MRQ review in Roolipelaaja (Roleplayer) magazine, Finland

iamtim said:
sarahnewton said:
Oh dear. You do seem to have an axe to grind with atgxtg there, iamtim.

No, I don't. I've even laughed at some of his posts in other threads. I just think there's been too much misinformation slung around over MRQ since it's release, and it doesn't need any more.

Just the facts, ma'am.

What misinformation is still going around after the release?
 
I don't see misinformation, I see disagreement and some stuff I disagree with myself, but that's all just opinion.

Of course others have been here longer so I may just be missing it.

It does occur to me, I had a really annoying experience on rpg.net with a poster who kept rebutting criticisms of a book that it later turned out he hadn't read at all - he just wanted it to be good so much he made stuff up in rebuttal. I think that may have made me less kindly disposed than perhaps is fair.
 
Well, I've seen numerous posts stating that very real concerns about the rules are a result of "hearsay" or "rumour-mongering" rather than a close reading of the rules - which obviously isn't true. Matt has clarified the Combat example - basically the rules as written are incorrect and Matt's explanation provides a new and (AFAIK) working version. However, issues like Critical Hits not really working, the apparent pointlessness of 100%+ skills, the need to make Bypass Armour rolls ALL the time, strangeness with the impale rules, the Halving Rule simply being broken, the strange implications of the Runic Integration rules, and others, are still open, bleeding wounds which could really do with some official First Aid. The misinformation that these are simply moans and grouches by a bunch of miserable old RQ grognards who'll never be pleased with anything, and not real concerns, is (in my case at least :D ) simply not true.

Is it worth saying "IMHO" after all that?
 
Urox said:
Bravo on another cop out.

Ok, yeah, you got me. It's a cop out. I'm looking for an excuse to not debate with someone about something I've spent the last three days on this board debating pretty much exclusively. That's it. Red handed, I am.

*shaking head*
 
iamtim said:
atgxtg said:
So tell me, how much RQ experience do you have?

Not that it matters, because the subject at hand is Mongoose RuneQuest, but I've been playing RQ3 since Avalon Hill released the Deluxe Boxed Set. While I have RQ2, it never jived with me like RQ3 did; maybe it was a presentation thing, I dunno.

No Tim,
The subject at hand was that MRQ is obviously RQ. If ywere not familar enough with RQ in the first place, how can you tell?

BTW, I got my MRQ book this afternoon, so I guess that means you cvan talk to me about it now.
 
iamtim said:
Urox said:
Bravo on another cop out.

Ok, yeah, you got me. It's a cop out. I'm looking for an excuse to not debate with someone about something I've spent the last three days on this board debating pretty much exclusively. That's it. Red handed, I am.

*shaking head*

Yes, and everytime someone doesn't agree with one pof your points, it's off to the high ground.
 
Urox said:
Hah! He took the bait.

Nah. Just tired of the whole thing.

I mean, sure, we could go on debating for post after post after post, taking apart each others arguments, looking for the weak spot in the armor where we can aim our precise shots, but what good will it do?

Probably not a whole lot. I hightly doubt I'm going to all-of-a-sudden-like change his mind about anything I've argued for, and unless he's got some new approach that's going to blow me away I'm not moving much either.

I mean, do you think it would have done me any good to refute his comment by stating that in four days of near constant debate on the Mongoose RQ board I only *ahem* "ran for the high ground" once, and that was when I found out he didn't even have a copy of the rules? I don't either.

If I'm going to expend that much energy on this board, I'd much rather not argue with people about what's wrong with the system, but enjoy what's right about it.

I guess if that's "taking the bait" and "running for high ground", well, I'm guilty then.
 
iamtim said:
I mean, do you think it would have done me any good to refute his comment by stating that in four days of near constant debate on the Mongoose RQ board I only *ahem* "ran for the high ground" once, and that was when I found out he didn't even have a copy of the rules? I don't either.

Well, as I recall atgxtg was one of the people asking details about how combat worked in a certain situation because he didn't have copy, and I was answering, because I did have a copy, when you jumped into the thread with some wise remark about getting shot in the ass with a flaming arrow. And then proceeded to tell us that the rules shouldn't need to cover what happened when an impale didn't penetrate armor because that should never happen because we should be using precise attacks instead.

So yeah, I was kinda surprised you took the high ground when you found out he didn't have a book - or do you not read a thread before jumping in and making flaming ass remarks?
 
iamtim said:
Urox said:
What I fail to understand is why a good design can't accomplish both...

Oh, come on.

I think RQ3 was one of the best designed systems ever. I loved RQ3. But so many of the "Old Guard" hated RQ3 because it divorced itself from Glorantha.
RQ3 didn't divorce itself from Glorantha, there was even a Glorantha Book in the Main Box set.
Iamtim said:
Or because skill increases were different. Or because Sorcery was added and Spirit Magic was changed.

How many of the AD&D "Old Guard" *hated* 3.0/3.5?
Not me, and judging by the growth of D&D afterwards only a few old guard.

iamtim said:
Whenever you make changes to something that a certain group of people hold dear, you are NEVER going to make everyone happy. It just doesn't work that way.

I think you are over stating the case, as someone who played RQ2 then RQ3, many, no I mean all of the players I know were happy to change from one to the other and dropped what they didn't like about RQ3/2 anyway. RQ didn't fade away because of version 3 (which must have been fairly popular because fanzeens like Tales used it), But because of changes in the market and a lack of strong support.

You are right, there will always be a few people who hate change, but many more wil be cautious/sceptical but willing to try it and then use it/ditch it, depending on results.
 
I welcome change, when I can see good in it. Way back when the previews first started coming out, I questioned the reasons why some changes were made. Were they made to adress certain issues and fix flaws, or were they arbritary just for the sake of change.

I never got a good answer as to why certain things were changed, only that "you have to expect changed with a new edition".

THe answerds that I did get didn't hold up to anyone with any knowledge of how RQ3 works. For example, the whole weapon blocks AP thing in the parry rules was supposedly to adress the "blocking a great axe with a dagger problem" that supoosedly existed in RQ3.

Let's examine that. In MRQ, a Great Axe does 2d6+2, and will probably have a +1d2 db (if your strong enough to wield a Greataxe, and above SIZ 9 you got a db), for an average of 10.5 points of damage a whack. A dagger has 4 AP, so that's 6.5 points through for a 1xAP parry result.

In RQ3, a Greataxe still does 2d6+2, but the db is upped to +1d4 for an average character, for an "average" damage of 11.5. A dagger has 6AP, so on an normal parry, the dagger is going to stop 6 points, leaving 5.5 points of damage to get through on a normal parry. And in RQ3, the dagger loses an AP so that it will be less effective the next time.
 
RQ3 didn't divorce itself from Glorantha

I beg to differ. It did very much so divorce itself from Glorantha, in that the game mechanics were seperated from the Glorantha setting (remember how all the in-game examples were set in Fantasy Earth?). That is what many Old Guard folks didn't like.
 
SteveMND said:
I beg to differ. It did very much so divorce itself from Glorantha, in that the game mechanics were seperated from the Glorantha setting (remember how all the in-game examples were set in Fantasy Earth?). That is what many Old Guard folks didn't like.

*nodnodnod*

It went from completely and totally focused on Glorantha as its setting, to being a generic fantasy game with a generic fantasy setting... oh, and a little book about Glorantha in the back of the box.
 
It went from completely and totally focused on Glorantha as its setting, to being a generic fantasy game with a generic fantasy setting...

Ironically, that's one of the main things I really liked about RQ3 -- I love Glorantha, but I also liked being able to take what I felt was one of the best game mechanics to come along, and to use it with other settings, and without having to do a whole lot of rewriting to disassociate it from Glorantha.
 
SteveMND said:
Ironically, that's one of the main things I really liked about RQ3 -- I love Glorantha

Me too. Er, except for the whole Glorantha thing. Glorantha is OK, but it's not my favorite setting. 'Course, that could be that I never took the time to read up on it much. And I even have the RQ3 Glorantha and Gods of Glorantha boxed sets!

Maybe that'll change when Mongoose releases the Glorantha: Second Age book.

*shrug*
 
SteveMND said:
It went from completely and totally focused on Glorantha as its setting, to being a generic fantasy game with a generic fantasy setting...

Ironically, that's one of the main things I really liked about RQ3 -- I love Glorantha, but I also liked being able to take what I felt was one of the best game mechanics to come along, and to use it with other settings, and without having to do a whole lot of rewriting to disassociate it from Glorantha.

Me too. I think that having the RQ3 game mechanchics separate from GLorantha probably woundn't have been a problem if the Glorantha stuff had chured out at the same rate that it did in the old Chaosium days. Instead, it was quite some time before we started to see new Glorantha stuff, and most of that was the short-form cult stuff. It isn't who has the most gods in a book, but who desbries the cult better.

If we had gotten an RQ3 Cults of Prax, Cults of Terror, and a new campaign pack for RQ3, along with more ingormation on the Hero Wars, I think the RQ2 crowd could have been pacified, if not happy.

If there is anything that I will give MRQ credit for being superior over over RQ3 is that it looks like we wont have to wait for years to see new Gloranthan stuff.
 
Me too. Er, except for the whole Glorantha thing. Glorantha is OK, but it's not my favorite setting. 'Course, that could be that I never took the time to read up on it much.

Wel, fair enough. Of course, in college I majored in Anthropology with a minor in Comparative Religions, so Stafford's overall approach to creating a fantasy world was a perfect match for me. :)
 
atgxtg said:
If there is anything that I will give MRQ credit for being superior over over RQ3 is that it looks like we wont have to wait for years to see new Gloranthan stuff.

Give us just a little time, and you may have the option to lay your hands on more Gloranthan material than you can handle :)
 
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