Questions regarding supplements to MRQ

What do you think of:
Magic in gloranta, Legendary heroes and arms & equipment guide.
I am curious of these books, are they worth buying?
is magic in ... the "official" spellbook? and what spells does it contain?
Have anyone tested the mass combat system in legendary heroes?

Thx!
 
Magic Of Glorantha is NOT a spellbook. It has some new Spells, but not many, other than Dragon Magic.

It is Primarily a sourcebook on the God Learners and EWF, more heavily weighted towards the EWF.

It does contain a whole new magic system for Draconic Magic (the mysticism based magic of the EWF and Dragonewts).

There is also changes to the base rules sorcery for God Learners, making it more powerful.

It also has a section on HeroQuesting, though mostly from the God Learner angle.

As a sourcebook for the EWF and God Learners it is quite good. Some people expecting a more traditional 'spellbook' or magic supplement have been disappointed, but I think that really is a case of it wasn't what they expected.

I have do not have Legendary Heroes or Arms and Equipment so I can't speak for those. At first I just figured they were D&Dish unnecessary fluff, but a lot of good stuff has been said around here about them, even by come crusty old school RQ grognards, so they may be worth checking out.
 
Hi,

I got the Arms & Equipment book. It gives information on more weapons and armour, and other items. It also has rules for customising/modifying those weapons and armour to add spikes, reinforce them or make them lighter and the effects it has on the AP/HP.

There are also other adventuring items.

There is a section on transport and vehicles, animals and prices for hiring people. It covers most of what you can think of.

Overall it's quite decent. I gives you a lot more options to equip the characters than the rulebook and companion.

As for the Legendary Heroes. I don't have it either. I had a look at it and thought that I always liked playing low/mid level characters so I had no need for it. Maybe with time I'll change my mind.
 
Legendary Heroes is pretty good. I don't put it in the same catagory as the Arms and Equipment Guide which is Excellent!

There is some pretty neat stuff in the LH book, so I do find it worthwhile. The additional Legendary Abilities are nice. For those who like Rune Magic there are some Legendary Spells and Legendary Runes. Both the Artifact and Foe sections are pretty good. The mass battle rules I have not perused much, such things tend to bore me somewhat.
 
:D
Thx!! for the info!
Now i know i won't be buying Magic of G......
But i will be buying the Equipment guide & Legendary heroes...
Do anyone know if there is any magic book for MRQ?
And/ or if any one has figured out how convert the magic system form ELRIC! / or How to summon an demon/ elemental/ undead or 2 in MRQ?

:wink:
 
Lakritsploppen said:
Do anyone know if there is any magic book for MRQ?
There is a Mongoose one coming out soon that Bry was working on (can't quite remember when it's out - sorry guys!). Otherwise, check my sig.
 
Lakritsploppen said:
:D
Thx!! for the info!
Now i know i won't be buying Magic of G......
But i will be buying the Equipment guide & Legendary heroes...
Do anyone know if there is any magic book for MRQ?
And/ or if any one has figured out how convert the magic system form ELRIC! / or How to summon an demon/ elemental/ undead or 2 in MRQ?

:wink:

That whole summoning question about Elricy style magic should be answered very soon. There is a plan.
 
The RQ Spellbook is currently in edit and playtest, so it will be a few months before that sees the public...hopefully it will get sailed through pretty quickly and get out to you guys pretty quick.

Check out some of the past blogs on Planet Mongoose for a few details on that tome.

Gotta get back to work,
Bry
 
Also in the pipeline, and complementary to all the other core books, is the RQ Games Master's Guide. I'm working on this right now, so it'll be a while before it sees print, but its a solid reference for RQ GMs covering a whole range of typical situations GMs face when using RQ as the basis for their games, with practical, rules-based guidance, alternative ways of doing things and some new ways of looking at existing rules.

It's not an errata, but I've been watching a lot of the discusions on these boards about combat, opposed rolls, and so forth, and tried to come up with the best (from my POV and from the existing RQ rules POV) ways of getting around the common problems people have encountered and raised.

If you like, its a reference manual for GMs to use when house ruling, (which will always be inevitable. NO system is ever perfect for all needs), plus some solid guidance on ensuring consistency. GMs can use the material it contains as much or as little as they want, and everything is optional (which goes without saying, really), but it does draw together a lot of sound advice in a focused manner.

Loz
 
Hi Loz,

That sounds very interesting. I don't use the Mongoose RQ rules at the moment, mainly because I don't consider them to scale well at the upper levels (which games like HeroQuest manage superbly - if in a very different idiom). This to me has always been a missed opportunity and one which should really have a place in RuneQuest's 30 year evolution (specially if like me you play in Glorantha).

It might be worth considering for your Guide. I'm not talking about Legendary Abilities, Runes, etc, type stuff here - but about how the RQ rules themselves would concretely cope (for example) with combat between some high-powered Rune Lords with 200%+ skills on a Harrowing Hell heroquest and, for example, some Terrifying Underworld Death Demon with 450% in Tear Mortal Apart. Currently IMHO the MRQ rules don't cope well with this type of situation - it'd be great if it was covered more completely.

Let me know if you need me to go into more depth about what I mean!

Thanks,

Sarah
 
WildHealer said:
Hi Loz,

That sounds very interesting. I don't use the Mongoose RQ rules at the moment, mainly because I don't consider them to scale well at the upper levels (which games like HeroQuest manage superbly - if in a very different idiom). This to me has always been a missed opportunity and one which should really have a place in RuneQuest's 30 year evolution (specially if like me you play in Glorantha).

It might be worth considering for your Guide. I'm not talking about Legendary Abilities, Runes, etc, type stuff here - but about how the RQ rules themselves would concretely cope (for example) with combat between some high-powered Rune Lords with 200%+ skills on a Harrowing Hell heroquest and, for example, some Terrifying Underworld Death Demon with 450% in Tear Mortal Apart. Currently IMHO the MRQ rules don't cope well with this type of situation - it'd be great if it was covered more completely.

Let me know if you need me to go into more depth about what I mean!

Thanks,

Sarah

Trust me, I'm working on it Sarah... :D
 
Lakritsploppen said:
:D
Thx!! for the info!
Now i know i won't be buying Magic of G......
:wink:

Actually, i found Magic of Glornath to be a great sourcebook if playing on Glornatha. If not on that setting, I would not bother. HOWEVER, the spells can be used for any setting, and we all know there is NEVER enough spells :0)

I think Arms and Equipment and Legendary heroes are wonderful books, and are not making them campaign speciific.
 
parejf63 said:
Lakritsploppen said:
:D
Thx!! for the info!
Now i know i won't be buying Magic of G......
:wink:

Actually, i found Magic of Glornath to be a great sourcebook if playing on Glornatha. If not on that setting, I would not bother. HOWEVER, the spells can be used for any setting, and we all know there is NEVER enough spells :0)

I think Arms and Equipment and Legendary heroes are wonderful books, and are not making them campaign speciific.

I've seen Bry's Spell Book.

It rocks.
 
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