"I'd say you like a higher level of detail than I do. RQ3 went a little too far for me, I was happier with RQ2 and happier yet with Stormbringer. They both had their flaws too, but I found them to be more fun in actual play."
Well, I did qualify my statement that I liked RQIII best of the systems
I've come across.
I don't forgo the possibility that others may end up tickling my fancy more so. I seem to recall playing Stormbringer way back when, and finding it okay, but nothing extraordinary. Can't speak to revisions since then, of course.
I have to admit that the differences I noticed didn't strike me as improvements, such as the way weapon sizes were handled.
Can't argue with you on that one. I think that the changes to weapons sizes were a step backwards.
Interestingly, you could make a reasonable argument that many of the changes in 3.5 were largely of a 'game balance' issue. This falls right into place with the mindset of WotC as seeing their RPGs as they see their card games -- a series of competitions where in theory, both 'decks' (PCs and NPCs) are perfectly even, and the skill of the player determines the winner.
To a large degree, the game mechanics support that implication, where each little trifling change to a monster can adjust and recalculate it's Challenge Rating through a range of .5 up to 20 or more (as opposed to games like RuneQuest III or MRQ, where you had just a few broad categories to indicate what sort of danger an opponent was). The entire system of classes, templates, feats etc. in d20 are explicitly designed to be modular in that sense, and interlocking to providea very sterile, 'neutral' adversary that you (in theory) can definitive say is a proper challeneg for so-cand-so, because the PCs are built along those same exact lines. In d20, presenting one's player's with an appropriate challenge for their level is a science, in RQ, it's an art. Some players like that sort of 'neutral' game rules stance that d20 has, in which the DM is relegated more to the role of a judge when it comes to stuff like combat.
To be perfectly honest, most of my d20 experience over the last couple of years has been through the RPGA, which is a literal 'tournament' style of RPG. You think the level of detail in d20 is high to begin with, the RPGA makes that paperwork and minutia increased by a factor or 100, since it's designed to be played by anybody, at any time, anywhere they are in a single shared campaign.
It works well in some places, horribly in others.
With regards to the comment about me liking a higher level of detail; I'm not sure that's it. I think I just have a different opinion of what's 'too much' detail. For example, i know a lot of people didn't like the old fatigue system, as it was 'too complicated.' I personally felt the RQIII fatigue system was as simple as anything. Yes, it took a few extra moments to figure out your initial fatigue, but once there, easy as pie. Each round you do something strenuous (like combat), lose a point. You're at -4 fatigue? Your skills are at -4 as well. Super simple.
In contrast, I find the MRQ approach to darkness and low light to be overly complicated and burdensome. Both systems to me seemed more simplistic in RQIII.
So, I suppose you are still unhappy with the way MRQ seems to be going?
You know, not as much as before. I very much based my opinions on expectations. When I first heard about a new RuneQuest, I expected that it would be based on the same rules as all other versions of RQ I had played, just more refined. I was dismayed when that was obviousl not the case as defined by the previews, and so it left a sour tast in my mouth.
However, as time went on, I discovered that Mongoose didn't have the legal right to use the BRP system as the underlying game mechanics, as Chaosium still owned that.
That drastically changed my outlook, as I realized they couldn't possibly provide what i was hoping for, and so I look at MRQ not as I was expecting it to be, but as it is: a new RPG that's trying to be as close to the 'feel' of RQ as they can get without getting into legal troubles.
So no, I'm not 'unhappy' aymore with the way MRQ appears to be; that was my own assumptions of what a game with the name "RuneQuest" would be. Taken as a seperate, unrelated game system, it doesn't seem all that bad, but I'm still not convinced that it's something I want to spend my hard-earned cash on. I'll wait for the SRD for that final determination now.