I ran my first MRQ session last night. Not that I had doubts, being one of the most "pro MRQ" guys around, but it went really well.
We played until 1:00 A.M. and I wake up at 4:30 A.M., so you won't see an actual play thread today unless I pound so much soda and other caffienated beverages that I have to have a blood transfusion to get some blood in my caffiene system. But here's a couple of notes:
Character Creation: As often mentioned elsewhere, character creation was fairly simple and quick. I lead 4 people through complete character creation (one of whom was an Initiate and uses Divine Magic) in about an hour or so. It was a "Ok, what's your DEX? You get 3 Combat Actions. Your DEX? You get 2 Combat Actions." thing, where we went around the table in turn.
Magic: We used neither Rune Magic (inappropriate for the world) nor Sorcery (inappropriate for the culture), but found Divine Magic to be a perfect fit. I'll leave it at that but state that I can't wait for a formal release of the Companion or Companion SRD for the Divine Magic section alone.
Combat: Combat went pretty much how I remember RQ combat. I was surprised; we didn't have Flurry or Precise Shot taken advantage of as much as I thought, but we did have a Knockback which was highly impressive. Quite a few Charges, too. I even kinda like the Parry/Dodge tables the way they are, and I like that some damage seeps through on all but the most successful Parries. I do not, however, like the "defense is declared after a successful hit"; I'm going to have defense declared at the point of attack declaration. That actually makes the Parry/Dodge tables more sensical, too.
All in all, it was a great session. Even the players liked it, although our flow was slower than normal as we cross-referenced, double-checked, and otherwise got ourselves familiar with the rules.
I'm more than pleased. I can't see any point where any d20 variation will again grace my gaming table -- even the leaner and smoother True20 and C&C implementations.
We played until 1:00 A.M. and I wake up at 4:30 A.M., so you won't see an actual play thread today unless I pound so much soda and other caffienated beverages that I have to have a blood transfusion to get some blood in my caffiene system. But here's a couple of notes:
Character Creation: As often mentioned elsewhere, character creation was fairly simple and quick. I lead 4 people through complete character creation (one of whom was an Initiate and uses Divine Magic) in about an hour or so. It was a "Ok, what's your DEX? You get 3 Combat Actions. Your DEX? You get 2 Combat Actions." thing, where we went around the table in turn.
Magic: We used neither Rune Magic (inappropriate for the world) nor Sorcery (inappropriate for the culture), but found Divine Magic to be a perfect fit. I'll leave it at that but state that I can't wait for a formal release of the Companion or Companion SRD for the Divine Magic section alone.
Combat: Combat went pretty much how I remember RQ combat. I was surprised; we didn't have Flurry or Precise Shot taken advantage of as much as I thought, but we did have a Knockback which was highly impressive. Quite a few Charges, too. I even kinda like the Parry/Dodge tables the way they are, and I like that some damage seeps through on all but the most successful Parries. I do not, however, like the "defense is declared after a successful hit"; I'm going to have defense declared at the point of attack declaration. That actually makes the Parry/Dodge tables more sensical, too.
All in all, it was a great session. Even the players liked it, although our flow was slower than normal as we cross-referenced, double-checked, and otherwise got ourselves familiar with the rules.
I'm more than pleased. I can't see any point where any d20 variation will again grace my gaming table -- even the leaner and smoother True20 and C&C implementations.