RQII Now the Obsessive Focus of my Weekly

Well, session six is in the bag and the group has pretty much unanimously decided to make RQII our permanent main game for the weekly wednesdays. They are all quite comfortable with the mechanics, and all scheming to figure out what strange and interesting directions to advance their characters. Me, I am patiently (not really!) waiting for Arms & Equipment, Monster Coliseum and Necromancy to show up, as I desperately need those books to get maximum advantage out of my new long term RQII campaign plans....my "3-4 session intro game" having turned in to the start of a year-long weekly delve in to the mysteries of Runequest.

I think the party's last game cemented it beyond all doubt: In the deep warrens of a forgotten orc warlord's tomb, the party first was attacked by four orc mummy guardians, and what looked momentarily like a TPK turned in to a blaze of victory as the blacksmith-turned-mummy-smiter managed to down three of them--two with critical strikes!--and save everyone through careful planning. Our wolven (custom race for the campaign) later managed to blow up the altar from which the resonant psychic manifestation of the ancient orcish warlord was emanating, appearing in the infernal form of an immense centipede with an orc's head, to devour the victims of his goddess. The party had previously gotten its hands on some gun powder (long story) and managed to blow up the altar and the manifestation before it took full form...although everyone was well within the blast radius and almost died. Still, they were all pumped; elements of supernatural horror, the fear of death followed by a surprise streak of lucky brutality....all with enterprising but young adventurers who know they're in over their heads but can't help their curiosity!

The superior customization of RQII is what grabbed them, I think. Everyone is realizing that they can start "thinking out of the box" in ways not possible in other games. I had one player asking me, "Can I learn a second field of magic?" (his character has common magic). When I explained that a really good RQII mage will belong to a cult and shoot for rune priest status or better, own a grimorie or two, may or may not commune with spirits, and always keeps his bladesharp handy....that was when I think my players realized that they weren't in Kansas anymore....!

Anyway, just thought I'd ramble on a bit about it. Myself, I'm already working out stats on some key villains. I'm mostly doing conversions; this campaign setting has been used in multiple systems, but it started up in 1992 with Avalon Hill's RQ and continued with the first MRQ from 2007-2008, so I'm having fun updating all that and prepping the region of my campaign where all the action happens, near the border of two distinct kingdoms, one of which is a haunted land permanently touched by the fact that it is a kingdom founded by the survivors of the Apocalypse, on soil where gods died; the neighboring kingdom was settled by the "victors" of that conflict, who still practice a dark form of technomancy and live in a period reminiscent of a steampunk version of the Three Musketeers.

I guess what I'm trying to say is....thanks Loz, and all the rest! This game is filling a much needed niche for my group.
 
As a player in the OP Weds night game, I have to say that it is a blast. I get to play the Wolven and this is my second game in RQ ever and Im having a ton of fun. Ive been playing since the old red box of DnD and I cant remember the last time I had so much fun in a game to the point Im looking forward to the next session.

Thank you again for everyone who had a hand in making such a wonderful game.

Cheers
 
Athelys said:
As a player in the OP Weds night game, I have to say that it is a blast. I get to play the Wolven and this is my second game in RQ ever and Im having a ton of fun. Ive been playing since the old red box of DnD and I cant remember the last time I had so much fun in a game to the point Im looking forward to the next session.

Thank you again for everyone who had a hand in making such a wonderful game.

Cheers

This is the best kind of accolade we could receive. You honour us.

:D
 
Athelys said:
As a player in the OP Weds night game, I have to say that it is a blast. I get to play the Wolven and this is my second game in RQ ever and Im having a ton of fun. Ive been playing since the old red box of DnD and I cant remember the last time I had so much fun in a game to the point Im looking forward to the next session.

Thank you again for everyone who had a hand in making such a wonderful game.

Cheers

Seems like you're having a lot of fun! Sounds like my new group; everyone has played RPGs before but this is their first time with RQ. And they are loving every minute of it...

Athelys, Nick: Out of curiosity, what are Wolven? From the sound of it, may be something like what one of my players is nagging me for...
:wink:
 
Wolven is basically a race of Wolf-Men. Non-Lycanthrope, just humanoid wolves that were used long ago as shock troops in the various wars in Nick's campaign world. Now they are scattered in rag tag tribes without any central leadership outside of the tribes....for now :)
 
Oh, so like lizardmen, but wolflike? Gotcha. I always love the little touches like that in everybody's game.

Thanks for the quick reply.

It certainly does sound like you have a terrific group!
 
We have a great group and great story teller. We have one guy that is a silver tongued merchant who seems to be getting us jobs. We have a sorcerer with an unusual appetite. We have a classic warrior type and a guy who is good with a bow and great at getting possessed by evil spirits it seems. All in all its a fun group and we seem to work well together. The world Nick has made is vibrant and full of life. The NPCs aren't just some stats and a name. He breathes life into them to where you find yourself caring, well almost caring. I like the idea of being flawed instead of perfectly optimized for the game. I admit, I made a combat monster type but he is slowly working on becoming more charismatic and influential. We are all anxiously waiting for Arms and Equipment and the other books to show up at our local store. RQ has me hooked and I think it will be my choice for a long time when it comes to a fantasy rpg.

Cheers
 
This is what I love about RQ... you can be so much more than just another warrior or wizard etc. The PC may start out as a bunch of stats but within a few sessions you're wondering who his parents are and whether you should go check on the village... Is his family safe...

It's really built into the rules to make great character development a real part of the experience. I hear this from so many people & I've seen it in every RQ group I've been in. I really think the designers intended this, and I don't know how it works, but it does!
 
I cant say enough about the storyline that Nick is creating and the fact that as players, when can actually change the world. I know he had one group in the past that destroyed the world as they knew it. The game designers have made an excellent game better. Loz and the rest need either a raise or whatever their hearts desire for this work. Now if I could get that 100 gold from Nick :)
 
Athelys said:
Ask for a month off with first class trips to bora bora.

No Time Off!

They must continue writing books. A raise is fine, hell two raises is ok by me. But NO TIME OFF! :evil:

That Abiding Book isn't going to write itself y'know.
 
No time off until Empires is out!

Matthew needs to get that whip out.... :twisted:

@Athelys: 100 RQII gold? Yeaaaahhhh right! But if you send me your WoW name then no problem, heh! :wink:

The campaign setting I use has a virtually ready-for-publication edition which may be seeing the light of day shortly. It's current print-version is slated for use with 4E; I have a RQ conversion, but release of it has been stymied by the lack of a SRD for RQII. Not sure how or if using the original MRQ SRD would be feasible, though.
 
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