So what do you like about MRQ ?

Trifletraxor said:
Actually, more positive stuff have been written about MRQ than negative on the site, if you include the MRQ review section. :wink:

OK, if you exclude my posts, what's the balance then?
 
I have not had much chance to play with it, but the clarity of the writing especially in the main book. Magic in Glorantha was good, the EWF stuff is very focussed and fairly free of the waffle I associate with White Wolf books, though I personally found the Orlanthi cults and heroquesting stuff a little turgid, simply because I am so familiar with these concepts. I was hoping for some radical differences from the Third Age version of the Gods, and did not note any. I have only used the Player's Book for crunch, but it seems very useful, though perhaps more of a GM resource, and Glorantha the Second Age is a lovely book, indispensible. I hope to pick up some of the Eternal Champion stuff soon, but for me RQ looked much as it always did, with some oddities - two combat rolls if a parry or dodge is made, and no general hit points??? Overall very good, once you plan to run it -- it has a very functional "book to game with" feel I like.

cj x
 
soltakss said:
OK, if you exclude my posts, what's the balance then?
To much math. Ask Atgxtg or some of the other number-crunchers! :P

There's a lot of you with one foot in both camps, so in total I think it's about even.

(by the way, improving the MRQ review section as we speak!)

SGL.
 
weasel_fierce said:
Apparently the GM guide has new options for making major wounds much more unpleasant.

Part of it is roleplaying too though.. how many sentients will continue a fight after their arm comes off ? Very few people actually want to die.
When you encounter those that will fight to the bitter end, it should be memorable exactly because they are crazy

That was exactly my point. It's a roleplaying game and the rules shouldn't have to dictate everything - they're guidelines. I don't really need a GM guide (though I will certainly buy it in support of MRQ!) to tell me when a major wound should stop a fight. I've been doing that from the beginning because it just makes sense, as I'm sure many others have.

I also understand Rurik's point about this not meaning the rules are streamlined because my point steps outside of the rules, so it's all good. I suppose there are pros and cons to anything, but I think MRQ's combat system, overall and used sensibly, is more streamlined than others in my book.
 
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