DamonJynx said:
Ahhh.
The beauty of these things is that even if you don't use the whole setting, there are often bits and pieces you "borrow" in their entirety or that spark ideas for your own games. Whether it's a new way to use a skill, or an idea for a scenario, it's all good.
I hope I've achieved that - aside from a detailed setting that focuses on one region and therefor has plenty of room for more to be revealed in future supplements, the book is crammed with rules additions and mods to tailor the system to the setting. Some of these will be generically useful - there is a lot of flesh added to the bones of social and communication skills such as Oratory, a bunch of stuff on how to use bribery alongside persuasion skills such as Influence (and even Seduction), and literacy (via a new Advanced skill called Education that you will get if you come from a "civilised" background). Military know-how is elaborated on with the Command skill, and there is extensive elaboration on Unarmed (Brawl) skill and how to use it with impromptu weapons. IMO the RQ2 combat rules are the first set that really makes a bar-room brawl as interesting as a stand up fight with arour and weapons, so it's great to add more to that.
Religion has a makeover to fit the setting, with cults being only one way to meet your deity. Most gods take private callers too, and the religion of the central culture to the book is powered by sorcery-type rituals. There is plenty of scope for characters to form their own cults if they so choose, as there can be many and rival cults honouring the same deity.
Sorcery works slightly differently, with longer spell durations possible, and there are detailed rules for both alchemy and enchantment that priovide a coherent alternative system. However the meytaphysical environment is one in which many different systems can co-exist as alernative sciences or philosophies - so you can port in your favourite approach if you want (and Blood Magic will be a great souce of additional approaches). Spirit magic is different as the emphasis is on spirit intrusion to the physical world rather than departures into the spirit world - Spirit Walking is a rare feat, but spirit manifestation is not.
Overall the feel is quite S&S, but I have retained the ability for any character to learn a little magic - Divine magic in particular - because that in my view is one of the great enduring charms of playing RQ compared to a class-based system. The adventures in the book, which comprise an extended campaign, are military themed. The basic premise is that ordinary citizens called up for army service are confronted with a situation in which they earn the right to call themselves adventurers when they hit civvy street again, and show themselves to be "different" from the average joe, as a PC should be.
Anyway, that's enough of a summary for now - I hope we'll have some preview pages (and a lovely map) up as a preview within the week.