Breschau of Livonia
Mongoose
As someone who has a bunch of older RQ3 books but never played it until MRQ2 I can see where there would be some confusion, especially with regard to cults.
For example, reading these boards there have been many questions on guidelines for creating various cults - i.e. how many spells, ideas for spirits, etc. It seems that the three advanced magic chapters and cults chapter should all have been beefed up a bit. There seems to be some suggestion of previous understanding - for example when I was trying to figure out how many divine spells to give a player and it seemed to me the number of divine spells available to a specific cult seemed a little low I was explained the concept of common Divine spells not called out in the main rules. Sure enough RQ3 had such a concept and it also appeared in MRQ2's Cults of Glorantha.
While it is reasonable to say "it's the GM's call", at the same time it would also seem useful to provide more thorough guidelines on what makes for a good cult.
I'm not trying to bash anyone or say "this stinks!!!", just giving an indication of an area I've had a lot of trouble wrapping my brains around. One of the things I've found most useful is when rpg books give a "behind the scenes" sidebar as needed, explaining why things are done a certain way, helping GMs determine how to make various calls.
For example, reading these boards there have been many questions on guidelines for creating various cults - i.e. how many spells, ideas for spirits, etc. It seems that the three advanced magic chapters and cults chapter should all have been beefed up a bit. There seems to be some suggestion of previous understanding - for example when I was trying to figure out how many divine spells to give a player and it seemed to me the number of divine spells available to a specific cult seemed a little low I was explained the concept of common Divine spells not called out in the main rules. Sure enough RQ3 had such a concept and it also appeared in MRQ2's Cults of Glorantha.
While it is reasonable to say "it's the GM's call", at the same time it would also seem useful to provide more thorough guidelines on what makes for a good cult.
I'm not trying to bash anyone or say "this stinks!!!", just giving an indication of an area I've had a lot of trouble wrapping my brains around. One of the things I've found most useful is when rpg books give a "behind the scenes" sidebar as needed, explaining why things are done a certain way, helping GMs determine how to make various calls.