Newcomer to MRQ II

LivingLegend

Mongoose
Greetings one and all!

I'm new to MRQ II, only picked up the core rule book last Saturday, but I've played Runequest in the dim and distant past. Actually it was probably about 20 years ago that I last played it! Anyway, having read the rules it seems pretty good, a bit like the old one but a different take on it. I have a couple of queries though:

1) Is there a size chart or similar such thing? I remember in the old days there used to be so that you got a range of height/weight to choose from.

2) The Sorcery spell of Shapechange is a bit confusing, or is that just me? I think it's just not that well explained. Is there a better explanation of it somewhere?

I'm planning on getting a few players together for a few scenarios soon so I just wanted to clarify a few points, seeing as a couple are old Runequest players too.

Sorry for the long post!!

Cheers all.
 
LivingLegend said:
Greetings one and all!

I'm new to MRQ II, only picked up the core rule book last Saturday, but I've played Runequest in the dim and distant past. Actually it was probably about 20 years ago that I last played it! Anyway, having read the rules it seems pretty good, a bit like the old one but a different take on it. I have a couple of queries though:
Welcome! We love new faces here.

LivingLegend said:
1) Is there a size chart or similar such thing? I remember in the old days there used to be so that you got a range of height/weight to choose from.
Hmm, not that I have seen. But you can that since SIZ 13 is the average human size (I assume for males), then that is around 1.80 meter in height and around 85 kg in weight - these are gusses, I dunno the average height/weight of males. Besides, it will vary through campaign settings. The average medieval man is smaller than the average Viking, which in turn is smaller than the average WW1 tropper.

These is a rough rule of 1 SIZ = 5 KG, but the scale doesn't scale linearly, so you can't go to much for that.

LivingLegend said:
2) The Sorcery spell of Shapechange is a bit confusing, or is that just me? I think it's just not that well explained. Is there a better explanation of it somewhere?
What do you find confusing about it? We will be happy to help you, and if nothing else then often the Authors of the book are also on here, and can clarify directly from their thoughts.
I dunno of another explanation.

LivingLegend said:
Sorry for the long post!!

Hehe, first of all we like long posts - more to discuss then ;) Second of all, this is nothing :P

- Dan
 
Thanks for the swift reply Dan, much appreciated!

I'll have to work something out for the size, based on whatever I decide upon for my campaign setting. Part of the reason for asking is that I've still got most of my old Runequest character sheets and I was going to have a go at converting them, and that character was a half-troll (don't ask) who was size 26. I ended up making him 8ft tall and about 40 stone, or 560 lbs, according to the old rules.

I've read the Shapechange description again, I follow it now. It's just that it starts off by saying that "a sorcerer can affect, in total, up to 3 points of SIZ per 10% of his Sorcery (Grimoire)." I thought it meant that was the maximum size of the original being, rather than it meaning what the examples said. I was half asleep when I read it!

Again, thanks Dan.
 
If I recall correctly there was a thread about this around the time the system first came out. I will run a search in a moment and see if I can find it. I remember it being pretty good and actually based on weight.

I also believe that the writers intended it to be vaguely abstract, so keep in mind that a lot of the rules are meant to be flexible.

But let's address the true gray areas you will encounter, and potential trip ups you might bump into running a first game. A lot of others will probably chime in here.

#1- Keeping track of CA's. Tricky the first time around. Most folks use poker chips given to players to indicate CA that are deposited into the middle when players go along. I just put a pencil dot on a peice of paper next to a name and it works fine. I do make sure I tell people what CA they are using and how many they have left though.

#2- Write down all rolls. There are a lot of opposed rolls in combat and they are not always immediately evident. Write down rolls as they are made and avoid trying to remember exactly what someone rolled three dice rolls ago.

#3- Hazy or flexible rules. Here's where some folks will chime in. There are a few places where the rules are very bendable. The most obvious and the one that must be houseruled (or just tossed out) are the charging rules. I wouldn't say that they are broken, but there is stuff in there that works for some and not for others.

#4- Run a few mock battles to get comfy with the rules. 2-3 fights will let you know both how deadly fights can be, and how opponents can be defeated without any damage inflicted at all with the right CMs.

This thread may balloon quickly in a good way. :)
 
Here is a paste from another thread:

There has been a lot of discussion of the SIZ Table in the BRP book over at BRP Central and a guy on the forum there 'Atgxtg' produced an revised and expanded table that seems to be very well respected.

The table can be found at: http://img141.imageshack.us/img141/76/exapandedandadjustedsiz.png

We also discussed SIZ in MRQ2 in this thread http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=42519&highlight=

If you are going to use the BRP Table (I certainly do) then you may wish to revise some of the MRQ2 creature stats for consistency but to be honest I probably wouldn't bother.
 
ThatGuy said:
If I recall correctly there was a thread about this around the time the system first came out. I will run a search in a moment and see if I can find it. I remember it being pretty good and actually based on weight.

I also believe that the writers intended it to be vaguely abstract, so keep in mind that a lot of the rules are meant to be flexible.

But let's address the true gray areas you will encounter, and potential trip ups you might bump into running a first game. A lot of others will probably chime in here.

#1- Keeping track of CA's. Tricky the first time around. Most folks use poker chips given to players to indicate CA that are deposited into the middle when players go along. I just put a pencil dot on a peice of paper next to a name and it works fine. I do make sure I tell people what CA they are using and how many they have left though.
I use the pencil method myself. I let the players keep track of their own CA's, though the poker chips is a good idea.

ThatGuy said:
#2- Write down all rolls. There are a lot of opposed rolls in combat and they are not always immediately evident. Write down rolls as they are made and avoid trying to remember exactly what someone rolled three dice rolls ago.
We don't do that, but we probably should. Good suggestion,

ThatGuy said:
#3- Hazy or flexible rules. Here's where some folks will chime in. There are a few places where the rules are very bendable. The most obvious and the one that must be houseruled (or just tossed out) are the charging rules. I wouldn't say that they are broken, but there is stuff in there that works for some and not for others.
Our group doesn't have a problem with RAW. But, and this is a big but, we have not used the charging rules with mounted combatants.

ThatGuy said:
#4- Run a few mock battles to get comfy with the rules. 2-3 fights will let you know both how deadly fights can be, and how opponents can be defeated without any damage inflicted at all with the right CMs.
I wish I'd thought of that when we started playing. Sound advice.

ThatGuy said:
This thread may balloon quickly in a good way. :)
These forums are excellent and lively discussion can only help improve everyone's gaming experience.
 
ThatGuy - thanks for the links, I'll take a look at those later and see what I think. Also, thanks for the other suggestions, very useful. I must admit that I've always tried out the games systems I've played over the years, before starting any 'real' scenarios or campaigns. I think it's always best to familiarise yourself with the rules by trying them, rather than diving straight in! Point 2 that you made was a good one, about noting down dice rolls as you go, probably saves arguments later.

While I think of it, I'm probably going to go with the Glorantha setting for my game as well, I have some fond memories of playing that many years ago, when a late friend of mine ran the campaign. Which of the books will I definitely need, at least to start with?

Thanks to all who've replied, really appreciate it. I'll keep you up-to-date on how things go when I've got enough players together to start playing!
 
LivingLegend said:
ThatGuy - thanks for the links, I'll take a look at those later and see what I think. Also, thanks for the other suggestions, very useful. I must admit that I've always tried out the games systems I've played over the years, before starting any 'real' scenarios or campaigns. I think it's always best to familiarise yourself with the rules by trying them, rather than diving straight in! Point 2 that you made was a good one, about noting down dice rolls as you go, probably saves arguments later.

While I think of it, I'm probably going to go with the Glorantha setting for my game as well, I have some fond memories of playing that many years ago, when a late friend of mine ran the campaign. Which of the books will I definitely need, at least to start with?

Thanks to all who've replied, really appreciate it. I'll keep you up-to-date on how things go when I've got enough players together to start playing!

The only book you really need is the core rule book.

Monster Coliseum, Arms & Equipment, Necromantic Arts, Empires and the Glorantha setting book would be extremely useful.
 
DamonJynx - thanks for that, I'll get the Glorantha the Second Age core rulebook for now I think, just to get me started, I take it that's the one to go for? I've got Monster Coliseum, I'll probably also geet Arms & Equipment, might be rather useful.

EDIT - Having just looked on the Mongoose Publishing website I wonder if I just need The Abiding Book, seeing as I've already got the main RQ2 rule book?
 
LivingLegend said:
I'll probably also geet Arms & Equipment, might be rather useful.

I hear Arms & Equipment is going out of print, so might not wanna wait too long.

Also, I can only recommend Vikings (just for inspiration, and for owning the most awesome book ever), and Wraith Recon if you ever wanna go for another type of setting.

- Dan
 
I think you are fine to start with just the core book and the Glorantha 2nd age book (make sure its the RQ2 version). If you want a pre-written campaign, Pavis Rises is a good intro to Glorantha.

John
 
It might be me being thick, but is it the Glorantha Core Rule book I would need, or is it the Glorantha: The Abiding Book? What's the difference?
 
http://www.mongoosepublishing.com/home/detail.php?qsID=1777&qsSeries=39 this is the one you want to get first if you want to play in Glorantha as it explains what's going on and where. Then pick up the other books as you need them.
 
If you're starting out in Glorantha, then its 'Glorantha: The Second Age' you need.

The Abiding Book is a very deep dive into God Learner culture, so that's something you may want to consider at a later date.
 
I'm going to say Glorantha, yes.

It is thorough and has loads of adventure hooks.

But the next one I would recommend for the Glorantha setting is: Cults of Glorantha. The cults are usable even outside of of the Glorantha setting. Then Pavis, then Abiding book- depending on your campaign. If the players are God Learners in Ralios, Pavis may not be the way to go (first).

But I have to say, the authors have done a spectacular job of making every book usable both inside, and out of, what ever setting they are tailored to.

And Dan True's "Vikings" recommendation is the real deal. That book is f*#%ing awesome. Sorry, AWESOME. I resisted buying it because "Vikings aren't my thing." I still don't play in a Viking setting, but I use the book ALL THE TIME, and would love to play in one too. It's just superbly written and the rules, magic, weapons- they are all just awesome.

*gets off soap box*
 
I had a look at the SIZ charts, they look pretty good. One question still remains for me though. The rules for Jumping state that an adventurer can jump twice his own height horizontally, but how do you know how tall your adventurer is? What do you guys do to determine height, seeing as SIZ is meant to represent mass?
 
LivingLegend said:
I had a look at the SIZ charts, they look pretty good. One question still remains for me though. The rules for Jumping state that an adventurer can jump twice his own height horizontally, but how do you know how tall your adventurer is? What do you guys do to determine height, seeing as SIZ is meant to represent mass?

Only common sense. If someone has SIZ 18 it means he is either incredibly tall and slim, low and very densely built, or somewhere in-between totalling at a slighly-higher-than-average person, who is densely built.

If someone want's to play a character that is tall, and rolls a low SIZ - it just means he is very scrawny built. You can make it fit however the player wishes.

If you want, you can also use some random height tables that exist in just about any system.

- Dan
 
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