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 Post subject: RuneQuest 6
PostPosted: Sun Mar 25, 2012 8:11 pm 
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I'm looking to use the new RuneQuest 6 rules when they come out.

One problem I may have, is sorting out all the Runequest magic into the equivalent Harn convocations. Then I got the idea to do away with the convocations altogether and go with the following:

The Shek Pvar are only relevant in the campaign because they seek to regulate who learns magic. They believe magic is highly dangerous, and seek to control those who can use it.

Anyone not immediately registering with the Shek Pvar are hunted down and depending on how severe their transgression of the Shek Pvar rules have been, are either:

1. Educated
For none or minor infractions
Example: practising non – violent magic

2. Jailed
For major infractions
Example: maiming someone, incarcerating someone, summoning creatures, destroying civilian buildings/property

3. Executed
For the worst kind of infractions
Example: killing someone with magic

Is there anything else I could add, can you offer any advice?

Thanks


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 Post subject: Re: RuneQuest 6
PostPosted: Sun Mar 25, 2012 11:38 pm 
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Warden wrote:
I'm looking to use the new RuneQuest 6 rules when they come out.

One problem I may have, is sorting out all the Runequest magic into the equivalent Harn convocations.


Didn't you already do that with MRQ2 last year? Are those systems totally different?

Warden wrote:
Then I got the idea to do away with the convocations altogether and go with the following:


I guess it depends. It sounds like you could be doing either/both of the following:

1.) Changing the outlook/organization of the Shek-Pvar (an organization). This isn't hard, though it may have lots of small consequences. For instance, does this change the way the society views magic? Is the prevailing mood more of a "burn the witch" sort (bottom-up), or a Harry Potter-style "you're wanted for questioning by the Ministry of Magic" sort (top-down), or something else entirely?

2.) Changing the nature of magic itself. This isn't necessarily hard, nor does it really have to impact anything on a social level, including the organization of the Shek-Pvar. If you are doing this simply to avoid having to convert spell lists to a new game mechanic, why not simply define the convocations as philosophical schools or areas of interest and not worry about whether a given spell is "Peleahn" or "Fyvrian" but instead on the focus of a given mage (i.e., if weapon crafting, Jmorvi; if illusion, Lyahvi).

I'm not familiar with RQ rules (at least, not any of the more recent versions), so I can't offer any insights on the mechanics. As far as the setting goes, however, it seems to me that the solution depends on what you are hoping to achieve. If you are looking for a different social dynamic for mages, then getting rid of convocations might make the most sense. If you are just trying to avoid a rules complexity, there might be an easier route with fewer side-effects.


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 Post subject: Re: RuneQuest 6
PostPosted: Mon Mar 26, 2012 12:07 am 
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Krazma wrote:
Didn't you already do that with MRQ2 last year? Are those systems totally different?

I did yes, and it was a lot of work - and I lost the lot of it! Just checked my folder and I've not idea where it is. I can't be bothered to go through it all again.

Krazma wrote:
I guess it depends. It sounds like you could be doing either/both of the following:

1.) Changing the outlook/organization of the Shek-Pvar (an organization). This isn't hard, though it may have lots of small consequences. For instance, does this change the way the society views magic? Is the prevailing mood more of a "burn the witch" sort (bottom-up), or a Harry Potter-style "you're wanted for questioning by the Ministry of Magic" sort (top-down), or something else entirely?

Top-down.

Magic is a mysterious force, the common man knows next to nothing about it, the learned do, and would like to keep it that way.

Hey it's a lot more than most of the d&d worlds I've played in, where there's no rationale for magic at all :D


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 Post subject: Re: RuneQuest 6
PostPosted: Tue Mar 27, 2012 6:55 am 
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I hope that the new Edition has a better look than the Mongoose Versions. I am not completely sure, but I never really liked the appearance. Still an Avalon Hill Fan, even when this is a sacrilege for RQ 1 & 2 guys.


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 Post subject: Re: RuneQuest 6
PostPosted: Tue Mar 27, 2012 8:24 am 
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Tharbad wrote:
I hope that the new Edition has a better look than the Mongoose Versions. I am not completely sure, but I never really liked the appearance. Still an Avalon Hill Fan, even when this is a sacrilege for RQ 1 & 2 guys.

You can check out the new cover here: RQ6 Cover


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 Post subject: Re: RuneQuest 6
PostPosted: Wed Mar 28, 2012 6:41 am 
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Ah, I saw the picture but I was not aware that this will be the cover. Hm, that could be a Lunar and a dragonewt ... perhaps. Will RQ6 will have the Glorantha background?


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 Post subject: Re: RuneQuest 6
PostPosted: Wed Mar 28, 2012 8:30 am 
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Tharbad wrote:
Ah, I saw the picture but I was not aware that this will be the cover. Hm, that could be a Lunar and a dragonewt ... perhaps. Will RQ6 will have the Glorantha background?

Not by default. It's a truly setting less core rule book, but stuff is going to be created for it.

There's talk of some Gloranthan products, and a dark age britain setting as well.


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 Post subject: Re: RuneQuest 6
PostPosted: Sat Mar 31, 2012 6:57 am 
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Could be an interesting Setting after reading Bernard Cornwell.


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 Post subject: Re: RuneQuest 6
PostPosted: Sat Mar 31, 2012 4:37 pm 
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Tharbad wrote:
Could be an interesting Setting after reading Bernard Cornwell.

Just finished the 'Pale Horseman'.

Good series of books. Tailor made for RuneQuest


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 Post subject: Re: RuneQuest 6
PostPosted: Mon Apr 02, 2012 12:28 am 
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Tharbad wrote:
I hope that the new Edition has a better look than the Mongoose Versions. I am not completely sure, but I never really liked the appearance. Still an Avalon Hill Fan, even when this is a sacrilege for RQ 1 & 2 guys.


I'm with you, Tharbad. Share the RQIII love...

IIRC, the main gripe about RQIII when it came out was the cost. A few people quibbled over DEX SR (or something) and disliked that spirit magic had a chance of failure, but the main issue was that the core rules went from a reasonably priced softback book to two rather pricey boxed sets containing rather flimsy paper-cover, stapled books.

That and some of the early boxed support volumes were not great and fans felt they were being milked - Trollpak went from a boxed set under RQII to two boxed sets and a cardstock-cover book.

But I liked the system. Adding sorcery was a nice touch. I got the support boxes and books as I could afford them, though some of the gateway stuff sucked big time (Eldarad?).

And by the time of the RQ renaissance of the early 90s, the game really hit its stride.

I didn't really get into MG RQ. The new edition interests me, but I'm playing other systems now. Maybe I'll upgrade, maybe I won't... And if I don't, I'll always have RQIII to fall back on.

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 Post subject: Re: RuneQuest 6
PostPosted: Mon Apr 02, 2012 6:30 pm 
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AndyStaples wrote:
IIRC, the main gripe about RQIII when it came out was the cost.

Quite true, but I loved all the gimmicks in the troll boxes and to be honest that was a more common trend in the nineties. And beyond that AH gotten some serious illustrators, the cover of the rule-box was simply great. And the later campaigns, like River of Cradles, Sun County, and Dorastor are still one a the best rpg-products I have ever seen.
The only problem was, that there was no simply entrée for Glorantha. The starting material was only semi-optimal and you need a huge background knowledge to understand all the details.

And most people quibbled over the Sorcery ^^, which I couldn't never understand. It was a very good integration, with three real alternatives, which was quite balanced ... except that sorcery was in the most areas evil, lawless and godless dangerous stuff ;)

And one thing I really missing with Hârn is comprehensible and working cult/divine system, which fits in the background. In my eyes this is the biggest weakness with Hârnmaster.


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 Post subject: Re: RuneQuest 6
PostPosted: Mon Apr 02, 2012 7:48 pm 
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Tharbad wrote:
Quite true, but I loved all the gimmicks in the troll boxes and to be honest that was a more common trend in the nineties. And beyond that AH gotten some serious illustrators, the cover of the rule-box was simply great. And the later campaigns, like River of Cradles, Sun County, and Dorastor are still one a the best rpg-products I have ever seen.


The Ken Rolston era. :D Don't forget Shadows on the Borderlands and Strangers in Prax.

Shadows has one of the creepiest scenarios I've ever run.

I liked Elder Races too - much of the was new detail as well.

Quote:
The only problem was, that there was no simply entrée for Glorantha. The starting material was only semi-optimal and you need a huge background knowledge to understand all the details.


Maybe that harmed its overall appeal. I knew the background, so it worked for me.

Quote:
And most people quibbled over the Sorcery ^^, which I couldn't never understand. It was a very good integration, with three real alternatives, which was quite balanced ... except that sorcery was in the most areas evil, lawless and godless dangerous stuff ;)


I liked sorcery. God (and balanced) implementation, and it really gave the option to use RQ in a non-Glorantha setting a boost.

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 Post subject: Re: RuneQuest 6
PostPosted: Tue Apr 03, 2012 3:21 am 
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AndyStaples wrote:
I liked sorcery. God (and balanced) implementation, and it really gave the option to use RQ in a non-Glorantha setting a boost.

Even Greg said that it was a very good expansion.

I put Shadows on the Borderlands and Suncountry together ;)
Yes, even it include a big, bad dungeon the adventure was great. Strangers in Prax included very good NPCs but I never did something with it.
But really creepy was Dorastor (including the Gods). Especially with the knowledge that there was a big conflict coming at the end.


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 Post subject: Re: RuneQuest 6
PostPosted: Tue Apr 03, 2012 4:40 am 
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Runequest 6 looks to be making all the right noises.

Having played Mongoose's Runequest 2, and having followed the design of RQ6 very closely, they've fixed a few of the issues that were in MRQ2. For example, the charge/move rules.

The designers of MRQ2, Nash and Lawrence, had to work within the confines of what others wanted. Now they have the rights to do what they want with RQ6, and it's looking a very good game.

Looking forward to using it for Harn.


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 Post subject: Re: RuneQuest 6
PostPosted: Fri Apr 13, 2012 12:22 am 
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Release of RuneQuest 6 has been put back to June.

Still, it looks amazing


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 Post subject: Re: RuneQuest 6
PostPosted: Wed Jul 11, 2012 10:42 pm 
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It's out, I have it, it's awesome!


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 Post subject: Re: RuneQuest 6
PostPosted: Sat Jul 14, 2012 3:53 am 
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I just picked this up the other day, and it has consumed all my free time.

I'm a diehard RQIII fan. I didn't care for MRQ at all, and ignored it entirely, which is why I was a little confused when this version was called 6th Edition.

I'm still trying to understand the changes in RQ6, based on my ingrained RQIII knowledge. So far, I think this is an excellent game. I especially like that the only Glorantha aspects are Runes (fluff text) and a few creatures (slargr), as I'm no longer interested in the heavy mythical metagame that every Gloranthan campaign I've ever participated in, tends to degenerate into.

What they've done with sorcery is both incredibly exciting and frightening. Exciting in that they've dispensed with RuneQuest's alternate name, POWQuest. Frightening as I'm still wrapping my head around how potent a sorcerer can become. Spells cost no more than a few magic points to cast.

I like that there are no Strike Ranks, which I've always found to be overly fiddly. Effects in combat seem to better handle some of the worse exploits from previous editions, eg: never bring a dagger to fight a guy in platemail. Highly skilled people tended to dance effortlessly until an unlucky roll, then they simply exploded into a mist of severed limbs.

Luck Points are an excellent addition, and Charisma has become a very worthwhile attribute to have, since it provides a bonus to skill increases in the long run.

Character improvement is very similar to HarnMaster's Development rolls.

And while I'll miss RQ3 Spirit Magic, I do like the new Animism rules.

There is also a new tradition, called Mysticism, which promises to do a great job in emulating Wuxia style play, or competencies bordering on the supernatural.

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 Post subject: Re: RuneQuest 6
PostPosted: Thu Apr 04, 2013 6:59 am 
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Yes, has to be a marriage of RQ6 and Harnworld

Has anyone played RQ6?


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 Post subject: Re: RuneQuest 6
PostPosted: Thu Apr 04, 2013 10:31 am 
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Due to later this month GM setting an adventure in Harbaal....

Currently rolling up a character; obviously reminds me of Cthulu :wink:

Let you know how it goes :D

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 Post subject: Re: RuneQuest 6
PostPosted: Thu Apr 04, 2013 6:58 pm 
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Definitely interested in hearing how it plays out.

Do you know how he's managing the RQ6 magic with the Shek Pvar, the convocations, and the different gods?


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 Post subject: Re: RuneQuest 6
PostPosted: Thu Apr 04, 2013 10:48 pm 
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No :)

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 Post subject: Re: RuneQuest 6
PostPosted: Fri Apr 05, 2013 10:57 am 
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Warden wrote:
Tharbad wrote:
Ah, I saw the picture but I was not aware that this will be the cover. Hm, that could be a Lunar and a dragonewt ... perhaps. Will RQ6 will have the Glorantha background?

Not by default. It's a truly setting less core rule book, but stuff is going to be created for it.

There's talk of some Gloranthan products, and a dark age britain setting as well.
Emphasis mine.
That dark age Britain setting sounds intriguing.


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 Post subject: Re: RuneQuest 6
PostPosted: Fri Apr 26, 2013 12:31 am 
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(double post)

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Last edited by kjetilkverndokken on Sun Apr 28, 2013 5:22 am, edited 2 times in total.

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 Post subject: Re: RuneQuest 6
PostPosted: Fri Apr 26, 2013 5:32 pm 
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So as I am preparing for a future Hârn RQ6 - any thoughts on RQ6 magic?

Theism - is miracles for the religions - can be used as is.
Animism - its the druidic/shamanistic religious magic, I would use that as is.
Sorcery - this is the baseline Shek-Pvar magic. And by giving the magic trappings (this is related to the element of fire etc etc), and change the runes for the elements - it goes as is.
Folk Magic - This is the stranger one, remove it from common skills, but could it still be used? its easier, and faster magic. But not as strong as Sorcery - do they have a lace in the Shek-Pvar?
Mysticism - This is the bodily Chi magic in RQ6, does that have any place in the greater Lythia? I don't know, if it does, then it could be used as is.

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