MRQ Wishlist

jarulf

Mongoose
I'm currently reading Vikings and am loving it, so I'm suddenly in a (alt) history frame of mind.

My viking needs places to go outside Scandinavia so I'd like to read the following books by Pete.

RuneQuest Saxons
RuneQuest Rus
RuneQuest Franks
RuneQuest Särkland
RuneQuest Miklagård

And the Great Viking Campaign to tie them all together :)
 
You have been converted!

That book is AWESOME!

I might have to start a game up. It's just too awesome.

The awesomeness is overwhelming.

I'm basking in the awesomeness.

And it's awesome too.

:)
 
It really is a very, very awesome book. Completely insanely awesome.

But sadly I don't think those books will see the light of day. However, we can use this thread to post links and info about those areas. My gf is studying to be an archeologist and we're living in Denmark... So I might be able to dig up some stuff.

- Dan
 
Thanks Dan. My sister is an archaeologist and we both live in Sweden. ;)

I don't think we'll see those books anytime soon either, but it can't hurt posting about it.

The intent of the thread was not just what I wanted, but for anyone to post their ideas. Maybe Matt can be persuaded if there is enough interest in something, anything?
 
Well, if it helps, I have the following in addition to all the Osprey titles covering the period:

Daily Life in the Byzantine Empire
DL in the Age of Charlemagne
DL in Medieval Islamic World
DL in Anglo-Saxon England
DL of the Vikings.

The various Greenwood Press "Daily Life" books are brilliant resources.

Colin
 
johnmarron said:
There seems to be a strong connection between archaeology and gaming (I'm one, too)

John

I don't think it's archeology, my friend. I thinks it's the University/IT/MENSA/Geeky-Nerdy kinda thing. Though you wouldn't think so after reading some of the puns, intentional or otherwise. :lol:
 
I've been working on a campaign idea, not related to any Mongoose published material, and I find it daunting to come up with a few religious cults and sorcery-based organizations to get the campaign world off the ground. Other minor things that could be used to as a basis are non-religious organizations, such as a mercenary guild/organization (thanks for the Lawbringer cult in S&P 91!).

My suggestion for a new product is a campaign builder, with semi-generic premade cults, organizations, combat styles, sorcery grimoires, and perhaps a kingdom to base things around that can be plopped down and players can start playing immediately. Add in a couple premade scenarios.
 
GamingGlen said:
My suggestion for a new product is a campaign builder, with semi-generic premade cults, organizations, combat styles, sorcery grimoires, and perhaps a kingdom to base things around that can be plopped down and players can start playing immediately. Add in a couple premade scenarios.

I like where you're going. Would you be thinking something along the lines of the Characteristics of Spheres random generation table in EOM pg68, but more generic?

As for the scenarios, that's a little trickier as no writer will know the make up and interests of your players quite the way you do. Perhaps the best idea would be a scenario seed list like d100 Scenario ideas or similar.
 
DamonJynx said:
I like where you're going. Would you be thinking something along the lines of the Characteristics of Spheres random generation table in EOM pg68, but more generic?

I don't have EOM so I wouldn't know about that.

As for the scenarios, that's a little trickier as no writer will know the make up and interests of your players quite the way you do. Perhaps the best idea would be a scenario seed list like d100 Scenario ideas or similar.

Short generic scenarios probably fit most people's needs, although thinking about it I hardly run published ones. I do read them and sometimes find interesting twists that I'd never think about. I was thinking perhaps two short scenarios: if a city/stronghold is provided then a sewer romp underneath it, and some wilderness romp. These could be nothing more than retrieve stolen item/catch a thief or guard some noble that just has to travel through a dangerous area.

A few NPCs, friendly or enemy (and motivations), write ups would also be useful.

I did come up with a scenario generator for my Thundarr the Barbarian-esque campaign that I mentioned in another thread. I'd rather see just a few scenarios on a random list with a paragraph or two (or a page) describing each one, possibly using one of the NPCs given (or each NPC has a scenario). Ideas are easy, details is where the work comes in.

Oh.. a guide to creating opponents with equivalent power level to the player characters would be useful since RQ does not have "levels". Are 12 trollkin/kobold/some other small race with 30% skill ranges too dangerous for a beginning group of 6 PCs? Would 8 enemies suffice? How many starting PCs can one veteran take on? The NPCs could help with that, saying something like this person plus his two bodyguards would be a tough match for up to 4 beginning PCs, but would be easy for 6. Yeah, there's lots of variables, especially with dice rolls, but a guideline would still be useful.
 
GamingGlen said:
Oh.. a guide to creating opponents with equivalent power level to the player characters would be useful since RQ does not have "levels". Are 12 trollkin/kobold/some other small race with 30% skill ranges too dangerous for a beginning group of 6 PCs? Would 8 enemies suffice? How many starting PCs can one veteran take on? The NPCs could help with that, saying something like this person plus his two bodyguards would be a tough match for up to 4 beginning PCs, but would be easy for 6. Yeah, there's lots of variables, especially with dice rolls, but a guideline would still be useful.

If simplified, this could boil down to a rating calculated on combat style, hp, ap, evade, persistence and resilience + magical skills. This calculation would then be based on a statistical analysis from simplified setups.

Properly hard to express in a single "challenge rating" though, but possible.

- Dan
 
Here are the generic Sorcery grimoires I wrote up for a player to select from at character creation [plus a very brief and rough description]. Rereading it makes me want to make changes, perhaps Magical Manipulation should be made into two separate ones, one for solid substances and another for elements ("Magical Elements").

I'm presenting it here as a follow up to my suggestion for a generic campaign builder book.


Grimoire: Magical Protection

• Castback [reflects spells]
• Damage Resistance [magical armor]
• Neutralize Magic [dispel magic]
• Protective Ward [must combine with a Resistance spell]
• Spell Resistance
• Spirit Resistance


Grimoire: Magical Strikes

• Castback [reflects spells]
• Damage Enhancement [weapon damage is max]
• Palsy [paralyze a random hit location]
• Smother [smothers a foe, or puts out a fire]
• Wrack


Grimoire: Magical Healing

• Glow [create light]
• Regenerate [reattach or regrow a severed limb]
• Restoration [heal Characteristic damage]
• Treat Wounds [heals damage]


Grimoire: Magical Movement

• Fly
• Haste [increases movement rate]
• Hinder [decreases movement rate]
• Teleport

Grimoire: Magical Manipulations of (X) [must pick X, can be an element, i.e., water, or other substance, i.e., gold]

• Abjure (X) [allows target to go without X, e.g., air]
• Animate (X)
• Dominate (X elemental)
• Form/Set (X) [shape X]
• Sense (X) [detect X]
• Summon (X elemental) [from RQ Spellbook with these changes: summons 1 creature; Target determines size: 1 cubic meter per Magnitude; Range is distance from caster the creature appears at]

Grimoire: Magical Illusions

• Diminish (Characteristic)
• Enhance (Characteristic)
• Phantom (Sense)
• Project (Sense)

The Diminish and Enhance spells in Magical Illusions was put in to give that grimoire four spells, reasoning that the characteristic changes are somewhat illusionary, being a temporary change.
 
Greg Smith said:
A set of combat maneuvers suitable for ranged combat.

Impale, does lose a bit of its flavour after awhile!

Something else came to mind while I was reading some of the other threads. What about a character generation program? A lot of members have done some excellent work with spreadsheets and such, but what about one to rule them all!

I noticed on a wiki (via google) there is an MRQ1 generator for Elric, what about updating that? You could have check boxes for setting, race, culture and profession etc. (appropriate to setting) so that all you have to do is enter the ability scores and distribute your "free" skill points. Community and so on could be randomly generated as per the tables.

That's what I'd like.
 
DamonJynx said:
I noticed on a wiki (via google) there is an MRQ1 generator for Elric, what about updating that? You could have check boxes for setting, race, culture and profession etc. (appropriate to setting) so that all you have to do is enter the ability scores and distribute your "free" skill points. Community and so on could be randomly generated as per the tables.

It would have to be really customizable, so that home-brew races, cultures, and professions, let alone home-brew skills were addable. The nice thing about the spreadsheet from the wiki is that it is so easy to customize.
 
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