[RQ-Rules] Determining success in RuneQuest
Stephen Posey
slposey at concentric.net
Wed Dec 1 16:04:06 UTC 2004
ASHLEY MUNDAY wrote:
> "Yeah Rolemaster was alot like RQ."
>
> Rolemaster was more like an accountant's DnD - it had
> levels, classes, huge FO spell lists, critical hit
> charts that made the Arduin Grimoire's look sane and a
> lovely paragraph format and writing style stolen from
> SPI.
>
> Add to that the avalanche of charts (you'd have to be
> eidetic to play it just off the character sheet) and
> you had a game that was almost totally unlike RQ.
>
> AND it was 5 times the price of Runequest in 1982...
RM had a few cool ideas here and there, but overall it's pretty ponderous.
My brain hurts just thinking about the times we actually tried to play
it. It helps if you have a GM who really knows and likes the system (go
figure) and actually WANTS that level of complex, somewhat arbitrarily
structured detail.
Even so I found it excruciating when we ran combats or determined
advancements. Give me BRP with its more elegant and consistently
structured systems any day.
I really like Shadow World (the RM "house" setting) though. And many of
the modules for Middle Earth Roleplaying (which was sort of RM-Lite)
were brilliant.
Stephen Posey
slposey at concentric.net
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