In my neck of the woods, getting RQ players was tough. Still is. MOst people don't game. THose that do play D&D.
Same here. I have a lot of experience running RQ/Glorantha, but it's all really with two different gaming groups. It just so happens that both groups have been multi-year (3 and 7+) campaigns.
While I spend a lot of my online time with RPGs now. I've actually gone through long stretches of not playing them at all. That's what's happened in the past when I couldn't find anything I wanted to play. I just quit for several years, other than an annual session when I'd travel to visit friends/family.
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.
I agree with you, but then I'm definitely not a collector or snob about it. Most of my instruments (and even several of my amps) are home built deals that aren't pretty, but sound and play great. I was just noting how our little "wars" are pretty minor on RPGs compared to those. (I still contend that much of it is the money involved. It makes people more defensive IMO.)
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.
You could be right. I really don't know. I've only bought two new RPGs in the last decade, or so. One is Heroquest which is fine. (I never looked at Hero Wars, but have heard horror stories about it.) The other is 4th ed. Talislanta which is excellent and I don't recall any issues in it, though I never have made it through the whole book.
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.
I recall an interview where he talked about a nasty divorce and it sounded like he just "checked out" for a while and didn't do much. Don't hold me to it though because I don't remember where or when I read that and I certainly have no inside info.
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.
I'm curious about what things you see missing now? This may not be the right thread for it, or maybe we're so far off topic it doesn't matter anymore... I suppose you could PM or email me if you don't want to drag it out in the open.
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.
I'm curious about this too. I really liked that critical/special/success/failure/fumble breakdown. It covered things very well. I think I actually interpreted this a bit different than written, but it wasn't too far. Rather than worrying about who rolled what number, I'd just compare level of success to determine anything opposed. A critical sneak got past anything other than a critical scan, for example. It worked easily. I even moved to a "special failure" for a while and liked it quite a lot. My understanding is that MRQ was attempting to get rid of the 5%, 20%, etc. calculations on the fly. I don't really understand why since these are dirt simple IMO, but apparently they're too much for some people.
I already mentioned missing the Resistence Table. The things I wanted to see done differently and look forward to seeing are the new spirit combat skills and sorcery. RQ2/3 spirit combat is dull, dull, dull, IMO. RQ4 tried to model it like combat, but what I don't recall the details. I liked the concept. (However, a lot of RQ4 got too fiddly IMO.) I wanted something for fatigue that was more RQ2 than RQ3, but I'm not sure if MRQ will be better or worse here.
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.
Agreed. In my case, I don't know how anything could be easier than RQ, really. It's a very simple system where common sense and the system mechanics almost always mesh. It's not perfect, just well done and easily tweakable. That last part is what I'm hoping MRQ will do. Matt has claimed that was a goal of the game, so we'll just have to see how it works.