Why are Elric and Hawkmoon stand-alone?

ccfan

Mongoose
I bought Runequest Deluxe and have Lanhkmar books on the way; great, by why did Mongoose put Elric and Hawkmoon out as stand alone games? We're having to pay for pages of rules we already have.
 
Because each setting handles a lot of things diffently. Elric and Hawkmoon are the ones that actually GOT their own rule books, but i would have liked a complete "Lankhmar" book, including RQ rules adjusted to that setting as well.
And Glorantha... well ... a lot of generic RQ rule book informations handle things VERY differently than they work in Glorantha. I would have liked to have a RQ Glorantha book as well... but now "Players Guide to Glorantha" cover much of it very good.


Cheers

Osentalka
 
Another reason is there are fans of Moorckian RPGs out there who are not keen on owning another rulebook they may never use, just so they can play either Elric or Hawkmoon. It's also very handy to carry one book to a convention with everything you need, rather than two or three books you don't.
 
I haven't read much Gloranthia material, so I wouldn't know about that. I'll probably hold off on Eternal Champion until I've read more Moorcock. I'm waiting on Land of the Samurai and may pick up pirates. I am glad they brought out Lanhkmar; that and the single deluxe core book are what got me to take the plunge into the system. I'm a stingy gamer, I suppose, especially when I don't have a local group or shop to support. My wife is ever so patient about the money I spend on this hobby.
 
I recommend Pirates very much. I also recommend you read more moorcock stuff, as it is quite good.
 
It is odd that Glorantha, the RQ flagship product, doesn't have it's own set of rules. The core rules are not a great fit, and a separate rulebook would have made a lot of sense. They could then have resolved a whole bunch of issues with Glorantha, keeping us players happy, while keeping the core rules as the base for other lines. Very odd :?
 
well, the initial rulebook was a complete roleplaying game. You cant find anything that a conventional RPG should include that the book was lacking, other than an introductory adventure.
 
gamesmeister said:
It is odd that Glorantha, the RQ flagship product, doesn't have it's own set of rules. The core rules are not a great fit, and a separate rulebook would have made a lot of sense. They could then have resolved a whole bunch of issues with Glorantha, keeping us players happy, while keeping the core rules as the base for other lines. Very odd :?
What would you improve and/or change?
 
zozotroll is right.

Runes might work for "general" Fantasy settings, but not Glorantha.
Also i agree that Divine Magic should be stronger, at least in Glorantha.

But that i background/rules related, not rules only.

My homebrew RQ is a mix of RQ3 and MRQ.
 
Osentalka said:
zozotroll is right.

Runes might work for "general" Fantasy settings, but not Glorantha.
Also i agree that Divine Magic should be stronger, at least in Glorantha.

But that i background/rules related, not rules only.

My homebrew RQ is a mix of RQ3 and MRQ.
I would then make Divine Magic stronger only after a dedicated heroquest (to show the difference between a common hero and a heroquester who has the deeped knowledge).
 
I think divine magic is fine as it is now, particularly as now its a reasonable option for non-priests (i.e. 99% of all characters)

The folk magic from the players guide to glorantha does a far better job at modelling every day magic than the old spirit/battle magic too, IMO

I would like to see some more powerfull divine spells for the true heroes of a cult though
 
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