RQII releases

I agree.

The Second Age stuff will be more of interest to me as histroical background, allowing me to weave the events and characters in to my Third Age campaign. I used some stuff from Ian Thomsom's Second Age Pavis (Rough Guide to Pavis), especially where things used to be, but the mongoose supplement should have a lot more about the events and characters of the era.

Personally, I am interested in the following areas (in order of preference):
  • Prax
    Pavis
    Sartar
    Holy Country
    Balazar
    Dorastor
    Peloria
    The West
    The North
    Kralorela
    Anywhere else
I know that this makes me a fuddy-duddy, stuck in the past and not capable of embracing new ideas, but what the hell?
 
Though it is quite pale in comparison to what we had for the 3rd age, the second age is nonetheless interesting, because we learn a lot about the Wymrfriend Empire and especially about the God learners which are perceived as really myserious in the 3rd age.

However it is hard to do something better than Prax and Sartar in the 3rd Age (because of all the materiel published as well as the depth of the Sartarite culture). And the whole cradle campaign (including the adventure from river fo cradle) is still one of the best campaign published (though Blood of Orlanth is also great).
 
Looks good!

I've sort of left second age Glorantha behind for Hârn, and I've never used the MRQ rule system, but I'll probably check out both Pavis Rises and MRQ2.

SGL.
 
Trifletraxor said:
Looks good!

I've sort of left second age Glorantha behind for Hârn, and I've never used the MRQ rule system, but I'll probably check out both Pavis Rises and MRQ2.

SGL.

You is banned, innit?
 
I wish that the core rulebook was complete, rather than a basic rulebook and a companion. I want complete rules since beggining. I was very disappointed when I bought the first book without classic magic of glorantha (sorcery and divine magic). If I must buy it (30 €!! -with shipment), I hope that I could play it in January, not in March by incomplete rules :S. I have bought all books from first edition: monsters, cults, master's guide, factions, ... I do not want monsters or any other stuff in the book because many of us got it yet, or you can buy it with another supplement.
Hopefully Mongoose hear to us.
 
I hope the Mongoose will provide some convertible material because I don't think I'll buy once more the secondary books (monsters, companion, arms & equipment, etc.).
 
gran_orco said:
I wish that the core rulebook was complete, rather than a basic rulebook and a companion. I want complete rules since beggining. I was very disappointed when I bought the first book without classic magic of glorantha (sorcery and divine magic). If I must buy it (30 €!! -with shipment), I hope that I could play it in January, not in March by incomplete rules :S. I have bought all books from first edition: monsters, cults, master's guide, factions, ... I do not want monsters or any other stuff in the book because many of us got it yet, or you can buy it with another supplement.
Hopefully Mongoose hear to us.

You'll find the new rulebook to be most complete.
 
The King said:
I hope the Mongoose will provide some convertible material because I don't think I'll buy once more the secondary books (monsters, companion, arms & equipment, etc.).

The vast majority of books you can use 'as is'. We'll be adding more material in the secondary books, in the hopes that we will tempt you (!), but they will not be 'necessary'.
 
I seem to recall seeing comments that the Cult books would be rewritten. On the 'goose blog maybe?


I wish people would stop using "complete" to mean "containing the same material RQ3 did".

The old MRQ book was complete. It was a full RPG with everything you need to play. Yes, I'd have liked for it to include divine magic and sorcery, but that didn't make it "incomplete"
 
RuneQuest is based in Glorantha. RQ1,2,3 and 4 had divine and sorcery magic. I do not conceive glorantha and RQ without this magic. If previous books had it, why should be this version different? I think that a combat system and a pair of adventuring rules (120 pages) are not enough for a RQ game. Look at HeroQuest: That is a complete book, like RQ+RQ comp. or RQ deluxe, although, obviously, you can play with it. I am only telling you that I want a "complete" book if I must pay 30€ for it.
But, you know, it is only my personal opinion.
 
1st and 2nd edition only had battle magic and rune magic.

Sorcery was added in 3rd edition.

Im pretty sure the new version will have all three, given that the deluxe rulebook includes all three.
 
I'm just hoping that we can go straight to a "Deluxe Edition". I ended up buying the MRQ books separately last time and then buying the combined books later when they pubished them together. I would much rather spend a bit more on a more comprehensive version then have to juggle multiple books while waiting for the deluxe edition.
 
Vivamort said:
I'm just hoping that we can go straight to a "Deluxe Edition". I ended up buying the MRQ books separately last time and then buying the combined books later when they pubished them together. I would much rather spend a bit more on a more comprehensive version then have to juggle multiple books while waiting for the deluxe edition.

I approve it. Seconded the motion :)
 
Vivamort said:
I'm just hoping that we can go straight to a "Deluxe Edition".

It's bound in leather, how much more deluxe do you want it?

I'm hoping we can go straight to a sensible version - Single volume Core rules,. preferably softback. Rules that work first time, and don't require a Players update by Easter. Layout that works with, rather than against the content. An Index that (a) takes up more than half a page and (b) is both functional and useful
 
weasel_fierce said:
I wish people would stop using "complete" to mean "containing the same material RQ3 did".

I'd use complete to mean that in general, the rule book is not published with a Companion, GM's GUide, Players Guide etc already well advanced down the publication chain, and not requiring the rapid production of a "players update" to explain or re-write rules which should have been sorted out pre-publication.

MRQ failed big time against all of these measures. The first release should have been "complete" in this sense to capitalise on the existing RQ fan-base (which, after all was presumably the intnetion of licensing the name). This could have been followed up rapidly by a "RQ-Lite" -a slim volume that provided enough rules to get started for those who wanted to see what RQ was all about without necessarily commiting to the full package.

Specifically for RuneQuest I'd use Complete to mean the rules are capable of supporting play in Glorantha. - That's not to say it needs to contain all the specific cults, spells, creatures etc that have appeared over the years, but it should certainly support what RQ2 called Battle Magic and Rune Magic (RQ3's Spirit Magic and Divine Magic) - Neither of which were in MRQ from the beginning. Runes and the magic available through them should be Gloranthan (either specifically in the main text, with exceptions noted in a sidebar, or, if the main text is generic, with the Gloranthan correspondances in a sidebar).

MRQ failed this completeness test too. At least in part because it fell between the stools of being a Gloranthan game that could be used Generically, and being a Generic game that could be used for Glorantha, by assuming that Glorantha was the default except where it wasn't and never being explicit about what was and wasn't Gloranthan.

In my scheme above, the first release should have been specifically a Gloranthan release. The RQ-Lite book that followed it should have been deliberately generic.
 
duncan_disorderly said:
Vivamort said:
I'm just hoping that we can go straight to a "Deluxe Edition".

It's bound in leather, how much more deluxe do you want it?
I suppose he was refering to "deluxe book" (content), not deluxe in terms of luxury (price)
duncan_disorderly said:
weasel_fierce said:
I wish people would stop using "complete" to mean "containing the same material RQ3 did".

I'd use complete to mean that in general, the rule book is not published with a Companion, GM's GUide, Players Guide etc already well advanced down the publication chain, and not requiring the rapid production of a "players update" to explain or re-write rules which should have been sorted out pre-publication.

MRQ failed big time against all of these measures. The first release should have been "complete" in this sense to capitalise on the existing RQ fan-base (which, after all was presumably the intnetion of licensing the name). This could have been followed up rapidly by a "RQ-Lite" -a slim volume that provided enough rules to get started for those who wanted to see what RQ was all about without necessarily commiting to the full package.

Specifically for RuneQuest I'd use Complete to mean the rules are capable of supporting play in Glorantha. - That's not to say it needs to contain all the specific cults, spells, creatures etc that have appeared over the years, but it should certainly support what RQ2 called Battle Magic and Rune Magic (RQ3's Spirit Magic and Divine Magic) - Neither of which were in MRQ from the beginning. Runes and the magic available through them should be Gloranthan (either specifically in the main text, with exceptions noted in a sidebar, or, if the main text is generic, with the Gloranthan correspondances in a sidebar).

MRQ failed this completeness test too. At least in part because it fell between the stools of being a Gloranthan game that could be used Generically, and being a Generic game that could be used for Glorantha, by assuming that Glorantha was the default except where it wasn't and never being explicit about what was and wasn't Gloranthan.

In my scheme above, the first release should have been specifically a Gloranthan release. The RQ-Lite book that followed it should have been deliberately generic.

That is what I mean. Exactly.
 
Here is a text box and link to a preorder for RQII Glorantha the second age:

One of the oldest settings of any roleplaying game is back, and more comprehensive than ever! Covering every nation of Glorantha, this book lists the histories, myths and cultures of the world, complete with maps and detailed illustrations that bring the setting to life.

Glorantha is a world permeated by magic and shaped by myth. Its heroes achieve power by questing for runes, physical manifestations of the eternal abstract forces that shape its destiny. Eventually they graduate to even more powerful magic, learning to gain power by emulating the deeds of the gods, mastering the arcane formulae of the sorcerous arts, allying with spirits, or achieving meditative awareness of life’s unknowable secrets. In doing so, they draw on one or more of the mythic Otherworlds surrounding their everyday material world. With the right magic, they can travel to the realms of the gods, become participants in their ancestral myths, and return with wondrous new abilities. Those who fail these daunting tests may be diminished, destroyed, or eternally lost in the mythic realms.

Size: 256 pages, Hardback
Interior Art: Black and White
Author: Lawrence Whitaker

http://frpgames.irook.com/cart.php?m=product_detail&p=60192
 
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