I never felt the need to defend the game. I didn't get RQ until just after RQ3 had come out, though I went back and picked up a lot of RQ2 material. I had more luck getting people to play other BRP variants (and GURPS) in the 80s and didn't start heavy into RQ playing until the 90s though. [/qoute]
In my neck of the woods, getting RQ players was tough. Still is. MOst people don't game. THose that do play D&D. I've found it difficult to get D&D players to play RQ. In part becuase they don't like finding out that all thier "brilliant" D&D tactics don't work anymore. D&D players are also used to have a big safety net thanks to Hit Points and encounters heavily slanted in thier favor, and they don't like the idea that a raw beginning has a slight clhance of running thier powerful characters through with one hit. In Gneral it wasn't like D&D they would redicule it.
RMS said:
Be careful! Them there is fightin' words! Seriously, in the guitar world (especially the vintage guys and collectors) there's huge arguements over whether a new Telecaster has anything other than shape in common with a classic Telecaster, especially if you figure in Mexican and Japanese made ones. It really is much more intense than anything I see in RPGs. Things that get you weeks of suspension on rpg.net are a part of common dialogue. I think some of it is the amount of money in it, to be honest. A new USA Tele is a $1000+ investment, and a pre-CBS (50s or early 60s) is $7500 in beat-to-hell condition and will easily exceed the price of a new car in good condition. In contrast, we're aruging over whether $120 for a set of books coming out over several months is too much. I suspect everyone on here earns more than that in the time they've spent on this board! Sorry about the tangent...
I think the big difference is that if you like a guitar, no matter what style/model, and can get your hands on one, you can use it to play virtually any guitar part-inclduing riffs from new songs. You can even play in a style of your choosing.
With an old RPG you can't do that. You can't just pick up the latest RPG supplemnt and use it directly with any game system the same way you can buy new tabs or sheet music.
One reason why you see such a difference in attitudes between the older players and the younger ones is that the younger ones grew up in a differenrt gaming environment. Also, many of the younger players don't have the experience or the same dedication to the old game. THe market is different, the enviornment is different, and the gamers are different. NOT counting MRQ, I've seen several "game systems" that have been relased over the past few years that have been heralded for their simplicity that a decade or so ago would have been torn apart as incomplete and inadequate. THe whole "we expect an errta sheet" is quite different from the surprise we felt years ago when we found some new sheets in the back of a book.
RMS said:
I think many of the changes are an attempt to address what Mongoose believes modern gamers want. I agree with that. I'm not sure people are any more loyal in one period than another. I suspect it's more a case of a lot of us being old dogs not interested in new tricks. In my case, part of it for me is that I simply have been around long enough to know exactly what I want and to be very comfortable with what I already have. RQ2/3 weren't perfect. I've houseruled a lot of parts of them. The strength to them IMO was that they handled that well and needed less of it than most games, not that they were perfect out of the box. All of that said, I still bought the rules and will be willing to play them...they may just migrate back to my RQ2.5 as houserules over time, is all!
Like everyone here, I'm sure that the perfect MRQ would have been RQ2/3 with my personal houserules released. Anything else is definitely a lesser version of the game!
I didn't mean more loyal, just that expectations are differenrt. FOr example, now that we have the internet, it's seems prefectly acceptable to many people that every RPG has bugs and errata. Way back wen, there was no way tobe sure that the players would even know of the errata, so what was printed in the book is what you got. I blame that one on the computer game industry. THe tactic of using the consumers as a free group of debuggers.
RMS said:
Agree 100%. However, I'm pretty sure that Stafford and Chaosium deserve more of the blame than we generally give them. I've seen him quoted before as saying that Avalon Hill put out everything Gloranthan that was given to them. In any event, I agree that if there had been better support that the game would have fared much better. Also, you're correct that a lot of games have caught up with RQ. Some of those games are also very good and I'd be more than happy to play, so I'm not nearly as tied into RQ/BRP as I once was.
Oh yeah. Without a doubt. I suspect that there was a lot of friction at Chaosium-especially with Greg. Glorantha caused a lot of problems since theyre was really only one person who could write it (Greg). This made Greg the fontain/bottleneck of the entire GLorantha line.
Chasoium also failed to support Strombirnger and thier other games much when RQ was going under.
I think the fact the complany eventaully split into three companies and that Steve Perrin hasn't been involved with RQ since writing the RQ3 book all points to internal friction. I'm sure there is a reason why Mongoose is releasing a new RQ game rather than Chaosium.
RMS said:
You keep saying how much you dislike what MRQ is, but I really don't see how it's that much different. It is different and they did take out things that I liked about RQ, but the general feel and workings of the game appear to be very similar, if not identical, to older versions of RQ. Stat blocks look like they'll translate pretty seemlessly, so all of the material will probably be useable in any case.
THe game doesn't feel at alllike RQ to me. Perhaps beause whenI read through the rules pretty much everything that I liked about RQ is gone. The things that I used touse as examples of what you can do with RQ don't apply anymore. Plus, I don't think the game has succeded in whatit set out to do as far a streamlineing goes.
In RQ we had one die mechanic (the D100) with critical/speical and normal success. Now we have one menthod for combat, another for non-combat, a special rule for skills over 100%, and three different "offical" instrcution on how the game works. We are all waiting for a PDF to sort of what is probalby the signle most vital rule in the game (you can't play it without knowing how the % rolls work). It is the one rule would should have been presently corectly in the game as it is vitial an I cannot see how it could be missed. It should have showed up ten minutes in any playing session. How do we make a roll?
I can't see how anyone say, "Wow that is so much easier and better than RQ" when they don't even know what the system is yet.
RMS said:
You're definitely on the extreme from my POV. I suspect you and I agree on a lot of things that were good about old RQ and wonder about why they're no longer there. I just have a more positive outlook on it. It might just be the difference in our situations. I don't have a RQ group and have had no luck getting anyone in this area to try it, because "it's old an out of date". With a new version on the shelf I have chance of getting a group together, and may even introduce them to old school RQ via the new version, or not if I'm happy enough with how the new version works in play.
It's all pretty academic for me though. I do have a current gaming group and probably lack time for another. The current group wants me to run Glorantha for them, but they prefer HQ, so I'll end up running that anyway. I actually like RQ a bit better, but I like HQ fine too.