Having invested in all of the core rulebooks and three of the Gloranthan sourcebooks, and attempted to embrace them wholeheartedly, not to mention persuading two of my friends who probably wouldn’t have purchased them otherwise, (I mention this to stress the fact that I did give the game a more than fair chance) I have decided to ditch MRQ as a rules system. I’m going back to RQ3, but using the rules from MRQ that I like.
The main reason for this is playability of combat. When running MRQ combat, I find that rather than engaging with my players, I’m head-down to my tracking sheet trying to keep track over who’s doing what. I used to be able to talk with them and describe dramatically what was going on, and the description would culminate in a few dice rolls that created a cool gaming atmosphere with lots of drama. Of course all that still goes on, but with so many mechanics and choices for both players and GMs that most of my group are uninvolved for most of the time. I found that in order to run a one character to one foe combat in MRQ with my six players means that to produce just five seconds of game time means keeping track of, conservatively, thirty actions, and forty-two reactions. I don’t know what kind of game others like to run, but as far as my humble abilities are concerned, this is just about my own personal definition of unplayable. I can, and have been, running it, but it’s just not fun - it's all mechanics. So there we go. Just an opinion based on gameplay.
Having said that, I do think that when I run Lankhmar, or any game with two or three players, I’ll probably use MRQ uncut, just not for larger groups, and not in Glorantha. The added choices make it a very literary system, and very good, methinks, for a couple of player characters, or particularly a one character/one GM game. Also, I’m taking plenty of rules back to RQ3 with me. MRQ Opposed rolls for spirit combat and the like; Hero Points and Legendary abilities; Fatigue; Dragon magic; a version of Resilience, Brute Force and Persistence (but not for spell resistance); Several skills, both advanced and basic; Arms & Equipment; Mass Combat; there are probably others that I can’t think of right now.
It’s a big decision, not least because of the money I spent. If I’m brutally honest, I can think of more than £150 quid’s worth of roleplaying stuff I would have sooner bought than MRQ, but it looked so good when I read it. It was only in playing that the reality began to dawn. However, I have something that I’ll be using from all the books I’ve bought, so it’s not been a total waste. I think that with the new rules I'll be able to give high level RQ characters 'somewhere to go' which is really all that was ever missing from the RQ3 rules anyway...
Feel free to hit me with a torrent of abuse...