Using RQ for homebrew?

Antalon

Mongoose
So has anyone used the RQ rules for their own game?

What style of game or world?
How have you adapted the rules?
Have the rules worked well - was the game fun?
What kind of magic did you use, and did yoy use the Rune magic as written or develop your own?
 
I haven't created my own setting to use with RQ but I've been busy converting other settings to it.

I've started work on both Palladium and Warhammer.

I've gotten more work down with Warhammer so far since it's been the easier to convert.
 
Mine was homebrew. It worked pretty well, but the setting was originally intended for D&D. So, there were times when the gritty low fantasy didn't work so well. All in all, it was cool, but I need to revamp my world/game slightly.
 
What style of game or world?
My current campaign is occurring in a world that I have extensively based off of real world myth. The degree of magic available or encountered is pretty much proportional to the players ability to use it. Ultimately it could be considered high magic, because it is pervasive whether or not one is capable of seeing it or using it.

How have you adapted the rules?


New Rules

Automatic Success & Failure
¨ Any test result of 01 to 05 is an automatic success.

¨ Any test result of 96 to 00 is an automatic failure (and, in the case of 00, a fumble).

Opposed Tests
Opposed tests are made by both characters attempting the relevant skill test. Both characters make the tests as normal, rolling 1D100 and attempting to roll equal to or under their skill.

One Character Succeeds
If one character succeeds their test and the other fails, the successful character has won the opposed test.

Both Characters Succeed
Whoever rolled the lowest in their skill test compared to their modified skill wins the opposed test.

Both Characters Fail
Whoever failed by the lowest amount compared to their modified skill wins the opposed test. (This does not apply in all situations, the gm must use his judgment. It never applies to a combat situation.)

Very High Skills
Very High Skills and Automatic Failure
For normal skill tests, this means that the character simply has only a very small chance of failing in their specialized skill (the usual 96 to 00 chance of failure, with 00 being a fumble). However, once a character’s skill score reaches 200% in a particular skill, they only suffer a failure on 97 to 00 when rolling tests with that skill, with 00 still being a fumble. Once a character reaches 300%, the failure chance reduces to 98 to 00. At 400%, the chance is reduced to 99 to 00. Finally, at 500%, the character will only fail on a roll of 00 and this is not considered a fumble.

Opposed Rolls in Combat
Opposed rolls work the same way for combat as they do for non combat actions, however when comparing results to the combat charts increase the winners level of success by one degree. If this results in a degree of success greater than a Critical reduce the opponents level of success by one degree instead.
For example: Warrior A attacks and Warrior B defends. Warrior A succeeds with a critical attack, and B succeeds with a successful parry. B however wins the opposed roll, and he is now considered to have rolled a critical parry. If B had succeeded with a critical parry, A’s attack would have been reduced to a success.


New Legendary Abilities

Binding Earth Method
Requirements: Martial Arts at 90% or higher
Hero Points: 10
A weapon is truly an extension of your body. Sometimes it is even like an extra hand. You can use weapons to assist you in grappling situations. When using this method you may grapple normally. If you successfully engage the opponent any time he attempts to break out of the grapple results in a free attack. Additionally if you decide to break free you can use a free attack

Driving Wind Technique or Deflect Arrows
Requirements: Perception skill at 90% or higher
Hero Points: 10
Moving with perfect poise the master of this technique can deflect arrows before they strike home. This ability allows a character to actually parry missile weapons and thrown weapons.

Eye of the Hurricane
Requirements: Dex 15 or higher, Int 15 or higher, Perception skill at 90%, Dodge skill at 90%
Hero Points: 12
You are the center of calm in the midst of a storm. He is always aware of his surroundings, and reacts to sudden changes without pause. This ability allows a character to avoid being attacked from behind, or surprised, also a successful dodge does not use a combat reaction.

Flowing Water Assault
Requirements: Eye of the Hurricane, Athletics 90%
Hero Points: 8
Your ability to move on the battlefield is unparalleled. Spatial awareness is perfect. This ability allows a character to avoid free attacks caused by movement. More specifically when not using the charge combat action and moving adjacent to an enemy they do not get a free attack. Additionally when moving away from an enemy without using the fighting retreat combat action they do not get a free attack.

Free the Steel
Requirements: Dex 15 or higher, Weapon skill at 90% or higher
Hero Points: 8
Switching weapons is something you do in your sleep. You may draw a weapon without use of a combat action. Additionally you do not draw a free attack if this is done while adjacent to an enemy.

Leaves on the Forest Floor
Requirements: Dex 15 or higher, Acrobatics skill at 90% or higher, Athletics skill at 90% or higher
Hero Points: 8
Moving your body is nothing new to you, standing, sitting, lying down all the same. This ability allows a character to fight in the prone, with no penalty. Additionally the character can regain his feet without drawing a free attack, or using a combat action.

New Rules for existing Legendary Abilities
Duelist – This legendary ability can be taken for any close combat weapon.

New Enchantment Rules
Armor can only have up to 5 pow in armor blessing to any one hit location.
Weapons can only have up to 5 pow in weapon blessing.
Armor Blessing may not be used on living beings to permanently enhance their natural armor.

New Enchantments
Buoyant - costs 1 pow and grants the object a neutral buoyancy.
Comfort - costs 1 pow and allows the object to be worn in extreme weather conditions with no discomfort, in fact it will warm the wearer in cold, and cool him in extreme heat. This enchantment is most frequently used on armor.
Indestructible - costs 5 pow and makes the weapon in question nearly impossible to destroy.
Magic Point Reservoir - costs 1 pow (up to 4 pow maximum) with each point allowing up to 10 magic points to be stored in the item.
Otherworldly - costs 1 pow and allows the weapon or armor to interact with spirits.
Rune Focus - costs 1 pow this allows the item in question to be used as a focus for casting rune spells.

New Equipment
Lamellar Armor
Similar in construction to Scale Armor it however has no backing. Lamellar is somewhat easier to repair, and much easier to modify for a different user than Scale. Additionally due to its construction method Lamellar tends to be easier to decorate and embellish.
Lamellar Shirt AP 4, ENC 3, Locations: Abdomen, Arms, Chest, Cost 900 SP
Lamellar Skirt AP 4, ENC 3, Locations: Legs, Cost 800 SP

New Equipment Materials
Mithril Weapons +1 damage, +4 AP, +8 HP, –2 ENC, Cost x25
Mithril Armor +3 AP, reduce armor skill penalty by 1% per hit location, –2ENC, Cost x25

New Magic Rules
Rune Magic
Runecasting is a singular skill. Spells are learned by using an improvement roll and paying for training.
Integration no longer exists, instead an individual studies, and gradually comes to master a rune. Use three improvement rolls to learn. Runes do occur in nature as natural substances closely connected to the purview of the rune, these can be viewed as automatically mastering the rune costing no improvement rolls. Mastering a rune provides the same abilities as an integrated rune did previously. A focus is not required but casting with one results in a quicker casting. A rune focus is something enchanted to be such.

Have the rules worked well - was the game fun?
The rules modifications have worked incredibly well. Combat is quick, furious, and utterly brutal. Skill is king. Magic has remained somewhat mysterious, and has not overwhelmed anyone or taken over the game. Rune Magic has become a useful tool, but not something used lightly since it burns magic points up quickly. So far we have played roughly 16 sessions (4-6 hours long) with these modifications, and everyone has been looking forward to the next session. They are definitely MRQ converts.

What kind of magic did you use, and did yoy use the Rune magic as written or develop your own?
As you can tell I am using the magic systems written for the game, however in the case of Rune magic for one I have heavily modified it, I started writing a new system but dropped it because I just did not have the time to really develop it, and I saw an easier way of getting what I wanted.

Hope that satisfies your curiosity :wink:
 
Thanks.

Faelan, your modifications to rune magic sound interesting. I need to play the basic rules more to get a good grip of how they work, so I wanted a 'generic' setting to test them in. I really like Lanhkmar, but there is little divine or sorcery magic. I've found rune magic to be very specific to the Glorantha setting - so much so it is not easy to apply without heavy mods (as you've done). Magic is always tricky - I think that it should reflect the setting, and the setting is influenced by magic. I find DnD magic too mechanistic (it seems basically part of the rules of the game, rather than the culture of the society / world). I may try and convert the Black Company campaign setting - its magic system would be perfect for the Sorcery system in MRQ.
 
Black Company is certainly one of those settings just waiting to be done in MRQ. It's almost custom tailored to it to begin with.
 
Faelan Niall said:
Black Company is certainly one of those settings just waiting to be done in MRQ. It's almost custom tailored to it to begin with.

I agree with you, I would love to see The Black Company converted to MRQ.
 
Intend using hybrid Chosium/Mongoose Elric rules for a forthcoming campaign.
Back in the days of my old gaming group in the 'eighties' we always referred to any rule set we used as 'Changequest'. Tghis was because the rules were invariably changed or modified after the first session.
348 White
 
I prefer using an established setting - it requires less work and the players already have an idea how the world works. But I am thinking about making a RuneQuest conversion of Traveller (TravelQuest?) when the Traveller SRD is up. I always liked the background but most of the people I know prefer games with more character-developement. Both systems are skill-oriented and most of the Traveller-specific skills can easily be converted into Advanced skills. If you break down the Traveller-system into success-percentages and convert them to similar RuneQuest-tasks it should be possible to make an easy conversion-guideline for Traveller material. Character creation shouldn't be difficult either...
 
I launched a homebrew campaign, originally to test GURPS Fantasy rules but I wasn't convinced (the system's too slow for my players). SO i'm considering moving on to RuneQuest ^^

My campaign starts in 1550 in France. The PCs are an Inquisitor from Rome, a noble whose brother is coming to claim a city, the noble's hunchman (spy, assassin, name it ^^), a courtier parading as an astrologist and a young but gifted knight. Unknown to them is the fact that the Church is fighting a secret war against the force of evil. As the campaign's begins the setting is almost an historic one with no magic ... or a very subtle one. The inquisitor is accompanying the party to look for a lost relic which is said to be in the city the party's going to. In 1000 AD the Devil fought for his freedom and lost, it is said that is malevolent essence was held captive into some fiendish statue. It is this statue the inquisitor is looking for.
During the first adventure they take possession of the city but are fooled by Saturnin, the covenant head priest, who tells them the statue has been stolen yesterday by a rampaging band of bandits. After the PC realized the mercenaries that assaulted the covenant were actually paid by Saturnin they come back to the covenant just too late to prevent a hideous dark ritual from being accomplished. The dark ritual was to unleash the devil and change history so that he wouldn't lose in 1000 AD and won instead. And it worked.
The whole world is therefore changed: within a 5 miles radius around the city, everything's still the same but beyond, the demons are ruling the land.
The basic idea is that the party will rule the city, forge alliances, spread the Bible anew (since it's a forbidden book in this demon-ridden world) and launch an all-out war to crush them.

I'm currently working on the rules: I certainly will introduce a new profession (inquisitor), use the rune magic for blessed items and divine magic for demon and devil worshipers alike (albeit they won't have the same kind of spells ;) ). Since not only the Demon returned from hell but all the world's magic is back again, I will use Sorcery for those who try to comprehend and harness the world's magic.
For the time being I see no radical system changes, I just find armor penalties for combat skills a bit steep and I'll probably halve them, but it's not related to the background^^
 
I'm writing a mini-campaign/setting for 4th Edition D&D. The publisher wants 200 pages. A large part of me would rather do it for RQ. This was originally a part of a larger setting that I've been working on for about 15 years. I may end up just posting it (the larger setting that is) on the Internet-- a sort of Baroque, dark fantasy thing. You know, with intrigue and blood suckers.
 
just to jump in for a sec, i have a copy of runequest deluxe waiting for collection, it was meant to arrive on wed but they sent basic book instead to my localish game store so i didnt get it, or pirate isles either ended up with faith n fervour (conan) and pendragon book of knights??? not sure why., anyway couldnt get to glasgow today to collect itso thought id look in to it a bit in mean time.
is it easy enough to make your own setting for rq? or are the rules quite tied into glorantha?
is it a good system to be buying into or would brp be more usefull?
what books do you really need to run the game? is deluxe book enough? im looking for a system i can keep book lite for once, i already have about 12 conan books, same or more for castles n crusades, most the d20 modern, big pile of cthulhu stuff, ad+d 2nd ed, palladium stuff judge dredd rpg etc, so would be nice to find a system with everything needed in one place for a change
is it a detailed system yet still playable? i mean is there a level of detail but not a level of complexity (aka rolemaster) to match, i tried merps years ago but combat etc took forever, whereas warhammer frp was good and alos had hit locations etc
 
You can find ways of modifying the Glorantha-inspired rules to fit your own campaign setting. I like RQ for it's gritty realism. In my humble opinion, as far as fantasy RPGs go, it's either RQ or Ars Magica (AM can be a little complex). If I had to choose one RPG I'd probably go with GURPS, just for its versatility, though I'm sure others would think differently.
 
p1fx said:
is it easy enough to make your own setting for rq? or are the rules quite tied into glorantha?
It is fairly easy, probably easier to do so than d20/D&D3.5 for monsters/NPCs as there are no levels and classes to worry about. I'm not so sure the same can be said in comparison with 4e, though, as things have been smartened up in the latest D&D incarnation.
p1fx said:
is it a good system to be buying into or would brp be more usefull?
It is a good system. It depends on what you want to do with it as to whether or not BRP is 'more useful' (sorry, can't be more specific!!)
p1fx said:
what books do you really need to run the game? is deluxe book enough?
For a home brew, yes. Pretty much a bargain, I'd say. :D
p1fx said:
is it a detailed system yet still playable?
Yes. The combat is more gritty than in previous versions but the feel is of RQ2. It also supports almost any number of players (1-7) plus a GM due to the flexible and adaptive nature of character development.

Alternatively, try looking at SimpleQuest. <Plug>And, of course, we'd like to think our Petty-Magick system is pretty good (see Signature).</Plug>
 
cheers, ill have to get through and pick it up as soon as i can have been meaning too for past 2 days but havnt got out yet, have had to work on a book project all night so fell asleep today till bloody 3.30pm and it takes around a hour on train to get to flgs so it would have ben closed today, curses! another day without a new game..
i really should look at using what i have , but so many of them are unworkable or now defunct eg d20 modern, judge dredd. and cant fully get my head around conan it seems a bit of a half breed between d20 and something like rq, it has nice bits but very odd bits, like the spells.
hopefully there will be players of runequest in scotland for a change.
 
i seem to have become a collector of systems since returning to role playing just before xmas, mainly though due to being unable to find a system that returned me to the good old days, a game i could get into. or through finding a system for it to be axed..ho hum.
hopefully though rq may be the game ive been looking for and if i can get away with only buying the deluxe book then all the better!!
 
I always played RQ in my own homebrewd setting, "Last Horizon".
My world was deeply Glorantha-influenced, but there still are deeply differences between the two worlds.

Common concept with Glorantha:

as in Gloranthan settings, in my Last Horizon

1. the world is flat
2. the gods have a deep and strong role in mortal's lives (the sun is a god in my world as in Glorantha)
3. Chaos is something different from "good" and "evil" and even from "darkness".


In Last Horizon the gods are called "devas" and we can define them "gods" only to make the concept fully understable.
Last Horizon is a world ruled by a mystical energy called "Karma". Karma is the law of cause-and-effect and this means that the present situation is always dependant by the previouos one.
Karma isn't a cold law: it's a moral, spiritual energy. Magic users took their powers from Karma, for instance. Runes are elements of pure raw karmic elements that manifest themselves in the world.

Another difference is that there is no other world than the material plane. Last Horizon is the only world possible: the Devas walks on the mundane plane and they lives in very holy places from where they gives energy and teachings to their followers.

Iumak, the Redeemer Deva, a once powerful angelic being very weakened by the Chaos wars, lives on the Silver Moon that float over the Holy City of Estellia.

Flora, the ancient Deva that gave birth to elves dwells somewhere in the Silent Woods ruled by her children.

Semeyaza, a dark Deva (a Shura) that went against the Karma law and that still works against It is living in the deep Jigoku (hell), a mystic abyss down in the Underworld,

and so on.

Religion have a deep influence in such a world and some special persons are considered 'avatars' of the Devas (they are similar to the Rune Lords).

Chaos is an alien energy that corrupts everything. Some Devas, in past, accepted Chaos in their souls, twisting their Karma. Those Devas are now known as "Devils" or "Atrum Angels". Only four of them survived to the Chaos Wars...

I am working to this world since long time (I'm gamemastering since 20 years) and I've still a lot to do. Most of the infos are just in my head, although I'm working on maps and so on.

I think RQ is the only game to play properly my world. I tried D&D, but it was a terrible experience, I had to deeply modify many elements of Last Horizon.
I also played Warhammer Fantasy Roleplay: it was better than D&D, but I dislike the career system, preferring the complete freedom only RQ gives to players and GMs.
 
Antalon said:
So has anyone used the RQ rules for their own game?

What style of game or world?
How have you adapted the rules?
Have the rules worked well - was the game fun?
What kind of magic did you use, and did yoy use the Rune magic as written or develop your own?

Yes, and always have (I am a Runequest fan, not a Gloranthaphile), although I'd be tempted to run a Lankhmar game sometime.

Style: I have two campaigns I've used for RQ. One is a gritty low-magic sword & sorcery setting which borrows from the pantheon and mythology of old Mesopotamia. The other is a long-running post-apocalypse fantasy world with an emphasis on lost, evil entities, ruins, and weird cultures.
Rules: I worked out a 140 page campaign guide for my RQ take on the post-apocalypse setting, and may release it as a PDF under the Runequest license eventually. The other is simpler, and uses only established RQ rules and data.
Fun: Yes, the Runequest games I have been running are fun enough that my regular group prefers it over D&D, which I think says a lot for MRQ. Even the players of older editions of the game prefer MRQ now.
Magic: Both worlds use the magic system as is in Runequest Deluxe, although I added 3 additional magic systems to the post-apocalypse setting.
 
Have MRQ for French Indian wars, Americian Civil war era weatern and a modern 'Delta Green'. Think this is the system I've liked the most over the long years
 
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