Old RQ 2 (chaoism) player potentially coming back

RobP

Mongoose
Hi All,
I have played RQ since Chaosims V1, then moved to V2 (RQII). I then tried AH/GW's RQ3 but didn't like it and went back to RQII.

I have read a lot of posts through these forums and can't quite make my mind up whether I would find the new rules comfortable or not.

RQII has the advantage that it is a Gloranthan ruleset, so just the rules themselves helped establish atmosphere. Can the same be said of MRQ2?

To make things more confused I also find out that Chaoism are making BRP (which incidently used to be a separate rulebook in RQII boxed set).

I guess my questions are 'How different is MRQ2 from RQII?', 'Does it capture the spirit of Gloranthan adventuring?' 'Where does BRP fit in all this? Or is it just a set of rules with no genre?'

Thanks
RobP
 
BRP is a kind of 'Chaosium best of'. Its a generic toolkit.

MRQ is where theres a nod towards being a generic toolkit, but is less so than BRP. It has the benefit of being tailor made for the family of games which use the engine. Good for Eternal Champion, etc., but with the idea that Glorantha is the default setting.

You will recognise the system of old, but with less wrinkles, maybe. I only have MRQI so Im guessing theres more streamlining in MRQII. Theres some great ideas, and theres an accent towards playability, (even in Glorantha). Its much less intimidating, but the system is essentially the same.
 
PrinceYyrkoon said:
BRP is a kind of 'Chaosium best of'. Its a generic toolkit.

MRQ is where theres a nod towards being a generic toolkit, but is less so than BRP. It has the benefit of being tailor made for the family of games which use the engine. Good for Eternal Champion, etc., but with the idea that Glorantha is the default setting.

You will recognise the system of old, but with less wrinkles, maybe. I only have MRQI so Im guessing theres more streamlining in MRQII. Theres some great ideas, and theres an accent towards playability, (even in Glorantha). Its much less intimidating, but the system is essentially the same.

I guess my four biggest worries are:

1. I have a *lot* of original Gloranthan material/adventures and campaigns from RQII (such as Pavis/Borderlands/Griffin Mountain etc) and even some of AH's/GW's RQ3, how easy would it be to use these ye-olde adventures with the new system?

2. On the magic front I found this quote in Mongoose's magazine:

'Bringing the system back into a more
Gloranthan mindset, Rune Magic has
been renamed as Common Magic and its
dependence on physical runes has been
removed. Since it is the weakest form of
magic, it only requires a single skill to
'

Which I find a little confusing. In the RQII world there are basically two types of magic: Battle Magic (which is really spirit magic - some of which needed runes engraved into the weapon as a focus) which is quite common but not too powerful and Rune Magic (Divine magic) which one had to sacrifice Pow for. This Rune Magic was very powerfull on the whole compared with Battlemagic and is/was probably the most powerfull magic in the game.

Yet the Mongoose statement seems to imply that it is now Common Magic and the weakest form? I'm guessing I have misread this?

3. From what I hear the resistance table has been removed? What has replaced it? The best thing about the resistance table is it could be used for nearly anything and was a fairly simple mechanic to employ. It worries me a little that it might not be there.

4. How is combat? Does it resemble the old SR system where one rolls for attack and parry then a hit location or has this been replaced. I kinda liked the old RQII combat system as it was very detailed - although on the downside battles could take quite a lot of time to resolve compared to other systems like AD&D.

Thanks
RobP
 
RobP said:
1. I have a *lot* of original Gloranthan material/adventures and campaigns from RQII (such as Pavis/Borderlands/Griffin Mountain etc) and even some of AH's/GW's RQ3, how easy would it be to use these ye-olde adventures with the new system?

It would be slightly easier to do this with BRP, which is RQ2/3 with some Stormbringer tossed in, but you can adapt them to MRQ, too.

Yet the Mongoose statement seems to imply that it is now Common Magic and the weakest form? I'm guessing I have misread this?

Rune Magic was the new name for Spirit/Battle Magic in MRQ1.

3. From what I hear the resistance table has been removed? What has replaced it? The best thing about the resistance table is it could be used for nearly anything and was a fairly simple mechanic to employ. It worries me a little that it might not be there.

As always, there are people who hate the Resistance table and people who cannot survive without it :)

It is replaced by opposed rolls. Using the old Resistance table is possible and easy if you like.

4. How is combat? Does it resemble the old SR system where one rolls for attack and parry then a hit location or has this been replaced. I kinda liked the old RQII combat system as it was very detailed - although on the downside battles could take quite a lot of time to resolve compared to other systems like AD&D.

Similar, but with many more options. And way, way faster. The biggest difference is that you do not have general hit points, only location hit points.
 
I think the best thing to do would be to play in someone elses game, if thats possible, just to see if you like and are converted.

One things for sure, there isnt any new material for RQII due for immanent release. If you prefer to stick with what you have, thats fine, but theres a lot of new stuff due out for this new edition, and it may be easier to find people who want to play it.
 
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