atgxtg,
You make valid points. However, the "heart" of the game IS there. I suppose the better word to use would be "spirit" of the game, if that's not going too far as well. Not having played it doesn't mean not having checked it out. Not having played it means I'm not totally familiar with the rules and I am aware that plenty have changed (as they always do when passed from one publisher to the next - plenty complained when Avalon Hill took it over as well). In other words, it's not like Mongoose RuneQuest fell out of the sky onto my head and I'd never heard of the game before then - I just don't know the old rules intimately because I never actually played them. (I won't go into how many RPGs I have on my bookshelf that I never played or ran - I collect more than I actually get time to play). Nonetheless, I am fairly familiar with Chaosium and their BRP style, having been gaming since the very early 80s. I realize that characters started at almost nothing and rose from the ranks to be heroes. I also know how much RuneQuesters malign D&D in spite of its prominence. To me, they ARE a cut above, which is what keeps the rest of the world of NPCs from all being heroes just like you. That's probably the old AD&D guy talking, though. Yes, it takes away from the total randomness of the game (I read recently someone's post that said his Runelord was killed by a peasant with a wooden pitchfork, which humbled him), but I don't think it kills the flavor of the old game. I also remember hearing people complain about previous editions because of the fact that the characters started out weak and were killed at the bat of a lash. I guess it takes all kinds and we like what we like. I understand where you're coming from, anyway. I felt the same way when Wizards of the Coast took over D&D. At first I was happy to hear that someone was moving to a new edition. Once I got that new edition, though, I was a bit horrified at the result. To many, it was a godsend because it made characters more flexible. To me, though, it took away from the importance of each character class (since they originally were the absolute and final when it came to doing what they do). So, I humbly back away and apologize for calling it whining over nothing - not having been a RuneQuest player since its inception, it's not really my place to make such a bold statement. One last thing, though - I've watched a lot of games change between publishers and plenty disappear altogether because no one picked up the torch. At least Mongoose did pick up the torch, even if they dropped it a few times along the way.
zozotroll,
lol about the fat man. I saw an episode of Cops once that featured a really fat guy who had been shot in a driveby or something with a .22 pistol. It hit him in the leg and, no kidding, literally bounced off him. All it did was bruise him! I was amazed. I know .22s aren't powerful, but you'd think it would have at least done better than that. He was wearing long pants, but that's not really the point - it's still a bullet, however small. At any rate, I get what you're saying about the crits. It's made me move toward rolling damage twice before adding the damage bonus (another D&D concept I guess I'm carrying over), rather than just using max damage. I agree that the crit system is not as impressive as it should be, given the lethality of previous editions.