So what do you like about MRQ ?

Theres plenty of quibbling about whats wrong or perceived as wrong. So whats the things you like about MRQ ?

Im mostly interested in people who's played RQ2 or 3, but by all means pitch in
 
How about those who played RQ-1? :D

I like combat actions over strike rank.

I may come to like featherswords and marshmellow maces over the more deadly former weapons, not sure yet.

I actualy mostly like MRQ Shaman rules. With a few ideas stolen rom Simon Phipps site, they work very well for me and my group.

Even though I dont have the book yet( come on tax rebate) I like that they did a whole book on dragonnewts.

I really like that they seem commited to continueing to support the line with lots of cool and semi-cool stuff.
 
The Glorantha books. By and large they're all pretty good, with some really outstanding examples (G2A, Ralios, and Dragonewts being the pick of the bunch)
 
Things I like:
The new Glorantha 2nd age source books and the Elric line

Combat Actions and associated mechanics (though I don't like variable numbers) work much better than SR

Sorcery system is (implementation aside) far better.

I like the attempt to strip RQ back to something more like RQ2 than RQ3.

Consolidated skills list (mostly), basic/advanced skills and characteristics for base score are much better.

I like the use of opposed rolls over the resistance table (implementation aside)

I like the character generation system with background + profession + free choice. Very smooth.

I like the spirit magic rules once the author explained how they're meant to work and the implementation of Gloranthna sorcery in Cults of Glorantha 2.

I like the introduction of Hero Points.

There is a lot I like about MRQ.
 
I like the fact that it exists, and that it is turning into a heavily supported line.

I like the fact that it is being discussed a lot.

I like the fatigue rules.

I like the mass combat rules.

I like Hero Points.

I might like legendary abilities, if anyone in our game ever acquires one.

I like 2nd age Glorantha more and more - not enough to set a game in it, though...
 
I like opposed rolls, although the Resistance Table had to survive, too.

I like the introduction of Hero Points.

I like the new Sorcery rules.

I really like Dedicated POW [this one is gonna make me unpopular] although it works well only for Initiates.

All in all, although it fixed several items that were not broken, I am rather happy with the new game system.
 
I like the fact base skills %iles are based on characteristics.

I like the cultural/professional skill determination rule

I like the skill opposition rule

I like the fact runic magic use skills

I like the DEX-based turn order

I like the Actions/Reactions dichotomy

I like the idea of a game that tries (and in some ways achieves) to make innovations in Basic Roleplaying
 
I like the opposed resolution and the clever use of critical range.
Dropping the resistance table was a smart idea.
Persistence and Resilience are smart ideas

Glorantha 2nd Age and Blood of Orlanth are very good quality

Cults 1 + 2 are good and would have been very good without the faults argued ad nauseum

Dragonewts and Magic of Glorantha are good

I've left out all the things I don't like but they at least match in numbers the things I do like.

Best of all it's in print!
 
I like that MRQ brought back Glorantha in the RPG industry with many books (Issaries production is too scarce) and explores an interesting second age.
 
It's in print.

There's a lot of it.

It annoys half the people on the RQ-Rules List.

It annoys half the people on the World of Glorantha List.

I can use some of it in my RQ3 game.
 
Second Age Glorantha. Really had it not been for GtSA I'd have cut my losses and walked after the companion (not a fan of dedicated POW at all). ALL of the books have ranged from good enough to very good, and having bought all available so far I have no regrets having invested in it as a body of work.

Sorcery. Not that I ever really had a problem with RQ3 sorcery.

Character Generation. Again, no probs with RQ2/3 but MRQ is so freakin fast compared to those systems and works well.

The thrill of something new and the comfort of something familiar. Seriously, this combination can be very enticing - like when the wife or girlfriend gets a completely new haircut and colors it - it's kind of exciting and new on the one hand, but that safe familiar thing on the other. Not that MRQ is akin to a new hairdo; it is more like your partner being abducted by aliens and replaced with an alien replica - but hey, that can be exciting too (so it if she/it is evil).

It annoys almost all the people on Triff's BRP forum.
 
Magistus said:
Rurik said:
It annoys almost all the people on Triff's BRP forum.

Yeah funny isn't it. Hating something as much as some of them do is pretty stupid in my opinion.

It's a good thing I can enjoy the occasional flame war. I like the long arguments over different styles of play (I do it this way - NO! THAT WAY IS WRONG!).

Lively over there though.
 
Character creation and the new magic systems would be the main thing for me.

Also, the Glorantha 2nd age book, along with the players guide (this book doesnt get nearly as much love as it should) are a fantastic way to get into glorantha.
 
Haven't played any previous RQ and haven't really played this version yet (did one game at Mongoose Hall last year and hope to play more at Conception next week), but...

Not class / level based so I feel more at ease to stat up NPCs on the fly.

Percentile system is easy to understand and teach others.

It is similar enough to Call of Cthulhu that is encourages cross pollination.

It is supporting more than one setting - got and read G:tSA and didn't like it much, but got on better with Slaine.

I like Culture and Professions as gentle guides to character creation - nice for newbies who aren't sure what skills are important etc.

It is OGL and has an SRD so even though I don't have RQ Monsters I can raid the SRD for specific stats (e.g. where Slaine refers to statistics of Allosaurs for Time Monstters I can simply look up the stats knowing what a Time Monster looks like from the comics).
 
Not having actually played previous incarnations of RQ, I can only approach it (in the hands-on sense) from a new system perspective. Previously I've tended to play AD&D, D&D and Rolemaster.

The completely classless system has a nice, open feel. It doesn't take away control of the game (GM's perspective) but allows players to create characters that are more real - they can follow stereotypical character types if they want, but there is no rule that forces it.

The combat system, the more I use it, is gritty and fast-paced, but not overly so. One complaint I've heard is that it is more difficult to die in MRQ. I don't get off on killing my players' characters, so that's not so much of an issue to me, so long as the threat of mortality is always present and they have a fair whack at taking out their opposition in a timely fashion. So, for me, the combat system works well.

I like the hit location system and the way damage is represented. I know some folks don't like the absence of total hit points, but I haven't encountered any problems yet. It affords much greater description and realism, I think.

The production quality is solid - early binding issues aside, the quality is good. The issues have been dealt with in the best way one can, and the result is the maintaining of happy customers.

The magic system works well, though I'm not keen on the Divine Magic rules (as far as how spells are acquired and their temporary nature), but that's something that can be altered via houserules. The bottom line is that the system works well overall - especially the skill approach of rune magic.

Character creation is a breeze. That's a biggie all by itself.

I'm sure there's more but I have to run.
 
Okay I started with RQ2 and ran RQ3 for several years, so I guess I qualify, but the short of my reasons i love MRQ:

1. It's streamlined; all the snaggy bits from prior editions are missing (skill application in char gen, CAs instread of strike rank actions, fatigue and encumbrance rules that work, etc.)

2. Non-Vancian Magic: The magic system continues to permutate in to something distinct and flavorful from TOG.

3. "Reality" Based: Barring the slight chance of legendary abilities becoming a reality in any games I run (and I like 'em anyway), MRQ maintains a more visceral and reality-grounded feel than other games, and maintains the same feeling from older editions of MRQ.

4. Non-Glorantha Support: Loads and loads of support. Not just Glorantha support (I do not do Glorantha, at all), but the kind I can actually use for my own campaign. Amazing!

5. Slicker and Faster Combat: Combat is cleaner and smoother than in RQ3. Yes, that's right, I think the MRQ system is much more efficient than the older editions. My acquisition of the BRP proof reminded me just how muddled and tedious the minutiae of old RQ3 combat could get; luckily the vast majority of the combat rules in BRP are presented as optional; but I was surprised at how when I started working on my BRP campaign I found myself wanting to borrow from MRQ to modify BRP and not the other way around......!

6. Good Deal: MRQ is essentially the best buy on the market with Runequest Deluxe. I don't own a laptop and dislike PDFs, so I find games which are easily ported to be my favorites these days. That makes it Runequest Deluxe, BRP, and Castles & Crusades so far. Most other games come with lots of baggage, unfortunately (sorry, GURPS....D&D....anything White Wolf....too much!)

7. Lots of Support and Recognizes it's Literary Roots: The Spellbook is absolutely awesome. I can't wait for the Necromancer's Book. This kind of support was sorely lacking from prior editions of the game. Having Lankhmar, Pirates, and all these Eternal Champions and historical books here and on the way is very nice. In a time when TOG is trying to capture the video game/MMO player's attention, MRQ is still recognizing the literary roots of fantasy.

8. The SRD. Nuff said!
 
Likes:
As an avid and long time player of RQ2, I obviously like Sorcery, which was missing in RQ2.
I also like the 2nd Age setting, and the focus on areas of Glorantha other than Dragon Pass.

Don't Likes:
I don't like the D&Dish stuff: the spells book, the three monsters books, the unnecessary rules books...
 
judas said:
I like the hit location system and the way damage is represented. I know some folks don't like the absence of total hit points, but I haven't encountered any problems yet. It affords much greater description and realism, I think.

With RQ3 there was general hit points and location hit points. This was more real, because you could die if a foe decapitates you or by multiple wounds (blooding loss). MRQ is faster, but not so realist like RQ3.
 
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