure that the combat actions and penalties are printed out on an easy-to-reference sheet - I've amended my GMs screen so they are clear.

hope this helps.
 
One method I've used to start off a game is to run a 'teaser' session set in the past. That way you can give the players reasonably competent characters that are 'throw away', because even if they survive the scenario they'll be old men, or already dead anyway, by the time the real scenario starts next session. This works well in horror games where the PCs will be facing off against a terrible enemy from ages past, and can get the game going with an all-action bang.

The only case I've known where this doesn't work is with players who absolutely freak if their character dies, even if it's just a temporary character. Also you need to handle what the player does if their character dies early on - maybe have them carry on as a ghost or have some spare friendly NPCs they can take over.
 
A: Pick some music to listen to, that fits your game.

B: This is pretty important. combat can be really deadly. Make sure everyone realize this, and make sure to reflect it. A big part of RQ (at least Glorantha) is that there's no "goon" monsters. You wont find hordes of orcs that exist purely for the righteous hero to perform genocide and loot their homes.

Enemies should react appropriately. Running away, surrendering or negotiating. Noone wants to die


EDIT: Also, dont worry about using /everything/ to begin with. Start out with the basics, and then go from there
 
Unlike many games, RQ also requires you to generate at least some detail for each enemy NPC, as it's a very stat-driven game. Assuming you've not GM'd it before, you'll soon pick up what you need and what you don't, but at the very least you'll need to know HPs per location, available Magic Points, and any spells the NPC has available, plus combat skill %'s.

For fast preparation, use a template for multiple NPCs, but with something a bit extra for a boss. For a more interesting and enjoyable combat, make their weapons and spells differ, and really try and play them as a team that work together. More preparation time, but invariably worth the effort.
 
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