My store just received MRQ II in the U.S.

I've got mine coming from FRP games and should have it tomorrow or the next day. Based on what I'm reading in posts by those who already have it, I can't wait to see the new edition!
 
Hello All,

I am new to this system but not new to role-playing. Anyway, I play with a mostly mature group (2ed D&D, conan) and I am not here trying to tout that. I am actually looking for a new system and have had my eye on this one for some time. Selling it to them is going to be the hard part.

I guess with the expense of the book and my general ignorance I am curious as to what will I find familiar in there, rules aside. For instance are there traditional elfs and dwarfs? are the "fire-newts" I have read about in this book, the ducks? or are they in source books. Do the classes change from the standard (warrior, rogue) kinda thing, like Earthdawn where the archer is its own class rather then a specialized warrior.

I am truly interested in the purchase and the world, however, with the system being so old it is difficult for me to ascertain what is reliant to the current system and what is an "alternate setting" or old news. Reading some of the previews and the posts in here I don't think the actual system itself is going to be a problem, and we like a hint of realism in our games. (I E, gravity exists, friendly fire on spells, etc...). My concern is more in the setting itself. For instance in the first paragraph I was talking about the races, I can't find any info on what exists in this world (core book) for the life of me.

Thanks for any assistance of information you can provide,
 
I don't have MRQII yet, however I am going on what I know of past incarnations of the game and what I have read. These are generalizations. First off there are no classes or levels as in D&D or Earthdawn. The game is a skill based percentile system. You pick a culture, like nomad, barbarian,ect... then a profession like warrior, sailor, priest, etc.... Each choice gives you some skills. Sounds like in this edition you will also get to develop past life experience, community upbringing, and relationships in character generation if you want. Whether other races made it into the MRQII core rulebook I can't tell you yet, maybe someone who has the book will chime in. Also MRQII is the rulebook not a worldbook. So I am betting all it's in the book is rules. You need a world book for setting information. Those from what Mongoose has said are coming. One is already out Lankhmar Unleashed. It is a MRQ and MRQ II compatable book. Glorantha the original published world for the Runequest system is coming. Cults(religion) has always been an important part of Runequest and it sounds like this edition will emphasis it even more. Traditionally things are easier to change/house rule/port in RQ. You like passions from pendragon you can port it in. Want an advantage/disadvantage system you can adapt your favorite or write your own and plug it in with little to no change in the rest of the systems. Want a differant magic system add the Necromancy book or blood magic book or the black magic from Lankhmar or Earth power from Slaine with little to no modification.
 
Sham Rock said:
For instance are there traditional elfs and dwarfs? are the "fire-newts" I have read about in this book, the ducks? or are they in source books. Do the classes change from the standard (warrior, rogue) kinda thing, like Earthdawn where the archer is its own class rather then a specialized warrior.
There is a small number of generic creatures in the book: mix of real world and fantastical. There are dwarves, elves, orcs and trolls for example. For those that know about such things, they are closer to the Gloranthan takes than the sub-Tolkienesque but could be used as either.

There are no character classes: never have been. In character generation you will have a cultural background (e.g. primitive, nomad etc) and a job you were involved in before play started (could be a peasant, could be a sorcerer) but all these do are define which skills get increased during character generation. Once you start play, then the skills you increase are based on your choices as a player, not gained through advancing in a class.

One long running aspect of RQ is that anyone can use magic. In some settings everyone uses at least a little common magic while in others even the most mundane magic is passed on only in secret societies. The default is that everyone starts with some common magic.

Sham Rock said:
My concern is more in the setting itself. For instance in the first paragraph I was talking about the races, I can't find any info on what exists in this world (core book) for the life of me.

The assumed setting is a world called Glorantha. Check out glorantha.com or search for it; there's masses out there. Glorantha is one of the oldest and most wildly creative gaming worlds out there. Some of the more obscure species you may have heard about (anthropomorphic ducks, human-herding morocanth and reincarnating dragonewts) are not in the main rule book but will show up in supplements. The default Gloranthan setting for RQ is what is known as The Imperial Age (or second age). A lot of what you will read about is set in the third age (The Hero Wars). The defining element of the Imperial Age is a clash between the Sorcerous God-Learner Empire, the dragon-worshipping Empire of the Wyrms Friends with the barbarian, storm-worshipping traditionalists caught in the middle.

Hope that helps.
 
Deleriad said:
Sham Rock said:
The default Gloranthan setting for RQ is what is known as The Imperial Age (or second age). A lot of what you will read about is set in the third age (The Hero Wars). The defining element of the Imperial Age is a clash between the Sorcerous God-Learner Empire, the dragon-worshipping Empire of the Wyrms Friends with the barbarian, storm-worshipping traditionalists caught in the middle.

Two minor nitpicks:

The Imperial Age (Second Age) as the default setting applies only to the Mongoose versions of RQ, the earlier editions as well as Hero Wars/HeroQuest are set in the Hero Wars (Third Age).

It isn't just the storm-worshippers who are set against the two Empires; most cultures have conservative elements who oppose them(Check out Dara Happa Stirs).
 
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