MRQ Books

I do most of my shopping online. MRQ does not give a good enough description of what their core rulebooks contain. The 6 page pdf preview never even contains a table of contents or index and the accompanying summaries are vague. I am looking for a review or more extended contents of the following books:

Games Master's Handbook
Guilds Factions and Cults
Arms and Equipment


Also, how useful would these books be for a GM running Glorantha based campaign?
 
I have the arms and equipment book, not on hand at the moment. If you have the extra cash I would recommend it, it is useful and has practicaly applications in many cases but you can get by without it. The book is pretty short page and content wise though in some regards for what you pay, but there are cool things in it. I'd give it about 6/10. Don't have the other stuff I'm afraid. I'd put it up to the players to get it themselves as it would be mainly for them. If you want to put something in your game like a flintlock pistol, katana or something it is in the book, but if it was for your own game you could easily make up your own rules.
 
Christopher Graves said:
I do most of my shopping online. MRQ does not give a good enough description of what their core rulebooks contain. The 6 page pdf preview never even contains a table of contents or index and the accompanying summaries are vague. I am looking for a review or more extended contents of the following books:

Games Master's Handbook
Guilds Factions and Cults
Arms and Equipment

Also, how useful would these books be for a GM running Glorantha based campaign?
I would place the books for Glorantha/general usefulness in the following order:

Guilds Factions and Cults (a few Gloranthan cults and v. good generally)
Games Master's Handbook (useful in a more general way)
Arms and Equipment (it's a book of stuff, nothing far beyond that)
 
Guilds Factions and Cults contains rules for creating various types of organisations and a metagame that allows you to play them as characters - as it were. I don't know personally but it sounds like the metagame rules may not be very coherent. Probably the most important element of the book is that it gives new rules of magic for cult worshippers. Namely:
rules that allow casting rune magic without needing to integrate a rune
a comprehensive new divine magic system based on pacts with gifts, geases, taboos, myths and so on.
The new magic rules fit Glorantha much better than the old so it's probably fair to say that GFC is pretty much a must-have for Gloranthan RQ.

GM's Handbook is a mixed bag of resources. It has a long list of NPCs that I've found useless, a comprehensive list of skill test results, rules for alchemy and drinking, updated combat and skill suggestions. It's sort of an open secret that Mongoose are working on a new edition of RQ which makes me think that the GM's Handbook might become out of date. Personally I haven't found the GM's Handbook to be all that useful. There's nothing specifically useful about the book for Glorantha.

Arms & Equipment is full of lists of equipment and arms, surprisingly. I'm not much of a gear-head so I can't say I've ever got much use out of it. It's handy if you want gear at your finger tips. The item modification rules seem sub-par and, as with many things that Mongoose does, don't always fit that well with the rest of the system.

So, for playing RQ in Glorantha, GFC is a definite, GM's Handbook probably not that relevant and A&E pretty marginal.
 
Christopher Graves said:
Thanks Simon, as usual, very informative. If you get a chance, lease do some of these for the newer core books too. Your summaries are just what I needed

Mongoose brought out far too many books in a far too short period, so I am way behind.

I'll add it to my ever-growing list of things I should do.
 
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