Runquest 1 vs Runequest 2

Builder

Banded Mongoose
So I picked up some Runequest 1 stuff a while ago and now I am going to run an Elric game with it, in line with this I have bought some other Runequest 1 stuff to go with what I already had.

One of the purchases I have made is Cults of the Young Kingdoms, which turned out to be the Runequest 2 version. So the question is how compatible is this with the Runquest 1 stuff?

And while we are here what are the benefits to changing to Runequest 2 given the cost of buying new stuff at much higher prices?
 
In terms of pure source material, and for many of the setting specific rules, there are relatively minor changes - especially for Elric.

However, the RQII rule set is simply a league higher in terms of playability, flexibility and fun. For me it is the best iteration of the RQ system to date.

So, I would suggest perhaps picking up the pdf of the core book, perhaps when drive-thru next has a sale. You will almost certainly not be disappointed. I suggest that you could use RQI Elric stuff quite happily with the RQII rules, without upgrading (so to speak) to the Elric book published for RQII. You may find that once you take in the glory of RQII you'll simply dump the old stuff and invest in the new anyway :D

Antalon.
 
OK, so you obviously think its much better :)

So could sell me on the some of the specific points where it is better please?
 
Builder said:
OK, so you obviously think its much better :)

So could sell me on the some of the specific points where it is better please?

Magic is heaps better - more co-herent, usable. That alone is worth the cost of admission.

I love the history of Runequest - it means it is relatively easy to use old material with the new ruleset..
 
Well, the question of how RQII differs from its Mongoose predecesor has been discussed in great detail elsewhere.

For me the key difference: RQII is more refined and really really comes alive when you start creating worlds, NPCs, communities, monsters, magic and of course adventures. I'm develop a homebrew game and its the most inspired I've been for a very long time. I'm stealing from Wraith Recon, Elric, Vikings and Glorantha (amongst other sources) for ideas and straight-over porting of creatures / stats.

See here for even more discussion: http://forum.rpg.net/showthread.php?t=532630

And I especially like this discussion: http://forum.rpg.net/showthread.php?t=512391

Hope that helps,

Antalon
 
One advantage of the system is that the stat blocks are similar enough that you can on the whole use the stats for either edition in either edition without too much difficulty. Mostly the changes are in how you use them rather than the stats themselves. There are some differences in higher magic which will require some handwaving but on the whole it's interchangeable.

E.g. RQII gives size and reach stats for weapons that can easily be ignored when playing RQI.
 
So the vybe I am getting at the moment is that the major improvements are in combat and magic and the systems them selfs aren't supper hard to mix together?
 
That is correct.

Combat is arguably the best system around (I know it's the best I've tried, and I've had to be force fed some stuff lately that made me want to puke after playing MRQ2 <cough>burning wheel</cough>). Not hating, just saying, it's a tough act to follow.

I think that the opposed rolls have been refined unless I'm mistaken. There is no "resistance table". This is very different and I find it streamlines the game really well. From a GM's standpoint, I would say it makes it easy to advance the story- a few rolls and success is quickly determined based on the players and NPC's or the challenge itself- not some "table". I like that.

There are also no total HP- only location HP which makes it fights shorter and more deadly, but can make tough enemies REALLY tough.

And the CA system still allows the biggest Rune Lord to be taken out in a dark alley by a bunch of thieves (though it would probably take a gang of six or more :)

I will also add: Having almost all of the core stuff almost all of the books are very good. A&E got a bad name for bad editing- which was deserved- but I still use the book a lot, and consider a lot of the ideas almost essential to my games (which are very light on Magic weapons, something players can never get enough of). I liked the way A&E gave the added option of "great quality" weapons, which in turn put some of the ability to obtain such weapons in the players hands. Even as part of the game. I thought that was very cool.

Empires was good and had food stuff in it, as does the Compendium, Necromantic Arts (a bit broken editing wise- but great ideas), Pavis (excellent!), and the Glorantha book (adventures!). The Cults of Glorantha give you an excellent template and guidelines for further understanding cults (a must), and the monster coliseum book is a fantastic read with multiple applications and essential for monsters alone (though I use the Gladiatorial rules in a few of my games and love 'em).

But the book I have been revisiting more and more is Vikings. I would even say, if you are going for a lower magic environment this book is a must. Even if your campaign has nothing to do with Vikings. The book is a wealth of information, the new magic in it is awesome and works as "strange magic the party has never encountered before, culturally," and there are about 50 plot hooks in the back that are freakin fantastic. They aren't complete drawn out A-B-C style adventures, but they don't take a lot of work on your part to conceive detail wise, and usually a few key plot twists are included in the hook description. I only bought the book because Pete Nash spotted me the stats for a Viking Round shield, and I appreciated it so much I bought the book. Turns out he did me two favors. If you are like me, and are thinking: "Meh, I don't really do Vikings." BUY THIS BOOK. You won't be disappointed. Outside of the core, and maybe monster coli (for different reasons) it is fast becoming my favorite.

Lastly, the customer support here by the AUTHORS of the book is just hands down unbeatable. There are no questions you can't ask. It's kinda unreal. I think it might be the best customer service I have ever seen with ANYTHING.

Suffice it to say MRQ2 is my favorite system, hands down.

Wraith Recon is the next book on my list BTW, and I am eagerly awaiting "Blood Magic."
 
Builder said:
So the vybe I am getting at the moment is that the major improvements are in combat and magic and the systems them selfs aren't supper hard to mix together?

There's not a huge amount of difference. The selling point was that it plays lots better, and, yeah, it does, to a point, but it's nothing you couldn't do with a little houseruling of MRQ1. (I think most people did a bit of houseruling with MRQ1 anyway). With the possible exception of combat moves, these, at first, seem to add an extra layer of complexity, but they don't really, and they're quite cinematic and act as a bit of optional chrome to the basic BRP system. I can take them or leave them myself.

The other tweaks are to the way magic works, (sorcery manipulation, etc., spending a point to make your Legendary Ability work, etc.), but nothing people hadn't houseruled already. The major difference seems to be presentation, leather covers and whatnot. To my mind, MRQ2 isn't as great as some have said, and MRQ1 (Deluxe), isn't as bad as some have said, either.
 
MRQ2 certainly fixes a lot of the problems of MRQ1 (while adding only a few of its own rule fluffs, and the worst of those are being addressed in S&P at the moment).

I think it is certainly better, but you might want to merely purchase the .pdf, if your "buy-in" to MRQ1 is deep and you're loyal to that system.
 
Thanks for all of the responses guys.

At the moment its not that I am attached to the system as much as I have a fair few books for Runquest 1, along with the Elric book, some Hawkmoon stuff and some Glorantha stuff as well.

So I think I shall pick the PDF at some point and see if it is enough of an improvement to move away from the stack of books I have already.
 
You can still use your MRQ1 books... but the mechanics of MRQ2 are much better.

Don't forget to download the conversion document and the short errata (you didn't honestly think there wouldn't be one?) from Mongoose.
 
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